#avatar-rigging
1 messages · Page 5 of 1
the one in the screen shot haha
when you select stuff
and then you pick, median, individual etc
for where it should be shown and active
with median it's now at the tip
oh
but if I select the ball it's in the middle
so you have it on "active element" ?
and this is preventing you from making bone heads and tails overlap somehow?
no
what
Im saying this is a way to do it
I just cant find the point's value...
I think in previous Blender it was always in the lower left corner
or actually no... I remember it wrong too, it wasn't done in proportion fix. then you just change both bones at the same time
maybe when I was checking the T pose a second time I messed it up T_T
amazing how something so small is so difficult
just google your very specific blender problem and get results from 2011
haha
u think I should use your video then? I can do it, my brain just is so sluggish
if your magnet tool doesn't make them overlap properly that's a way to do it
there's probably 5 other ways I'm not familiar with too
it's just fast and I need to fullscreen
just don't make it totally straight the whole way out since you're supposed to have that small bend at the elbow
it shouldn't matter
eeh
if you have the mirroring working you can do it on either side
but
I mean
I clicked on the outer arm
but you on inner
because opposite side
so for my sake, I should match the side youre doing it on
but
it wont work
because
it's the opposite I should do!
aaaaaaaaah!!jfgfnfgfbn
I want it to match the outer arm
if you want you can send the .blend file to me and I can try just to make sure I'm not misleading somehow by totally missing something in your specific model
or
maybe Im..
my head is spinning
now Im forgetting which one was in the original place
no thanks
😔 my brain is just stupid
it's like with math
I have dyscalculia I'm pretty sure
my brain just wont do it
it takes a very long time and I need step by step
well if nothing else "upgrading" to blender 3.0 probably won't hurt 🤷♂️
I need to search in here to see which one I said is the one I should copy from
yeah I wanna do that
on the right
iirc there's some issue between CATS and the newest blender versions
so maybe don't go to 3.3
oh
yeah I would have asked about that
I need to stop but it's hard when I havent finished this
outer arm has moved...
and that is what u did
so... I can follow it
ok I did it, finally orz
thank you TK
I need to check any other points of bones meeting
right, the shoulders
@cosmic vine could it be bad to connect all of them that are that close like this?
well you don't want to have the finger bones directly on the wrist for example
it's fine to overlap usual stuff like the hip to head chain
hey there, what am I doing wrong here?
head is a child of "neck_001" ?
neck>neck.01>head
But I am using neck as the neck mapping
having a bone between neck and head is the only thing that looks immediately out of place to me
If I remove that other neck bone and curve the neck bone like this. I'm pretty sure it will have the same result. right?
I'm not entirely sure what I am looking at here
is neck001 painted to anything or is it just there
It is painted
So, I just tried removing neck.01 and put the vertex group on normal neck and It's the same result. Regardless of the extra bone
yeah the rig hierarchy was the only thing that looked unusual to me, as for what is going wrong with the model I don't know because I can't make sense of what the model is supposed to be
Sonic Frontiers. Giganto.
Neck is supposed to be pointed out like that
so what isn't working then? I thought it being stretched out was the broken part
No, the issue is that when he's put into unity and I either load him up in game or in the mapping. His head/neck is pointing upwards towards the sky
oh
It's not maintaining it's same rotation that it was exported from blender with
did you mess with the muscle settings in the avatar setup?
the rigging? Green mapping and shit? Put his neck bone under neck and his chest bone under chest. Made sure it lines up. yes
I have not messed with those, no
try setting the values so the neck rests at a lower angle would be my guess
looks like when I bend the neck all way the down. It looks fine. But it shows up as a red error now
might just be complaining about the hierarchy
is what with or without having neck001?
without
what red error? not familiar
there is also no option to save the muscle setting changes
expand it again and you can set the min/max angle values
but the right/left sliders stop at 0
changes for the neck slider do not save
If I rotate the bone in the bone mapping. It will tell me character is not in T pose
was a guess, I've only adjusted the muscle values for fingers to get them correctly aligned but their corrected positions don't show up until in vrc
So, I found my fix. I just put both my neck and head bones straight up. Put the view point at the end of the head. And reweighted the neck/head area so that even with the head bone being far away from the actual head; the head would rotate properly.
Kinda stupid I had to do it that way, but whatever, beggars can't be choosers
👌 nothing came to mind that didn't involve repainting some of it but good it worked without being a huge headache @fading verge
my avatar's arms are weirdly deformed upon entering unity, could this be a rigging issue?
Normal, annoying, but normal
Can someone do me a favor? I believe it's low effort enough that if you know what you're doing it should be no effort at all, can anyone help?
No
probably now but if youre gonna ask for help dont ask to ask
just say what you need help with
any ideas?
You have to show more detail like armature hierarchy. Humanoid tab. Any warning in console or SDK panel. Something
Go into blender and do a "Fix avatar" with the CATS plugin and it will fix
I had this same issue recently
ooh, alright, i'll check that out
Hey guys! im in need of some help here, I am looking to add the Physbones to my hair and ears, As well as adding grabbing and collision on the ears. Though when i try to add in the script, it detects the hair bones, but it cant detect the ear bones, ive checked both unity and blender and there are bones for the ears. Any help would be appreciated!
here is the same model in Blender btw.
Nevermind! I fixed it
Solution :
Make sure on your Physbone script. use first on " Multi Child Type "
(average works as well)
(though, it might cause your head to become a bobble head, will check it out more
update 2: Found an actual solution to this
set both of the ears on the ignore transforms on the head.
instead, create 2 new Phys Bone Scripts, one for each ear.
