#avatar-rigging
1 messages · Page 4 of 1
i got this model off the unity asset store and put it through blender with cats plugin to "fix" the model
this is crouching
What causes an avatar's feet to rise into the air when looking down? Leg length didn't appear to make any major improvement.
bumping
Usually view position, I forget if it's when it's too high or too low so you'll have to play with it.
Could also be the avatars feet not being at the origin when exported.
hmm. i'll double check. Next time I should probably include the skeleton, huh? >_>
Skeletons are important.
her while doing some model work, i noticed what other people see is not what i see. for me. the fists are perfectly aligned with my hands. however. to other the objects are off the mark, or rotated. i am using parent constrains. some rigid bodied. but overall i am not sure why they ar behaving like this?
any idea on how to sync these to ensure everyone gets the same experince as i get?
I don't know how I'm going to rig this or if it's even possible but I'm going to try
I want to just make it a long wobbly tube with legs that mimic leg movement, currently looking into the latter- I want it to retain it's shape well with just a little jiggle, y'know? Like curly cartoon hair or cold jello, whether or not that's possible I intend to find out
@crisp delta go in vrlabs discord
What are all the required bones for an avatar?
Like does it need finger bones or leg bones
Why does this happen
can i override?
never happened to me before
although ive never made an avi like this before
but it wont use a humanoid rig
and therefore not vrcs default animations
2 feet, 2 lower leg, 2 upper leg, spine, chest, 2 shoulders, 2 upper arms, 2 lower arms, 2 hands, neck, head
Yes, hips bone is optional.
Hey all; I have a model that's been passed back and forth a bit from creator to creator.
It's got these "End" bones on the end of every chain; they're not weighted, and seem to be auto-generated; I've seen them before; seems to have something to do with Physbones. Can I just delete these? They don't seem to serve any purpose.
Let me know, thanks!
When importing an fbx it will automatically create end bones, this can be disabled in the import settings before you let it in. Otherwise yeah just delete them
Okay great.
Should probably fix whatever is going on with the legs too though
I think they're fucking with my physbones settings.
Yeah. I know. 😂 It looks scuffed; but hey the legs work.
It's some BS alternative rigging set-up that Cam did with twist and phys bones.
I'm not brave enough to tackle it; yet.
Hey if they have a use you should keep em 🤷
Needs to be subtle, I hate the shit that makes their entire leg like jello
I swear some of these people have never seen a woman before
This is the same model that has 4 physbones dedicated solely to UPPER BOOBA JIGGLE
hello, i have an avatar from a game that has a quite complicated rig, and putting it through CATS to try and port to VRChat messes it up. could anyone maybe take a look at it or give some suggestions to help?
I think CATS isn't working with recent versions of Blender, you might want to try an earlier version but I'd just re-rig with something like Mixamo rather than trying to make a rig not designed for VRChat work.
thank you very much for the advice, i will see what i can do with that :)
I've got an avi here who has very wide set shoulders in game which makes them look really bad, is there an easy way to change this either in unity or with the rig itself to stop that?
It's a very slim body type so with the default animations when the arms are down at the sides they're just naturally spread further apart from the torso than I'd like
umm so im having a super weird problem. my model when i go to prone instead of on the floor its like its standing same with crouch this only became a problem after i added some physbones to the model to make it more flowy and pretty. also veiw goes down but not body and these are custom prone and crouch that work on other models
this is me walking around in prone also this is a test model
its very creepy
id also like to make a sper flowy dress how would my froces be for that?
as soon as i turn off the physbone it works (phys bone is on the hip to contorl the botom of the sheet/body but it doesnt efeect the hips or anything else
with it on
do not put physbone on any humanoid bones it will lock your avatar
I have an avatar with a physbone on the neck and it works fine
So probably just specific bones mess up the humanoid types
'fine' in fbt putting physbone on a humanoid one will lock it up
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...
Had one on neck once and it behaved very wierd in vr/fbt
Hm weird I remade the rig custom when I was fixing the model in Blender so maybe that was it
The physbone was just to make the head wobble around like jelly
Where should I put this phys bone than I’m trying to make it work like a skirt and hips made sense should I make an extra bone in the hips to connect them to that’s parented to the hip like how people do hair roots?
bone root or empty gameobject (if you like to break your prefab)
ill do the bone one since i think itll be a bit easier for me in blender. thank you for the help
i have 3 diffrent fbx one is model two are toggels how can i make this into one? because i want to make this model better and thats the main thing im running into making my model only meduim when i know it can be good or exlinet. i also want this model to be quest compatble so if someone knows how to do so without blendshapes would be nice
you can always upload the fallback as a separate blueprint, without toggle and such
thing is my friends are quest users and im going to be one most likely so id like the toggels
so i dont want it to be a fallback i will think of that for fallback tho
If the mesh renderers are included in the avatar, they're going to count against you in the performance rank, making them into a toggle won't change that.
You need to join the meshes if you want them to not be counted as separate mesh renderers, otherwise you kind of have to use shape keys or shaders not supported on Quest. By default, Quest users can display avatars that are Medium quality for Quest so that shouldn't be an issue unless they have an elevated minimum performance rank.
Be falbàck.
Thanks krampus I knew that was going to be the answer even tho I really didn’t want it to be. Loco as I explained I don’t want to make that I want to make my normal proper working model quest compatible and lighter on pc since it’s rendering less meshes meaning entering worlds it’s less time.
Even if you merge them in blender and use a bone to scale them up&down. You still have 3 materials minimum
unless you atlas/bake
Thanks
ive made a pupet togel to change facal expreasions thing is when i leave the puppet after making the face normal it changes into the one i have at the top it even does this after changing int he model
is there a fix to this i dont want the model to be stuck happy
this is the tut i followed
https://www.youtube.com/watch?v=UU9NFJz2qls&t=2s
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
Welcome to my updated tutorial on applying facial expressions to your avatar! This video goes over 3 different ways of activating facial expressions, including the classic way of hand gestures, as well as using toggles or a puppet menu! Hopefully this helps y...
having some small issues with this model, sometimes in game the hips go at an angle without any reason, or one foot is lower then the other (one clipping into the ground while the other is comfortably on the floor) or the knee is at an angle.
spine - legs not straight , gonna have issues , vrchat locomotion also put one foot lower then other when standing oddly like this
without it
sorry, can you explain it in a bit more detail? a bit new to rigging stuff
try moving bones around similar to this , (even tho the upper leg is wrong on the pic its not excactly straight🔨 )
okay
thanks for the help
is a toe bone also needed for proper behavior? or is it not necessary? (avatar has toe bones but not assigned to the rig in unity)
nah, i usually unassign them since they can make me sink
okay
I'm having a hard time finding out why those are stuck in the middle while I try to move my avatar
not weightpainted to anything
how would I weightpaint it?
blender click armature than body and than up in the corner there Will be something that says objet mode it’s a drop down menu so click it and click weight paint mode than shift click or control click the bones you want to add weight to
did something just changed recently? i have anthropomorfic avatars and the legs are a bit bend to create effect of digitrade (animal) legs, in the past 2 or 3 days, everytime i calibrate, vrc is force-stretching the legs and the legs look horrible now in my avatars
this just recently happen, im talking about 2 or 3 days, or at least this week, before, when i calibrated, the calibration would respect the ofset set in the bones and would just attach correctly
This is the same issue im having, this just started happening recently, before, that bone offset was respected but just a few days ago, when calibrating fbt (or in 3 point tracking) legs are force stretched and it just loooks so bad in furries
This is a new issue it did not happened a couple days ago
my avatars chest sticks out when in full body? is there a fix for that?
