#avatar-rigging
1 messages · Page 3 of 1
i got the rotation values from blender, but when i try to apply them in unity, they break my wire, they are supposed to bend outwards like its reaching, not frey sideways
Unity uses different axes so I wouldn't try to copy the values directly.
but they wont rotate how i need them to, what di i do?
If your bone orientations are correct, they should rotate properly. If they aren't then they aren't going to bend right at all.
wdym bone orientation?
Alright, I renamed all the bones to the correct names, also I only had one bone for the chest (I didn't want an upper chest)
Bone roll and the angle of your bones in the armature. Those have to be done correctly for your avatar to move properly.
So did you merge the others?
So this is what it all looks like when the bones are positioned the way I want them to
Gotta work on parenting now
If you're going back to the template rig, they should already be parented correctly.
o h
It looks like your hips are behind the spine but it's hard to tell from the image
.-.
It kind of looks like the spine is where the sternum should be
Put it higher?
The spine, chest, and neck should all be pretty much lined up and more or less lined up with the hips. They're properly configured in the template, you should mostly just be scaling them.
the z roll on this finger is messed up, how can i fix it?
the z is messed up on all of the fingers
In the bone tab in edit mode in Blender, you can adjust the bone roll
This is better.
Yeah, I'm not sure the head should be so far from the neck, just keep it close to the neck and scale it up but the spine looks better.
Like this?
Yeah, I think so. You'll have to play with it and see how it moves, the humanoid rig isn't really designed for models with no necks so it's a bit tricky.
The upper chest probably shouldn't be that much higher than the shoulders
That looks a bit better. The neck should probably be pretty tiny since it doesn't exist and is just there because it needs to be. You probably don't want any neck weights.
how di i tell what number is correct for the bone roll?\
Try that, yeah
Will this work? Or perhaps 0.025m?
.01 is fine
Time to do some some mesh separating again, lol
Why?
Because I need to do weight painting again and I wanna make it easier
Also the mirror thing is happening when I just want to move a selection along the X axis .w.
Like
When I want to move ONE pigtail, BOTH of them move
Like if I want to move the left pigtail to the right, the right one goes to the left at the same time when it really shouldn't
Mirror modifier is staring me in the face and I can't find it
Did you check the symmetry options I posted earlier?
You don't necessarily have to do the weight painting again, just parent the mesh to the armature and then put an armature modifier on the mesh.
It might not be perfect because the rig is different but it's a start.
I see..
I must thank you for that, else I never would have found the "Names" for the bones. I kinda needed that lmao.
Oh wait symmetry options
oops
hang on
It's complicated stuff. It probably would have been better to direct you to a more comprehensive tutorial series on rigging but now you should have the basics down.
why isnt my model posing like he was in unity
i imported the fbx from unity that was posed, then fixed model, and his pose is reset back to default, is there a fix for this?
You might need to apply the pose as the rest pose https://blender.stackexchange.com/questions/49768/can-i-set-my-pose-position-like-the-new-rest-position
i may not be understand this, but is there a way to just carry over tghe pose from unity to blender?
like, can i rip my pose from unity and apply it to the blender model, then set it to default?
I don't think so but I'm not sure. Animations can be exported from Blender to Unity but I'm not sure about the other way around.
does the pose count as an animation
A pose isn't necessarily an animation but if you're keyframing a pose in a timeline, that's an animation and you can get a pose from an animation.
I can finally be happy now
No issues according to the inspector
I'm
Happy
🙂
I will not dare to enter the "Configure..." menu at this moment.
Unless I have to.
@quaint cosmos?
If it's not giving you any errors, I'd say you should at least give publishing it a shot and if you run into any problems, then you can think about about that. Did you try posing it and see if it moved well?
Oh I haven't, maybe I should. 😳
i put the roll to -16, previously 0, tested it in unity, and now the z acts exactly like the y, what did i do wrong?
@quaint cosmos
Well remember that Unity doesn't label its axes the same way but is the axes of rotation usable when you have it set to local or is it still rotating it weirdly?
Okay, just tested it, and it's all good!
Now, how do you set a viewpoint?
Is it exclusive to the "pre-publish" interface, or..?
Add an avatar descriptor to the parent object, the object the mesh and the armature are parented to. View position is in there.
i tried both, the still were as if z and y are the same
I'm not sure I understand, can you post a picture of one of the bones selected in Unity with local selected and using the rotate tool?
😵
What does it mean?!
The chest is there; it should be recognized just fine!
Everything is in the Hierarchy! Is Unity blind?
Guess you gotta go back into the configuration. When did this pop up? There weren't any errors before.
The SDK told me
Well, bad news. .-.
I tried switching the build target to Android, but it looks like Unity is now stuck switching build targets
What do I do?
oh-
Well I didn't see that
My bad!
Now how do I fix this?
You need to install android build support via Unity hub
Where do I go to find that?
Ok so I tested the model and unfortunately the model just slides around while T-posing
A lot of other people have had this problem too
And you're sure you set it to humanoid on import? Did you clear up the chest error?
Yes, I cleared up the chest error, and I set it to humanoid on import.
But now the SDK is telling me this..
Yeah, that would mess it up. I assume you're applying these changes after changing them in the configuration. I dunno, it just doesn't seem to be taking.
I mean everything's there
You would think it would be finding everything properly since the names look fine but does it look that way in configuration?
When I look at config, it shows everything correctly...
Did you delete the upper chest from the rig? Because the template rig has an upper chest and it looked like yours did as well.
The reason why my rig had an upper chest was because I was using the template rig, so yea
Should I delete the upper chest?
No, but if you have it, you should assign it.
Should I have?
In the template rig, the shoulders are parented to the upper chest so it's not going to work to not have the upper chest assigned.
Ok fixed it
This bug just won't let me continue.
I think that does it. I'm gonna have to delete the upper chest in Blender.
Well if you're going to do that, make sure you merge it with the chest, just deleting it is going to screw up your parenting and your weights
Empty list =.=
Well, I don't work with CATS so I don't know how to resolve that but just deleting it is going to give you more problems than it's going to solve.
so uh
The shoulders were parented to the regular Chest bone
Not so sure about the whole weights thing tho
Well that's not right, then. In the Template Rig, they're parented to the Upper Chest. How is your template rig getting screwed up if you aren't editing these things yourself? I don't get it.
I would try parenting the shoulders and the neck to the upper chest and seeing if that works any better
Oh missed the question. Under Unity Hub (3.X, don’t know about 2.X anymore), there’s a tab named installs. Go there and you’ll see all your Unity installs. Press the cog on 2019.4.31f1, then add modules, then select android build support and wait for it to install.
If you didn’t install Unity via the hub, you can find the separate installer for android build support under the archive.
Cog?
Okay the three dots then
Alright that means you installed it separately and added it
Under component installers windows (or mac or whatever) has android target support
Hi @everyone! I'm just joining this community and I'm currently working on developing a custom avatar for VR Chat. I can see there is a lot of experience in here, so I hope I can get some help. 🤞 Does anyone have experience rigging and creating blendshapes/visemes working in Maya to Unity pipeline? Thanks in advance! 🙂
Trying to ping 275k people isn't the best way to start 
Oh no! My mistake. However, thank you for being the first person to reply. Unfortunately, you can always gauge a community and it's members based off how they treat new people or those asking for help.
is there any way to simulate what hand gestures are like on Quest controllers, if you only have Index controllers?
i.e. disable individual finger tracking long enough to make sure the hand gestures are working
Best way I've found if you don't have the hardware to test it.
Use the av3 emulator to look through the 8 states the hand can be in. This would be done in unity.
You can always find someone in game as well to test out now it will look. But generally if you optimise for index most hands will work on quest.
You can also force it to not use finger tracking with state behaviors
does anyone know how to animate in blender? i need help making custom hand gestures and im a bit confused on what guides are telling me
@west basin I can make it for you
Thank you very much id love that
would you want my fbx file?
literally i audibly gasped when i read that
you have no idea how much that would mean to me
@west basin yes in dm
Welcome to the community^^ I don't have an experience in Unity but I know there's a lot of videos on Youtube for it! I heard it's a trial and error process!
Yeah, I'm seeing that. So I'm proficient in character creation and I'm working on a side project with a client to create some avatars for VR. That being said, I wanted to see if I could get a little insight on the implementation of rigged models with blendshapes to Unity. Just some technical questions on technique and what works ideally for performance and expression. But, trial and error is the best way to learn. haha
About the performance question: blendshapes can get really performance heavy, especially on models with higher vertex counts, to the point where splitting off the face or head if they’re only used there can end up being more performant in the end.
