#avatar-rigging

1 messages · Page 4 of 1

fading verge
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I see to be having issues with the legs on my avatar,
this is just standing still, you can see then kind of bend away from each other, on quest the legs kinda random turn a bit and the knees look odd

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i got this model off the unity asset store and put it through blender with cats plugin to "fix" the model

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this is crouching

fervent vigil
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What causes an avatar's feet to rise into the air when looking down? Leg length didn't appear to make any major improvement.

quaint cosmos
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Could also be the avatars feet not being at the origin when exported.

fervent vigil
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hmm. i'll double check. Next time I should probably include the skeleton, huh? >_>

quaint cosmos
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Skeletons are important.

crisp delta
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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?

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any idea on how to sync these to ensure everyone gets the same experince as i get?

fading verge
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I don't know how I'm going to rig this or if it's even possible but I'm going to try

fading verge
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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

sleek isle
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@crisp delta go in vrlabs discord

fair inlet
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What are all the required bones for an avatar?

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Like does it need finger bones or leg bones

opaque acorn
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Why does this happen

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can i override?

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never happened to me before

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although ive never made an avi like this before

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but it wont use a humanoid rig

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and therefore not vrcs default animations

fierce grail
pine sapphire
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Hey all; I have a model that's been passed back and forth a bit from creator to creator.

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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.

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Let me know, thanks!

fervent hornet
pine sapphire
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Okay great.

fervent hornet
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Should probably fix whatever is going on with the legs too though

pine sapphire
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I think they're fucking with my physbones settings.

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Yeah. I know. 😂 It looks scuffed; but hey the legs work.

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It's some BS alternative rigging set-up that Cam did with twist and phys bones.

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I'm not brave enough to tackle it; yet.

fervent hornet
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Hey if they have a use you should keep em 🤷

pine sapphire
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Their use: Thigh & calf jiggle. 👏

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Very important. 😤

fervent hornet
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Needs to be subtle, I hate the shit that makes their entire leg like jello

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I swear some of these people have never seen a woman before

sage patio
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lmfao

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you don't even need that many bones for light jiggle

pine sapphire
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This is the same model that has 4 physbones dedicated solely to UPPER BOOBA JIGGLE

nocturne quiver
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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?

quaint cosmos
nocturne quiver
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thank you very much for the advice, i will see what i can do with that :)

real wyvern
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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

finite stratus
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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

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this is me walking around in prone also this is a test model

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its very creepy

finite stratus
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id also like to make a sper flowy dress how would my froces be for that?

finite stratus
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with it on

robust crescent
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do not put physbone on any humanoid bones it will lock your avatar

fair inlet
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I have an avatar with a physbone on the neck and it works fine

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So probably just specific bones mess up the humanoid types

robust crescent
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'fine' in fbt putting physbone on a humanoid one will lock it up

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Had one on neck once and it behaved very wierd in vr/fbt

fair inlet
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Hm weird I remade the rig custom when I was fixing the model in Blender so maybe that was it

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The physbone was just to make the head wobble around like jelly

finite stratus
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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?

robust crescent
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bone root or empty gameobject (if you like to break your prefab)

finite stratus
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ill do the bone one since i think itll be a bit easier for me in blender. thank you for the help

finite stratus
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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

sleek isle
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you can always upload the fallback as a separate blueprint, without toggle and such

finite stratus
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thing is my friends are quest users and im going to be one most likely so id like the toggels

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so i dont want it to be a fallback i will think of that for fallback tho

quaint cosmos
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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.

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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.

sleek isle
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Be falbàck.

finite stratus
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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.

sleek isle
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Even if you merge them in blender and use a bone to scale them up&down. You still have 3 materials minimum

sage patio
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unless you atlas/bake

finite stratus
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Thanks

finite stratus
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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

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is there a fix to this i dont want the model to be stuck happy

finite stratus
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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...