Yes, Dm
Looking for help to make a blinking shapekey. I tried but the eyes are wonky.
anyone know a fix for this?
Check bones in blender if they are wierdly set up
does it get bent back straight in game i assume, causing the bone above to point forward?
blender hard to see much in unity -
I keep getting eyes not named 'body' in blender
You can make a new rig image if you want
I keep getting blocked by Clyde. Does it try and check images for bad stuff too? I'll see what I can put up at least, maybe the weight painting looked suggestive.
Anyway:
With my latest avatar, it feels as if the chest is rigid, and the hips are placed too far forward after calibrating in FBT. Bending and moving shows the chest bone bends, just not much. I can also see inside my avatars chest when looking down, and it gets a lot worse when sitting down. The shoulders also move up and down with my head. This is all using "Lock Head" since I much prefer it. Lock hip does fix some of the problem, but it still just doesn't fit all right.
When sitting, it feels as if my hips are a lot more forward than they should be too.
I'd assume this is all with how the bones are placed, but after a lot of moving and adjusting, I still can't get it right.
Any tips?
Maybe it will let me post a video?
I use the same one lol
Cool but I was having problems with it I got help form another server but still
Is there a way to make an avatar move like a spider without the use of Final IK?
never unpack your avatar
changing import settings on an unpacked model does nothing
drag the FBX into the scene again and don't unpack it
also, in the FBX import settings, disable Import Cameras and Import Lights under Model
I had to unpack it to add the bones from the clothes to the rig
no, you don't, and you should also be doing that in blender
well I did and I just had to add the animator manually and it works fine
if for some reason you don't want to do it in blender, you can still do it in unity by dragging the bones of the clothes on the names of the matching bones on the avatar
rather than in between
keeping your FBX intact rather than unpacking means you can update the FBX or the import settings at any time and not need to redo anything
how would I drag the bones into a prefab without unpacking it first?
I tried that initially and it just said I must unpack the prefab
you'll need to unpack the clothes, but not the avatar
doing it in unity is a much more messy process than in blender
and leaves you with duplicate bones
I normally do weight paint in blender the clothes right to the sking but I always get weird stretches and things stretching in places that are supposed to stay still, do you have a good tutorial on adding clothes that isnt just pop in and wight paint?
you can transfer weights from the body to the clothing for a good starting point
thats what Ive been doing and alot of the clothes and such get weird stretches
then you can smooth out the weights in those areas
use the Smudge tool to "nudge" weights
painting while the mesh is posed also helps
ooooh I never new that was a thing
if you want to be able to manipulate the armature while in weight paint mode, then do things in this order:
- in object mode, select armature, shift click body
- switch to weight painting mode
- ensure vertex/face masking is disabled
- ctrl + left click to select a bone
- R to rotate the bone (if you have auto IK enabled in pose mode, you can also use G to move a bone chain)
this is so much helpful information none of the tutorials I watched ever talked about anything like that
it's the kind of stuff you only learn once you already know basics
because you find yourself in a situation like "man it would be nice if I could do X, I wonder if it's possible (googles it) ah there we go"
it's very specific
for fullbody to work well on an avatar, should the hips be big?
heres the location and size
usually it's supposed to be small. and facing upwards. what is that big downwards facing bone?
Would i be able to add rigging to this? https://www.cgtrader.com/3d-print-models/games-toys/toys/scizor-pokemon
judging by the description of the model, you could, but you'd have to fully retopologize it
you could not rig it as-is
ok thanks
The pelvis, but it rotates just the hips, the pelvis root is the one I need to use
would moving down the pelvis so its closer to the legs fix the fullbody?
ok so im having a bit of a issue with physbones to do with my amature how can i merge the armature together like moving it into a folder that i can just add 1 script onto instead of onto everyone
particularly all the skirt stuff
in blender, duplicate the Spine bone (because it's already parented to the hips), rename it to SkirtRoot, and parent all of the skirt bones to it (only the first bone in each chain)
also those are not "folders" but bones in the armature
Can anyone think of a way to rig mittens to pandabears base? I was thinking of using one finger bit im not sure how that will affect the humaniod rig
thinking you would need to hide the hand entirely, and spread the weights across all 4 fingers
to hide the hand you could do it multiple ways
best way would be Poiyomi's UV Tile Discard feature imo
Right now I have the waight paint for each finger bone seperate bit ingame there is obv a lott of streaching. how do you mean spread the weights?
like the weights for each finger would be quite diffused
to avoid one finger causing weird stretching
I think it might work[
is there any other way of selecting the bones other than holding ALT?
i need to assign automatic or what ever
or is it possible to splice parts from armatures?
it is
how do i get to do that its not letting me select just the spine bone
nvm got it
can i not merge these 2 points?
Change the child bone to be connected in the relations tab
i just wanna rig the arm but i have no idea how to aproach it lmao
i havent really rigged a hand / arm before im just trying splice 2 avatars
If you look at the properties in the right side panel in edit mode and you go to the one that looks like a bone, you should find relations in there.
also is there another way to select bones OTHER than by using alt when in that wierd bone/weightpaint mode?
If you go to the panel on the right that looks like an inverted triangle, you can select the vertex groups (bones) there
ctrl + click
Okay so, I am making a vrchat avatar with 4 arms and I am new to blender and unity and I don't know how to make the bones of the second arms to work because what I see in Unity the arms just go in a t-pose
But I want them to move with the upper arms and I don't know how to do that and I need some help on getting the arms to move with the upper arms, is there any tips on how too?
the easiest way is to add a rotation constraint to each bone in the second pair
each constraint should have 1 source set to the corresponding bone in the main pair
then click Activate
I don't, know how to do any of this
Hey everyone. I'm doing a little research on VRChat Avatars. I have a few questions about the process to create them.
- Are there any absolutely required bones(joints) in the VRChat avatar system.
- If there are required bones do the simpler rigs (like a realistic fish with no legs for instance) just not have meshes bound the the unused bones
- Are there any limits to how many bones I can have outside of the defaults?
- How are the non-essential bones animated? through script?
- Any specific limitation with the VRChat rigs that is good to know about?
- How are facial expressions typically controlled?
1: humanoid bones according to Unity's humanoid animation system (mecanim). non required ones are toes, jaw, most fingers, upper chest.
2: even for a model without legs the bones need to exist, but you don't need any part of the mesh to be weighed to them.
3: not really, but VRC does count bones in its performance ranking. you can see the limits in the docs.
4: all done through animations via animation controllers in the Playable layers (in the docs).
5: be sure to use realistic proportions to ensure proper support with FBT.
6: either via hand gestures (animated blendshapes in the FX playable controller). can also control those via OSC to do things like proper face/eye tracking
Thank you for the quick reply!!! What is FBT, and where can I find more details on "bone performance rankings" (where is the doc essentially)?