It might not be the most optimized way. but it does work
@rigid summit don't add the physbone on the head bone, you'll fuck with the IK. instead, have a bone which all the hair chains are parented to, and another bone that both ears are parented to
call them something like HairRoot and EarsRoot
put the physbone scripts on those
how do i do those? I cant move the bones or else i get this error :
you do it in blender
you don't edit models in Unity, unity is a game engine
blender is where you do any kind of model edit
ooh alright i get you. though while i know how to make new bones so i can make them a parent to the ears, and another parent to the hair. do i just try to wedge the new bone between the head bone or could i do it on top of the head bone? worried that it might mess up the physics.
position of root bone doesn't matter
Ight so I have a five nights at Freddy's avatar, mangle. Her head is my right arm and I've always wanted to make the illusion that I crawl on walls and ceilings, how hard would it be to make a z plane movement in the quick menu?
alright, i hope this does work, re-arranged everything. would take some time to create a new unity instance but its all good
you don't need to create a new unity instance
you can just import the FBX, put it in your scene, and use Pumkin's to copy everything over
https://github.com/rurre/PumkinsAvatarTools
what Sacred said is right, just export the fixed .fbx from blender and drop it in your existing unity project, click the fbx once in the unity files and make sure the avatar is set to humanoid with a configured rig usual then you can copy settings over from the older avatar to the new one with pumkins
ooh, i see! that seems like a really useful tool. i already have like tons of unity projects every attempt. this would make things way more faster
unless I am making large adjustments I typically use the same unity project for changes/additions to the same avatar and that has felt like a better use of hard drive space too
you don't need to make new projects every time
ooh alright. will just use that then to port things over. i do hope it works
by the way, be mindful of what you copy over if you've renamed bones between avatar versions when using pumkins
if you have a bone called something like "HairBone" and change it in blender to "Hair Bone" then copy settings from the old avatar to the new one, if you aren't paying attention to which boxes are checked in the copy field it'll add "HairBone" back to the rig hierarchy in addition to "Hair Bone" also being present
it shouldn't hurt anything but it will add unwanted clutter to it
might want to disable "Copy gameobjects"
Alright! Though trying to use the copy feature. even if i tried to use the copy feature. when i select the avatar to copy to. it wont copy over the stuff from the old fbx to the new fbx
once you configure the fbx and drop it into the unity hierarchy so it actually appears in the scene, the thing you have in the hierarchy is what you drag and drop into the copy field not the fbx file
ooh alright, it seems like it did import it.
the materials and whatnot. i guess that has to be done manually
but, its better to do that than to do everything manually
you can also copy materials by enabling it under the Skinned mesh renderer tab
yep, stuff like the pipeline ID remain unchecked even if you click the "select all" button so there's a couple you have to manually check off if you want those copied too
oooh alright! well, ive done those too and it seems like it worked!
all i need right now is trial and error. just need to make sure that the ear bones are the correct size
Alright! everything seems to be working correctly! Thanks guys!!
damn, it is quite suprising that things like this take hours to troubleshoot and solve
oh well, so is the life of making VRChat Avatars
that has been my experience with blender since starting with it last year. you know what you want to do but you don't know the special tool/shortcut to do it quickly so you spend 10x as long looking for an answer
often made worse by the fact google tends to give results of topics from 2015 and older
Yeah, doesnt help me too on that department. whenever i try and find solutions to my problem the videos are always like, 2 - 5 years ago? very weird that not that much people make videos about how to rig anymore
is it correct that if I have a tail and a skirt, then those bones should be parented to the hip bone?
for the skirt you should have a root bone to parent all the skirt bone chains to, which would then be parented to the hip
so that you can use a single physbone component for the whole skirt
the tail can be parented directly to the hip
right, I got that set up. thanks
@sage patio so what about different roll on mirrored bones?
or... I remember talking about this before, my tail do have a root bone just like the "skirt" does as well...
is that bad? is it better to parent the first bone of the tail to the hip?
T.T help please
and is it correct for it to be parented to the tail of the root?
I'll make a list of the questions...
@digital willow tail like this is fine
oh... but is there anything bad with having a root for it?
I know I went over this before, but I dont remember the conclusion...
though I'd rather not have it
a root? like just having it there?
and connected to the tail
by having a root you can easily add a physbone in unity, just one component, not that it matters too much for tails
its a single bone so theres next to nothing that it could do to make things go wrong
so... not having a root for it makes it more work?
yea its fine
what?
oh sorry, misread
ok
just a little
but its like an extra second of effort
hmm ok well if it doesnt do any harm I'll keep it
ye
it doesnt like make physics worse or limited?
do you have a hair root bone?
nah
a hair root bone makes adding physbones super easy for hair, its good that you have that
its great for optimization and a great timesaver
ohh interesting
and the parenting of the tail/"skirt" should go to the tail of the hip bone?
and legs
oh that? im not too sure; rigging is not my strong suit, sorry
ok. thanks
3 questions to go
with bones at least, then it's the weird "cat tail" in the hierarchy
can someone rig an avatar for me? i can class it as a commission i guess lol
apparently you gotta be careful about scammers here when it comes to that. people usually say you should go to like VRC Traders' server for that I think
i dont have an invite
please help with roll on hand bones
why are you still on this? I thought you said that your model looked fine in game
if it ain't broke, don't fix it
leave it be
no I wanna optimize and clean up and all that
it might confuse me in the future and maybe it's causing an issue Im not aware of the reason for
and roll should be equal on mirrored bones
is there something you disagree with in that statement? @sage patio
I just clear roll on everything and adjust it for certain things if required. there's not much more to it
I see. so now Im putting 0 roll on everything except hands and feet
but do u know how I could solve the issue of having different roll on the fingers?
just select all those bones and hit alt + R?
for example my hand bones are, L -1.9 and R -160
nooo
hands and ankle should have specific roll values I was told
so I shouldnt put them at 0
but they should be the same on each side
did you experience any issues when having the roll at 0?
I didnt try and dont wanna try that
then how do you know it's going to be an issue?
I dont
the answer is you don't, and you're trying to do too much without testing
but isnt it weird for starters?
you should really just get the model in game, find issues, note them down, and address them
I was told the standard is to have both on the same value
I have plenty of that
I just wanna clean up the bones and Im very close
np if u dont try to help me, but let's not argue about my practice X3
your "practice" is wasting your own time and especially other people's time. I've seen you bother people with this non-issue for like 3 days now
haha
Im not wasting anyone's time, people choose for themselves
"bother people", the hell?!
Im asking... stop making stuff up
if you're annoyed, that's not my problem. not targeting you haha
really really strange this...
oh and it doesnt matter what roll stuff that uses physbones have
it matters if you're setting up angle limits
if you're making a skirt with a single physbone component on a root, the angle limit is based on the bone roll
if the angle limit is set to "hinge" type, each bone can only move on one axis (like a hinge), and the direction of the "bend" is based on the roll of the bone
so if you want all of the chains around the skirt to only bend directly outwards, you need to manually set the roll to have the +Z direction be facing directly outwards
oh... I do have just one root bone for my "skirt"
so the best way to make skirts is to have more than one root?
