#avatar-rigging

1 messages · Page 3 of 1

quaint cosmos
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The main thing is just to get rid of that unnecessary bone, everything else you can configure in Unity

west basin
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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

quaint cosmos
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Unity uses different axes so I wouldn't try to copy the values directly.

west basin
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but they wont rotate how i need them to, what di i do?

quaint cosmos
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If your bone orientations are correct, they should rotate properly. If they aren't then they aren't going to bend right at all.

west basin
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wdym bone orientation?

halcyon sable
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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)

quaint cosmos
halcyon sable
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So this is what it all looks like when the bones are positioned the way I want them to

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Gotta work on parenting now

quaint cosmos
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If you're going back to the template rig, they should already be parented correctly.

halcyon sable
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o h

quaint cosmos
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It looks like your hips are behind the spine but it's hard to tell from the image

sage patio
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wtf is that spine

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why is it split

halcyon sable
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.-.

quaint cosmos
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It kind of looks like the spine is where the sternum should be

halcyon sable
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Put it higher?

quaint cosmos
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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.

west basin
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the z roll on this finger is messed up, how can i fix it?

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the z is messed up on all of the fingers

quaint cosmos
halcyon sable
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This is better.

quaint cosmos
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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.

halcyon sable
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Like this?

quaint cosmos
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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.

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The upper chest probably shouldn't be that much higher than the shoulders

halcyon sable
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So what am I gonna have to do there?

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Something like this?

quaint cosmos
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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.

halcyon sable
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So like THIS small?

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Smaller?

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It's at 0.01m right now

west basin
quaint cosmos
halcyon sable
quaint cosmos
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.01 is fine

halcyon sable
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Time to do some some mesh separating again, lol

halcyon sable
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Because I need to do weight painting again and I wanna make it easier

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Also the mirror thing is happening when I just want to move a selection along the X axis .w.

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Like

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When I want to move ONE pigtail, BOTH of them move

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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

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Mirror modifier is staring me in the face and I can't find it

quaint cosmos
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Did you check the symmetry options I posted earlier?

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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.

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It might not be perfect because the rig is different but it's a start.

halcyon sable
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I see..

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I must thank you for that, else I never would have found the "Names" for the bones. I kinda needed that lmao.

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Oh wait symmetry options

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oops

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hang on

quaint cosmos
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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.

west basin
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why isnt my model posing like he was in unity

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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?

quaint cosmos
# west basin i imported the fbx from unity that was posed, then fixed model, and his pose is ...
west basin
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i may not be understand this, but is there a way to just carry over tghe pose from unity to blender?

west basin
quaint cosmos
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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.

west basin
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does the pose count as an animation

quaint cosmos
halcyon sable
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I can finally be happy now

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No issues according to the inspector

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I'm

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Happy

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🙂

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I will not dare to enter the "Configure..." menu at this moment.

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Unless I have to.

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@quaint cosmos?

quaint cosmos
# halcyon sable <@334006467805839372>?

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?

halcyon sable
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Oh I haven't, maybe I should. 😳

west basin
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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?

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@quaint cosmos

quaint cosmos
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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?

halcyon sable
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Okay, just tested it, and it's all good!

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Now, how do you set a viewpoint?

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Is it exclusive to the "pre-publish" interface, or..?

quaint cosmos
west basin
quaint cosmos
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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?

west basin
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one sec

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oh wait

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i just did it wrong

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i figured it out

halcyon sable
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What does it mean?!

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The chest is there; it should be recognized just fine!

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Everything is in the Hierarchy! Is Unity blind?

quaint cosmos
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Guess you gotta go back into the configuration. When did this pop up? There weren't any errors before.

halcyon sable
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The SDK told me

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Well, bad news. .-.

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I tried switching the build target to Android, but it looks like Unity is now stuck switching build targets

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What do I do?

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Well I didn't see that

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My bad!

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Now how do I fix this?

mild stratus
halcyon sable
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Where do I go to find that?

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Ok so I tested the model and unfortunately the model just slides around while T-posing

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A lot of other people have had this problem too

quaint cosmos
halcyon sable
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Yes, I cleared up the chest error, and I set it to humanoid on import.