Blend shapes calculate the movement across each vertex for each blendshape each frame, even if there’s no movement
right. i plan on creating the 16-17 blendshape /visemes for the face mesh. Not counting brow and eye blinks. I'm at 28k tris and keeping it to 2 skinned /rigged meshes. I'm also incorporating a jaw bone. if i was recording key frames I would for cinematic purposes, i would include the blendshapes to correspond with the jaw movement. In unreal, I could script this and trigger using both when need be. But for VR chat, would it be best to incorporate the teeth with the head blendshapes as a single mesh, or can you set the blenshape targets to utilize bone movement and blendshape? like using the AA blendshape plus keyframing jaw movement to create the ideal movement of jaw/hinge rotation and lip shape. I hope all that makes sense haha
Unity by default adds both blendshape and bone movement together when doing animation. And the VRChat 3.0 Avatar SDK lets you manually pick animations to play with certain visemes (lip syncing), so it’s entirely possible for you to use both at the same time (I don’t really know how to do it, I’m just reading off the docs
). As for merging the teeth with the head, I would. Teeth aren’t going to add as many vertices as a whole body, although if you really want to know what performs best: open the Unity profiler, and trial and error
P.S. 28k?!? No way someone is actually making an avatar with a reasonable triangle count.
I would just apply your bone pose as a shape key and then build the viseme off that but it might be possible to use the pose directly. I'm not sure, I always just use blendshapes. Note that 28k tris is going to be very poor quality on Quest and won't display unless the player manually chooses to do so for that player specifically but if you're not targeting Quest, you should be good.
Tbh 28k tris on quest would still probably be the upper quarter of avatars
Thank you for the input! yeah, after talking to the client, and the quality bar we are targeting, quest isn't part of the target audience. Which is perfectly fine by me.
yeah i was thinking the same based off what I read.
Maybe. I come across a lot of Quest avatars that are poor quality or better and that's 15k tris or fewer but those are also in avatar worlds designed to cater to Quest users. There are certainly a lot of bonkers avatars out there.
Someone had definitely made an avatar with the rendering budget of two worlds. And uploaded it to quest. Then complained when their headset crashed
yeah, as of now she is at 28.5k. kept it clean but still left enough room for good deformation.
There has been a lot of that as well. There's no reason anyone's got to go over the 70k PC Poor ranking max.
||Is your client Fionna?||
And yet… 
yeah, after looking at most of the avatars on here, yeah...I cant fathom going that high.
Pretty sure Fionna designed her own avatar but it looks similar. Looks nice.
yeah, making a full line with multiple clothing and color variants
That is all going to be counted in the polygon count so are all the variants 28.5k? It doesn't matter too much for PC as the minimum displayed rank is very poor which has no limit and what will effect performance will be what is displayed at any given time but it's going to include all of the elements you add in the build.
yeah all the variants will be within the same range. If I'm going to rig at least 2 meshes, add some dynamics/ physics for some of the hair, and blendshapes, bone count under 130... I'll keep the polycount down below 30k
So the full avatar will be over 100k if you have multiple variants at around 28k. So you'll definitely be considered very poor even by PC standards and I believe people can independently adjust their maximum download size and minimum performance rank so if the avatar goes above the download size or below the minimum rank, it won't be displayed but I'm not sure there is a max download size by default unless you set one manually.
oh no no no. sorry. No you will only be loading 1 variant at a time. my bad. I didn't specify
So these are different avatars and not variants accessible within a single avatar?
Every Variant is essentially a different model.
Got it, a lot of people like to make different looks into toggles so I was assuming that was the approach you were taking. I just checked and the maximum download size is 400 MB by default so I don't think you'd be hitting that even if you included them all as variants.
Yeah no way not even close. I'd be a sh*t developer if I did. lol
Yeah, I've got worlds that have at least 300-400k tris and don't get anywhere close to 400 MB so you'd have to pack in a bunch of 4K textures to get anywhere close to that.
yeah, I'm going to load my high res raw zbrush model with 8k textures. ship it! haha
Maybe once VRChat switches to Unreal and gets that Nanite technology we can all live in a post-worrying about polygon limits world 😍
ninite only works on static meshes though
wouldn't work for avatars
auto LODs would probably work
wanted to share sad joanna
what would be the best way to make a model that is always hunched over? typically, unity enforces a t-pose which sets the back up straight, but I'm modelling a hunchback
Hey guys I've been trying to make a jc denton from deus ex avatar since I couldn't find one already. I found an fbx online and managed to put textures on it but it's unrigged and I'm having trouble rigging it in unity, especially since it's not in t pose and the force t pose option doesnt work
currently what im looking at
Import it and do the hard work of Tposing it in blender, then make a new Rig. you will waste more time trying to fix this than just to it the hard way (that what my experience with blender tell me)
I wasn't even aware you could rig in Unity, is that an option? You can configure a rig but I'm not sure how you would do the weight painting.
Easiest option for a quick okay rig is Mixamo.com
so tpose it in blender and then bring it back here in unity or do the rigging in blender?
If you've managed to get the character into a t-pose, they are rigged. Unity is just for setting up the parameters that VRChat needs like the eye tracking and view position
I mean, I guess you could do that in edit mode but don't do that. Just use Mixamo.com and the rig will be done for you. It won't be perfect but it's a start.
That looks pretty hilarious, no edits needed.
lmaoo I do kinda want to save it like that on the side
The wing suit thing is pretty common, just means that the torso got weighted too much to the arms and you can fix that with weight painting but not sure about the neck, never seen that before. Did you set up your markers right? Maybe try again.
yeah I set them twice to try and make sure
Hmmm, weird. Well, you can try rigging him manually. There are lots of videos on Youtube, just look up Blender rigging but it's a somewhat involved process so it's gonna take some time.
Well I got him rigged but for some reason he has all this messed up white lighting on the back of him
Got a picture of that? In Blender? Unity? Are you sure he doesn't just have a light on him?
It was looking like that in unity and in vrchat
I can pull one up real quick
i kinda got the camera wrong somehow too lol
I think he might have a light attached to him lol
I fixed both of those problems. Only thing now is trying to fix these white gaps that are between certain parts of his body but ill have to do that tomorrow
howdy! I need some help in rigging.
The issue im having, is all of these are already mapped
Try to set the rig to generic and back to humanoid and map it again. Doing that resets the rig and fixes most problems, you kinda need to do it every time you edit the rig in blender / anything else
Hey got a question, currently making an avatar for the first time in blender, in order to get physbones to work do I need to put it through Unity?
Or is there a way to use blender
Ping me in reply if you could
any and all content for VRChat is uploaded via Unity. blender is where you edit the models
for physbones, all the model needs is a bone chain and the mesh weight painted to it
you just add the physbone component to the first bone in that chain in unity
that's beautiful save it and make it a avatar lmao
Is there a video or photo showing the usual place for weight painting?
For example, my avatars body crunches when he sits but I do not have a reference to change the weight painting into. Going in blind creates horrific results
ReadyPlayerMe avatars make for a good reference. https://readyplayer.me/vrchat
thank you!
Ready player me have the worst weight paint I ever saw
That's some hyperbole if I've ever seen it. Could there be some improvements? Sure, but all of the fingers move properly, the arms bend well, I don't think VRChat would advertise them as their unofficial avatar creation tool of choice if they didn't move well.
They decimate them to be quest compatible. So the topology is awful
I agree the topology isn't the best but I'm not suggesting using them as a topology reference. Given the topology, the weight painting is about as good as it could be and is fine for reference as to generally which areas should be weighted to which bones and even with the decimation, they still retain edge loops at the major points of articulation so the models still move fairly well. Certainly not what I would call "the worst I've ever seen" with how dodgy some of the avatars out there are but given their level of prominence, they could use a proper retopology job.
If that is the case, do you know any alternatives I can study
off of? Even an image for each bone’s vertex group would suffice
no
The weights you're going for are going to be practically identical, the edges are just a little messy on the RPM avatars because they don't have clean edge loops but the location and size of the weights are all there.
Does anyone have any idea why Unity is merging two specific vertices when I try to import it from Blender? The first image is what it's supposed to look like, the 2'nd is how Unity shows it. I'm having a very hard time troubleshooting, so I was hoping someone here had a better idea of what I should do.
Has VRChat gotten any better at handling weird shaped leg joints?
like to be specific characters that have fairly short legs kind a always crouching
are you just trying to keep the sharp edges around the face?
if so, just mark those edges as sharp in blender
you don't need to split the faces
It's the inside of the mouth that's the problem. The reason the face itself looks smooth is just because of the shader. Unity, for whatever reason, really hates the corners of the mouth of my blendshapes.