FBT = full body tracking. https://docs.vrchat.com/docs/avatar-performance-ranking-system
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
look for PC Limits (or Quest limits, much stricter)
@subtle delta
also just to confirm for number 4. You mean Unity's animation controller, correct?
yes, but not the one that goes in the Animator, you leave that blank. you can add multiple animation controllers into the Playable layers section of the avatar descriptor, each one has a different purpose and configuration. they all get compiled into a single controller at runtime
in general, if you're animating non-transforms (like blendshapes, object enabling/disabling, material properties), that all goes in FX. any non-humanoid bone transforms (tails, ears, etc) go in Gesture. you will need to set up Avatar masks to limit the layers you add in Gestures to only animate the correct bones
this helps a lot! thanks for all the details
Sorry to keep hitting you with questions, but It's been very helpful, and saves me a lot of time when sometimes this info is hiding in the docs and harder to find.
1)You mentioned just the UpperChest is not necessary in VRChat. I noticed in Unity's humanoid system both Chest and UpperChest as not necessary. Does this mean VRChat indeed needs a Chest even though it's not essential in the Humanoid system?
2) You mentioned some fingers are not essential. Which are the essential ones? is it Thumb, Index, and Middle?
1: I believe VRC mandates it even if unity doesn't, due to how the IK works.
2: I believe those are the ones required yes, but don't quote me on that. I do remember seeing something somewhere about some bones being requires for FBT to work, but needs more testing
Kon avatars don't have fingers, but not sure if the bones are still required or not
In VRChat are all the facial movements (mouth, eyes) in general animated by only with BlendShapes/ShapeKeys (no bones)?
eyes are bones, eyelids are blendshapes, mouth is blendshapes
eyelids can be done via bones but only really useful if the eyes are very spherical
Any other bones in face besides eyes (in general)?
there's the jaw, but only useful if you're not using blendshapes for speech and are using jaw flap instead. however, you can still make a jaw bone to help create the mouth blendshapes
so I still recommend making one, just not mapping it in the rig config in unity
Question, how do I fix a model in blender that has an animation attached to it, without breaking or disabling the animation?
Use the gradient tool
I think i might just be a bit too brain dead to understand the fingers
i want it to be a more smooth curve all around like the way the wickerbeast claws normally work.
Im sure theres an easier way of rigging it than complete manual im a bit brain dead to do that
Doesn't seem like you're rotating both bones though
thats how it looks but it just looks a bit... jank
In that case you would just need to smooth the weight paint for both bones
That's dope
Heyo. I'm making my first avatar and running into an issue with the thumb rig.
First off, Here's the hand in blender.
Bones are all named properly and unity auto-populates the hand bones on the humanoid avatar just fine.
The issue is that no matter what I do, I can't seem to make the thumb open-close animations in the muscle previews correctly move the thumb relative to the planes of the mesh
I've tried rotating the mesh elements to conform to the transforms that unity's doing, I've tried setting the bone roll in blender, nothing.
In addition, unity seems very convinced that the hand is "not in a t-pose" when first imported
Solution: I re-posed the whole thing in blender from an A-pose to a T-pose and fiddled with the thumb orientation until unity accepted it.
Once unity received a pose it liked it stopped mangling things
I'm just happy I got it ingame
Hmm. Maybe I spent a million years looking at it and tricked my brain.
Well, whatever, learned along the way.
Shoulder need more influence
can someone help me?
do not use the "eye tracking" section in CATS
it's deprecated, it has no use in SDK3
you set up the eye limits in Unity
oh ok
what bout visemes?
make sure you are using up to date tutorials
ok
if this is a VRoid avatar, you will need to use CATS to generate the viseme from the basic ones that VRoid gives you
kk
it is a vroid
Not sure if showing your nfsw avatar on vrchat discord is a good idea 
it’s just the base… i’m using it for testing so i don’t go through everything and have to go back and redo it all
thanks for the reply lol
Thats kinda risky lol
explain how it’s risky after it’s been deleted and censored
those versions aren’t even on my account anymore
lmao
Anybody could report you and use those pictures as a proof. You can get banned and get all your avatars removed from your account
sure thing, you got my side accounts name and the deleted avatar id?
really was hoping this ping was actual help but lmao
Ok sorry for worrying about you
aw man, I thought that would last a little longer
i got some help with it so ima delete the post
hey, i'm having an issue where cats doesn't see any of the shapekeys on my model
i tried unparenting and reparenting the mesh to the armature but that didn't fix it
any suggestions?
@reef coral never use the Eye tracking section in CATS
it's not to be used ever since SDK3
it's removed in the newer dev version
does it not already have visemes?
no, i need to generate them
nvm i used the fix model option again and it just fixed itself lol
I need some help. I get this error message, but no idea how to fix it :/ Tried rotating said bones, but didnt solve anything
Me who always uses it: 💀
yea, don't
most people do not use indev nor bother joining a discord to get a higher indev then 0.19.1 (blender 2.9x wich fails alot of things on that) - if you dont create those eyebones on old version they will go inside the head when using eye look rotations - so id ignore not making them
hey! i've encountered this weird issue where my avatar appears to be crouching and clipping though the ground, i've been told it's because my animations aren't humanoid.
i'm watching a tutorial on how to make animations humanoid, and their animations look like this:
whereas my animations look like this:
i also have virtually no options in my inspector, while the instructor has a dropdown list where you can specify the animations as humanoid.
why is this?
I could be wrong but I don't think humanoid animations are a thing. A rig can be humanoid which you can access via selecting the FBX file in the inspector of the model but I don't think animations need to be marked as humanoid.
I could be mistaken but I've created animations for avatars and never marked an animation as humanoid.
A humanoid rig will automatically play VRChat's basic locomotion animations but it is possible to specify your own in the models animation controllers.
i have the rig marked as humanoid already;;
the animation looks like this in unity:
the built-in animations seem to be working fine, save for the limbs not moving:
i've made a thread about it here:
https://ask.vrchat.com/t/why-is-this-avatar-clipping-through-the-ground/14781
Hello! I’m creating a VRC avatar with custom animations for the first time. I’ve created three animations: “Walk”, “Run”, and “Idle”. I’ve edited the “vrc_StandingLocomotion” blend tree to replace the default animations with my own: However, the avatar appears to be “crouching” and clipping through the ground. On top of this, only the avata...
Hey uh i need help with rigging a four legged centaur avatar if anyone can help me
Assets\VRCSDK\Dependencies\VRChat\Editor\EnvConfig.cs(447,28): error CS0117: 'PlayerSettings' does not contain a definition for 'SetVirtualRealitySDKs'
what does this mean and how do i fix it?
I’m using the right version of unity and the right sdk
if i wanted to make a snake as a follower, how would i make a slithering animation?
or is that type of animation already made
His neck is like this, why is this?
is this image the issue or a reaction image
how do I join 2 identical armatures that have different meshes attached?
adding top meshes to bottom
Ctrl + J
tire to répondre
The dress and everything is combined with the avatar but why isn’t it working
I gotta go to school in a few mins but I’m tryna finish this
Combining meshes is not everything, you also need to weight paint.
Cause you need to weight paint it.
Np
If you don't have anything weight painted yet then you can use a data transfer from the body as a good starting point to get the clothes moving with your avatar.