▶ Play video
whole tusk
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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.

robust crescent
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spine - legs not straight , gonna have issues , vrchat locomotion also put one foot lower then other when standing oddly like this

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without it

whole tusk
robust crescent
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try moving bones around similar to this , (even tho the upper leg is wrong on the pic its not excactly straight🔨 )

whole tusk
robust crescent
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nah, i usually unassign them since they can make me sink

whole tusk
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okay

fading verge
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I'm having a hard time finding out why those are stuck in the middle while I try to move my avatar

robust crescent
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not weightpainted to anything

fading verge
finite stratus
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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

cerulean pebble
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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

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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

cerulean pebble
cerulean pebble
split wasp
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my avatars chest sticks out when in full body? is there a fix for that?

static gorge
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Looking for help to make a blinking shapekey. I tried but the eyes are wonky.

split wasp
robust crescent
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Check bones in blender if they are wierdly set up

split wasp
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does it get bent back straight in game i assume, causing the bone above to point forward?

robust crescent
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blender hard to see much in unity -

fading verge
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I keep getting eyes not named 'body' in blender

sleek isle
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You can make a new rig image if you want

buoyant stone
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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?

finite stratus
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Cool but I was having problems with it I got help form another server but still

tidal ocean
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Is there a way to make an avatar move like a spider without the use of Final IK?

astral quest
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im getting this error with my model already set to humanoid?

sage patio
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changing import settings on an unpacked model does nothing

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drag the FBX into the scene again and don't unpack it

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also, in the FBX import settings, disable Import Cameras and Import Lights under Model

astral quest
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I had to unpack it to add the bones from the clothes to the rig

sage patio
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no, you don't, and you should also be doing that in blender

astral quest
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well I did and I just had to add the animator manually and it works fine

sage patio
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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

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rather than in between

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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

astral quest
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how would I drag the bones into a prefab without unpacking it first?

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I tried that initially and it just said I must unpack the prefab

sage patio
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you'll need to unpack the clothes, but not the avatar

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doing it in unity is a much more messy process than in blender

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and leaves you with duplicate bones

astral quest
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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?

sage patio
astral quest
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thats what Ive been doing and alot of the clothes and such get weird stretches

sage patio
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then you can smooth out the weights in those areas

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use the Smudge tool to "nudge" weights

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painting while the mesh is posed also helps

astral quest
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ooooh I never new that was a thing

sage patio
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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)
astral quest
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this is so much helpful information none of the tutorials I watched ever talked about anything like that

sage patio
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it's the kind of stuff you only learn once you already know basics

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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"

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it's very specific

hardy pollen
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for fullbody to work well on an avatar, should the hips be big?

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heres the location and size

sage patio
zenith flint
feral sinew
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you could not rig it as-is

zenith flint
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ok thanks

hardy pollen
hardy pollen
real steppe
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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

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particularly all the skirt stuff

sage patio
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also those are not "folders" but bones in the armature

faint valve
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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

sage patio
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thinking you would need to hide the hand entirely, and spread the weights across all 4 fingers

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to hide the hand you could do it multiple ways

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best way would be Poiyomi's UV Tile Discard feature imo

faint valve
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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?

sage patio
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like the weights for each finger would be quite diffused

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to avoid one finger causing weird stretching

faint valve
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I think it might work[

torpid burrow
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is there any other way of selecting the bones other than holding ALT?

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i need to assign automatic or what ever

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or is it possible to splice parts from armatures?

sage patio
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it is

real steppe
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nvm got it

torpid burrow
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can i not merge these 2 points?

quaint cosmos
torpid burrow
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i just wanna rig the arm but i have no idea how to aproach it lmao

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i havent really rigged a hand / arm before im just trying splice 2 avatars

quaint cosmos
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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.

torpid burrow
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also is there another way to select bones OTHER than by using alt when in that wierd bone/weightpaint mode?

quaint cosmos
fading verge
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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?

sage patio
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each constraint should have 1 source set to the corresponding bone in the main pair

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then click Activate

fading verge
subtle delta
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Hey everyone. I'm doing a little research on VRChat Avatars. I have a few questions about the process to create them.

  1. Are there any absolutely required bones(joints) in the VRChat avatar system.
  2. 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
  3. Are there any limits to how many bones I can have outside of the defaults?
  4. How are the non-essential bones animated? through script?
  5. Any specific limitation with the VRChat rigs that is good to know about?
  6. How are facial expressions typically controlled?
sage patio
# subtle delta Hey everyone. I'm doing a little research on VRChat Avatars. I have a few questi...

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

subtle delta
sage patio
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look for PC Limits (or Quest limits, much stricter)

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@subtle delta

subtle delta
sage patio
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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

subtle delta
subtle delta
# sage patio 1: humanoid bones according to Unity's humanoid animation system (mecanim). non ...