I think I see? could be a messed up basis layer aswell
can you try simply creating a new blendshape in blender, activating it, and see if the mesh moves?
if it does, then you need to "update" the basis layer
It works in Blender, and I'm pretty sure that the geometry is properly separated in the basis layer, but it's worth double checking
It only looks that way once it's imported into Unity, and turned into a VRM file.
I believe there might also be FBX import settings in unity that could merge vertices
I imagine it has to be some setting like that I've just overlooked. Thanks for the advice, though!
I know in my experience, bringing in a model with any faces made up of 5 or more vertices can cause some odd issues, especially with blendshapes.
And sometimes it solves itself.
Does anyone have any tips on importing Character Creator 3 characters into Unity and then VRC. I'm really struggling to work out what the correct pipeline is 😞
Hey everyone! Sorry to bother but I'd have a question. It's more of a blender to unity import issue ( I think ? ) but I don't really know where to ask.
Anyway; to make different version of my character's ears I scaled bones and make a blend shape to smooth it. Works fine in Blender but in Unity it makes some weird results. Does anyone have an idea how to fix that ??
Not sure for it but if you have more then 4 bone attached to a vertex. Only the 4 with the more influence will be use
you should create a blendshape from the pose
and use Blend from shape to then "add" the corrective blendshape you made
so the result will be just one blendshape
Can a avatar have multiple armatures and objects? i just followed a tutorial to get my pupils done but im worried about the effects in vrchat
why would you even want multiple armatures? just have eye bones in your main armature
i tried to have it apart of the main armature but with the way the tutorial said, i cant rotate the armature upside down to have the eye controls not be inverted, like this https://i.gyazo.com/9cb3f245c63c74af8a171a1d3879537d.mp4
oh, you're trying to make 2D eye movement with a texture offset
you will not be able to do it that way in unity
you will need to use Contacts in unity to essentially detect when the eye bone moves up or down, and use those values to drive the UV offset
Impromptu demo on how to animate 2D eyes with VRChat's simulated eye tracking data by using PhysBone Contact Sender/Receivers to extract the needed position/roitation data.
Hey there! Having an issue where making an atlas only creates two colors? Specifically a color JUST for the glasses .w.
And it stucks .w.
how would i parent the vans to the avi correctly
How in the heck did you manage that?
How do I rig this shoe on my model?
Is upper chest usable in vrchat?
Yeah, not required but it works.
Would anyone be able to help me with my model? People are saying that I look like I'm doing the Michael Jackson or that my posture is messed up. I can send the blender file if wanted.
Seems like he's kind of locking his knee back in anim .w.
how do i make vertex groups
The vertex groups are on the right in the inverted triangle tab. If you press the + key, you can create a group and then assign faces to that group in edit mode or in weight paint mode. Don't do this for your rigging, though. Just select the mesh, then shift select the armature and then press Ctrl + P and parent with empty groups. You can also use automatic weighting but you'll probably have to redo most of that anyway and it might cause more problems than it solves.
so ii use the draw tool in weight paint mode to make the color chnges
You could but I world recommend you not for a robot. How to do that in edit mode has been explained numerous times so I won't go back over that.
hey, i'm new to rigging
a friend and i made this model and we want to know how to rig this propperly for vr chat
i have a basic understanding but i just can't get it right
i've been at it for 4 days almost
it's an anthro character
they made the body part as a base and the original rig, and i did the rest
i'm just scratching my head at this point
how do i add these vans?????
I can recomend three tutorials for rigging that I learned from myself
Basic rigging - https://youtu.be/PFaqjwpGxOc
Fixing common rig problems for vrchat ( I come back to this one often ) - https://youtu.be/2sfTEBAl8sA
Weight painting - https://youtu.be/4fICQmBEt4Y
A lot has changed since I made this one last year. Thought now would be a good time to bring it up to speed. Learned a few new tricks this time too~ Hope it helps :)
Big thanks to all the amazing helpful comments from the last Rigging Video to help find shortcuts for this one~!
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyul...
[Update 11/10/2021]
In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
If you enjoyed this video, please don't forget to like and subscribe!
You ca...
sorry for the wall didnt think it will expand...
thank you, i've been at it for 4 days now ;-;
I'd delete the sock faces underneath and then join the shoes to the rest of the model and weight them to the feet bones
Yeah its not an easy rig homestly
i need there to be a toggle and id like to keep the socks
From a quick glance its missing stuff like straight legs, straight arms in T-pose, hip bone above the legs etc.
The second FBT fixes video covers that
alrighty
Otherwise it will be funky in vr chat
Okay, then you either need to fit the shoes over the socks so the faces aren't pointing out, hide the parts of the sock that are overlapping with shape keys or I think there's a Poiyomi shader that allows you to hide faces using the material but that will only work for PC
im fine with the socks poking out
Okay, then just join the shoes to the mesh (or keep them as their own model if you don't care about having more mesh renderers and downgrading your performance rank) and then assign all of the faces of the shoes to the appropriate foot bones.
to which mesh??
and i would like top keep them as there own model
If you don't want to join them, then don't. I guess that's probably necessary if you want them on a toggle. In that case, just parent them to the armature and weight them.
how do i parent them
Yup, that's it, I'd go with empty groups and then assign all of the faces of the shoes to the right vertex group in the vertex group menu on the right (the inverted triangle)
i just started blender emtpy groups
you saying go to the foot part of the armature and hitting parent
Parenting something to the armature will parent it to the entire armature and "with empty groups" will set up the vertex groups. Then you just need to find the foot vertex group and assign the shoes to it in edit mode.
how do it do that 🥹 sorry
i know edit mode
thats it
Did you find the inverted triangle where the vertex groups are? Then you need to select the one for the correct bone (right or left foot) and then select all the faces of the shoe and hit assign.
i did not
Well, it's there. It's on the right if you have the default window setup.
Select the faces and if you've found the vertex groups, there will be an assign button.
how do i select the faces and how do i find the vertex groups im so sorry
I've told you about as much as I can for finding the vertex groups, you just need to look for them. If you don't know how to select things in Blender, you might want to spend a few minutes watching a beginner tutorial.
ok so i select the shoes and armature and go into edit mode
You don't need to select the armature if it's already been parented, that's what creating the empty groups was for.
ohhhh ok so i parented them with emtpy groups
like you said earlyer i missed that part
and now i selected the shoes and in edit mode
You'll only want to select one shoe at a time since each shoe needs to be assigned to a different bone. The inverted triangle is right there on the right where I said it was, you just need to look for it.
is it in this pic
Yup
or does this have nothing to do with it
im sorry but i dont see it anywhere i even googled it
can you mark where it is
i dont see inverted triangle anywher
You found it, see all the bone names and the assign button? Just have to assign the shoe to the correct foot.
Notice how the tab is an inverted triangle? Do you have a better name for that?
i see and no lol so i would hit assign to right ankle?
I guess if ankle is what your foot bones are called. I don't think VRChat rigs generally have an ankle bone but if that's what corresponds to the foot, yes.
theres ankle and toe
Yeah, I guess that's what it would be, then.
then do that with the left
If you assign the right shoe to the right ankle, then what would you do with the left shoe? 
ok then is it all good to go or is there more stuff to do
Should be good, you can try moving the ankles if you know how to do that, otherwise bring it into Unity and try publishing.
nice thank you so much 🙇🏽♂️
it works only prob is on the left shoe the normals are inverted in unity but when i looked there not
How do I rig shoes on my base avatar?
Do you know how to enable backface culling in Blender?
i fixed that but
See pretty much the whole discussion above your message
dose this look better?
It would help if you knew how to pose the model in Blender so you didn't have to troubleshoot in Unity, maybe look up a pose mode tutorial? You can also go into edit mode and then hit select on the ankle vertex group to make sure the shoes are assigned to it.
im pose mode it does move every thing but my shoes
when i select my shose it sayes ankle
So when the shoe isn't selected and then you click the ankle vertex group and then click select, it selects it?