I guess this is something I'll come back to later, I dont have dynamic bones on my "skirt" right now
no? never said that
you can have a single root for all bone chains, with one physbone component on the root
I just have it on hair, tail and ears. maybe the belt too
dont ask me
oh single physbone component
I solved the hair root question
but one still remains. there is no way but testing to determine what roll value to put the thumbs at?
they look like this
thumb bones roll value:
L0 -160, L1 -167, L2 -170
R0 -20, R1 -12, R2 -9.8
my main bones, anyone who can find anything off or that should be improved?
and could this be a problem?
seems all good, time to export the FBX then I stop for today 
save file 288
can anyone help me import an avatar i bought, i don't know how
Not quite sure where to put this since it isn't exactly for an avatar but is it possible to use dynamic bone to create a rigid but poseable object like this desk lamp that can be adjusted but keeps it's position and orientation when you let go? What sort of settings or constraints would I need to set up to do that?
The idea is basically that the player could hold the area surrounding the bulb and move it around and the rest of the mechanism would follow
you would need an IK system to do that
not impossible, but more involved
technically, a grabbed physbone chain is an IK chain, and you can set hinge angle limits, so in theory it would work with a physbone for the whole chain. however, for anything more complex, you might need to use FinalIK
Thanks! FinalIK sound kind of complicated and more expensive but also pretty powerful. Do you know if all the necessary components are whitelisted for VRChat?
should be. CCD IK for the chain, hinge limits for the joints, should all be whitelisted
either CCD IK or Aim IK would work
or FABRIK IK, or Limb IK should also work
The documentation says FinalIK is disabled for Quest avatars which is what I would expect but it doesn't say anything about worlds so I suppose everything should work for Quest as well. 🙏
FIK used to be whitelisted on quest for avatars but got removed because it was used for crashers
THis might be a dumb question but I'm very lost on it
I have a prop with a bone attached to my hand. I've used a shapekey to shrink it into my body to hide the prop but since the bone is still attached to my hand it follows my hand around, which is obviously a problem ya know
I've tried some simple ideas like turning off the bone in the animation and such. Honestly I might just not know what to look for at the moment and the second someone says the solution it'll look so stupid so I'm sorry
I've realized I'm dumb, but just in case in the next 24 hours someone is as stupid as me: just make the shapekey shrink into the parented bone not the chest >.>
oh thats gonna be so much easier than remaking all these shapekeys
They scale props in video all the time. You find tiny weapons in the hands of character
I need a tutorial that goes from the “just modeled and textured the character” to “CATS import ready”
got a problem in the rig in Unity, bone length in configuration does not match the position in animation file, left leg, knee and ankle
I know how to rig and weight paint, just not sure how for Unity
what do u mean by CATS import ready?
Unity is at least easier than Blender, but I've forgotten a lot and there's new shit now
When I installed CATS in blender, it seems to want to start at the stage where you already have a rigged, weight painted model
You can rig in unity?
eeh... I donno, I just meant in general with the process of avatars in VRC
Im still confused, why is that a problem, isnt that what you have?
No I just completed a T posed model and textured it, but I’m not sure what bone layout to add
ok but... I think u can just ignore CATS for now then
I've never started from scratch
do u have this?
That’s problem, I haven’t found any complete “from scratch” tutorials, and while I’ve done the entire pipeline manually, rigging is my weakest link
Yes
oke
then what do u mean here?
the picture shows the layout
but I know there's more to it, I dont know much more than that though
I need help with this
I just open Unity and I have 3 new issues already T.T
you need to rig it now, if its not already. for humanoid you can autorig with Accurig or mixamo, but there still will be eyes, "physical" parts and visemes. i dont think theres a single guide to all of it since its a huge work. But thats if youre going for good looking avatar and not a funny bipedal hotdog.
no way I could start from scratch. just this avi has taken sooooo much work, and I dont even have anything fancy. orz
@digital willow thats the result of your ocd and doubting everything 🥲. pretty sure your initial model would've worked better than what you have now.
what? I dont know you mean. it cant be because of that haha. also I dont doubt everything or many things here...
was hoping you were writing to help me T.T
@crimson latch try to autorig it, its probably humanid-enough.
Like with Rigify? Will that import to VRChat correctly?
i named tbe tools, at leadt free ones
also, I didnt change my leg bone length in a very long time...
i did accurig couple times for humans and it worked really nice and ready to go. but it wont do a robot, so theres limitations.
this is a new error
Does the free version do everything needed?
I see there's two, and theres a lot of features missing
is there a way to remove the bone confiq so I can add it again and could that fix it?
@digital willow change rig to generic then back
oh... damn, I did "none"
is that bad?
now the chest bone was removed in the mapping
@crimson latch idk abut paid festures. free one will give you fully working body.
@digital willow that means your naming or bones order is weird, id recommend to change it in blender so it imports without any need for tweaks. choosing none is ok
well, now that I picked none and then did the humanoid the error is gone
thanks
the eyes still need to be fixed though...
does everyone have to fix the eyes when they get in to Unity if they have the bones vertical, or is it just because Im replacing the FBX?
@digital willow check eyes in eye look preview. they can look broken outside of it and still work just fine
aw man, but I still want them to look correct in Unity so I can work on it etc
but where is eye look preview?
disable what
under eye look
then your eyes will be always looking straight in game
yeah but, will it mess up my settings?
like is it an on and off button?
oh no there are more warnings... but I'll look at that later orz
idk, it may or may not preserve your settings. Normally you dont disable it since you have rigged eyes.
ok. do u have any idea of how I can fix this?
fix what
it wont alwsys make eyes look straight if you just press enable preview. you need to fiddle with values, like 0 -90 0
Im confused, what's the difference between preview and not?
preview=ingame, not=just how model made, like tpose, irrelevant
relevant if u want it to look normal when not in preview T.T
I wonder why this is even happening. obviously cause I changed the bones but, why doesnt it just correct it from how it is in Blender?
like I asked before, does everyone have this problem?
if they have the best eye bone setup
maybe there's another issue or something I can do in Blender
um, they arent even lined up with each other
I just keep spinning them around and I have no idea how to line them up
please tell me this is fixable and that I dont have to start from scratch again T_T
herp derp
looking straight was at 0 before when it was working
my fine tuning ToT
you have moved the bones or what
yes
do you have backups
if looking straight need value you done it wrong
well nothing makes them look straight. and that's what he said I should change
then just copypaste bones coords for these bones from backup
when I say I moved them I moved them in Blender
I was like aw yeah finally I can add physbones. nope. of course there's a bunch of issues out of nowhere. never expect things to work the first time orz
I cant copy from Blender to Unity can I?
@digital willow youre using unpacked prefab, its 5 seconds to make a new fbx version in blender and get back to unity
...
you're talking about reverting the eye bones in Blender?