The boots and sleeves dont appear fully under the armature though they share the same armature, anyone know how to fix this?
When my eyes are at 0,0,0 rotation, why are they pointed stright up instead of looking ahead?
eyebones should point straight up , otherwise you end up derp
anyone have an image that shows the best rig setup? Like, where to bend the arms and stuff
Ive ran into an issue im going to guess falls under rigging. A huge bone is now appearing right in the middle of my model when i import it into unity, it doesnt appear at all in blender and i cannot delete it in unity itself without deleting the entire armature. Anyone know how to fix this issue?
Im curious which bone is like the ,,armature" bone, to which everything else is parented
Like the one on the very top of the hierarchy
Should be hips :P
Seems like something weird with parenting is going on here
Ah i see! yeah the hips aint the first in the hierarchy, must of messed that up when adding the bowtie bones.
it seems like cause the bones wasnt connected at all, thats why it was messed up ^^" thank you so much for the help!

So anyone know how to fix this as I don't know too much on blender but felt like I messed up on the rigging of the bones somewhere as in play he stands normal,sitting bit off, and afk is also way off but his arms are upwards. any help would be appreciated on this
my bro did you frekjng model the avatar without clothes on
||I think most people model a base mesh without clothing before adding it||
I’m new to this besides this is like my first avatar? Watching yt tutorials kinda gets boring
I'm trying to use Blender's Rigify (face only, torso is already perfectly rigged) and it kinda works but I cant seem to find any uh, pose libaries to use (retarget?) and I'm defenitely not making all the shapekeys (facial expressions/visemes) by hand, since now I have somewhat standardized setup. What do I do?
@brazen island you can pose the bones in the face rig and save the pose as a shape key
if you have CATS, there is a Save as shape key button in pose mode
if you don't have CATS, rename your armature modifier to the name you want the shape key to have and click Save as shape key
nah, the question was can i somehow press two buttons and get scuffed but comparable to mmd amount of shapekeys
in the end i made three visemes (rest is generated by cats) and three eyelids manually for now.
Anyone know how to fix this error message? Tried rotating the finger bones, but didn't seem to solve the problem
in rig config mode, click Pose > Reset pose
Thank you!
Does anyone know if it's possible to make a bone move a ratio of it's parent when posing
Like if I rotate a bone 180 it's child only rotates by 90 or some other number
Is it easy to explain how to set it up?
Wondering if anyone can help me out- I'm super noob and so have only been buying clothes designed for my model (kikyo). Most go on fine but I'm having an issue with these shoes: https://booth.pm/ja/items/4114761 where once I'm in game they are located in front of my model's feet rather than on them. Any ideas? I'm using unity currently, haven't had a chance to get into blendr
If their vertex group are not the same as yours they won't stick on your feet
Maybe some do match names but you can always go in blender/Maya for the best results
possible, but need more context
Is anyone able to help me with putting custom sitting/laying down positions on my avatar? I cant' seem to figure it out @.@
How much natural bend in the knees do i need in my armature?
Like i know you arent suppose to have them straight and just slightly bent like the elbows but how much or how little is enough?
the upper leg should be perfectly straight, but the lower leg should be bent slightly. just a couple degrees should be fine
Thanks!! @sage patio
I need to copy bones for hair and clothing from other avatars to sync and fix toggles before doing any publishing. Is there anyone who is able to assist me along with the process of this? (Don't know where to post this but here it is).
Heyo so uh
My avatar's arms flail weirdly and wildly
And hold things REALLY weirdly
Update: Still flails, but it's actually kinda funny lol
its definitely something you did in blender
im assuming you merged a bunch of bones or something? @old schooner
hello! i am rigging a model and this happens when i try to mirror the shape key for the right eye blink:
anyone know what causes this and how to fix?
Is the topology completely symmetrical?
I found that the glitched vertices are in fact not mirrored about two minutes ago lmao. Currently looking for a way to fix it without undoing the shape keys to reapply a mirror modifier
Hey, I’m making a model from scratch but the armature completely refuses to connect to anything
If anyone knows how I could get it to connect please help my tortured soul
I assume the model has no weight painting?
Dm me, I can probably help
Not to my knowledge, no
All the bones appear as they should, both in blender and in unity
It's just in-game where they decide to throw their hands in the air like they just don't care
I think this is the right spot for this? I have an avatar that has a toggleable suit jacket, which upper arms' weights break in unity for whatever reason and I can't for the life of me understand why. In blender they work fine
Fixed by joining to the main mesh and then separating it. No idea why that fixed it but ya
quick question, i keep occasionally seeing humanoid armatures with an upside down hips bone, is that fine for vrchat or does the bone have to be pointing up with the spine bone's head connected to the hip bone's tail?
it's an old "rig hack" to try to improve FBT IK. it is not needed anymore, your hip bone should be pointing up
would it cause problems if someone were to use a rig like that in vrchat?
IK2 is designed to try to be more rig-agnostic, but rig hacks like that are called as such for a reason, they are like a "band aid" fix which may break in the future
so it should work fine but may not forever
it's a simple fix, I would recommend just fixing it
alright, this isn't actually for my model i'm just collecting info for a future youtube tutorial
making animations for vtuber avatars
i'm messing around with IK controllers in blender, and the example i found has an upside down hips bone in order to make the spine IK work i think
.....actually i think this IK works just fine even if i flip the hips right-side up so whatever.
one other question, is it still recommended that you leave a slight vertical gap between your hip bone and thigh bones? i remember reading that once but i also had someone tell me you actually want them perfectly in line with each other
yes, there should be a gap
alright
this is mostly accurate, but there have been a couple of changes sincew IK2
notably, that the large Chest bone can be divided into chest and upperchest
oh god where was this image when i was trying to figure out what the optimal way to have all your bone setups was
i could never find anything telling me whether or not for example the shoulder bones should be fully flat for example
that one is a bit more complicated
oh?
that shoulder placement should work fine, but there can be other factors
also here you go
should be mostly fine
ohhhh thank you this is delicious
what other factors are you referring to, im curious
also where did you download this template from? if theres an official page i can link to people i'd like to do that
real life shoulder width (which can vary a lot due to biology), body proportions, avatar proportions, how much shoulder mobility you want, whether or not you're using arm trackers, etc
view point position also matters
oh you mean in terms of how long they should be? im just asking whether or not they should be totally flat as opposed to tilted up or down
that also depends on the avatar in question. flat normally works, but I've also had good results with the head of the shoulder bones placed a bit lower or higher
example
so basically just go with whatever seems right as long as theyre not tilted too crazily?
basically, but it might also be subject to change on a per user basis
or per avatar
it's a bit more of a gray area
I don't think I know enough about that to say for sure
worked fine on that model though lmao
friend who I made that model for hasn't tested it in VR yet but I suspect it should work fine
there's some odd bone rolls in this armature template fbx, does that matter?
to be honest I haven't looked at that file in a while, but it should be fine to clear them
it's probably due for a revision
but should not be far from optimal, whatever that optimal may be
i just noticed this thumb only has two bones, do you know what's up with that?
that should work fine but you can add another if you'd like
like I said it's probably due for a revision lol
shit well if you happen to remember me when it gets revised let me know
The topology is bad but I think the ReadyPlayerMe rig uses pretty good practices in terms of its rig setup for VRChat.
oh, where can i download that to look at it?