In edit mode
no
Okay, then they didn't get properly assigned, then. Try that process again.
mmm NO change 
im dying inside
all of that was for nothing i could of just done it in unity
Unity's parenting is much less flexible but yeah, in your case you could have parented the shoes to the feet in Unity but it would be useful to understand how weighting works. No idea what you might have been doing wrong but it would have worked if you assigned the shoes to the vertex group properly.
did you check the Armature modifier?
to see if it was actually using the correct armature
im a very very very new model maker and have been winging unity for 2 hours and I made a model of Pamtri's spongebob I need add bones and rig it, and long story short 0 clue on either.
literally help
Unity is not a modelling/rigging software, Blender is
I learned that,
I already imported the model into fbx to move to blender,
im moving it now.
dude blender is so fucking dumb
I cant even figure out how to move around
its so overcomplicated the point where I follow a tutorial on how to export a model exactly
and it just
dosent let me put it in blender.@>?#!">#>:"
im about to pay someone to rig a fucking model with 6 bones dude im so done
after using art programs my whole life, relearning an entire set of hotkeys and general use of 3D programs was so so so frustrating
just keep watching them tutorials, keep workin at it, it'll stick.
i've been teaching myself for over a year and i still dont understand so much lmao
my ass still over here tryna figure out how to get my unity model to blender ;-;
If you've exported an FBX, it's just File -> import -> FBX but you need to make sure you export it as a Binary FBX
i dont know how you made your model in unity, but if you just wanna export an fbx to work on it in blender:
Assets > Export Package...
someone let me know thanks^^
I belive this is a rigging question so here is is. The model in making right now only has one blendshape for when they are talking since they have no mouth it’s just 3 triangles how do I rig this to work I’ve set it up and I’m testing but it seems to glitch out as I talk to test it and doesn’t show 75% of the time is there a way to fix this? Or rerig talking in blender with the mouth shapes that are just doubles of it for the talking?
i fixed the problem but now it wont go away when i talk help?
Well, if you assign all the visemes to the mouth open state, then your mouth will be open if there is any sound coming out of your mic. Is that the issue>
there is no sound coming though and it shows up
@quaint cosmos
i also made it into a vrm for streaming and it works like when i dont talk it goes away
is there a proper way to rig breast bones for realism
like, what's the proper position for the bones
currently have something like this
it's kinda realistic I suppose
The animation set doesn't animate toe bones and I'm not aware of any FBT system that has toe trackers so unless you're creating your own animations or want to have toe physbones, I'm not sure what benefit you would get from that.
https://twitter.com/migero_usausagi/status/1345892307795587073
https://twitter.com/chigiri_vrc/status/1345368880768634880
It's a bit complex, but there's a few more explanation tweets there
@VRholo おっぱいのずっと外側に置いた空オブジェクトをルートにしてDBつけて、その下に元のボーンの親子関係を逆にぶら下げてみました。
狐雪ちゃんの元のウェイト塗り自体をちょっと調整したい感じはあるけど、Unityだけでも少しは改善できそうな兆しは見えたと思う!
336
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Thanks I appreciate it. 🙂
so I have this model I created of Pamtri's version of Spongebob, and I have 0 clue how to add bones or rig the model at all I was wondering if someone could help. or recommend tutorials that can account for square bodys.
legit my first time using blender)
so if u say some term keep in mind the fact im stupid and new to blender)
This is a good start but creating a model properly for rigging, doing the rigging, and then doing the weighting is a pretty big topic so it's going to take some time and practice to get it right. https://www.youtube.com/watch?v=4fICQmBEt4Y
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
If you enjoyed this video, please don't forget to like and subscribe!
You ca...
You're are least going to want some edges where the model is going to bend (elbows, knees, wrists)
dose anyone know why this happens to my character?
ok so the smaller he is fixes the leggies i just don't know how to fix the arms ;-;
which i don mind being small since this anthro species is small anyways
how do i fix the arms?
How would I go about making this lot a ton less janky and normal?
I need help, not sure if this is the best place to ask but. Blender doesn’t like to listen to me and I can’t resize bones. If i give myself a minute or two i can show you my problem.
i dont understand whats happening any why the resize tool is doing nothin and booting me out of it. any help would be appreciated.
You can't really resize bones that way, try moving the end point down instead
In edit mode
Thank you, i had no idea what i was doing wrong, must’ve been an old tutorial or he has different pluggins
Actually I guess you should be able to resize in object mode but eh, it accomplishes the same thing.
It seems to work for normal bones but not for the MMD rig for whatever reason
I guess if you want to scale a MMD bone that way, you need to scale the parent object, not the bone itself.
Understandable
Looks pretty reasonable to me
Blender, you can do pretty much anything 3D art related in Blender
and references exist in blender too,
I have a bunch of characters/outfits that are from the same game of wiz101, and so of course they of course have the same body type. anyone by chance send have a general bone rig map that’s fully compatible for full body tracking? I assume it requires more than just the normal rigging that I do. especially the fact my rigs might be slightly different because idk how to save them
Im getting a really weird issue where some bones on a chain are appearing all crumpled up in unity but not in blender
Hows this any suggestions?
how to i patch these problems here, the head isn't connected properly to the body and parts of the helmet aren't either.
Delete doubles or fix the weight painting
well, you'd need to do both lol
Assuming those parts of the head are even the same model. If not, you'd need to join them to the body or parent and weight them separately (though that doesn't make much sense for a few chunks of the helmet.
Note that automatic weighting is just a starting point and will almost always require some manual clean up
ive fixed up the weight paint but those floating bits behind the helmet are just lagging behind despite being at max weight, i even tried extending the heads bone.
sorry if im asking too much, im new to rigging and what knowledge i have is from youtube tutorials lol.
Not sure if it would have any effect, I don't think it should, but have you check to see if there is any weight on any other bones for those pieces? Ideally you'd want to weld the vertices so it's all one object but I also don't think that should impact the weighting.
ill try the first suggestion and then learn how to weld verticies because i need to know how to do that for the neck seam anyway
I ran into this issue afew times doing my model actually, check the verticies, they could be mapped to another part of the rig
Select the mesh bit u are using not the rig, go to the modeling tab on the top, it will turn the model Orange.
Now look at the menu below the layers menu. Their should be different icons!
Click the triangle with 3 circles, that shows what vertices you can map to what or remove.
Press your N key, a new window should pop up, and start selecting dots, shift click to select more or less.
On your new window look for dots that have different bones than what they are supposed to have.
Once you find it click it on the new window and click remove on the verticies window!
If you pose it where you see those messed up verticies in the layers tab on the top you can switch between the two to see your progress
Sorry for the block of text, on the bus rn and away from my pc
How would you go about rigging something like this? The back legs are where my avatars legs would be in relation to the spine, the front legs are from the original armature. I was thinking some sort of puppetry might work but I am afraid I might just have to do custom walking animations and use a generic rig? It's kind of a hunched monster I guess. I can give more pictures if necessary but I am trying not to spoil the project I am working on. ;-_-
basically what I am asking is if there is a way to move the two leg sets in tandem without using copy rotation, which seems to break the back legs.
Yeah, I don't think the humanoid animation set is going to work for quadripeds so it seems like you would need to go custom but maybe I'm mistaken.
oh, okay. I was afraid of that. If it helps, it doesn't need those front legs. It's not a quadraped per-say... I just thought unity needed legs in line with the pelvis in order to not break the model. They were going to be unweighted, and just used as controls for the digitigrade legs.
Sorry, I am terrible at explaining myself.
Okay, that might be doable, then but still a bit beyond me. Are you familiar with how to rig digitigrade legs? I never bothered with it but someone showed me this guide when I was thinking about trying. https://cdn.discordapp.com/attachments/390924372782612480/991844903044788355/Digitigrade_tutorial_2.png
Thank you! I did try to rig that according to the instructions, and in blender the movement looks okay. Just have to hope unity doesn't yell at me because these 'human' legs still look really deformed. I didn't expect this avatar to be fbt compatible though so fingers crossed! 🤞
heyo, i have some questions about using CATS and armatures if this is the place for it
Is there a way to kind of "bake" the basis shape key into the mesh, so that when I remove the basis (and all shape keys) the changes that were in the basis stay?