I dont wanna do that... they should be pointed up
like in the template, isnt that what most people do? it's there cause that's how it should be
so Unity is just derp because of the change
but the change should work
just dont know how to make it work
forst of all, do your eyes move in blender pose mode properly
idk what was that
your native language is English?
ofc not
but not spanish either
I think they do but lemme check
yeah it looks good in Blender
is there some export setting I can toggle for it to carry over?
or a way to make Unity reimport the settings of the bones, I thought the rerigging in Untiy would do that
hey quick question for modelling avatars, i'm just done with the topology UV mapping and texturing
it should
which?
what do you guys think its the easier way to make vrc shapekeys, weight painting or just doing it on editing mode
@digital willow regenerate rig settings
I see... then I need to find out how to make it do it...
@faint dawn easier ofc to make it in edit mode by moving verticies. at least if you dont have facial rig already.
since all of the work of rigging face will go in the bin in the end
so if the eyes look and work fine in Blender it should work the same in Unity?
it's just that something went wrong because I updated the FBX
I can try by making a new project and import as new and see how it looks...
gather some data...
if I can remember how to do the bare minimum...
oh wait
maybe I should have checked out VCC first
and also... need latest SDK
i find modeling in blender a bit janky sometimes, when i did retopo i had my sculpted mesh underneath
but i guess you're right
@faint dawn you can try to rigify your mesh
@digital willow i believe you can still just download it as package
you mean import?
but... I wanna do this CC thing
but... I dont understand it. this is the wrong channel for it though
i got something weird happening, my mesh is symmetrical (made with the mirror modifier) but when i try to mirror the eye blink blendshape i get this issue, anyone knows what i'm doing wrong?
so I had an idea for something with my avi, and it kinda requires me to make a script where when someone interacts with part of my avi that parts rigging moves from one bone to another, was curious if anyone knew if a script like that exists that I can use?
you can't do any scripting on avatars
however, what you're describing is totally doable using contacts and a parent constraint
you can do very complicated logic just by using unity's animation system
I'm kinda new to unity, would you mind if I DM'd you and you explained a bit more what you mean?
I'm a bit busy but you should watch some of Sippbox's videos about contacts
Avatar Contacts can be used in a variety of ways, including using them to toggle objects by grabbing them off of your avatar. This video will show you how to do exactly that, in the form of grabbing a prop off of an avatars hips.
Toggles Tutorial: https://youtu.be/XqtSg6_W07Y
Join my discord for avatar help and free ...
Ok, will do, and thank you ❤️
this one goes over contacts and constraints
ohh tyty ❤️
one question tho, what if I want other people to be able to trigger the contact toggle, does that just require that I check the box sppbox unchecked that said "allow others"?
yea

Sippbox tutorials are so well explained and simple, they’re really good. Playerbush001 and iconoclass are also amazing
I don't know what happens, but when I rig my own custom models (I use Mixamo because I don't know how.. I'm a beginner!) And anytime it rigs it always has this weird stretching mouth/face problem... anyway to fix this?
I don't know if it has anything to do with the rigging or not..
Mixamo is good overall but you always need to edit some area like the neck.
Remove influence of the neck on the head to just have the head.
Look a weight paint/skinning video on YouTube
tldr - theres only so much that such things can do, otherwise quite a few of us would be out of a job 💀
Can someone help me with rigging? I dont know how to make joints
hey guys, I might be over or under thinking this., maybe a simple parenting thing?
I got the weight painting on the cable, clothes, ribbon etc. just fine, but for some reason I can't think of how to get the lights to follow their spot on the cable, without deforming.
where exactly is deforming, this seems to be taking areas covered by multiple bones so there's probably gonna be some deformation, my biggest suggestion would be to drag the first two loops and parent it to the hip then the upper part to the chest
I plan to make a model of this character into blender, but if I want it vrchat and to rig it, is there a way to make it look normal? There's no legs just a ufo.. so I don't know how to rig things like this..
you can add a full rigify rig and just not attach the bones to anything
i recommend using vertex groups for the hands
What's rigify? Is it another autorig thing like mixamo?
i love you thank yoooou
@desert owl its built-in rigging tool in blender. I dont think you need to use it for this model.
Hi, I came here after watching Kung's Fullbody Avatar video, hoping to find help.
I have modelled/textured and rigged a fullbody model in blender with the help of a friend, who's in charge of the unity part of things.
Thanks to Kung, I've been able to solve a few problems I have encountered but I am facing something I haven't seen talked upon his video
My trouble is with the hand of the model
That's how the hand behaves in blender
and here's what happen when it's used on a fullbody set up
I have no idea of what I could be missing or doing wrong
if anyone has some insight, I'm all ears.
Does anyone know how to fix the neck bend when you are in fullbody and you are tracking your head and hip?
Can I get some help in rigging?
I'm having issues with linking floating fingers and stuff
anytime i try to turn on automatic weights it turns my model invisible!! whats up with that!
is it because im using a mixamo rig?
im just trying to weightpaint it so i can fix the mouth..
this stuff is crazy..
I know this is a long shot but, anyone know how to rig a model on android? If it is even possible
nevermind oh my god he just gets HUGE is there a way to fix this issue..
Like on a phone? A Chromebook? How are you using android?
You can press the S key to scale the model
i tried but all his parts are like... broken and weird everywhere and its just.. yikes
It looks like a bunch of stuff is parented to empties so you might have to unparent it before scaling
so i unparent everything before i do the auto weight thing?
hi I need some help with this avatar it looks odd in game but only when full body is active, ill send some pictures
Unparent everything before you scale it. You'd need to rig it before doing any weighting
so if i move the head bone forward it’ll be better?
yes
oki ty!
Like on my Samsung phone
uh, quick question, i'm still new to blender, how do i assign the vertexes of my eye to the eye bones since they're the same mesh as the head
i have the vertex groups as the same name of the bones but when i parented it the head they didn't get assigned to the eye
you assign them to the vertex group with the sanem name as the bone
make sure the mesh the eyes are in has an Armature modifier with the correct armature selected
i'm making it from scratch
i'm setting the mesh to the armature rn, i just parented the head to the head bone
and it has the vertex groups named properly
can you screenshot your hierarchy?
your head doesn't have an armature modifier at all
you can see it has no blue wrench icon, aka no modifiers
the armature modifier is how you make a mesh deform with an armature at all
gotta do both
Where can I find the Shape Keys (ie blink left) reference for VRChat?