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But now the SDK is telling me this..

quaint cosmos
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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.

halcyon sable
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I mean everything's there

quaint cosmos
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You would think it would be finding everything properly since the names look fine but does it look that way in configuration?

halcyon sable
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When I look at config, it shows everything correctly...

quaint cosmos
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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.

halcyon sable
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The reason why my rig had an upper chest was because I was using the template rig, so yea

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Should I delete the upper chest?

quaint cosmos
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No, but if you have it, you should assign it.

halcyon sable
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Should I have?

quaint cosmos
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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.

halcyon sable
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Ok fixed it

halcyon sable
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I think that does it. I'm gonna have to delete the upper chest in Blender.

quaint cosmos
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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

halcyon sable
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Empty list =.=

quaint cosmos
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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.

halcyon sable
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so uh

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The shoulders were parented to the regular Chest bone

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Not so sure about the whole weights thing tho

quaint cosmos
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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.

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I would try parenting the shoulders and the neck to the upper chest and seeing if that works any better

mild stratus
# halcyon sable Where do I go to find that?

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.

halcyon sable
mild stratus
halcyon sable
mild stratus
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Alright that means you installed it separately and added it

halcyon sable
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Yes

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This is all that the "Add" menu gives me

mild stratus
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Under component installers windows (or mac or whatever) has android target support

heady topaz
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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! 🙂

crisp tendon
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Trying to ping 275k people isn't the best way to start sweat

heady topaz
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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.

cold cliff
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is there any way to simulate what hand gestures are like on Quest controllers, if you only have Index controllers?

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i.e. disable individual finger tracking long enough to make sure the hand gestures are working

kindred rover
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You can also force it to not use finger tracking with state behaviors

west basin
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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

calm coyote
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@west basin I can make it for you

west basin
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would you want my fbx file?

west basin
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you have no idea how much that would mean to me

calm coyote
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@west basin yes in dm

feral merlin
heady topaz
# feral merlin Welcome to the community^^ I don't have an experience in Unity but I know there'...

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

mild stratus
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Blend shapes calculate the movement across each vertex for each blendshape each frame, even if there’s no movement

heady topaz
# mild stratus About the performance question: blendshapes can get _really_ performance heavy, ...

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

mild stratus
# heady topaz right. i plan on creating the 16-17 blendshape /visemes for the face mesh. Not c...

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 vrcCatWat). 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.

quaint cosmos
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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.

mild stratus
heady topaz
heady topaz
quaint cosmos
mild stratus
heady topaz
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yeah, as of now she is at 28.5k. kept it clean but still left enough room for good deformation.

quaint cosmos
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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.

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||Is your client Fionna?||

heady topaz
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yeah, after looking at most of the avatars on here, yeah...I cant fathom going that high.

quaint cosmos
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Pretty sure Fionna designed her own avatar but it looks similar. Looks nice.

heady topaz
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yeah, making a full line with multiple clothing and color variants

quaint cosmos
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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.

heady topaz
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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

quaint cosmos
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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.

heady topaz
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oh no no no. sorry. No you will only be loading 1 variant at a time. my bad. I didn't specify

quaint cosmos
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So these are different avatars and not variants accessible within a single avatar?

heady topaz
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Every Variant is essentially a different model.

quaint cosmos
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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.

heady topaz
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Yeah no way not even close. I'd be a sh*t developer if I did. lol

quaint cosmos
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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.

heady topaz
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yeah, I'm going to load my high res raw zbrush model with 8k textures. ship it! haha

quaint cosmos
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Maybe once VRChat switches to Unreal and gets that Nanite technology we can all live in a post-worrying about polygon limits world 😍

sage patio
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ninite only works on static meshes though

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wouldn't work for avatars

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auto LODs would probably work

bitter needle
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wanted to share sad joanna

amber mantle
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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

fierce mountain
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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

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currently what im looking at

bitter needle
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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)

quaint cosmos
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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.

fierce mountain
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so tpose it in blender and then bring it back here in unity or do the rigging in blender?

quaint cosmos
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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

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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.

fierce mountain
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ok I'll see what I can do

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keeps turning out like this on mixamo lol

quaint cosmos
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That looks pretty hilarious, no edits needed.

fierce mountain
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lmaoo I do kinda want to save it like that on the side

quaint cosmos
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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.

fierce mountain
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yeah I set them twice to try and make sure

quaint cosmos
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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.

fierce mountain
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Well I got him rigged but for some reason he has all this messed up white lighting on the back of him

quaint cosmos
fierce mountain
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It was looking like that in unity and in vrchat

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I can pull one up real quick

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i kinda got the camera wrong somehow too lol

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I think he might have a light attached to him lol

fierce mountain
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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

quartz needle
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howdy! I need some help in rigging.