Still can't fathom how a company that VRChat promotes so much uses badly decimated topology but the rig is solid. If you create a character here, there's an option to download it as an FBX at the end. https://readyplayer.me/
i dont suppose theres a link to a pre-existing one somewhere so i dont have to go through the account creation and stuff
Used to be simpler but it looks like they updated it to export a glb and use an A-Pose which kind of sucks vs the old T-Pose. I found an old old and deleted the unnecessary end bones. It's pretty similar to the one Sacred posted earlier.
Though it looks like they also improved the topology of the models so I guess that's a plus.
😌
mmmmm
yeah pretty similar, except the hand goes up like this for god knows what reason
Yeah, that is a little peculiar. The RPM hands move well but the humanoid configuration in Unity is probably modifying that to be flat.
i am seeing a couple other differences, that previous example has almost perfectly verticle hip and head bones whereas the RPM ones are tilted
......do things like that even really matter?
I use RPM avatars and they move well, no visible hip tilt or anything in VRChat so it doesn't seem to cause any issues. I don't use FBT but I know people that do and use RPM avatars with FBT and they look good there as well but I don't think I've ever used the armature that Sacred posted so I can't say it works any worse.
any rreason why the jiggle physics does this to the butt and doesnt recoil when going up and down ?
Is there a strict way on how an armature is supposed to look in order for it to work well with full body?
Straight
didn't this rig break for fbt or am I thinking of something else? I'm actually rigging something right now but having rigged anything in literally a year
probably something else? that one works mostly fine iirc, probably a good idea to split up the chest bone though
and also straighten up the spine a bit
Advice needed? Im using Nomad sculpt here, this is my second model made from scratch. First one I am trying to sculpt a riggable face. I’m not sure what’s left to sculpt before retopologizing in blender. Currently working on mouth. What should I focus on next?
What is going on with my teeth? I have them joined together with my head, so they should share the same origin point. Any idea on how to fix them?
Eyes for sure !
Make sure they don't share weight paint with other bones on your armature
still having this problem
looks fine standing still but my head moves weird when i walk too
Could somebody lend me some knowledge with blender? My current idea is to have a small avatar inside the bigger robot avatar that mimics the big robots movement, could somebody give me an idea of how to do that within blender?
TV seen to be skinned to the hip
?
Yea but to like what extent. Should I just carve out eye cavities, and worry about making the irises and pupils in blender. Should I makes eye lids separate objects? Like how much more should I sculpt here vs Mesh edit? Idk if I'm making sense, I'm learning the work flow.
modeling those pieces of fluff can make it harder to unwrap, I recommend modeling them separately and blending them in with custom normals
A super quick tutorial on how to blend your fur, feathers or other sticky out bits into a mesh without spending hours blending your topology. This has pained me for a while now so I hope this offers you the help it did for me!
is there a scripting channel or somewhere to ask about physbones?
I tried help channel but no one knows I guess
I think this channel is fine. What is the issue?
it's telling me I need a license for the vrc physbones... is this something we need to purchase now?
No, not that I'm aware of. Can you post a screenshot of the error?
it's not an error I can't see an error in the chat x. x
Did you maybe install any prefabs? Is this on a purchased character? Because I don't have any license and I don't get that.
hmm... well I did get some assets from unity. it could be that. i'll try making a project without them
I Have a file of a Avatar that a friend found on a old hard drive, i extracted it from the drive but it needs to be formatted or something to the current version of unity that vr chat uses and needs bones and maybe needs its mesh's fixed not sure, Any one know how to do this? I can send you the file if you could fix it
yea I think it was the new assets. thewy bungled up my scripts xD I only added maps from unity assets this time and the collider is all good
ty 😛
Does anyone here know how to add gogo poses and physbones to avis? I've made a vroid avi, fixed issues in blender, fixed materials and textures and everything in unity, uploaded to test her, everything works good. My first avi. Just don't know how to add hair and outfit and ear movements etc. And gogo poses. If anyone could help, that would be amazing. I'll even give you the avi if you like it
- also making crossplatform
Thank you, very nice tip. Much appreciate
physbones and the gogoloco poses would be simple enough to add. ear movements is also relatively simple, i can give some advice
venture to youtube tutorials to start with for gogoloco
Figured out gogoloco, and physbones. My next thing is gestures/facial expressions, clothing toggles, hair color changes etc.
Is there a better, or at least more clear guide to VRC rig naming?
ping me at anytime if you wanna go through toggles, hair colour shifts, etc. unity related things i can run through with you fairly quickly
right now im trying to figure out the right physbone settings, then add gestures/facial expressions
ive got gogoloco down, and know how to edit the physbones, but im having an issue getting to where i can move the avi around to test the physbones
@kind ore
@dusky willow simply have the avatar in playmode, that should do it
Got it. Added gestured. But now it's doing really odd things in game. Idk how to explain. Would you be able to look at it with me sometime later today or tomorrow?
sure
Having problems doing weight painting
Why is the transfrom number so high? for just the hair? and how can I reduce this insanity?
every single bone affected by a physbone counts as a transform
if you have a bone chain that has 20 bones and you put a physbone component on the first one, you have 20 physbone transforms
Is anyone willing to help me finish my avatar's weight painting? I'm almost finished with the avatar in blender, all that needs finished is the spine, hands, and maybe the hood, I've got everything else though setup I believe
Ping me or request to message me if you're willing to help
Are you available now?
If so, just dm me
im actually out right now, sorry lol 
That's ok
I'm looking to optimize my avatar specifically to my proportions to get the best possible results from FBT ( i have a lot of issues with the avatar's legs bending when they shouldn't, i think it's because the avatar's legs are longer than mine) what's the best possible way to go about this? i was just going to resize her limbs based on a picture of me but i wanted to see if anyone who's way better at rigging than me has ideas.
https://github.com/triazo/immersive_scaler , some tweak after if needed - used it on several avatars now , can touch the ground without floating up / other wierdness
thulen i just wanna say u are amazing, you've helped me with so much LOL
i cannot upload shit because of this bruh
Wrong channel and check if you have the android version of unity installed and also don't use the sdk for changing modes most of the time it breaks it rather then working just do it manually it's like two or three more clicks
Does the SDK include any base rigs anymore that are good to build off of for FBT? Or do i need to just keep experimenting until i find something that works with my height?
you can use the Immersive Scaler addon for blender to auto proportion your rig to more realistic standards
wym "android version"
how does one add bones to a model that has not enough bones?
I finally fixed my avatar but I have to rotate the knees correctly and idk what side is what, front or back, and I need to fix the finger tracking, if anyone knows how to fix this, please dm me
my avatar is 90% fixed
you can just... delete all vertex groups and/or delete the armature from a model
consider looking on vrcarena for a fox model and where to buy it
Thanks
What part is rigging when making an avatar?
Bones?
Bones for animations, specifically? I don't know the terminology.
Rigging is bones and the weights that tell the model what the bones should do. Also things like constraints and IK if you want to get fancy.