(I created a shape key, made changes in it, propagated the changes to all shapes, now want to remove all shape keys but keep the changes - so that i can apply a decimate modifier)
edit: Found "Visual Geometry to mesh" seems to do what I was looking for... hopefully using it has no side-effects later down the line xD
im trying to make a model that only has one thing for when they are talkign how make? ive made many mouth shapes for it but its broken and doesnt work as soona s i unmute it shows up and doesnt go away
heyo, im trying to setup the rig for a model so that unity recognizes it completly but im having some issues with some bones not showing up
one of the legs bones are unresponsive although they do exist in the directory with the correct possitions
aswell as all the 3rd bones of the fingers being missing with 2 weird red unhappy finger bones
anyone able to help out with this plz?
the shit is literaly random, every time i close and reopen the rig inspector i get something completly fukin difrent
what the hell
can you show the side memnu to set up the rigging?
it all looks good on it
and also it broke even more now for so reason
now with the hip bones going down to the origin
all green here too
mm weird
yeah
scroll down clic pose and hit enforce tpose to see if this helps
yeah i made if fully from scratch
it looks good in blender, idk what id need to do to have it work
go to mesule nd settings to test if anything is wrong
liek click it and slide arounf the top sliders
the leg with the invisible bones is stck in place
wait are they all parented in blender?
also should the head move at all?
yeah its all parented
everything is parented to the armature
and the armature is parented to an empty
one sec let me boot up blender to show what i mean
do you mean if they are all connected?
are they parented like this in blender
(this is a model im working on atm with custom stand crawl and prone poses
no problem take your time hopefullt this helps. legs should not have contented chosen btw they are parented by offset
Earliest pin in this channel shows how bones in rig should be arranged.
ok so it seems i got the other leg to show up that way, there are still the weird conections to the empty
like what show me
yeh das how i have the hirarchy setup
oh right your hips... can you send a screen shot of it in blender? it might be a problem there
Yeah it looks like Hips are not a root of the armature.
if not i think i know that problem itd be that you have armoute for your hip bone and not your hip one
thats fine its than this problem
your hip bone isnt hips
this is what it is
You have it all shifted
so change armture to your hip bone and it should fix that problem
oh yes it is i just noticed that its a simple fix tho
ya just click dot or drag form hircy
no problem still having problem with hands?
because i think i see the problem
test in muscles and settings to check
o i just enforced the t pose and its no longer red
i cant click the muscles tab anymore though...
also sry but i gotta go to my lecture, imma prob message here again once im back
ok than have fun
anyone know how to make it so when you talk it just is one open mouth thing? like a pop cat? im trying to do somethign like that and its just nto working as soon as i unmute the thing shows up and doesnt go away even when i mute or dont say anything
also i did this (frist imange) but than i edited the prone state and its like this (secnd imange)
anyone got a idea why the fingers do this in the rest pose?
why are the feet clipping through the ground? my assumption is that its somthin with the default animations
i just dont quite know how to change them to somehting custom
Im still very new but my first thought is that some fingers are weighted to another finger bone.
I’d check every other bone in the hand to make sure the weight paint is proper
it was the first thing that i had checked, there isnt anything wrong with the model i dont think but dont quote me on it
So I have a db avatar. Which is currently the vegeta and trying to get my own avatar into it and stuff.
But it's not rigged and I am not sure where to start to rig. If I have to use blender then idk how to use blender. I seem to learn more effective in unity
Mixamo.com will get you a somewhat usable rig but without knowing how to do some cleaning up of the weight painting (which requires some 3D modeling software) it's going to have some issues.
Gotcha. I'll look into it
Wait so how do I use it? I see a list of small animations
I think this might be bone placement I think the bones need to be lower on your model so it doesn’t do this? This is only a thought I’m not sure completely
@quaint cosmos
Uhh. Issue
Hmm, it seems like your model already has a rig, at least that's what I'm getting from that error, are you sure it doesn't?
Ok I just did the configure thing. And it once again froze ynitu and I closed it and waited for it to fully close. However. Before it closed I saw bones. Looks like unity rigged it for me. How effective? Idk I gotta wait till tmr
Unity doesn't rig models, it just recognizes an existing rig and assigns the bones so they can be used by its humanoid system so it sounds like you always had a rig
Ah ok. I was looking at the avatar in the hyarc and didn't see anything to do with bones so I assumed it wasn't rigged as it didn't show up for the few tkmes
Do I gotta move the Grey bones to the green outline?
There should be an "enforce t-pose" button in the configuration. It's a little concerningvthat the arm bones aren't where the arms are but try it and see how it goes.
Ok so before I do that. I went to muscles a setting and he has more then one skeleton bones.
You thought you had no armature, turns out you had multiple armatures. Not sure what to do about that or if it will mess amything up. If you knew how to use Blender, I would delete the unneeded armatures but without that I guess just see how it goes
I could possibly just delete the entire rig and redo it.
And this time not close unity since I know it just takes a while
I'd duplicate before trying that just in case
Duplicate what? The model or
Yeah, so if you screw it up, you have a backup
Ok so I go to store
I come back
And it's still frozen.... and im trying to close it
Task manager?
Yeah. Just restarted the laptop
Ok so. I deleted the old model.
And got the same one in and configured it.
There's still 2 rows of skeleton bones. I am so close to losing my mind and giving up. Already stupidly hard trying to find a decent model that i can put into unity
Would ask someone to help me but I'm broke rn and I wait for HOURs for one small thing to load. But oh no if I try to delete something it screws up everything.
Exported avatar to blender, removed hair, hat, and mask vertices, now looks like this, I've tried swapping it from humanoid rig, to none, to humanoid again, didnt work
In rigging it looks fine though
Try replacing the FBX in the file explorer. Sometimes making edits to the FBX in the scene can mess stuff up
When I put the avatar back into unity I replaced the original fbx
Imma just search for another model. And I doubt I any results that are good
So if you dont mean that idk
Great now I don't see the model button at all.....
What's the model button?
This
It's not on the other model I found and idk if I can rig it
It says it's non humanoid
Oh, I never use that for anything so I didn't even realize it existed. If you want to configure the model, you should be able to click it in the project tab.
You can change the rig type to humanoid but it might not be configured for that.
And where is this project tab?
No wait scratch that models crap. Parts of it are merged in bad places.
Like the left eye bone is merged to the jaw stuff and other things
At the bottom, it's where all your assets are stored
This is really annoying me when I'm trying to get my cac saiyan avatar into vrc when I can't even find a model that I can download
A lot of game assets are not rigged to work properly with Unity's humanoid system. You're probably going to need to learn Blender to have much success in creating your own avatars.
Annnnnd blender is something I got no experience in. I have it downloaded but the UI always ALWAYS confused me
There are a lot of tutorials. 3D animation is a big subject so it's nothing something you're going to pick up in an afternoon but you can get there if you're consistent.
Idk about you but the avatar I'm making is basically simple on paper but trying to find the parts is hard enough. The Armour I had before with vegeta but Grey and black.
Hair and beard I also had but the rigging refused to work or look fine
I got the parts I just need to rig and hopefully fix it
Pretty sure there is a simple fix for this, but I forgot. Any suggestions?
If everything is already set up properly then you're good but if it's not, you need to pick up the skills to get it there and there will be more situations where there is stuff that needs fixing then there will be where everything is set up perfectly. At a base level, you'll want to be able to remove the rig and then rig it with Mixamo and fix the weight painting which isn't that complicated but you'll need to watch some videos.
Last time I tried deleting the bones unity froze on my as a whole and took forever to close to a point I had to restart it
If I can find a blend file then I guess that's a start
Select the faces of all the bits that aren't moving with the rig, go into vertex groups and assign them to the appropriate foot bone.
OH YEAH ;-;
But it's unlikely with how hard it is to find a decent looking model
It might help to remove the armature modifier from the model before deleting the armature.
https://booth.pm/ has decent models
Yeah, it's mostly furries and generic anime models but you might be able to find some dragonball.
xD
No go. Searched up vegeta and got nothing.....
Isn't grumroad mostly people selling copyrighted models and such?
Well, ether find someone who you can commission to make the model or make it yourself, though you need to know a lot of things before even getting there.
That's the thing. I would ask something but I know they will charge my life savings for one basic cac. So I wanna do it myself
I got the model. And the hairpiece
I just need to recolor and rig it good
Like my cac is vegetas Armour but Grey and black pattern
And a different hair piece which I already got and a gottee beard or anything really
Well, if you can just manage to get rid of the rig and then rig it with Mixamo, you'll be well on your way.
Yeah I tried that. But it usually frezies and I have to wait around 10 or so minutes for it to load. Or worst I have to restart the laptop because it took that long
I literally left to get my mom a drink and took 20 or so minutes. Came back and still frozen
Even clicking configure takes long enough
If you can remove the armature modifier, that's the panel with the wrench, then you can just select the model and then export selected objects and it shouldn't export with the rig.
What sort of computer do you have? Seems like it might be a bit underpowered.
Where do I go for that?
GTX 1650 8GB of ram gaming laptop
It's the panel with the wrench on the right in Blender
Oh I gotta open blender. I assumed you met unity
Should be sufficient to use Blender for this purpose
Alright. Saying this rn blender is something I pretty much got no experience in and everytime someone said they were gonna help taught me once and expected me to remember which I didn't.
Anyway "new file: general" right?