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The issue im having, is all of these are already mapped

dense estuary
quartz needle
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yep! that worked lol

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ty

junior coral
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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?

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Or is there a way to use blender

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Ping me in reply if you could

sage patio
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for physbones, all the model needs is a bone chain and the mesh weight painted to it

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you just add the physbone component to the first bone in that chain in unity

thorn magnet
orchid halo
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Is there a video or photo showing the usual place for weight painting?

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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

quaint cosmos
orchid halo
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thank you!

sleek isle
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Ready player me have the worst weight paint I ever saw

quaint cosmos
sleek isle
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They decimate them to be quest compatible. So the topology is awful

quaint cosmos
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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.

orchid halo
sleek isle
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no

quaint cosmos
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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.

glass marsh
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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.

leaden urchin
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Has VRChat gotten any better at handling weird shaped leg joints?

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like to be specific characters that have fairly short legs kind a always crouching

sage patio
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if so, just mark those edges as sharp in blender

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you don't need to split the faces

glass marsh
sage patio
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I think I see? could be a messed up basis layer aswell

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can you try simply creating a new blendshape in blender, activating it, and see if the mesh moves?

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if it does, then you need to "update" the basis layer

glass marsh
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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

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It only looks that way once it's imported into Unity, and turned into a VRM file.

sage patio
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I believe there might also be FBX import settings in unity that could merge vertices

glass marsh
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I imagine it has to be some setting like that I've just overlooked. Thanks for the advice, though!

modern ivy
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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.

south tendon
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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 😞

hushed quarry
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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 ??

sleek isle
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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

sage patio
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and use Blend from shape to then "add" the corrective blendshape you made

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so the result will be just one blendshape

crisp pawn
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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

sage patio
crisp pawn
sage patio
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oh, you're trying to make 2D eye movement with a texture offset

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you will not be able to do it that way in unity

crisp pawn
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uv warp

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friggin

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god damn it

sage patio
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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

fading verge
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Hey there! Having an issue where making an atlas only creates two colors? Specifically a color JUST for the glasses .w.

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And it stucks .w.

tawny musk
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how would i parent the vans to the avi correctly

kind mortar
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How in the heck did you manage that?

bronze ridge
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How do I rig this shoe on my model?

wanton dove
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Is upper chest usable in vrchat?

quaint cosmos
fading verge
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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.

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Seems like he's kind of locking his knee back in anim .w.

desert dust
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how do i make vertex groups

quaint cosmos
# desert dust 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.

desert dust
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so ii use the draw tool in weight paint mode to make the color chnges

quaint cosmos
fossil grail
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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

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i have a basic understanding but i just can't get it right

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i've been at it for 4 days almost

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it's an anthro character

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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

tawny musk
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how do i add these vans?????

dense estuary
# fossil grail they made the body part as a base and the original rig, and i did the rest i'm j...

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...

▶ Play video

[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...

▶ Play video

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...

▶ Play video
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sorry for the wall didnt think it will expand...

fossil grail
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thank you, i've been at it for 4 days now ;-;

quaint cosmos
dense estuary
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Yeah its not an easy rig homestly

tawny musk
dense estuary
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The second FBT fixes video covers that

fossil grail
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alrighty

dense estuary
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Otherwise it will be funky in vr chat

quaint cosmos
tawny musk
quaint cosmos
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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.

tawny musk
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and i would like top keep them as there own model

quaint cosmos
# tawny musk to which mesh??

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.

quaint cosmos
# tawny musk 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)

tawny musk
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you saying go to the foot part of the armature and hitting parent

quaint cosmos
tawny musk
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i know edit mode

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thats it

quaint cosmos
#

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.

quaint cosmos
#

Well, it's there. It's on the right if you have the default window setup.

tawny musk
#

so in edit mode

#

i do what

quaint cosmos
#

Select the faces and if you've found the vertex groups, there will be an assign button.

tawny musk
quaint cosmos
#

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.

tawny musk
quaint cosmos
#

You don't need to select the armature if it's already been parented, that's what creating the empty groups was for.

tawny musk
#

like you said earlyer i missed that part

#

and now i selected the shoes and in edit mode

quaint cosmos
#

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.