Bones for VRChat are mostly used to tell the model how to deform when playing the built-in avatar animation set but you can also use custom animations or use them for physbones which have physics properties.
What do weights do? @ me thx
They assign different parts of the mesh to a given bone so if you weight the head bone to the foot, the foot will move when the head moves.
Without weights, a rig doesn't affect the mesh at all.
So after exporting to Unity, the mesh gets deformed like this. I tried Applying all trasnforms, reseting the rig in Unity, remapping etc. Any ideas how to fix this issue ? I exported using CATS
I see bones, maybe it's an issue with bones, try importing the export and reexporting
Ok I think I’m doing good
Anyone here know ho to transfer weight paint, I'm trying to parent a piece of clothing to my model, but im not sure how to parent it without clearing the previous weight paint on it
the "weight paint" you're talking about is just the vertex groups on the mesh
changing the parent does not affect those
if the vertex groups have different names than the bones in the new armature, it won't move properly
also, make sure that on the mesh, your "Armature" modifier is set to the correct armature
Thanks a lot, still new to blender, Ive been on this for the past 3 hours
Who knows how much more time youve saved me
one more thing
depending on what kind of clothing it is, you might be better off scrapping the weights entirely from the clothing and projecting the weights from the body to the clothing instead
Ahhh I see, I did not know you could do that, that's super interesting, is it the same as choosing the correct armature for the mesh
no, you either use the Data transfer modifier or the Transfer weights function in weight painting mode
the best way to picture is if it you're trying to weight paint a basic shirt
make sure the shirt is properly fitted, and then transfer weights from the body to the shirt
Sweet thanks for the help!
wrist twist bone works fine in unity but gets squiggly in game. am i setting up the constraint properly?
the weight should be 0.5, and you should reduce the forearm twisting in your rig config
click your FBX, go to Muscles and settings, set Lower arm twist to 0.05
how to fix this without hitting fix model
Mesh not named body (maybe)
why do you even need to import through cats?
yeah thats the prob idk how to fix it
export
and it tells me the problems
first humanoid joint not the first child probably
we always have to guess, never enough info. warning are important to mention
If the problem is that the mesh is not named Body, double click the mesh and name it Body
it is
@tawny musk you can just export fbx from blender: fbx units, only selected mesh+armature (select them first obviously), should be fine. as long as it has no animations
no animation just blendshpes
theres many meshes
select all
so select meshes then armature??
order doesnt matter, just dont select any junk or multiple armatures
got it THANKSSSSS
I'm having an issue where the SDK is telling me that my Avi is not imported as a Humanoid Rig, but I have set it up. Here, anyone else getting this issue?
click your avatar parent, check your Animator and make sure there is an actual avatar to be controlled and it is not empty
o wut da
that did it, thanks
So I have a question I’m pretty new to making avatars and I have this model a friend has made for them it came pre rigged but was a blender model and when converted to a unity file and uploaded it is stuck Tposing one of my friends said I would have to completely fix the rigging I have no experience with doing this so could someone give me a few tips on what I can do to fix it
Did you change the rig type to humanoid?
Yes
The model is missing certain bones that are normally required
Like shoulder bones
It’s a fnaf animatronic oc they got made but it was made for blender animations
If it just doesn't have certain bones that Unity requires for humanoids, you might just have to re-rig it or make it generic and use your own animations but that's pretty complicated if you aren't familiar with animation and animation controllers.
The most complicated thing I know how to do is use a radial puppet to scroll through materials
And I have never rigged an avatar before
You can use Mixamo.com for automatic rigging but you will need to do some weight painting to make it move well.
I could try that but I don’t know what you mean by weight painting
It's what tells the bones what parts of the mesh they should move 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...
I also showed the avatar to a friend of mine and he said I might have to move the legs apart a bit because they said to him it looks like the legs are too close together and mixamo might glitch
It might, or it might just weight some parts of one leg to the other leg's bones which you can fix with weight painting but a bit of distance between the legs will improve its automatic weighting.
Alright I’ll try this out and let you know if it works
Yeah mixamo is giving me an error it might be because the model came pre rigged but I tried removing the rigging and it removed all the textures as well
I'm not sure on that one but you have to apply your materials in Untiy anyway so it shouldn't really matter
Hey can somone help me with my unity rig
It seems to work fine on pc but in vr it has like opposite arm movement
did u assigne bones right
I don’t think
@sick parcel did you name left/right based on your view rather than the avatars left/right?
IMA dm u
...why?
I'm probably missing something dumb, so I'm asking for help here (already watched rigging/weight painting tuts). Basically, I'm adding beams to this headset that I want to be manipulatable via animations.
So step one, I add a bone
Step two, I parent them together (select bone then shift select mesh, then parent)
Step three, weight paint just the tip of the beams
Aaaand moving the bone in pose mode doesn't work. Tested rotation and stuff too, the mesh never changes in the slightest
Is there something I'm missing?
are you sure you're adding those weights to the correct vertex group?
you should also select your armature before going into weight paint mode (select armature, shift click mesh) so that you can manipulate the bones while in weight paint mode (ctrl + click to select bone)
I never manually created a vertex group, but one does exist on the beam's mesh. I assumed that group includes everything? I'll try creating one for just the tip
vertex groups are literally how you define what moves with what bone, that's what "weight painting" is all about
putting vertices into those groups with specific weights
if the vertex groups has the same names as bones in the armature (and the mesh has an Armature modifier), the vertex groups are used to determine how the mesh will deform
Created a new group and assigned the tip to it and it didn't work... but if it has to be named appropriately as well, I'll try that now
yea, the names are what determine what groups move with which bone
Alright. Here's the new heirarchy on the right (along with vertex group names and such) and you can see in the preview that when I select that vertex group, I get the vertices on the tip
Tried pose-mode posing it now, still nothing moved with the bone
why is your armature parented to the mesh? it should be the other way around
Oh no
your mesh also needs an Armature modifier and you need to specify the correct mesh
I knew it was something dumb, haha
you're also going to want a bone for the rest of the headset
with everything weighed to it besides the tip
Even if it's a seperate mesh?
why is it a separate mesh?
you might aswell join them together since you're rigging it
Can it have a seperate material if it's a part of the same mesh?
Oh I see now, you can assign materials to verts in edit mode just as you can set vertex groups
yea basically
Gotcha. Thanks for the help, I'll work on that later as I have things to get to
Last Q to make sure, I need to select the mesh before the armature to parent it correctly, right?
Thanks
Hi! I've come to a problem with this VRChat Avatar where the upper arm is permanently halted upwards, any advice on how to potentially fix this? The rig is fine in Blender!
this is me with my hands down rn, just moving them in all directions for reference n that
Viewpoint too high
anyone willing to help me with the weighting on this model? the hands are all weird bendy and fucky
Can someone please help me fix the motorcycle pose problem? all the videos explaining this are outdated and when I try their method of using the tpose animation, as soon as I click off it doesn't work. I feel like I am screwed. Do I have to start all over again with my avatar?
Check bones in Unity
@haughty lagoon assign tpose animator, go to play mode, youre in tpose? good. copy whole avatar, exit play mode, paste, delete original
Any idea why my left leg is working dandy yet the right leg is borked? I double checked in blender, all weight painting looks good, and in unity the constraints are all set up properly, but for some god forsaken reason my right foot and leg just stretch horribly
anyone know why blender wont let me select bones for weight paint?