Or just import -> FBX. It's probably better to use tutorials so you have a reference point you can come back to if you forget.
file -> import -> fbx
Alright got the model in.
Okay, if you select the model and then go to the wrench panel in the right, there will be an armature modifier. You can press the x icon to delete it. Then select just the model and then file -> export -> FBX and select "export selected objects"
I selected the model and it only selected the parts. Like boots and pants. And some reason idk how to move the camera freely
This is why it would be good to watch a beginner Blender tutorial so you can learn those fundamental things. You can join the model together by selecting the various parts and pressing ctrl + j
K so apparently I need a mouse and my brother is using it. So camera is kinda stuck atm
Hold it found a vid
K got that. Now it's all one part. Only thing in the hierarchy is the model itself. No drop down no nothing @quaint cosmos
Now I just gotta rig it somehow
K testing it in mix
Uhh.... says there's already a existing skeleton
Even know there is no bones
Can you post the FBX file?
I've never gotten that error from Mixamo so I'm not sure about that. It's possible you need to remove the vertex groups but you shouldn't need to do that.
Alright. I'll send it to you
I don't think I'm set up to accept DMs from people on here
Sent a friend request
You get the dm?
Could someone help me fix the leg rigging on this one avatar I got custom, me and the one I commissioned to do it need some outside help
Id suggest checking your weights
make sure everything is weight painted to the bone you want it to be attached to
It'll convert to a T-pose but it can work with an A-pose. If you don't want to have to do any configuration to fix things like fingers, it's probably best to start in a T-Pose.
gotcha, was mostly just curious. thanks for the response
hi, can someone give some tips on how to make a tail with vroid + unity that has bones and doesnt clip wierd?
Is anyone got any guides for putting shoes and a model and weight painting correctly?
YouTube
I've already looked on YouTube or I wouldn't be asking here
I’m going to assume you didn’t because there are hundreds of tutorials
Half of them are old or just confusing and not explained thoroughly
So I have a good question. So I have these gauntlets and I really want them to mimic the hands I currently have on my avatar but I am unsure how to properly do this. I have tried "child of" and "copy rotation" but the problem is that, the gauntlet will still copy the rotation when the wrist moves which makes it all messed up. I am not sure what I should do but this is what the bones look like.
SO I had fixed up the gauntlets to match the positioning a little of the hands. And I had just realized something. And now this has become more of a work around. But I just realized I really don't have to worry about it because I can literally just make the transforms in unity with gesture animations. If this works I hope that maybe people can learn from me bein a dummy haha
Couldn't you just transfer the weights from the hands? Maybe I'm not clear on what you're trying to do.
So you can see the tiny hands. I want the bones of the gauntlets to basically copy the tiny hands. I figure that child of would probably be best. But should I give "copy transforms" a shot?
Okay so the white bits underneath are the hands? And these are the gauntlets for that character? But you have bones for the big hands so couldn't you just weight the gauntlets to the big bones? I'm not really sure how Unity is going to handle having 2 sets of hand bones to begin with so yeah, I'm not sure how to tackle that.
So the gauntlets are already weighted. If I give them a different name. It will be just considered random ass bones. But if I make the gauntlets bones copy the transforms of the hand bones it might actually make them do the same thing. Which would be awesome
I am fixing up textures right now but I will give it a look after
Okay so copy transforms was literally genius. They move perfectly with the hands and I don't know why I didn't think that would be the right bone constraint
An accurate picture of the fingers working literally perfectly
Wondering if anyone can help me, I’ve done numerous head swaps before but never had this issue.
I’ve put a new head onto a base and now the scaling is completely off in Unity, a collider that used to have a radius of 0.0006 now needs to be 0.06.
Is there any quick fix for this?
I’ve come to the conclusion that it’s a blender issue and the cats plug-in is causing it, when exporting via cats it changes my avatar scale.
won't transfer over to unity at all, but you can use rotation constraints in unity to pretty much achieve the same effect
My thumb is broken as heck when in unity but in blender everything is fine? any tip?
is a humanoid rig absolutely required for a vrchat model?
cause the rig i made lowkey lookin like it hopped straight outta roblox ngl
i just wanna know if its useable ingame
I think you might want to have hands, fingers, foot, and toe bones even if they aren't weighted to anything. Otherwise, it looks usable. If you don't use a humanoid rig, you'll have to create all your own animations.
You need a spine, chest, neck, and head. Upper chest is optional.
is there any norm to which Roll the hand rig need to be? i dont know if it is a CATs plugins issue but i just don't know and now my hand ingame have crooked finger and the thumb is messed up. Blender look great, unity show the thumb to elevated for me but once ingame all the finger are acting weird.
So I have a clothing that fits my model, it is rigged and weight painted. but I am trying to fit it between another model, I have a flannel and shirt. If I sculpt the model to fit so that it doesn't clip through the flannel will it effect the weight painting? will I need to redo the weight painting
if you put it on another model, the weight painting is already wrong most likely. in this case, I would start by deleting all the vertex groups, sculpting the shirt to fit, and then transfer the weights from the body to the shirt. you can do that either using Transfer weights in weight paint mode, or using the Data transfer modifier
Oh okay, I merged armatures so It's likely wrong weight painting then?
if the weight painting of the body is too different than the weights of the shirt, they will not move the same and one will clip through the other
for stuff that is more form fitting, transferring weights will get you 90% of the way to having it weight painted properly
Which of these two sets of bones gotta go? The base or the clothes? The base seems more detailed
on windows pressing Shift+window+s will let you take a screenshot of a selected screen location that you can paste directly in discord
show us like that please
My bad next time I’ve got you
i have a question i have one open mouth thing for my model im making how do i make it so it works everythign ive had so far it just doesnt work
If you click on the model (the mesh) and go to the blendshapes in the inspector, does it work like you expect?
like show up? yes it does but vrchat with like mouth sych it doesnt and with vrms for streamings it does
And you've assigned it in the visemes of the avatar descriptor and nothing happens when you speak?
thing is ill test it again today but ive had this problem i do that i unmute and it shows up and doesnt go away even if im completely sliencet
now it just doesnt show up when i talk
inless im screaming it doesnt show
Is the open mouth assigned to all the visemes? It might be good to have a closed mouth for some of them, though I'm not sure why it would remain when you're saying nothing. Maybe if you're using the open mouth for the silent meme.
That's probably the issue, then. The silent viseme is for when you're silent and that is using the speaking blendshape.
im confused
The blendshape not working at all could have to do with your mic settings but if it's using the open mouth shape for the silent viseme, then that makes sense that it would use that shape for when you're silent. That's what viseme: sil is.
that makes sense when i frist had this problem but im not having that problem anymore its nto showing up at all when i speak
If you only have one blendshape you should be using blendshape jaw or something, it's a different option than viseme blend shape
ill try that but ive tried all the ones they have and nothing has worked
Well gotta fix one thing at a time, remove variables and all that
Could be, I never use that one but you could look into it. But you don't say that it's not showing up, you say it is showing up but only when you're shouting which makes me think it's your mic input being too low.
When using CATS' Fix Model Button, how do i prevent the meshes joining?
By not using cats fix model. What are you trying to fix?
Could be a bone roll problem, what does the rig of your hand look like?
I'm not sure, you could try moving the bar closer to the left and see if that does anything but it seems like it was working before so something must have gone awry in your publishing process.
This is what it looks like when i first open the Configuration window
Yeah, could be bone roll, you can turn on axes in the bone settings in Blender to see if all the axes are right. I assume you're straightening out that finger in the configuration?
ugh and thats me right up againt my mic when i step back and dont eat it it doesnt shwo and is this level also moved the slider down still nothing inlessi it fill the bar
Ive tried straightening the finger in config. Ill try to see what you mean bone roll
That's you talking normally? That's pretty low in terms of mic output.
frist one me tlaking nroamlly second one me having my mic right up to my lips talking lodly
but its not i know its not because here is one of my normla lip models me talking nromally
The fingers dont seem to move the same way when the X axis mirror is on. Is that related to the issue?
I'm not sure what to recommend. As far as I know, configuring the minimum threshold to trigger visemes is not a configurable option.
(yes know creepy bunyn they have alot of fixes in the prosses
That problem fixes when i click "Fix model" but then the meshes join
i also cant be as loud as normally because person working and my seat broken
also a model that isnt mine
A lot of people don't recommend using CATS but if it works for you, you could save this version as another blend file, then delete the parts of the model from this file that you aren't fixing, do the fix, and then merge the other blend file with the non-joined pieces back in.