tawny musk
quaint cosmos
#

Yup

tawny musk
#

🥹

#

i found vertext groups

tawny musk
tawny musk
#

can you mark where it is

#

i dont see inverted triangle anywher

quaint cosmos
#

Notice how the tab is an inverted triangle? Do you have a better name for that?

tawny musk
quaint cosmos
quaint cosmos
#

Yeah, I guess that's what it would be, then.

tawny musk
quaint cosmos
#

If you assign the right shoe to the right ankle, then what would you do with the left shoe? vrcThinking

tawny musk
#

ok then is it all good to go or is there more stuff to do

quaint cosmos
#

Should be good, you can try moving the ankles if you know how to do that, otherwise bring it into Unity and try publishing.

tawny musk
tawny musk
bronze ridge
#

How do I rig shoes on my base avatar?

quaint cosmos
tawny musk
quaint cosmos
tawny musk
#

they arnt on my feet

quaint cosmos
# tawny musk they arnt on my feet

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.

tawny musk
#

when i select my shose it sayes ankle

quaint cosmos
#

In edit mode

quaint cosmos
# tawny musk no

Okay, then they didn't get properly assigned, then. Try that process again.

tawny musk
#

im dying inside

tawny musk
quaint cosmos
#

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.

sage patio
#

did you check the Armature modifier?

#

to see if it was actually using the correct armature

elfin hinge
#

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

crisp tendon
elfin hinge
#

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

glacial mist
#

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

elfin hinge
#

my ass still over here tryna figure out how to get my unity model to blender ;-;

quaint cosmos
#

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

glacial mist
finite stratus
#

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?

finite stratus
#

i fixed the problem but now it wont go away when i talk help?

quaint cosmos
finite stratus
#

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

opaque crag
#

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

quaint cosmos
#

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.

crisp tendon
# opaque crag is there a proper way to rig breast bones for realism
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@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!

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elfin hinge
#

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)

quaint cosmos
# elfin hinge so I have this model I created of Pamtri's version of Spongebob, and I have 0 cl...

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...

▶ Play video
#

You're are least going to want some edges where the model is going to bend (elbows, knees, wrists)

fossil grail
#

dose anyone know why this happens to my character?

fossil grail
#

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?

bronze ridge
#

How would I go about making this lot a ton less janky and normal?

half olive
#

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.

quaint cosmos
#

In edit mode

half olive
#

Thank you, i had no idea what i was doing wrong, must’ve been an old tutorial or he has different pluggins

quaint cosmos
#

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.

half olive
#

Understandable

half olive
#

aside from having no fingers does this look good or would this be a mess?

quaint cosmos
#

Looks pretty reasonable to me

sudden oxide
#

Any good software for creating this sketch I made?

quaint cosmos
#

Blender, you can do pretty much anything 3D art related in Blender

elfin hinge
night spear
#

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

brisk terrace
#

Im getting a really weird issue where some bones on a chain are appearing all crumpled up in unity but not in blender

bronze ridge
#

Hows this any suggestions?

half olive
#

how to i patch these problems here, the head isn't connected properly to the body and parts of the helmet aren't either.

crisp tendon
#

Delete doubles or fix the weight painting

sage patio
#

well, you'd need to do both lol

quaint cosmos
#

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

half olive
#

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.

quaint cosmos
half olive
#

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

fossil grail
fossil grail
# half olive ill try the first suggestion and then learn how to weld verticies because i need...

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

tender crystal
#

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.

quaint cosmos
#

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.

tender crystal
#

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.

quaint cosmos
tender crystal
kind ore
#

heyo, i have some questions about using CATS and armatures if this is the place for it

whole valve
#

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

finite stratus
#

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

faint stag
#

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?

faint stag
#

the shit is literaly random, every time i close and reopen the rig inspector i get something completly fukin difrent

#

what the hell

finite stratus
#

can you show the side memnu to set up the rigging?

faint stag
#

and also it broke even more now for so reason

#

now with the hip bones going down to the origin

finite stratus
#

click this buttons

#

im going to help with hands frist than those others

faint stag
#

all green here too

finite stratus
#

mm weird

faint stag
#

yeah

finite stratus
#

scroll down clic pose and hit enforce tpose to see if this helps

faint stag
#

already did that

#

didnt do anythin

finite stratus
#

did you build this model

#

? because if so it may be a blender problem

faint stag
#

yeah i made if fully from scratch

#

it looks good in blender, idk what id need to do to have it work

finite stratus
#

go to mesule nd settings to test if anything is wrong

#

liek click it and slide arounf the top sliders

faint stag
#

the leg with the invisible bones is stck in place

finite stratus
#

wait are they all parented in blender?