Dear avatar creators, i need a favor i need someone to make an avatar named max steel and i need someone to DM me to make the avatar Quest and Pc compatible
and also i don't have any money so i can't pay you when you do it
at least he's honest
fax im broke as a joke
Does anyone know how to make double hands rigging? And could you teach me abouit it?
why is my rig working in blender, but not in unity?
Not working how? The model doesn't move when you move the rig?
yeah
But the rig is present in Unity and you're sure it's the correct one?
hello?
I'm not sure what I'd recommend. I don't have access to Unity right now even if I had time for it. Maybe try re-exporting and make sure that's the only rig in the scene
ok, it turns out that rigify did something weird (or it was just me)
but only some parts of the rig move
like the neck, the hands (which move the entire arm, due to IK).
I don't think rigify transfers too well to Unity Humanoid. I don't use it, I've just heard that. If you don't want to rig manually or buy auto-rig pro, I'd use Mixamo and clean up the weights
hi im having some difficulty with getting my avatar to work, default animations arent working. i might have found a problem but im not entirely sure how to fix it, i tried merging all the meshes to reduce the amount of skinned meshes, but now the entire avatar moves at once instead of each segment
also heres my inspector page with the animator if something is wrong here too
Is the model weighted to the rig or are you just parenting models to bones? Not sure how merging meshes would destroy your weights.
i think i just parented the model to the bones
wait no i dont have them parented
whenever i tried to do that, the model would rotate 90 degrees
Look up Blender weight paint on youtube, the first few results should get you started. That's the proper way to rig a model.
heres what my higherarchy looks like if that helps
Dunno if you've been helped, or if this will help. In weight painting mode you can select which bone is being used for the individual weight here
It doesn't look like the mesh is parented to a bone but it also doesn't sound like it's weighted properly if it's all moving with 1 bone and you aren't familiar with the weighting process
its not all moving with one bone, the model and the bones move separately and it doesnt work when i try to parent them
would i have to un-merge all the segments in the mesh and then parent them to their own bone?
Watch a weight paint tutorial and you'll understand, that's how a rig moves a mesh.
im trying to use the cats plugin to rename the bones in an armature so that the vrchat sdk recognizes them, but it keeps deleting the finger bones
any way to stop it from doing that?
@floral moat theres options for fix model functions and i believe it renames bones even if you disable/keep everything
fix model functions?
ok- i've got a lead on why this is happening
when i go into pose mode and move around the finger bones, nothing happens to the actual mesh, so i think there's something wrong with how those bones are "bound" to the mesh. how would i be able to fix that?
i'd like to keep those finger bones intact so that i can try out the finger tracking on quest 2
given that the plugin is picking them up as zero weight, im assuming that's the problem?
damn, i think i need to manually fix the skeleton for this, none of the bones that came with the model are weighted and they're all pointed up
dammit
pretty much everything i just said was fixed by using the CATS plugin import function rather than the standard blender one
I'm using GestureManagar in unity, and doing Test Animation but nothing happens? I did a headswap through blender. The meshes are separated. Any idea what I could do to fix this? Also getting no errors in console
are there any free base rigs that contain all required bones for a humanoid and nothing else? I'm having trouble understanding what parts I need specifically and where they should go.
@idle meteor #avatar-rigging message
thank you so much!
Is anyone able to add hand fire practical to an ava for me if so I would greatly appreciate it
you had the same problem the other day didnt you? its also exceedingly simple
its a drag and drop process
hello, I made my own leggings mesh for this Base, How exactly do I transfer the base Mesh's Weight to my new leggings mesh?
I fixed it it took 27 hours but I did it
Data transfer modifier !
what's the ideal position for hands for the TPOSE
specifically the thumb
how is it supposed to be orientated
because i tried to fix it and unity doesn't like
Fingers straight out and parallel, thumb extended but on the same horizontal plane as the fingers, if that makes sense. I can see if I can find an image
i tried to do that tho
Like this
You can ignore finger warning
is there someone who can explain to me how to setup the rig for a skirt so it's perfect for physbones?
hey, i never edited shapekeys before but i need help with something
basically i have a model that has the viseme shapekeys but before exporting it to blender i forgot to wake the eyes open for those shapekeys
normally it looks like this, the a, i, u, e, o mouth shapekeys have the eyes closed in it
i wanna basically make it so the eyes don't close when these shapekeys are on
how can i do that?
I may be wrong but I believe it's only mesh separation at this point. Separate mouth part (or eyes, depending on whats easier), copy base to visimes for head/eyes (so they do nothing) and then join back
anyone has any other suggestions?
does it still have an eyes closed shape key? what happens if you use it?
wdym
Hello all, I had an avatar commissioned, and the guy can't figure out this issue with the rig he made... When I look up or down the body moves with it. https://1drv.ms/v/s!ArYQHBiXqfbUq0G-P4clqnEmrqJs?e=qa2HJh
I think they mostly just took an existing avatar to make that but I guess nothing wrong with that if that's what you wanted. I believe that behavior is usually a result of the view position being set too high in the avatar descriptor
@quaint cosmos is most likely correct
@hushed marsh you can fix this very easily in unity
For the purposes of making an avatar with correct proportions, what is the game using to determine height exactly? ground to head bone / ground to view point / something else?
Then in addition to that, what is being measured to determine the "wingspan"? wrist root/tip of fingers and from what point?
In case you were still having issues with the leggings
https://youtu.be/OTDnUST-uMY?t=40
Blender 2.8.3 Tutorial The Best Way to Transfer Weight Paint Between Rig Clothes and Other Meshes
A Tutorial on how to Quickly Transfer Weight Paint in Blender
Twitch Channel:
https://www.twitch.tv/vi6_d_dark_king
Subscribestar
https://www.subscribestar.com/vi6ddarkking
Patreon
https://www.patreon.com/VI6DDARKKING Let's Play Frostpunk
Bitc...
Pretty sure the bounding box is from the origin (typically the bottom of the feet) to the top vertex of the head and to the farthest vertex from the origin in the X direction
if it's just taking the height to be from the origin to the highest vertex in the head bone vertex group then I'll need to change a few things that may be adding unintentional height
because even though the height/width ratio by looking head-on in blender is about 1 to .96 it still feels more off than it should
so I've been having some issues with my avatar looking up constantly, could it have something to do with my rig?
uhhh yes absolutely lol
your spine should be straight
your avatar should be standing in a T pose
not hunched over
makes sense, though it's a bit difficult with how the character is.. well, is
but ill try my best I suppose
really hard to get the eye bones line up with the eye and the top of the head bone. I've scaled the headbone a lot today.
really scared all these bone changes are gonna cause a lot of problems that need to be fixed orz
and my eye bones are much smaller than in the template. so I'll make them bigger too. I wanna show some pics and ask if it looks good
does this look good?