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?

sage patio
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Kon avatars don't have fingers, but not sure if the bones are still required or not

subtle delta
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In VRChat are all the facial movements (mouth, eyes) in general animated by only with BlendShapes/ShapeKeys (no bones)?

sage patio
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eyelids can be done via bones but only really useful if the eyes are very spherical

subtle delta
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Any other bones in face besides eyes (in general)?

sage patio
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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

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so I still recommend making one, just not mapping it in the rig config in unity

fading verge
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Question, how do I fix a model in blender that has an animation attached to it, without breaking or disabling the animation?

torpid burrow
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im having trouble with the claws on the wickerbeast i gotta rerig them

torpid burrow
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any ideas on how to easily rig these claws

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hehe

crisp tendon
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Use the gradient tool

torpid burrow
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I think i might just be a bit too brain dead to understand the fingers

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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

crisp tendon
torpid burrow
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thats how it looks but it just looks a bit... jank

crisp tendon
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In that case you would just need to smooth the weight paint for both bones

wicked sluice
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I wanna rig a blade

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Well a chain

rough hearth
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That's dope

lapis axle
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Heyo. I'm making my first avatar and running into an issue with the thumb rig.

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First off, Here's the hand in blender.

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Bones are all named properly and unity auto-populates the hand bones on the humanoid avatar just fine.

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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

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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.

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In addition, unity seems very convinced that the hand is "not in a t-pose" when first imported

lapis axle
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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.

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Once unity received a pose it liked it stopped mangling things

lapis axle
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😭

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I did it...I made something...

sleek isle
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Native tpose better

lapis axle
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I'm just happy I got it ingame

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Hmm. Maybe I spent a million years looking at it and tricked my brain.
Well, whatever, learned along the way.

sleek isle
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Shoulder need more influence

fading verge
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can someone help me?

sage patio
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it's deprecated, it has no use in SDK3

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you set up the eye limits in Unity

fading verge
fading verge
sage patio
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make sure you are using up to date tutorials

fading verge
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ok

sage patio
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if this is a VRoid avatar, you will need to use CATS to generate the viseme from the basic ones that VRoid gives you

fading verge
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Not sure if showing your nfsw avatar on vrchat discord is a good idea lurk

random mortar
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thanks for the reply lol

fading verge
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Thats kinda risky lol

random mortar
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explain how it’s risky after it’s been deleted and censored

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those versions aren’t even on my account anymore

oblique oak
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hold on... I'm grabbing my popcorn

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alr, i'm back, continue

random mortar
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lmao

fading verge
random mortar
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really was hoping this ping was actual help but lmao

fading verge
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Ok sorry for worrying about you

oblique oak
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aw man, I thought that would last a little longer

random mortar
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i got some help with it so ima delete the post

reef coral
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hey, i'm having an issue where cats doesn't see any of the shapekeys on my model

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i tried unparenting and reparenting the mesh to the armature but that didn't fix it

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any suggestions?

sage patio
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@reef coral never use the Eye tracking section in CATS

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it's not to be used ever since SDK3

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it's removed in the newer dev version

reef coral
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aight cool but i can't make my visemes because it doesn't see the shapekeys

sage patio
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does it not already have visemes?

reef coral
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no, i need to generate them

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nvm i used the fix model option again and it just fixed itself lol

dawn torrent
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I need some help. I get this error message, but no idea how to fix it :/ Tried rotating said bones, but didnt solve anything

fading verge
sage patio
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yea, don't

robust crescent
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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

hushed solar
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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.

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i'm watching a tutorial on how to make animations humanoid, and their animations look like this:

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whereas my animations look like this:

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i also have virtually no options in my inspector, while the instructor has a dropdown list where you can specify the animations as humanoid.

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why is this?

quaint cosmos
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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.

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I could be mistaken but I've created animations for avatars and never marked an animation as humanoid.

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A humanoid rig will automatically play VRChat's basic locomotion animations but it is possible to specify your own in the models animation controllers.

hushed solar
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the animation looks like this in unity:

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the built-in animations seem to be working fine, save for the limbs not moving:

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meager light
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Hey uh i need help with rigging a four legged centaur avatar if anyone can help me

worldly trench
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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?

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I’m using the right version of unity and the right sdk

ashen plank
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if i wanted to make a snake as a follower, how would i make a slithering animation?

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or is that type of animation already made

sleek river
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His neck is like this, why is this?

sleek isle
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is this image the issue or a reaction image

vestal condor
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how do I join 2 identical armatures that have different meshes attached?