faint stag
#

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

finite stratus
#

no i mean the bones

#

are they parented in blender

faint stag
#

wdym

#

they are one object

#

one armature

finite stratus
#

one sec let me boot up blender to show what i mean

faint stag
#

do you mean if they are all connected?

finite stratus
#

are they parented like this in blender

#

(this is a model im working on atm with custom stand crawl and prone poses

faint stag
#

a couple arent connected, i can set them to be connected to try it out

#

one sec

finite stratus
#

no problem take your time hopefullt this helps. legs should not have contented chosen btw they are parented by offset

fierce grail
#

Earliest pin in this channel shows how bones in rig should be arranged.

faint stag
#

ok so it seems i got the other leg to show up that way, there are still the weird conections to the empty

finite stratus
#

like what show me

faint stag
faint stag
finite stratus
#

oh right your hips... can you send a screen shot of it in blender? it might be a problem there

fierce grail
#

Yeah it looks like Hips are not a root of the armature.

faint stag
finite stratus
#

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

faint stag
#

hip, hips, tiss just names

#

oh

#

ic ic

fierce grail
#

You have it all shifted

finite stratus
#

so change armture to your hip bone and it should fix that problem

finite stratus
faint stag
#

ok pog

#

looks a lot better now

#

ty so much

finite stratus
#

ya just click dot or drag form hircy

#

no problem still having problem with hands?

#

because i think i see the problem

faint stag
#

the bones are still red yeah

#

its not overly angry about it though i dont think

finite stratus
#

test in muscles and settings to check

faint stag
#

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

finite stratus
#

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

finite stratus
#

also i did this (frist imange) but than i edited the prone state and its like this (secnd imange)

stuck furnace
#

anyone got a idea why the fingers do this in the rest pose?

faint stag
#

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

half olive
#

I’d check every other bone in the hand to make sure the weight paint is proper

stuck furnace
olive dragon
#

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

quaint cosmos
olive dragon
finite stratus
olive dragon
#

@quaint cosmos
Uhh. Issue

quaint cosmos
olive dragon
quaint cosmos
olive dragon
#

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

olive dragon
#

Do I gotta move the Grey bones to the green outline?

quaint cosmos
olive dragon
#

Ok so before I do that. I went to muscles a setting and he has more then one skeleton bones.

quaint cosmos
#

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

olive dragon
#

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

quaint cosmos
#

I'd duplicate before trying that just in case

olive dragon
#

Duplicate what? The model or

quaint cosmos
olive dragon
#

Ok so I go to store
I come back
And it's still frozen.... and im trying to close it

olive dragon
#

Yeah. Just restarted the laptop

olive dragon
#

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.

blissful birch
#

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

quaint cosmos
blissful birch
#

When I put the avatar back into unity I replaced the original fbx

olive dragon
#

Imma just search for another model. And I doubt I any results that are good

blissful birch
bronze ridge
#

Are the bones in a good area?

olive dragon
#

Great now I don't see the model button at all.....

quaint cosmos
olive dragon
#

It's not on the other model I found and idk if I can rig it

#

It says it's non humanoid

quaint cosmos
# olive dragon This

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.

olive dragon
#

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

quaint cosmos
olive dragon
#

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

quaint cosmos
#

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.

olive dragon
#

Annnnnd blender is something I got no experience in. I have it downloaded but the UI always ALWAYS confused me

quaint cosmos
#

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.

olive dragon
#

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

bronze ridge
#

Pretty sure there is a simple fix for this, but I forgot. Any suggestions?

quaint cosmos
#

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.

olive dragon
#

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

quaint cosmos
bronze ridge
#

OH YEAH ;-;

olive dragon
#

But it's unlikely with how hard it is to find a decent looking model

quaint cosmos
bronze ridge
quaint cosmos
#

Yeah, it's mostly furries and generic anime models but you might be able to find some dragonball.

bronze ridge
#

xD

olive dragon
bronze ridge
#

Isn't grumroad mostly people selling copyrighted models and such?

bronze ridge
olive dragon
#

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

quaint cosmos
#

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.

olive dragon
#

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

quaint cosmos
#

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.