These are how the visemes look. Blink left and blink right are just the left and right eyes closed (I think it's just a single shape key at this point). I'm still not real sure what look up and look down are supposed to be. I assume it refers to what the eyelids do when looking up or down but it doesn't seem to do much in practice. https://developer.oculus.com/documentation/unity/audio-ovrlipsync-viseme-reference/
A complete table of visemes detected by Oculus Lipsync, with reference images.
What blend shapes/shape keys are needed besides the viseme?
the "needed" ones are the visemes and blink
optionally, you can specify looking up/looking down shapes for the eyelids
the eyes themselves use bones, not blendshapes
How do you attach non-skinned meshes to a certain bone, like your head?
I know for a fact you can just parent it to said bone in Unity (or, put it at the avatar root under a "container" gameobject and parent constrain it), but you may be able to parent the mesh to that bone in blender. I'm not sure if that would work though
what's your use case here?
that depends
splitting it into multiple meshes means one more draw call per extra mesh, one more per material slot on those
if the eyes are using the same material as the body, keep them joined to the body
Oh shoot, the eyes need to be merged into the mesh?
yea?
you should probably just join them
the eyes should be weighed to their respective eye bone
for movement
doesn't matter
joining it won't cause issues
did you mean weight painting or texturing?
I weight painted the body, and textured both the body and the eyes
Oh wow
It automatically brought it both textures
yes, because joining meshes just adds up the material slots
Ahhh
Ah perfect, exactly 3 material slots
These tiny, upright ones are the ones the eye is skinned to right?
should be yea
you don't need those horizontal ones
unless you're doing something fancy with the eye weights
was that tutorial vrchat specific?
weird. you only need vertical eye bones
but you can do it differently if you have a reason to do so
question is too vague. how familiar are you with weight painting
Not familiar at all but wondering what it is
Can you explain?
the way you get parts of a mesh to move with an armature is by assigning vertices in that mesh to Vertex groups. if a bone shares a name with a vertex group, then moving said bone will have the effect of displacing every vertex in that group, proportional to the weight given to each vertex
weight painting is just the process of mass-assigning vertices to vertex groups using brushes
how will that help my situation?
well I don't know what your situation is, your question was quite vague so the best I can do is a vague answer
I'll explain, with pictures
but knowing what vertex groups are and what weight painting is definitely a must
Basically, the bones with the straight lines to the middle bone is what i'm trying to link
And the scribble is basically the head mesh I want to add to the bone
Basically I want the arms to move with the head
first off, that rig won't work for VRChat. what you're probably asking for though is how to parent bones to one another
which you do in edit mode by selecting two bones and doing ctrl + P
Whats this?
a rig that is well proportioned that you can use as a starting point
any way I can do this step by step?
I just need to link the bones and the mesh to that one bone
and the parent offset and connected options are still grey
you're either in pose mode or object mode then, not edit mode
Nope, definitely in edit
So I forgot to turn on Mirror mode while weight painting. Can I still copy the weight paint data from this one bone to the other mirrored bone without reweight painting
yes, turn on weight paint mode, and go over the correct side with a very very low strength blur brush
Does not work
or sorry, I meant turn on X mirror mode
it should work as long as the mesh is actually symmetrical
and that the vertex groups for the other side exist
Why is my ctrl p option not working?
@bold talon elaborate
If you open up the bone tab on the right and go to relations, can you parent it there?
@bold talon are they even one armature? dont you need ctrl j them in object mode first
when you ctrl p normally future children look dark orange while parent yellow like on your screen
When I'm using ctrl J it screws up the mesh
What button do I press for that?
Can I just show you the pic of the mesh i'm trying to link alltogether
Mind the avatar
Basically
mesh link to bone, bone link to arms
How do?
from this picture, I can tell you're trying to parent bones that aren't even in the same armature
apply the transforms for each armature first (ctrl + A > All transforms), then join the armatures together (ctrl + J)
you click whatever you want to parent. like if you want armo to be child of right shoulder then you select them with ctrl i believe and ctrl p
what
Each bone to each limb
weightpainting
How do I weightpaint? I've been pulled into something I dont know how to use
The arms are linked to the bones but the fingers arent
And its not linked to the head
thats something you need youtube and proper explanation for
So I did all that for fuck all?
now you can join armatures. its like 5 min trick compared to weightpainting but still usefull in future
good job
In what way should I do that?
I need a kind of basic explination im not good with focus
I just need head and limbs all connected
along with the mesh
no, i was talking about what you did and achieved. sorry. 🥲
Oh
Uhhhh
Now that I did that, I got 2 issues
Fingers mesh detatched from arms and arm bones aint connected to head
If the meshes are detached, join them just like you joined the armatures
You're pretty deep into it now but I would just rig using mixamo.com. Then you just need to fix the weight paint a little but it's way easier than weight painting a whole model from scratch and more accurate than automatic weights
Well, they won't move with the armature if they aren't weighted to it, that's the purpose of weight painting
How do I weight paint
Look up a tutorial on Youtube. That's going to be way easier than us trying to explain it with text
Any of the top tutorials is probably fine
well I was hoping someone could provide a visual parent explination
Just a single image isn't really gonna do it for this topic, you really need a video or a proper teacher
Weight painting is a whole process, not just something you do by pushing a button
no, not at all
I just tend to use the website but yeah, it would make it easier. You're still going to need to do some weight painting yourself so you'll still need to watch a video on it but it will do 90% of the job for you
in fact it'll complicate things more if you don't know what the basics of weight painting is
Agree to disagree
since your avatar is too far from normal proportions
Fair
ill reiterate that youtuve for weight painting is unavoidable at some stage for rigging
there would most likely be too much manually fixing required which would make it take longer than if you just did it yourself in the first place
well then you tell me an easier process
Mixamo can give you a starting point even with weirdly proportioned models but you'll still have to do a fair amount of fixing. If you do it from scratch you have to start from 0 so I'm not sure how that's easier.
Im literally going with whatever I can to complete this as easy as possible
I rigged a minion with Mixamo once and it was reasonably successful. By no means ready to go but it was a start.