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adding top meshes to bottom

crisp tendon
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Ctrl + J

sleek isle
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yeah tire to répondre

regal nexus
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The dress and everything is combined with the avatar but why isn’t it working

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I gotta go to school in a few mins but I’m tryna finish this

fierce grail
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Combining meshes is not everything, you also need to weight paint.

fading verge
regal nexus
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A sh I forgot about that

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Ty

fading verge
brazen zenith
# regal nexus A sh I forgot about that

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.

white ravine
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The boots and sleeves dont appear fully under the armature though they share the same armature, anyone know how to fix this?

small escarp
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When my eyes are at 0,0,0 rotation, why are they pointed stright up instead of looking ahead?

robust crescent
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eyebones should point straight up , otherwise you end up derp

orchid halo
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anyone have an image that shows the best rig setup? Like, where to bend the arms and stuff

wind swallow
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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?

dense estuary
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Like the one on the very top of the hierarchy

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Should be hips :P

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Seems like something weird with parenting is going on here

wind swallow
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Ah i see! yeah the hips aint the first in the hierarchy, must of messed that up when adding the bowtie bones.

dense estuary
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Yep, so you got your first possible offender :P

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Update and try again :P

wind swallow
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it seems like cause the bones wasnt connected at all, thats why it was messed up ^^" thank you so much for the help!

dense estuary
grim locust
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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

halcyon violet
quaint cosmos
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||I think most people model a base mesh without clothing before adding it||

regal nexus
brazen island
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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?

sage patio
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@brazen island you can pose the bones in the face rig and save the pose as a shape key

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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

brazen island
#

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.

dawn torrent
#

Anyone know how to fix this error message? Tried rotating the finger bones, but didn't seem to solve the problem

sage patio
dawn torrent
paper hinge
#

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?

slate ginkgo
#

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

リボン付のチャンキーヒールです。 ドレス等のキラキラした服のアクセントに 履いてみませんか? リボンにはボーンが入っているため揺れます。(PB対応済) カラバリ5種が入っています。 マテリアルスロットを分けているので 個別に好きな金属やクリスタルカラーに変更する事も可能です。 自分のオリジナルの組み合わせもお試しください。 【注意】 ※マテリアルの明るさを下げたい時は matcapのcolorからIntensityをさげてください 【対応アバター一覧】 キュビクローゼット様作成

sleek isle
#

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

sage patio
kindred ermine
#

Is anyone able to help me with putting custom sitting/laying down positions on my avatar? I cant' seem to figure it out @.@

burnt goblet
#

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?

sage patio
burnt goblet
#

Thanks!! @sage patio

fading verge
#

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).

old schooner
#

Heyo so uh

#

My avatar's arms flail weirdly and wildly

#

And hold things REALLY weirdly

old schooner
#

Update: Still flails, but it's actually kinda funny lol

kind ore
#

its definitely something you did in blender

#

im assuming you merged a bunch of bones or something? @old schooner

waxen flame
#

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?

quaint cosmos
waxen flame
#

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

rough mica
#

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

quaint cosmos
old schooner
#

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

celest niche
#

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

celest niche
#

Fixed by joining to the main mesh and then separating it. No idea why that fixed it but ya

pure dome
#

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?

sage patio
pure dome
#

would it cause problems if someone were to use a rig like that in vrchat?

sage patio
#

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

pure dome
#

alright, this isn't actually for my model i'm just collecting info for a future youtube tutorial

sage patio
#

youtube tutorial? interesting

#

what is it about?

pure dome
#

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.

pure dome
#

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

pure dome
#

alright

sage patio
#

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

pure dome
#

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

sage patio
#

that one is a bit more complicated

pure dome
#

oh?

sage patio
#

that shoulder placement should work fine, but there can be other factors

#

should be mostly fine

pure dome
#

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

sage patio
#

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

pure dome
#

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

sage patio
#

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

pure dome
#

so basically just go with whatever seems right as long as theyre not tilted too crazily?

sage patio
#

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

pure dome
#

there's some odd bone rolls in this armature template fbx, does that matter?

sage patio
#

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

pure dome
sage patio
#

that should work fine but you can add another if you'd like

#

like I said it's probably due for a revision lol

pure dome
#

shit well if you happen to remember me when it gets revised let me know

quaint cosmos
#

The topology is bad but I think the ReadyPlayerMe rig uses pretty good practices in terms of its rig setup for VRChat.