olive dragon
#

Where do I go for that?

olive dragon
quaint cosmos
#

It's the panel with the wrench on the right in Blender

olive dragon
#

Oh I gotta open blender. I assumed you met unity

quaint cosmos
#

Should be sufficient to use Blender for this purpose

olive dragon
#

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?

quaint cosmos
#

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

olive dragon
#

Alright got the model in.

quaint cosmos
#

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"

olive dragon
#

I selected the model and it only selected the parts. Like boots and pants. And some reason idk how to move the camera freely

quaint cosmos
#

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

olive dragon
#

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

quaint cosmos
#

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.

olive dragon
#

Alright. I'll send it to you

quaint cosmos
#

I don't think I'm set up to accept DMs from people on here

olive dragon
#

Sent a friend request

olive dragon
dry ingot
#

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

tawny flicker
#

Id suggest checking your weights

#

make sure everything is weight painted to the bone you want it to be attached to

sage patio
#

you also don't want those pelvis bones there

#

can probably merge those to the hip

opaque crag
#

Can unity accept A pose

#

or does it need to be T

quaint cosmos
#

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.

opaque crag
tawny flicker
#

Awesome!!

#

hmm

sly dragon
#

hi, can someone give some tips on how to make a tail with vroid + unity that has bones and doesnt clip wierd?

bronze ridge
#

Is anyone got any guides for putting shoes and a model and weight painting correctly?

bronze ridge
azure loom
#

I’m going to assume you didn’t because there are hundreds of tutorials

bronze ridge
dry glacier
#

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.

dry glacier
#

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

quaint cosmos
#

Couldn't you just transfer the weights from the hands? Maybe I'm not clear on what you're trying to do.

dry glacier
#

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?

quaint cosmos
#

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.

dry glacier
#

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

tough moon
#

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?

tough moon
#

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.

sage patio
bitter needle
#

My thumb is broken as heck when in unity but in blender everything is fine? any tip?

proper mirage
#

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

quaint cosmos
proper mirage
#

awge

#

thanks

#

wait one more thing

#

is it required to have four spine points?

quaint cosmos
proper mirage
#

alrighty

#

thanks

bitter needle
#

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.

real bone
#

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

sage patio
real bone
sage patio
#

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

rotund flower
#

Which of these two sets of bones gotta go? The base or the clothes? The base seems more detailed

bitter needle
#

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

rotund flower
#

My bad next time I’ve got you

finite stratus
#

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

quaint cosmos
finite stratus
#

like show up? yes it does but vrchat with like mouth sych it doesnt and with vrms for streamings it does

quaint cosmos
finite stratus
#

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

quaint cosmos
finite stratus
#

yes it is

quaint cosmos
#

That's probably the issue, then. The silent viseme is for when you're silent and that is using the speaking blendshape.

finite stratus
#

im confused

quaint cosmos
#

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.

finite stratus
#

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

fervent hornet
#

If you only have one blendshape you should be using blendshape jaw or something, it's a different option than viseme blend shape

finite stratus
#

ill try that but ive tried all the ones they have and nothing has worked

fervent hornet
#

Well gotta fix one thing at a time, remove variables and all that

quaint cosmos
#

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.

sterile whale
#

When using CATS' Fix Model Button, how do i prevent the meshes joining?

finite stratus
#

thats me not tlaking

fervent hornet
finite stratus
#

and me talking

#

and nothing happens

fervent hornet
quaint cosmos
# finite stratus and me talking

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.

sterile whale
#

This is what it looks like when i first open the Configuration window

quaint cosmos
#

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?

finite stratus
#

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

sterile whale
quaint cosmos
finite stratus
#

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

sterile whale
quaint cosmos
finite stratus
#

(yes know creepy bunyn they have alot of fixes in the prosses

sterile whale
#

That problem fixes when i click "Fix model" but then the meshes join

finite stratus
#

i also cant be as loud as normally because person working and my seat broken

#

also a model that isnt mine

quaint cosmos
sterile whale
quaint cosmos
# sterile whale 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.

quaint cosmos
finite stratus
sterile whale
#

@quaint cosmos now i am getting this message when i click it.

quaint cosmos
#

But you said at one point the visemes stayed even when you were silent. So you needed to be shouting then as well?

quaint cosmos
finite stratus
#

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

quaint cosmos
finite stratus
#

huh?