I recommend just creating all the vertex groups on the mesh first, and then just assigning vertices to the correct groups
to do that, select the mesh, shift click the armature, ctrl + P > With empty groups
then to make a part of the mesh move with a bone, select that part of the mesh in edit mode (can hit L to select the entire part), and click Assign with the correct group selected
also
for VRChat, your rig rill not work
there are minimum requirements for bones in order for it to work with VRChat's IK
I'll figure that out later
the spine should go Hips > Spine > Chest > Neck > Head
failing to do that and your avatar will not be humanoid, and will permanantly T pose
ruining the point of rigging it in the first place
so no, it's not something you should do later lol
it's something you should do now, before doing any weight painting
the arms need to go shoulder > upper arm > lower arm > wrist
Right, hold on
Lets start from an easy point
All of my bones are joined into one armature
yes, that's good
What should I do for that next step
create the spine by adding a new bone (shift A) and subdividing it to create 5 bones (right click it and click subdivide, increase amount in the bottom left)
then name the bones correctly
So this new bone is a new armature on its own
Wait where am I even gonna add the spine?
that is a great question
Thats kind of a me issue of how its gonna look around, maybe its a bend in the legs
that whole solid red line is the entire spine, from the hips to the head
so should I replace the head bone with that?
the dotted lines represent bone parenting
by head bone do you mean the one in the center of the ball?
yeah
that isn't much of a head honestly
that ball should probably be weighed to the chest bone
There isnt a chest
what do you mean? you created the 5 bones didn't you?
one of those should be the chest bone
the "head" bone can either be parented to the chest bone, or deleted
and then assign that whole part of the mesh to the chest bone
which do you recommend?
is there a way to add bones to an existing avatar without the risk of the mesh braking?
or will i have to just totally rebuild every time?
never unpack your prefabs unless told so by creator's manual in unity and you should be fine
ohhhh so i can add bones to a packed prefab so long as its still packed?
not in unity
ahh thats the pain hah
but adding/moving bones in blender shouldnt break your model after reimporting in unity
if its unpacked
packed*
wanted to add an extra bone to an allready built up avatar for physbones, wonder why unity doesnt allow that?
technically you can do it after unpacking prefab but better do so in blender
ohh yeah, thats what i meant, to add bones to the FBX in blender then overwrite, but last time i did that was about a year ago and the mesh either broke, or it unlinked all the parented assets
most likely it was either unpacked or export scale settings issues
ahh, would an optimal option be to drag the avatar into the assets as a prefab varient and then overwrite the base avatar FBX?
so it packs the added assets into the prefab?
??
idk, i just backup old fbx somehere else (when im not sure where it comes from) and overwrite fbx straight from blender, seems to be the easiest way
oops lol
ahh yeahh, ill give that a go
i pack it put out of project just as a backup incase something breaks
hmm thankfully did a backup and fixed it, but seems like adding bones and overwriting just makes the mesh bug out and dissapear
why isnt fullbody tracking osc workingg
scaling or selection problem
i'll try again, but i do alot of mesh edits on my avatars just fine, but when ever i add bones and overwrite it kills it
then it never add said bones to the hiararchy unless i just start the avatar from scratch in unity
my best guess is unity just isnt able to pick up the mesh's new weight to the bones and just errors out
just quick cause i may be explaining stuff wrong
so basically what i wanna do: my avatar ive been using for a good few months i wanted to add an extra bone chain to apply physbones to and really dont wanna have to start from base FBX and re add everything from Square 1
is it at all possible to add new weighted bones to an in use FBX set in a scene cause it seems unity doesn't like it when you add new bones to a hierarchy in use, even when prefabbed
even with the same export settings i use for just editing a mesh, any mod additional bones causes the avatar to simply failload the mesh
How do I link the bones back in normally with the mesh
Whenever I go into edit mode, they pop back in like nothing, but if I go in pose or object, it goes back like this
Does anyone still know how to fix this? Context : I have a model I made from scratch, I rigged it with mixamo and put it back in blender as an fbx, any time I try to do the CTRL-P to activate weight painting the model becomes huge and deformed, I don't know what's causing it?
it's driving me crazy!

Any sort of help would be great though because as a beginner I have no idea what's causing the issue LOL
Doing rigging in Maya as apart of my game development class and i figured I would ask here, what’s the trick to getting stuff like heads and hands to not warp/transform when moving bones
Also is there a way to select the bones conning off of root part and not the entire bone structure
let me preface this by saying that you basically never ever need to start from square 1.
in general, never unpack your model, unless you have a good reason to do so. doing so breaks the link to the original FBX, making it harder to do any changes down the road.
when you do mesh edits and replace the FBX, it will still update even when unpacked, because the model still references the same mesh assets.
however, any hierarchy or armature changes will not be reflected, which can cause a lot of issues and can break the existing meshes
now, let's say you didn't unpack (good job!), and you want to say, add a tail or something (new bone chain, mesh, etc). you would do so in blender, and then re-export. when you re-export, you have 2 options; you either replace the FBX in the project, or you export as a new FBX. overriding an FBX using different export settings can cause issues, so I recommend making an export preset in blender. if you don't know what the export settings were for the original model, export as a new FBX. in Unity, you can make an importer preset from the original FBX to quickly configure the import settings for the new model. once done, drag the new model into the scene, and use Pumkin's to copy over every single component from the old model to the new one
if you chose to override the existing model, and you knew the export settings, you'll have to do an extra step if you did rig changes. you'll need to go to the rig config, click Pose > Reset pose, then Pose > Enforce T pose.
Proper weight painting. It's likely if your head is warping when you move the head bone, part of the jaw isn't properly weighted to the bone. You select individual bones in edit mode.
I figured, I guess it’s time to watch some tutorials about it
@desert owl apply all transforms on both mesh and armature (ctrl a) before parenting. Also try to use cats's apply as rest pose
I recommend just downloading a properly weighted avatar, the readyplayerme ones aren't bad. Then you can see how all of the bones should be weighted. RPM avatars used to have bad topology but they've gotten better recently.
I have to use the model included with the tutorial
It’s a 26 videos that are 25 minutes each so I guess you are supposed to do that latter on but we are only watching 1-6 in class
What I mean is you can bring in the RPM avatar into your project as reference and then go into weight paint mode to look at the weights, you don't have to actually use the model.