pure dome
#

oh, where can i download that to look at it?

quaint cosmos
pure dome
#

i dont suppose theres a link to a pre-existing one somewhere so i dont have to go through the account creation and stuff

quaint cosmos
#

Though it looks like they also improved the topology of the models so I guess that's a plus.

pure dome
#

mmmmm

#

yeah pretty similar, except the hand goes up like this for god knows what reason

quaint cosmos
#

Yeah, that is a little peculiar. The RPM hands move well but the humanoid configuration in Unity is probably modifying that to be flat.

pure dome
#

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?

quaint cosmos
#

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.

strange dagger
#

any rreason why the jiggle physics does this to the butt and doesnt recoil when going up and down ?

umbral lichen
#

Is there a strict way on how an armature is supposed to look in order for it to work well with full body?

sleek isle
#

Straight

fading verge
sage patio
#

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

crystal shell
#

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?

radiant rune
#

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?

crisp tendon
desert zenith
#

still having this problem

#

looks fine standing still but my head moves weird when i walk too

bleak sapphire
#

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?

sleek isle
desert zenith
crystal shell
# crisp tendon Eyes for sure !

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.

sage patio
fading verge
#

is there a scripting channel or somewhere to ask about physbones?

#

I tried help channel but no one knows I guess

quaint cosmos
fading verge
quaint cosmos
fading verge
#

it's not an error I can't see an error in the chat x. x

quaint cosmos
# fading verge

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.

fading verge
jolly frost
#

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

fading verge
#

ty 😛

dusky willow
#

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
crystal shell
kind ore
dusky willow
valid relic
#

Is there a better, or at least more clear guide to VRC rig naming?

kind ore
dusky willow
#

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

kind ore
#

@dusky willow simply have the avatar in playmode, that should do it

dusky willow
kind ore
#

sure

main dust
#

Having problems doing weight painting

main dust
#

Hello

#

Hello???

bronze ridge
#

Why is the transfrom number so high? for just the hair? and how can I reduce this insanity?

sage patio
#

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

coral sand
#

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

dusky willow
dusky willow
kind ore
#

im actually out right now, sorry lol neonAnimeNightmare

manic junco
#

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.

robust crescent
manic junco
#

thulen i just wanna say u are amazing, you've helped me with so much LOL

true quest
#

i cannot upload shit because of this bruh

analog totem
#

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

burnt goblet
#

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?

sage patio
analog totem
true quest
#

ah!

#

thank u

flat zodiac
#

how does one add bones to a model that has not enough bones?

coral sand
#

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

carmine lynx
#

Does anyone have an unrigged model file of gray fox

#

I’m trying to learn to rig

sage patio
carmine lynx
#

I can’t find one tho

#

Like a model at all

#

I’m completely stupid and confused

sage patio
#

consider looking on vrcarena for a fox model and where to buy it

carmine lynx
#

Thanks

umbral solar
#

What part is rigging when making an avatar?

#

Bones?

#

Bones for animations, specifically? I don't know the terminology.

quaint cosmos
#

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.

umbral solar
#

What do weights do? @ me thx

quaint cosmos
#

Without weights, a rig doesn't affect the mesh at all.

odd tapir
#

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

lone dragon
#

I see bones, maybe it's an issue with bones, try importing the export and reexporting

carmine lynx
#

Ok I think I’m doing good

restive garnet
#

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

sage patio
#

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

restive garnet
#

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

sage patio
#

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

restive garnet
#

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

sage patio
#

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

restive garnet
#

Sweet thanks for the help!

spare locust
#

wrist twist bone works fine in unity but gets squiggly in game. am i setting up the constraint properly?

sage patio
#

click your FBX, go to Muscles and settings, set Lower arm twist to 0.05

tawny musk
#

how to fix this without hitting fix model

robust crescent
#

Mesh not named body (maybe)

brazen island
#

why do you even need to import through cats?

tawny musk
tawny musk
tawny musk
sleek isle
#

we always have to guess, never enough info. warning are important to mention

quaint cosmos
tawny musk
#

it is

brazen island
#

@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

brazen island
#

select all

tawny musk
#

so select meshes then armature??

brazen island
#

order doesnt matter, just dont select any junk or multiple armatures

tawny musk
#

got it THANKSSSSS

restive garnet
#

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?

karmic plank
devout epoch
#

o wut da

hardy drum
#

is in ur avatar

#

press the avatar and look right tab

sage marten
#

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

quaint cosmos
sage marten
#

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

quaint cosmos
#

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.

sage marten
#

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

quaint cosmos
#

You can use Mixamo.com for automatic rigging but you will need to do some weight painting to make it move well.

sage marten
#

I could try that but I don’t know what you mean by weight painting

quaint cosmos
#

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...