#

biggest changes ive made is texure and bone placement

quaint cosmos
# finite stratus huh?

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.

finite stratus
#

it is a new fbx

quaint cosmos
#

But are you editing the same avatar or did you make it a fresh avatar?

finite stratus
#

i made edits to the avatar in blender exported a new fbx and replaced the old fbx with the new one

quaint cosmos
#

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.

finite stratus
#

but it has custom crawl and prone stats so much rerigging ughhh

#

im doing it tho

quaint cosmos
#

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.

quaint cosmos
#

In the last 4 minutes you completely recreated and published the avatar?

finite stratus
#

im testing model not plusihing and yes i deleted the old model in unity and replaced it with the new

quaint cosmos
#

I didn't say delete the model, I said recreate the avatar. This is an entirely new avatar? New object, new avatar descriptor, etc?

finite stratus
#

ill do it again

quaint cosmos
#

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.

finite stratus
#

it isnt hard

quaint cosmos
#

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.

robust crescent
#

cats + blender 3.3 = errors, downgrade

finite stratus
#

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

quaint cosmos
#

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.

finite stratus
#

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

white ravine
#

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?

golden brook
#

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 ;-;

modest kite
#

can anyone me try and attach these to my model?

brazen cosmos
#

How would I go about converting from digigrade to humanoid rigging. Pls @ or dm answer

crisp tendon
crisp tendon
modest kite
#

tried that already doesnt work and its the bones im trying to connect

brazen cosmos
#

Figured there would be a more streamlined way to do it

sage patio
brazen cosmos
#

blender wireframe and unity render (blender's solid appears purple due to missing textures in the blend file)

brazen cosmos
sage patio
#

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
brazen cosmos
#

ok ill try something out

spiral pecan
#

it looks normal in blender and unity and weightpaint works normally but as soon as i upload it it just contorts

sage patio
#

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

bronze ridge
#

How would I make this not twist weirdly?

modern lantern
bronze ridge
#

nope

modern lantern
bronze ridge
modern lantern
bronze ridge
#

@modern lanternThey all match and bone names too

modern lantern
bronze ridge
south fulcrum
#

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

modern lantern
bronze ridge
modern lantern
quaint cosmos
south fulcrum
#

i got no clue man

#

i’m fresh fresh into this stuff

quaint cosmos
#

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.

south fulcrum
quaint cosmos
# south fulcrum https://youtu.be/dTlZXDJueks

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.

south fulcrum
#

ohh

quaint cosmos
#

I would recommend using mixamo.com. It's pretty straightforward, you just upload your character and go through the process.

south fulcrum
#

i’ll try that soon thanm you!

quaint cosmos
#

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.

solar shuttle
#

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

sleek isle
#

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

quaint cosmos
#

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.

south fulcrum
#

@quaint cosmos how do i make my avatar from a blend file to a fbx or similar to upload onto mixamo

quaint cosmos
south fulcrum
quaint cosmos
south fulcrum
south fulcrum
#

@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

south fulcrum
#

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

south fulcrum
#

hehe i made it do a funny pose

solar shuttle
sleek isle
quaint cosmos
# south fulcrum

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.

raw atlas
#

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

south fulcrum
#

why did u name urself an art app

elfin meadow
#

cool name innit

quaint cosmos
# raw atlas i did manual rigging, not mixamo

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?

bronze ridge
#

How would I go about resizing limbs for my avatar correctly? so, my IRl self with trackers for everything to lines up correctly ? FBT

raw atlas
#

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

quaint cosmos
#

To fix the see-thru, go into the material panel and change it from alpha blend to opaque

raw atlas
#

i am working on it

quaint cosmos
#

How did it go through Mixamo and not get weights? How is the leg moving with the bones posing without weights? It has weights.

raw atlas
#

hmm

#

i will investigate soon

raw atlas
quaint cosmos
sleek isle
#

They will eventually be all rip apart yes

raw atlas
#

makes it very hard

raw atlas
quaint cosmos
opaque crag
raw atlas
#

all fixed

bitter needle
#

weight painting make me wanna die. got damn.

quaint cosmos
#

It do be pretty suck.

fervent cargo
#

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?

sage patio
#

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

fervent cargo
#

would the avatar have to be made PC only due to that?

sage patio
#

the PC and quest versions do not need to be the same

#

you can have features on PC that the quest version doesn't

fervent cargo
#

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?