My dumbass doesnt seem to fully understand
Save the file with the parts separate as another file. Delete everything but the body in the current file, fix with cats, then file-> merge to merge with the backup you saved and then add all the separate bits back in. CATS can't merge models that aren't present when you do the fix.
But at one point it was working at normal volume? So what do you think changed since then?
it wasnt the nromal volume i had my mic realt close
@quaint cosmos now i am getting this message when i click it.
But you said at one point the visemes stayed even when you were silent. So you needed to be shouting then as well?
Maybe there's a CATs server? I don't recognize those errors as I don't use CATs.
no that id be complete slicet my micwould be at 100% senstivy and tid still show since ive made changes to the model (not major) and its not working
If you made changes to the model, I would start from the top rather than trying to edit your existing avatar.
Don't edit the existing avatar, import a new FBX and start over. It might not fix things but it's worth trying if you've made edits since you first imported it.
Textures wouldn't have any influence but rigging might.
it is a new fbx
But are you editing the same avatar or did you make it a fresh avatar?
i made edits to the avatar in blender exported a new fbx and replaced the old fbx with the new one
Yeah, try not doing that. Just take the new FBX, drag it in and add an avatar descriptor and set up your visemes like you did. Make sure you check the inspector there as well to make sure the blendshape is working.
Sometimes editing existing assets can mess things up. It's better to start fresh when you're having issues.
I mean, I can't guarantee that's your issue, it's just something to try. I'm not sure what else to recommend. There are no voice threshold options in configuring your avatar so if it's working when you're shouting, then I'm not sure other than there being some sort of bug with your avatar.
In the last 4 minutes you completely recreated and published the avatar?
im testing model not plusihing and yes i deleted the old model in unity and replaced it with the new
I didn't say delete the model, I said recreate the avatar. This is an entirely new avatar? New object, new avatar descriptor, etc?
ill do it again
You must've speed ran that to get it done in a minute between saying you'd do it and posting that it didn't work.
it isnt hard
It isn't but you still have to set up all the visemes and the view position, and then it takes a second to build but it would just help if your wording wasn't ambiguous so I could know what you're actually doing. Replacing the model and redoing the avatar aren't the same thing.
cats + blender 3.3 = errors, downgrade
ive done it tho and its turly not that hard for me i find this super easy but than i run into a problema nd i dont have the skill set to get over it or around it
and its till not working
and ive done everything youve said the next thign i could do is make a new unity file for it
I don't know, there is no setting to make an avatars visemes only work when you're shouting but maybe someone will have seen this before.
your the frist help ive gotten for this in weeks of this being a problem and alnsot daily asking for help and looking for solutions. but thanks for trying
So if I make an avatar with one arm slightly longer then the other, will it compensate by just bending the elbow a little more?
does anybody know why the wings aren't rigging properly? They were, but they were working when they were a separate object and armature and once I joined the two models and armatures it got messed up
all of the object data seems to be there ;-;
can anyone me try and attach these to my model?
How would I go about converting from digigrade to humanoid rigging. Pls @ or dm answer
You'd just have to move the bones in more appropriate locations ?
Select the meshes, shift select your model, ctrl + J
tried that already doesnt work and its the bones im trying to connect
Figured there would be a more streamlined way to do it
could you show what the mesh looks like aswell as the rig?
blender wireframe and unity render (blender's solid appears purple due to missing textures in the blend file)
this good?
ok so, there are two things you can do:
- make the legs actually function with the digigrade rig
- merge the ankle bone into the shin bone to make it more "normally" rigged
ok ill try something out
it looks normal in blender and unity and weightpaint works normally but as soon as i upload it it just contorts
Mixamo is okay for rigging humanoids but pretty bad if there is anything like hair or tails. and what do you mean exactly when you say "fix the model"
you don't need to import it via CATS
and in fact you should not use the "Fix model" button in most cases
only use it for MMD or VRoid models
How would I make this not twist weirdly?
Does the upper arm move?
nope
How did you add the cloth to your avatar?
They already were I was following this before this issue happened.
[Update 11/10/2021]
In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...
Likely you accidently change vertex group, or the bone name and both doesn't match anymore
@modern lanternThey all match and bone names too
Does the cloth move in pose mode?
They do
i'm so lost on how to rig, i was following a sipbox tutorial and he said to just add the character and let it auto rig via humanoid and it just made the rig way to big for my character, i'm also having trouble with getting from blender to unity i'm so lost on how to do any of this someone help with some tips
Does it move in unity when previewing with some animation?
the arm stays uh
Does the cloth has its own upper arm bone, or it's the same bone as the body using?
What sort of auto rigging are you using? I didn't know Blender had built in automatic rigging and I don't think Unity does either.
i was just following along with sippboxs tutorial
i got no clue man
i’m fresh fresh into this stuff
What tutorial? That might be a good start so I can reference what we're talking about. I generally recommend Mixamo.com for auto-rigging.
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
Welcome to my updated tutorial on the basics of uploading avatar with SDK3! This video goes over the simple aspects of getting your avatar up and running in SDK3, including eye look, lip sync, and view point. My previous tutorials were lacking a bit, and i'v...
Yeah, I'm pretty sure setting your model to humanoid doesn't create a rig for you, it just allows Unity to recognize the rig you has using its humanoid system. You need to have a rigged model.
ohh
I would recommend using mixamo.com. It's pretty straightforward, you just upload your character and go through the process.
i’ll try that soon thanm you!
After it's downloaded from Mixamo, it should be good to go unless you want to clean up the weights. You can watch the video posted above for publishing to Unity.
Using Zinfit base when in fbt tracking with head and hip tracking the top of the stomach sucks in for some reason anyone know what to do to fix this issue works fine with either head or hip tracking but no both in ik
When looking up/ down, the neck and chest rotate creating those snap. That's a beavior of locking both. Not your rig at fault.
Work in progress I think from the ik department
The chest is just one name for the bone above the first spine bone, Mixamo calls it Spine1. The view position doesn't display as a camera, it's just a small white sphere. You might have moved it out of view or are too zoomed out. The default Y value is 1.6.
Is Spine2 assigned as the Spine? Spine1 shouldn't be a child of Spine2, it's a parent of it.
I don't know why it's not assigning properly but I would try dragging in Spine into the spine slot. The bone hierarchy should be expanded on the left, just drag it in.
If that doesn't work, post an image of the hierarchy on the left while in the configuration.
I guess it just gets up with multiple spines, not sure why Mixamo names them that way, it's not very descriptive and Spine1 isn't even the first spine. Sounds like it's sorted, anyhow.
That's not really optimization, I'd just use #avatar-help
@quaint cosmos how do i make my avatar from a blend file to a fbx or similar to upload onto mixamo
File -> export -> FBX in Blender
i hope you nkow i'm going to be pinging you so much thank you
No worries. Pinging is fine, DMs I'm not as fond of. They just make it so no one else can help you if I'm not around.
thank you for telling me this!
@quaint cosmos i put into the website but the textures didn't load with it? just the solid coloured things i made
i put in just the basic character base and that worked
so i think i did somethign wrong with the clothing etc
i might have figured it out
the movement part that is
it didn't work
i'm starting again t his time following a tutorial entirely and no winging it at all
hehe i made it do a funny pose
Would there be any way to fix that
Look a little down when calibrate idk. Stop caring about it.
Is this a Mixamo error or Unity? I've never encountered that so I'm not sure. Textures don't really matter at that stage since you need to reassign them in Unity anyway.
every time i try parenting the bones of my model with automatic weights, it gives me this error.
i did manual rigging, not mixamo
with rigify
why did u name urself an art app
cool name innit
I don't think rigify works very well with Unity's humanoid system so I don't use it. I don't know about this particular error, automatic weighting tends to be not great anyway so you could go with empty groups and do it manually but it can be a nice starting point. Are you adding bones or just using the standard rigify rig?
How would I go about resizing limbs for my avatar correctly? so, my IRl self with trackers for everything to lines up correctly ? FBT
standard rigify rig
mixo messed up the polys on the model. How can I unstick these boots?
mixo also made all my textures see through
resulting in an eye hurting ghost model
I think that's just messed up weighting but if the verts really are fused, you can click the vertices that are fused and go to vertex -> rip vertices
To fix the see-thru, go into the material panel and change it from alpha blend to opaque
the verts are fused, the model has o weightmap.
i am working on it
How did it go through Mixamo and not get weights? How is the leg moving with the bones posing without weights? It has weights.
it says i cannot rip multiple disconnected verts. These shits stuck together real good.
Can you rip them one at a time? If you move the vert, it doesn't pull apart, right?