▶ Play video
sage marten
#

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

quaint cosmos
#

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.

sage marten
#

Alright I’ll try this out and let you know if it works

sage marten
#

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

quaint cosmos
#

I'm not sure on that one but you have to apply your materials in Untiy anyway so it shouldn't really matter

sick parcel
#

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

sick parcel
#

its like opposite

hardy drum
ebon vector
#

I don’t think

sage patio
#

@sick parcel did you name left/right based on your view rather than the avatars left/right?

sage patio
#

...why?

brisk bobcat
#

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?

sage patio
#

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)

brisk bobcat
#

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

sage patio
#

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

brisk bobcat
#

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

sage patio
#

yea, the names are what determine what groups move with which bone

brisk bobcat
#

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

sage patio
#

why is your armature parented to the mesh? it should be the other way around

brisk bobcat
#

Oh no

sage patio
#

your mesh also needs an Armature modifier and you need to specify the correct mesh

brisk bobcat
#

I knew it was something dumb, haha

sage patio
#

you're also going to want a bone for the rest of the headset

#

with everything weighed to it besides the tip

brisk bobcat
#

Even if it's a seperate mesh?

sage patio
#

why is it a separate mesh?

#

you might aswell join them together since you're rigging it

brisk bobcat
#

Can it have a seperate material if it's a part of the same mesh?

sage patio
#

yes

#

a mesh can have multiple materials

brisk bobcat
#

Oh I see now, you can assign materials to verts in edit mode just as you can set vertex groups

sage patio
#

yea basically

brisk bobcat
#

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?

sage patio
#

yes

#

alternatively you can click and hold shift to reparent stuff in your hierarchy

brisk bobcat
#

Thanks

crimson plover
#

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

sleek isle
#

Viewpoint too high

rough mortar
#

anyone willing to help me with the weighting on this model? the hands are all weird bendy and fucky

haughty lagoon
#

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?

brazen island
#

@haughty lagoon assign tpose animator, go to play mode, youre in tpose? good. copy whole avatar, exit play mode, paste, delete original

haughty lagoon
#

dhjfghhhnjhdjhdyjdygfkjh

#

thank you so much

pseudo salmon
#

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

rare quail
#

anyone know why blender wont let me select bones for weight paint?

fair siren
#

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

kind ore
#

at least he's honest

fair siren
amber bramble
#

Does anyone know how to make double hands rigging? And could you teach me abouit it?

desert dust
#

why is my rig working in blender, but not in unity?

quaint cosmos
desert dust
#

yeah

quaint cosmos
#

But the rig is present in Unity and you're sure it's the correct one?

desert dust
#

yes

#

i can send the blend and fbx files, if you want

desert dust
#

hello?

quaint cosmos
#

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

desert dust
#

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).

quaint cosmos
#

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

inner berry
#

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

quaint cosmos
inner berry
#

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

quaint cosmos
inner berry
#

heres what my higherarchy looks like if that helps

restive garnet
quaint cosmos
inner berry
#

its not all moving with one bone, the model and the bones move separately and it doesnt work when i try to parent them

inner berry
#

would i have to un-merge all the segments in the mesh and then parent them to their own bone?

quaint cosmos
floral moat
#

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?

brazen island
#

@floral moat theres options for fix model functions and i believe it renames bones even if you disable/keep everything

floral moat
#

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?

floral moat
#

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

bronze ridge
#

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

idle meteor
#

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.

brazen island
fading verge
#

Is anyone able to add hand fire practical to an ava for me if so I would greatly appreciate it

kind ore
#

you had the same problem the other day didnt you? its also exceedingly simple

#

its a drag and drop process

restive garnet
#

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?

fading verge
spare hearth
#

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

quaint cosmos
#

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

spare hearth
#

i tried to do that tho

quaint cosmos
#

Like this

sleek isle
#

You can ignore finger warning

crystal depot
#

is there someone who can explain to me how to setup the rig for a skirt so it's perfect for physbones?

reef coral
#

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?

brazen island
reef coral
#

anyone has any other suggestions?

sage patio
hushed marsh
quaint cosmos
kind ore
#

@hushed marsh you can fix this very easily in unity

cosmic vine
#

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?

pale hull
# restive garnet hello, I made my own leggings mesh for this Base, How exactly do I transfer the ...