sage patio
#

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

fervent cargo
#

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?

molten bone
#

Can someone help me with this spine? My sdk keeps saying it's wrong and I've been trying to fix it.

sleek isle
#

aint no leg

molten bone
#

Just fixed the legs

#

And the it still says the spine is wrong

molten bone
#

i'm trying everything

crisp tendon
molten bone
#

Like it's not all attached

crisp tendon
#

You should use cats to translate those bones, hard to tell if there's multiple bones there when there should just be one

molten bone
#

I don't know where to get cats

crisp tendon
#

Add-on for blender thumbsup

molten bone
#

Ok. Is it one the blender website or where do I find it

crisp tendon
molten bone
#

Thank you!

molten bone
crisp tendon
molten bone
#

ok

molten bone
#

I'm still very confused on how to get it too work

molten bone
#

I GOT IT!!

radiant rune
#

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

bitter needle
#

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?

barren vigil
#

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

barren vigil
quaint cosmos
#

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.

cursive depot
#

In regard to rigging in blender, does the head need to be a separate object? or can it all be one big mesh

quaint cosmos
cursive depot
#

Ah

#

Thanks

cursive depot
#

also what specific bone names would be required for hair and the tail?

indigo sedge
#

Good morning everyone!
Any solution for this? XD

cursive depot
#

oh

#

thats not

#

normal

#

uuuh

indigo sedge
#

I don't know if I ask for help in the right place, sorry but im new on this

cursive depot
indigo sedge
#

Perfect ^^

cursive depot
#

how does the mesh for the hands look like, in whatever 3D software you use for this? @indigo sedge

indigo sedge
#

Gimmi a sec

#

Where da f*** is that thing bruh O_O''

#

@cursive depot

cursive depot
#

What thing?

indigo sedge
#

The hand mesh

cursive depot
#

What do you mean

#

Why are you asking me

indigo sedge
#

Look ok for me

cursive depot
#

Uuuh

#

The hands look alright to me

#

The mesh I mean

indigo sedge
#

Define mesh XD

#

Oh!

#

Do you mean this?

quaint cosmos
#

I don't think it matters what you call ears and tails since they aren't part of the humanoid system

sinful path
# indigo sedge Do you mean this?

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. 😂

indigo sedge
#

Done! I fix it

#

Solution: Remake gestures emoji

barren vigil
drifting aspen
#

Anyone Know Of A Good Rigging Program That Isnt Too Expensive?

sage patio
#

also why do you Talk In Camel Case

drifting aspen
#

I Meant A Auto Rigger Ive Tried Doing It In Blender Something Always Breaks (BrainReadsLikeThis)

sage patio
#

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

drifting aspen
#

Ive Tried Tutorial But Something Always Seems To Be Missing Cause It Doesnt Work?

sage patio
#

then you are doing something wrong, it's not the fault of the tutorial

#

it could be a simple thing you're missing

drifting aspen
#

Like Trying To Fix The Weight Paint On My Characters Legs Nothing I Tried Fixed It

sage patio
#

or something that changed from one blender version to another

drifting aspen
#

Wouldnt I Have Issues With Unity If I Upgraded Blender?

sage patio
#

no? it doesn't matter which version of blender you use, you're always exporting as an FBX

drifting aspen
#

What About The Cats add On?

sage patio
#

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

sleek isle
cerulean garnet
#

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

random lantern
#

can someone help me with getting my avatar uploaded? i have everything for it i just dont know how to use unity

sage patio
worn hamlet
#

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)

robust crescent
#

pc - wherever the collider is , if you arent using one where the script is and wierdly

unique nymph
#

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

dapper moon
#

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

fair inlet
#

Is there a tutorial anywhere on four armed avatars?

limber chasm
#

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

quaint cosmos
#

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.

quaint cosmos
#

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.

sleek knot
wet furnace
#

How do I add a chest bone to a model with no chest

quaint cosmos
#

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

wet furnace
#

The model I am using only has one spine bone

winged tulip
#

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 🤷‍♂️

quaint cosmos
#

Without weights, your model won't move at all

#

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.

molten kiln
#

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

quaint cosmos
#

How many ways can I say no to the same question? 🤔

quaint cosmos
#

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

crisp tendon
#

Try using auto weight paint as a starter first thumbsup

daring quiver
#

is it ok to have tiny shoulder bones

crisp tendon
#

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

crisp tendon