Thanks! I'll try that out :)
hmm, not sure why but even after following both suggestions, either the mesh breaks, or pumpkin just dumps all of the additional assets as unparented meshes and misses a few of them :/
its 100% a packed prefab too, all i've done is parent asset armatures into it
in the Copy components section, you should switch to the Show all tab. from there, you can uncheck/check the stuff you want or don't want copied
can you screenshot your Hierarchy?
had to recover from an exported prefab, im guessing its not recoverable after this? (armature swapping that is)
that is bad
that is not an FBX prefab
that is a model that was turned into a regular prefab
which breaks the link just as unpacking would
hmmm
updating the FBX for that will break it equally
so you have to import as a new FBX and copy over components
yeaah, i had to make that prefab as a backup
never do that on your main model
if you want a backup point, make a duplicate and either unpack that or prefab it
keep your main model intact
ah
bleh, why unity doesnt allow to fbx repacking is annoying
because that would not make sense and is impossible
weeeeeelp, probably gonna go do the long route as some point >.> about time i reworked my avi anyway lol
pumpkin kinda works, but either misses, or completely unlinks meshes from the avatar root for some reason
even with all selected
what kind of meshes?
like, clothing meshes, some work some fail to link and get dropped in a small list unparented outside the avatar
some dont even make it over
why are you adding clothes in unity? that should be done in blender
caaaaaaause i didnt know how at the time
and was looking for any excuse to avoid the tedious toggle creating proccess i've slowly learned to loath
i tried and it made it even worse...
did mixamo like just screw my whole thing over
All Mixamo does is rig and weight so if you unparent the mesh from the rig and delete the vertex groups, it should have no impact on your model. It generally works alright for humanoids but the further your model is from a human, the more likely you are to run into issues.
Hey could I get some help with rigging this model? I had to remake it cause of save issues but everything kept going wrong with the bones and the mesh anyway. Dm me if you can help
Idk if this is classed as avatar rigging, but I’m having trouble with making my avatars knees bend…….. I’m wondering what to use for it…… I’m using Unity 2019.4.31f1 btw, any help will be appreciated thank you!
You need to rig and weight paint the model in a program like Blender, have you done that?
No, but thank you for telling me!
I’ll do that now
I'm having this same issue with a part of my avatar that has too many overlapping vertex groups.
When I do these changes, the issue is fixed in Unity, but my avatar reverts to the VRChat default when I try to load it in game.
Is there any way to increase the number of skin weights properly?
no, but there are options in blender to limit each vertex to only the 4 groups of most influence
first, you can do Weights > Clean with a low value, and the Subset set to All groups
then, you can do Weights > Limit total, with a limit of 4
just be aware that if you have other groups which aren't for bones, like groups used for masking, this may cause issues
so probably better to restrict it to selected areas
are there any tutorials for making a avatar from bought assets in unity?
The issue isn't something that cleaning or limiting will solve. I have an area where multilple groups need to have a significant influence, like greater than 25%. We're talking hips, tail, 2 butt and 2 thigh fix bones :/
I'll have to figure something else out.
2 butt and 2 thigh fix bones?
Yes, the former for physbones and the latter on constraints to fix the buckling.
Hi! I made an avatar some time ago and wanted to remake the hands because they looked weird, after successfully modelling hands i'm satisfied with, I implanted them onto my avatar, re-rigged the arms, simmetrized everything, in no way is anything different from one side to the other, yet, once in vrchat, the left hand's fingers are angled abnormally, while the right hand works perfectly fine, does anyone have any idea what the cause may be ? (here's a pretty scuffed screenshot to illustrate)
nevermind it's not the rigging, it's the proxy animations that are weird, thanks anyway
Oof
Hey could I get some help with rigging this model? I had to remake it cause of save issues but everything kept going wrong with the bones and the mesh anyway. Dm me if you can help
i modelled a random ass armor set for the wickerbeast model and have no idea how to rig it effectively, and i cant seem to select the bones here
Check dm
There's a Youtube for that. This is a real quick overview of the process, from there, just go to any of the top videos on Blender Rigging https://www.youtube.com/watch?v=X590IZeyT1s
Alright, today I'll show you the ENTIRE rigging process for a game-ready character from scratch to finish, WITH advanced features like IK and custom color coordinated layers in less than 5 minutes-!! Hope it helps :)
If you enjoyed this video, I have a small 1$ Member perk available for anyone who would like to help us save up for better tools ...
About the same as it works for 5 fingers but one less
You assign each of the fingers to one of the finger names, so you figure out which is the middle finger, which is the thumb, etc, and some just aren't assigned so you just won't have any visible functionality with those fingers. You can still use them for gestures, they just have no effect on the rig
How would I rig an accordion to move with both wrists on an avatar?
For reference this is what I have
The rigging of the accordion itself shouldn't be that complicated if the arms are already out and in the right position with the hands on the handle/keys, you just rig one half the one had and the other halve to the other with a bit of blue in the middle but you would need to edit all of the locomotion animations to have the hands in the right position rather than at the avatar's sides like they are in the default locomotion positions
Does my wrists need to be nearby each other for the rigging to work?
Not near to each other, they should be near the bone that is controlling them, though.
It's not really a tutorial, it's not something you learn in 5 minutes. It's just designed to give you an overview of how rigging works, then you should use a more in-depth tutorial That menu isn't where you add bone constraints like IK, you add them in pose mode using the bone constraints panel but you don't generally use IK for VRChat avatars anyway, though I think you can for PC avatars. It says at the beginning of the tutorial to not try to follow along, it isn't designed for that.
If you look up Blender rigging, you'll find much longer tutorials, those are actually going to go over all of the steps, that's just a high level overview of the process.
I made him 2.2m, which is much taller than me, and it helped… shouldn’t it work with my real height though?
It's either you gotta fix the camera/where you look or gotta fix his armature
I'm having something weird happen with my Armature.
when I pose the armature of my character I see some weird shadow that follows the body and things like the glove in the picture actually seems to be weight painted to the shadow thing.
I'm wondering if it's a shader thing or something else but I have no idea
anybody seen this before or know a fix?
this picture is with Wireframe Viewport Shading turned on and clearly it is not just a shadow it's actually a part of the body
Looks like some vertices not painted and thus not moving with the bones.
In the stage of working on shape keys…. Sooo I’m hitting a wall with with mirroring the shape key to the other side. It won’t mirror it and says they’ve failed. So I first tried checking the symmetry but cutting it in half and mirroring it and doing it again. Still a fail. Checked the object location on the axis… still nothing. Is there anything else I could try or fix or is it a start over completely situation? I’m still a bit new to blender since I have been working on it for just a few months now.
OK, question. Y'all know how Unity, when detecting humanoid skeletons, doesn't like to detect the chest bone in many cases? I'm starting to think that maybe it's not expecting the neck to be connected to the chest bone and thus not autodetecting it properly. Does anyone know this for sure?
Not for sure but the humanoid system is designed for the upper chest to be optional so it would be strange for its detection code to get tripped up by that
i am losin my shit
ive been trying to figure out what i did wrong here for like 3 hours
someone please help me hhhh
i attached the head to the body using CATS in blender
like, everything LOOKS correct
i cant find the issue
okay i lied, actually i've been at this since 8am yesterday T~T
?
what
🦤
wtf do you want me to do? send a ss of my whole unity model?
tf
that's what i did sweetheart.
it errors when i try to, THAT is the error message.