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

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▶ Play video
quaint cosmos
cosmic vine
#

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

idle meteor
#

so I've been having some issues with my avatar looking up constantly, could it have something to do with my rig?

sage patio
#

your spine should be straight

#

your avatar should be standing in a T pose

#

not hunched over

idle meteor
#

makes sense, though it's a bit difficult with how the character is.. well, is

#

but ill try my best I suppose

digital willow
#

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

digital willow
#

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

digital willow
#

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

cosmic vine
#

just put the bones upright as shown there then place them in the head where their rotation works well for the eye @digital willow

digital willow
cosmic vine
#

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

digital willow
#

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

cosmic vine
#

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

digital willow
#

mm. I never even tested in Blender

#

but it looks fine to you doesnt it?

#

and the neck part too?

cosmic vine
#

I don't recall if the game cares if the neck bone tilts forwards or backwards, but the general structure looks fine

digital willow
#

("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?

cosmic vine
#

haven't messed with it much as I haven't had a need to 🤷‍♂️

digital willow
#

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

cosmic vine
#

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

digital willow
#

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...

cosmic vine
#

I'd be curious to see that with the upper chest bone but idk if there is one

digital willow
#

mine? no I dont have it

#

or you mean the template?

cosmic vine
#

the second image

digital willow
#

ok the template

cosmic vine
#

shoulder bones iirc should be pointed straight out

digital willow
#

you mean like in the template?

cosmic vine
#

that's how I've always done it yes

digital willow
#

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?

cosmic vine
#

you can just set the head/tail values on the bone to have the same Z and Y values

digital willow
#

the same on Z and Y...

#

but what value?

cosmic vine
digital willow
#

Y is 0 and Z is... something small because I moved

#

oh. both head and tail the same... right

cosmic vine
#

yes

#

head is the fat end tail is the thin end

digital willow
#

was wondering that. thanks

#

but since it's connected to the arms

#

I can just copy from that

cosmic vine
#

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

digital willow
#

and I only moved one axis. so I can just copy... Z

#

like so

#

this looks good to you?

cosmic vine
#

looks about 3~ degrees pointed upwards now

digital willow
#

hm?

cosmic vine
#

🤔

digital willow
#

what part?

cosmic vine
digital willow
#

they look more like they are going downwards

#

why...

cosmic vine
#

lol

digital willow
#

I copied this

cosmic vine
#

just set the head and tail values to the same for the Z to make it level if that is what you want

digital willow
#

yeah but what value?

#

It should line up with the arms

#

Im so confused

cosmic vine
#

are the arms straight outwards (not including the slight elbow bend) ?

digital willow
#

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?

cosmic vine
#

you mean level for the purpose of the T pose?

digital willow
#

oh no, Im noticing something weird

#

I... mean... just absolute level. but it should be T pose yeah, and I made it that

cosmic vine
#

"oh no, Im noticing something weird" yeah that has been my blender learning experience over the last year

digital willow
#

haha

#

this side looks neat like this

#

but then

#

and now I dont know what part has changed T.T

cosmic vine
#

sec

digital willow
#

and how did that happen?! Im always so careful

cosmic vine
#

you can snap them together like that

#

easier than manually aligning values

digital willow
#

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?

cosmic vine
#

if you select a bone on one half and ctrl+shift+m it goes to the other one right?

digital willow
#

eeh no

cosmic vine
#

after the shoulder bone on each side, you should have "Left arm" and "Right arm" yeah?

digital willow
#

comparing the values now I see that it's the outer arm that has moved

#

u mean in the armature hierarchy?

cosmic vine
#

sure or just the ones floating in the 3d view

digital willow
#

oh

cosmic vine
#

same thing

digital willow
#

I cant see it in the 3D view...

#

am I supposed to?

#

it just shows what's selected

#

but yes they are parented right

cosmic vine
#

so they have the correct names and not something crazy

digital willow
#

ya

#

I just need to move the head of the outer arm to the inner arm's tail

cosmic vine
#

you can set the value manually or use the magnet to snap it to it like above

digital willow
#

but

#

using the magnet...