They will eventually be all rip apart yes
i wish i could maintain the pose while editing, but i can't
makes it very hard
mine doesn't have the settings
Because you have the armature selected. You need to have the mesh selected to use the modifier panel
This sent me down a rabbit-hole i never expected to crawl out of. After taking what knowledge i learned from these examples and what i already know about physbones and blender, I have successfully created the most amazing most realistic breast rig I've ever seen on a model. It's just perfection. Thank you for sending me on this wild goose chase. xD
all fixed
neat, do you have any demos?
weight painting make me wanna die. got damn.
It do be pretty suck.
right now my friend is working on an avatar using a generic non-humanoid rig, are they able to make the head rotate like it would with a normal humanoid rig?
no, you must use a humanoid rig for any kind of tracking
you can have an invisible humanoid rig used to drive bones in another, non humanoid rig
using constraints
but that will not work on quest
would the avatar have to be made PC only due to that?
the PC and quest versions do not need to be the same
you can have features on PC that the quest version doesn't
hmm, alright
could you give some tips as to how the main part (ball) of this avatar could be made to track head movement?
would it be possible to do in the first place?
maybe? I don't even know where you would want the view position to be
it almost makes more sense to have the main part be the body
well the goal in mind is to have the main section be able to move around, similar to how an actual head rig would function
if the main part were the body it’d eliminate that goal
the avatar also has custom animations for the walking and jumping, would that conflict with the rigging process at all?
Can someone help me with this spine? My sdk keeps saying it's wrong and I've been trying to fix it.
aint no leg
i'm trying everything
What kind of wrong ?
Like it's not all attached
You should use cats to translate those bones, hard to tell if there's multiple bones there when there should just be one
I don't know where to get cats
Add-on for blender 
Ok. Is it one the blender website or where do I find it
You should generally be proactive about googling things, but here's the link https://github.com/absolute-quantum/cats-blender-plugin
Thank you!
which one do I download in the pack?
ok
I'm still very confused on how to get it too work
I GOT IT!!
Any idea on whats going on with the teeth? I have applied transformations for them, but they apparently are moving on a different direction to my head when I tested the model of Unity
i am trying to rig the tongue of my character to help with the viseme shape, but i cant seem to get a nice stretching IK rig on it, just a simple IK rig. anyone gots idea for it?
does anyone know whats happening with my weight paint? its way too red even when i turn down the strength, its the same if i change to subtract too, i tried restarting blender but it didnt do anything
maybe their not weight painted?
Are you sure you don't have that backwards? Rotating the parent should rotate the children but not the other way around. The only way I'm aware of keeping that from happening is to unparent everything, rotate, and re-parent. If you have child objects rotating their parent objects, I can only imagine there might be some sort of constraint component? Not sure.
In regard to rigging in blender, does the head need to be a separate object? or can it all be one big mesh
It can and should be unless you have a reason for it not to be. Fewer meshes = better performance rank and better performance.
is there any specific reason for this?
also what specific bone names would be required for hair and the tail?
Good morning everyone!
Any solution for this? XD
I don't know if I ask for help in the right place, sorry but im new on this
this is probably a good place
Perfect ^^
how does the mesh for the hands look like, in whatever 3D software you use for this? @indigo sedge
What thing?
The hand mesh
Look ok for me
I don't know the exact technical reasons, no, but each skinned mesh renderer (which is what a model rigged to an armature is) requires an additional draw call and more draw calls is generally bad. If you really want to know what a draw call is: https://docs.unity3d.com/Manual/optimizing-draw-calls.html
I don't think it matters what you call ears and tails since they aren't part of the humanoid system
Ah, thanks
That's your animator. The mesh is what your model is made of. Like a wireframe sort of look. If you're using Lena Cocktail it should be visible under the .fbx file for Lena most likely in
Assets>stray lamb>Lena Cocktail>fbx>Lena Ver. 1.05.fbx
Then click the little arrow on the .fbx and you'll see a breakdown of all the meshes that make it up.
I'm not sure what your issue is but that's where you'll be able to find your meshes for that model and the other person can help you once you get that. 😂
the way i fixed it was that i exported it as fbx and then i opened it, im guessing i accidentally changed some settings without knowing so when i exported the fbx and opened it, the settings were back to normal
Anyone Know Of A Good Rigging Program That Isnt Too Expensive?
Blender, it's free
also why do you Talk In Camel Case
I Meant A Auto Rigger Ive Tried Doing It In Blender Something Always Breaks (BrainReadsLikeThis)
isn't it literally more effort to type like that? anyways. automatic rigging will only ever get you so far, you should learn how to do weight painting manually. there are many tutorials on youtube
you can use some automatic rigging tool to start off and then tweak it manually, but sometimes it just causes more issues than it aims to solve
Ive Tried Tutorial But Something Always Seems To Be Missing Cause It Doesnt Work?
then you are doing something wrong, it's not the fault of the tutorial
it could be a simple thing you're missing
Like Trying To Fix The Weight Paint On My Characters Legs Nothing I Tried Fixed It
or something that changed from one blender version to another
Wouldnt I Have Issues With Unity If I Upgraded Blender?
no? it doesn't matter which version of blender you use, you're always exporting as an FBX
What About The Cats add On?
for blender versions, the only thing that you should really be looking out for is stability and plugin compatibility
if you use CATS, you should use maximum blender 3.2, not 3.3. you can try it, but you might get errors
If the model is not in a t pose natively, finger can have the wrong rotation since unity force them to be strait
So I've seen some avatars that have the ability to change the hair length, I was wondering if there's a tutorial or something that would explain the Blender portion of the hair length and such
can someone help me with getting my avatar uploaded? i have everything for it i just dont know how to use unity
watch the 3 videos on the VRChat learning channel
Does anyone know how VRC stations determine where to put your avatar? I have a short one that keeps getting placed below surfaces and I'm wondering if it's something I can adapt within the avatar (not the worlds doing it)
pc - wherever the collider is , if you arent using one where the script is and wierdly
if you have cats its very easy!
in pose mode, go to your hair bones and increase the size under "item" on the right hand side to your desired maximum length
then, back in the cats menu click "Pose To Shapekey"
name your shapekey whatever you'll remember
and you're done with the blender portion!
the unity portion is just a regular radial setup, if you need help i can explain!
you can also use this method to customize other parts of the body too! i've seen people do it on tummy size, hair length, arm size, etc. if you can pose mode it, you can customize it with a radial in game
anyone want to do when the armature in the animation is not in 0 0 0 position?
I have tried importing it into Blender and fixing it
but when I export the animation breaks
I have tried modifying these part
Is there a tutorial anywhere on four armed avatars?
does anyone have a fix for this?
Its saying that these are not mapped - but they are actually mapped when I go into the rig itself.
I've tried resetting, remapping, and generally reimporting.
Removing the problematic FBX out of the hierarchy and placing the FBX back into it from the Assets folder fixed it for some reason
Not sure about not making the bones not move but you can make it so they aren't weighted to anything so they won't have any effect. Just assign the torso to the hip or spine.
I think the closest you'll get is assigning it all to the hip bone but there may be constraints I'm not aware of for this.
wait how did u do that? currently having that problem myself
How do I add a chest bone to a model with no chest
I wasn't saying to delete any bones, just to weight the model to the hip bone. You need all those bones for it to work as a humanoid rig
The model I am using only has one spine bone
When I parent my bone it parents the wrong sides together? I Ctrl-Click my child first each time
its only for My Ring finger here it becomes the parent every time
\
Suddenly started working 🤷♂️
Without weights, your model won't move at all
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
If you enjoyed this video, please don't forget to like and subscribe!
You ca...
Because Mixamo creates weights for you, you just have to adjust them now.
Depending on Mixamo for your rigging is generally not going to give you amazing results. You can start with that but you'll want to learn how to manually weight paint. If the head bone has no weights, it shouldn't do anything, Though I think it will still adjust the placement of the whole avatar if you're in VR so the head position will move the whole thing up or down. Don't know if there is anything that can be done about that but you'll have to learn how to create weights regardless.
Should I remove arm twist joints before importing fbx to unity? I can't seem to get the humanoid avatar descriptor to agree with my rig
I'm guessing this is the issue
How many ways can I say no to the same question? 🤔
Is the strength set to 1 and the weight set to 0? You can also assign faces to vertex groups in edit mode.
You might need to adjust the size of the brush and zoom into th area a bit more to get the right vertices
Try using auto weight paint as a starter first 
is it ok to have tiny shoulder bones
You need to apply your transforms to your model first, and make sure your pose is reset in pose mode, there are plenty weight painting tutorials out there that you should check out for the basics
yes