I need food orz
wait, could this be the shoulder issue... the shoulder bones are not straight
should all bones have 0 roll?
all my bones seem to have a bit... they get roll when you move and scale them it seems
I cant find an answer on Google prz
also these eyes are pretty close to each other, I wonder if I should move mine closer
just put the bones upright as shown there then place them in the head where their rotation works well for the eye @digital willow
ok. as you can see I have done that. but they dont have to be that close to each other?
that's just an example image to point you in the right direction, don't worry about making the bones right next to each other
just try pose mode until you find a spot that works and mirror the left/right bone position for the other eye
Blender got the thing where it mirrors it automatically
not sure what you mean find a spot that works. but ok, thanks. I think it's fine then
I mean find a spot where the bone works well for rotating the eye
if you put the bone for the eye too far off in any one direction and rotate that bone you'll see the eye just clips through the head and isn't moving right
mm. I never even tested in Blender
but it looks fine to you doesnt it?
and the neck part too?
I don't recall if the game cares if the neck bone tilts forwards or backwards, but the general structure looks fine
("the game" reeeee) haha
I think it does because the template shows it
at least at the time in some situation
@cosmic vine and what do u know about roll on bones?
haven't messed with it much as I haven't had a need to 🤷♂️
I see. do u know if any or all should have 0 roll for a standard rig?
I was told to put the eye bones at 0. and then I discovered that a lot of my bones are close to 0 only
for the rig I mess with I don't have anything rolled more than 8 degrees so leaving them at 0 or low values across the board should be fine
hmm I see
if it doesnt matter then just for the sake of having things be universal and on default I'd like to put it all on 0. but I need to know that's ok at least
but not important now. I dont know if it affects my avi
what about shoulder bones? in the template they are straight. mine arent. and Im having problems with my shoulders in VRC so maybe that's why...
I'd be curious to see that with the upper chest bone but idk if there is one
the second image
ok the template
shoulder bones iirc should be pointed straight out
you mean like in the template?
that's how I've always done it yes
Im trying to follow it but, I just wonder if there could be a case where mine has to have it like that
ok I see, good to read. thanks
I guess I'll adjust it... I've done a lot of smaller bone edits now. Im really scared it's gonna break a lot
though... Im trying to remember last time. maybe I already asked about this, but if I did then why didnt I change it...
now how do I make them exactly straight?
you can just set the head/tail values on the bone to have the same Z and Y values
Y is 0 and Z is... something small because I moved
oh. both head and tail the same... right
was wondering that. thanks
but since it's connected to the arms
I can just copy from that
can click the bone and move it around entirely or select the sphere on either end to move just that, but regardless of which you click you'll see the same transform values in the top right
you can just match the arm's head values to align it sure
and I only moved one axis. so I can just copy... Z
like so
this looks good to you?
looks about 3~ degrees pointed upwards now
hm?
🤔
what part?
lol
I copied this
just set the head and tail values to the same for the Z to make it level if that is what you want
are the arms straight outwards (not including the slight elbow bend) ?
yeah I made sure of that in the past... but
maybe I made a mistake
shouldnt there be a value that will make it straight?
you mean level for the purpose of the T pose?
oh no, Im noticing something weird
I... mean... just absolute level. but it should be T pose yeah, and I made it that
"oh no, Im noticing something weird" yeah that has been my blender learning experience over the last year
haha
this side looks neat like this
but then
and now I dont know what part has changed T.T
sec
and how did that happen?! Im always so careful
I guess I'll just compare the size to the other side
well, I always did it by just changing the value
but I always got help with that
but the thing is
I need to know which one goes where
if it's the inner or outer arm that changed
what's it called? which is forearm?
if you select a bone on one half and ctrl+shift+m it goes to the other one right?
eeh no
after the shoulder bone on each side, you should have "Left arm" and "Right arm" yeah?
comparing the values now I see that it's the outer arm that has moved
u mean in the armature hierarchy?
sure or just the ones floating in the 3d view
oh
I cant see it in the 3D view...
am I supposed to?
it just shows what's selected
but yes they are parented right
so they have the correct names and not something crazy
you can set the value manually or use the magnet to snap it to it like above
snap something wrong?
not the middle
and when I snap again it's too far the other way
so where do I see the value of X for the tip?
gotta check from above too then
I forgot so much
also roll on this side is -180, other side is -0.083
should they at least not be the same? T.T
I'd think it'd be the same number just positive/negative depending on the side
I dont have as many options, but mine is set to increment and move
what blender version?
also my alt gr+h is broken... cant unhide bones
then I forgot how I did it
but have to go to each bone and do it
alt + H doesn't unhide?
yeah
I exported my model in Blender, and now when using GoGo Loco, I'm getting funny hip/leg movements. When I crouch it fixes itself though, but if you playspace upwards or use the GoGoLoco levitate function, it breaks again. Any ideas? This happens when exporting from CATS and blender's export too.
I got a lot of help with it but nobody could figure it out
I think maybe you did the same thing I did a few weeks ago where you have to manually check or uncheck a box in the bone properties on each to get it to show again
yeah, but a short cut should still work orz
anyway how do I get this crap to line up? Xd
wait wth...
um...
it's... lined up...
👀
welcome to blender enjoy your stay
if the snapping doesn't work just match the values 🤷♂️
but where do I see it?
but then what?
click bone , check XYZ values
click other bone it is supposed to be touching
are the numbers the same in the tail-head?
do the values of the tail for one bone match the values of the head on the other bone
me too, what does the transform window look like when you select a bone?
you're in edit mode too, right?
and when you select the other bone it is supposed to be touching exactly, what does that one look like
yeah those numbers don't match
but shouldnt I click on the balls?
clicking the head ball or tail ball is the same as selecting the bone in the middle portion
shows you the same sets of values
those
they're close but not exact
that's why it looks veeery close but not directly on top of
so tail on... outer arm
copy X
or no
fdhgnhfnh
Im getting so confused cause two arms and two heads and tails on each arm ghfgnfghn
Xd
ctrl + z if it isn't the right one
other side of what
the other arm
oh
outer arm
inner
oh...
I do...
but
if it
mirrored it, then why isnt it connecting?
x_x
fhdnggnh
just to clarify, if you grab the left arm bone and move it around
my head aaah
the right arm bone moves too, right?
yes
but
no I failed
shiiiet
or wait, I just didnt do enough
I cant figure out what to copy
it's ok if u dont help me more orz I should have stopped 45 min ago but I just wanna finish it
that's why I suggested using the magnet button first since you don't have to mess with the values like that but you said it didn't snap to it correctly
yeah but it didnt work
I don't know what to make of that and can only assume there's something from blender 2.xx to 3.0 that is the reason 🤷♂️
but I remember doing this before and it was easy
and I think...
yeah... setting it to median point which is what I usually have it set to
but I changed it for something else
now I have the value of the point... somewhere
when in doubt try each option and ctrl+z if it makes it worse/doesn't work
yeah
but this is so easy
if
I can just see the point's value
u havent done it this way?
then u just click on each and copy 3 of them then done
no need to figure out what is what
click on each what to copy
haha
value
head and tail
then it's just this
point's value
and then click on other side and paste
that's how I did it when I did the proportion edit for fbt
follwing Kung's guide I think
when doing this sort of thing I've only adjusted individual xyz values
yeah that's what it is
if I wasn't using the sanpping
but I need the points values
I dont know where they are
there should be a window
they're on your screen when you have the bone selected
when you say a point's values, you're talking about the position of the head or tail part of the bone?