?
it's very clean
you're just dumb
lmao
it's alr tho
i got nagasakii's help
Weight Painting is the devils lettuce
hhow do you combinethese
it just
appeared
for some reason
does it even matter if thats there
@fading verge should be ok
anyone know why blender isnt importing vertex groups
are you sure?
looks like this if i
@fading verge pose mode? then parent them
select child then parent with ctrl, I believe, and ctrl p
which one should be the parent
well i know its the upper arm
but do i select that one first
and then the lower arm
ddid i do it irghr
tnope i did not
😭
figured it out
@fading verge parent - one thats closer to the root/hip
yeah i got it figured out
FBT IK question.
Generally speaking, vrc's IK straightens the spine when you calibrate in FBT. Having the bones not entirely straight will cause the bones to shift in location after calibration (e.g. the common issues of shoulder sagging)
However, I sometimes see avatars, especially chibi avatars, intentionally break these rules to make the avatar 'feel' better in FBT (however, the way it lines up with the body becomes less accurate)
Would these sort of rigging setups be what are described as being 'rig hacks' from the vrc documentation? (I remember the days of upside down spine hip bones, and I know those don't work any more)
Also, what's the advantage of doing this over just exporting the avatar with the spine completely straightened out in pose mode?
Cats
got a question: Where do I find the info on how I should align my skeleton, kind of related to @fervent vigil 's question, like should I have the fingers completely flat in the T-Pose or is a "loose hand" type pose what you should set it as? Mainly just trying to get the avatar to feel right in full body and such and fix shoulder sagging, stuff like that
should I have the arms completely in line and straight or do I put a bend in the elbow
What has worked for me is arms completely straight and fingers completely straight and parallel with the thumb at a 45 degree angle
45 out sideways? does it look good ingame or like the classic stick figure hand you see on most MMD models
I'm not all that familiar with MMD hands but I think it looks quite good. It's the best pose I've found, anyway. Yeah, 45 degrees sideways and basically on the same horizontal plane as the other fingers
gracias
So, in the VRCSDK there is a test robot project with some physbone tests on it. I found that the test robot lined up nearly perfectly in full body and made some tweaks to it to fit my body better. From there, I just used the orientation of the bones on the robot model to infer where I should be placing the bones on my other avatars.
All of the guidelines here apply on how an avatar's rig should be set up: https://docs.vrchat.com/docs/full-body-tracking
VRChat supports additional tracking points using Lighthouse ecosystem trackers such as HTC Vive Trackers, Tundra Trackers, or others to permit tracking of these areas on the body: FeetKneesHipChestElbows + Shoulders (a single tracker will be mapped control elbows and shoulders simultaneously. That t...
Personally, I find that fingers straight out works best if your bone roll on all of your fingers is set to 0. If your fingers are slightly curved, your bone roll shouldn't be 0 because otherwise the proxy hand animations will make your fingers curl in odd directions. Generally speaking, however, your bone roll should be 0 on most of your bones.
does "bone roll 0" mean just having the "palm" side of the fingers facing the ground in tpose @fervent vigil
Yep
Bone roll 0 should be adjusted in edit mode, since we don't want it to affect the actual pose of the model, it's a matter of making sure you're not exporting with a bone roll which unity will then revert to 0 and mess with your rigging.
so I know you can't apply mirror when you have blend shapes
I'm creating my visemes and I'm using subdiv
is it going to complain about that
ugh
Yes it will, so use this: https://github.com/llealloo/join-modifiers-and-shapes
thank
Hello!! Im trying to set up a model I got for my birthday and its really cool. I started working with the vrm and converting it to a prefab for VRC but some of the bones when converting change and no longer exist when importing them. Can anyone help me?
I also have a fbx file but it doesnt have the preset expressions and physics (I think)
expressions you can check for in the shape keys in blender and if you mean physics like physbones you'd set that up in unity
could you give an example of a bone that disappears?
sure, The spine and the shoulders have disappeared from the rig. these blend shapes are the ones i have
so what does your hierarchy look like now ?
hips - spine - chest looks right to me for order
thought you said the spine went missing?
Is eyebrow tracking even a thing I need to consider?
if using a quest pro, yes
but keep in mind that you also need the VRCFT application + an avatar with the logic set up for face tracking
what would be the best way to add simple lip sinc to this model just having the jaw move up and down and nothing else?
There might be other options but I'd just make an open mouth shape key and a closed mouth shape key and use the open mouth for mouth shapes where the mouth would be more open (ah, oo, ou, ee, etc) and closed for when the mouth would be more closed (mm, nn, pp, ff, etc.)
gotcha, thanks. makes sense, i was worried using conventional methods would just stretch the mouth up and everywhere but i didnt think about just making 2 shape keys for it
It should look good if you just rotate the jaw back a bit using the right pivot point You could also rig it to a bone and then apply that as a shape key
its on a bone already, i havent ported over to unity quite yet. i havent messed with this stuff in a few years so im relearning a lot lol
@tawdry sigil theres literaly jaw flap bone mode for lypsync that will rotate bone depending on voice level.
even simpler, if you want the jaw to move up and down, there's literally "Jaw flap blendshape"
make a blendshape to open the jaw by literally just moving it down, and use that
that's it
Yes
Anyone any idea on how to fix this? The weight painting is the same on every finger but the index finger is doing this.
I was having this problem too, is the finger on the opposite hand lit up? Try erasing (weight 0 brush) then re- painting the finger tip, deleting the vertex group for that bone and re-creating it, and if that doesn't work delete and recreate that bone.
Thanks already found the problem, it was falsely weighted to the head bone...
Anyone know of a reputable source to find a good creator to make clothing commissions for avis?
Good luck with that but you probably don't want to admit to breaking TOS on the official Discord server
Could someone help me put bones in and rig a large biped robot walker?
I'm just learning but I'll help as best I can
All my bones set wrong weights when using Assign Automatic from Bones in Blender, what coud be causing this?
The other hand did it correctly, is there any way I can mirror it?
@azure fjord when I had issues with this, selecting the correct bone and then briefly clicking to paint inside the red zone "snapped" the rest of the weight painting to that bone. You could try it.
That didn't work 😦
Huh?
Reset your avatar descriptor.
Thanks!
What would be the best way to sort out this spine for VRChat since you're only supposed to have Hips, Spine & Chest? I think most of my other bones are fine (Arms & legs etc).
you can have both a chest and upper chest bone, so that's fine. what is not fine is the pelvis bones
you should merge those to the hip bone