#

it didnt get to the right spot

cosmic vine
#

snap something wrong?

digital willow
#

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

cosmic vine
#

just in case, these are the settings on my magnet

digital willow
#

also roll on this side is -180, other side is -0.083

#

should they at least not be the same? T.T

cosmic vine
#

I'd think it'd be the same number just positive/negative depending on the side

digital willow
#

I dont have as many options, but mine is set to increment and move

cosmic vine
#

what blender version?

digital willow
#

2.93.9

#

now it doesnt snap at all

cosmic vine
#

I'm not familiar with 2.xx UI since I've done 99% of my stuff in 3.0

#

could be why

digital willow
#

I remember this being so easy when I did the proportions

#

3.0 is out, damn it

cosmic vine
#

3.4 now I think

#

but 3.0 is fine

digital willow
#

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

cosmic vine
#

alt + H doesn't unhide?

digital willow
#

yeah

fiery stone
#

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.

https://gyazo.com/c4f7a367e55fc6ec96e9727bce265771

digital willow
#

I got a lot of help with it but nobody could figure it out

cosmic vine
#

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

digital willow
#

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...

cosmic vine
#

👀

digital willow
#

I dont even know what I did

#

I just looked back XD

cosmic vine
#

welcome to blender enjoy your stay

digital willow
#

though

cosmic vine
#

if the snapping doesn't work just match the values 🤷‍♂️

digital willow
#

actually it's the same on the other side

#

at full zoom

digital willow
cosmic vine
#

hit N

#

item / transform

digital willow
#

wrist is perfect

#

um, n is CATS

#

oh

#

I need to select the tab

cosmic vine
#

yes

#

N just to open the side menu

digital willow
#

but then what?

cosmic vine
#

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

digital willow
#

Im getting confused

#

it's not u, it's my brain -.-

cosmic vine
#

me too, what does the transform window look like when you select a bone?

digital willow
cosmic vine
#

you're in edit mode too, right?

digital willow
#

this is outer right arm

#

ya

cosmic vine
#

and when you select the other bone it is supposed to be touching exactly, what does that one look like

digital willow
cosmic vine
#

yeah those numbers don't match

digital willow
#

but shouldnt I click on the balls?

cosmic vine
#

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

digital willow
#

hee

#

I understand the principle but, what values should match?

cosmic vine
#

those

#

they're close but not exact

#

that's why it looks veeery close but not directly on top of

digital willow
#

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

cosmic vine
#

copy X, select other bone, paste to the other X

#

see which works

digital willow
#

Xd

cosmic vine
#

ctrl + z if it isn't the right one

digital willow
#

haha

#

ok I got it but... other side is more confusing!

cosmic vine
#

other side of what

digital willow
#

the other arm

cosmic vine
#

oh

digital willow
#

outer arm

cosmic vine
#

do you have the X mirroring toggled on (blue) ?

digital willow
#

oh...

#

I do...

#

but

#

if it

#

mirrored it, then why isnt it connecting?

#

x_x

#

fhdnggnh

cosmic vine
#

just to clarify, if you grab the left arm bone and move it around

digital willow
#

my head aaah

cosmic vine
#

the right arm bone moves too, right?

digital willow
#

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

cosmic vine
#

is this what you're not getting ?

digital willow
#

yeah

#

it's hard for me to follow

#

I copied one and it moved

cosmic vine
#

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

digital willow
#

yeah but it didnt work

cosmic vine
#

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 🤷‍♂️

digital willow
#

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

cosmic vine
#

when in doubt try each option and ctrl+z if it makes it worse/doesn't work

digital willow
#

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

cosmic vine
#

click on each what to copy

digital willow
#

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

cosmic vine
#

when doing this sort of thing I've only adjusted individual xyz values

digital willow
#

yeah that's what it is

cosmic vine
#

if I wasn't using the sanpping

digital willow
#

but I need the points values

#

I dont know where they are

#

there should be a window

cosmic vine
#

they're on your screen when you have the bone selected

digital willow
#

I dont see it

#

it must be minimized

#

wait

cosmic vine
#

when you say a point's values, you're talking about the position of the head or tail part of the bone?

digital willow
#

werent they here the whole time too?

#

noo

#

Im talking about the... cursor, the arrows and white circle

#

there is a way to see its value

#

wherever it is

cosmic vine
#

the 3d cursor?