#avatar-rigging

1 messages · Page 6 of 1

gritty basin
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So merge DEF-Pelvis L&R into what is currently DEF-Spine? Sorry for the bone names, it's what they came with and I have yet to rename them.

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Also using Blender that CATS has yet to supoort.

sage patio
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from the faq channel in the discord

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also yes, that's correct

gritty basin
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Ah ok. I'm on 3.3 but I checked the site and I'm sure it didn't support up to that. I'll go check.

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Hmm... Well if they're merging with the Hip Bone, couldn't I just ignore them since the Hips already control them?

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Or would it be best merging them with the thighs instead?

ivory tiger
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Hey I'm new to all this avatar making stuff, I was wondering if anyone could help me as this may be an obvious fix but I'm just a little lost on how to do it/ask the question haha! So the clothes I edited to fit my model don't move with the bones of my model, all the bones align and everything it just doesn't seem to be moving if I test posing the model in blender. Would there be an easy and obvious fix or is any more information needed? Any help would be greatly appreciated!

gritty basin
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You need to do what's called weight painting. There's plenty of tutorials on YouTube that may help, but I'll say this, it's a pain and tedious XD

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There may be quicker and easier methods to doing so though. I mean, if your outfit came with bones, you could merge the weighs of the bones with the bones in your main body.

quaint cosmos
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Yeah, best way to start would be to select the body, shift select the clothing, then go into weight paint mode, and then in the top go to weights -> transfer weights, then you need to go in the bottom left and switch the transfer to be by name and change the type to nearest face interpolated, I believe. It's simple but hard to explain in text without Blender in front of me so you might just want to look at a tutorial for transferring weights

fringe kite
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I made my whole model in mirror mode and now I need to apply it so I can UV Unwrap and stuff, but I have already made keyshapes. Is there a trick to applying my mirror without having to delete the keyshapes or do I just need to remake them all?

brazen island
fringe kite
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Cool, ty!

gritty basin
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If anyone is able to help/fix the spine of my model I'd be very grateful XD I normally work with MMD or Game Models and have never had a model with 4 spine bones XD

crisp tendon
timid cipher
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I can opt out of lipsync right?

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I dont want my characters mouth to move

pale pumice
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just don't set a mesh for the visemes

fading verge
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what does this mean

rich isle
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It’s fine, it should work perfectly normal and not be any issues.

timid cipher
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Having problems rigging. Cant really explain it, but despite all the bones looking fine some vertices remain still when moved

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So when I rotate the whole upper body, everything but the elbows moves if that makes sense

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So it stretches out

cosmic tulip
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These need to be parented to the upper arm btw, assuming those are part of the arm, they're currently set to the shoulder

timid cipher
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Oh

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I’ll be sure to adjust that tomorrow morning

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Is the main problem something to do with weight painting?

cosmic tulip
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here's a touch up on it, just adding that row of verts to the upper arm vertex groups

timid cipher
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Sweet, thank you so much

cosmic tulip
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might do a touch up cause the elbow bend is looking rough, unless you don't mind it

timid cipher
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I do mind

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I noticed that prior but the primary focus was most definitely the quirked up rigging

timid cipher
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When I try to select a new bone in weight paint mode using ctrl lclick, it just selects a vertex

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Not a bone

brazen island
timid cipher
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I did

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Now it just doesnt select a bone

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Bone Heat Weighting: failed to find solution for one or more bones

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After attempting to apply armature deform with automatic weights

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Removed doubles, messed with the GACT material by making it gone

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Hopefully I can fix it, if not oh well

timid cipher
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The yellow bones I cannot rotate freely

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And cannot fix the posing problem

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The yellow bones are limited by something

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Solved

timid cipher
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The teeth move when the head moves, I want them stationary all the time. How do I go about doing that?

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Ive tried weight painting but it doesnt affect much

timid cipher
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I want them to stay like this

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but when the headbone is rotated, they're rotated

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ive tried it without the tooth bone, no difference

quaint cosmos
timid cipher
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so a constant baring of the teeth

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the bottom teeth are fine

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its that top one thats a problem child

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nvm, bottom move too

quaint cosmos
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If the teeth are rotating relative to the head and not staying in place, they're probably not fully weighted to the head or weighted to some other bone. For that, you can do kind of like what I said, separate them from the rest of the mesh, delete all the vertex groups aside from the head, select all in edit mode, assign to the head vertex group, then join it back with the mesh. If you have shape keys, make sure you're on the basis when separating and rejoining.

timid cipher
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can you walk me through it?

quaint cosmos
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Probably not much more than that, that's all the steps. It's P to separate from the mesh, so you just select the mouth faces, P, delete the vertex groups aside from the head, select all, assign, then Ctrl + J to join them back together.

timid cipher
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i seperated the mesh

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wdym by delete the vertex groups aside from the head

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Tried doing what you said, still a problem

quaint cosmos
# timid cipher wdym by delete the vertex groups aside from the head

In the right panel, if you go to the tab that looks like an inverted triangle, you can find the vertex groups for that object. Delete all of them but the one for the head. This is also how you can easily go between vertex groups in weight paint mode without selecting bones

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They're also useful for creating groups of faces for other purposes like if you only want to apply a modifier to one part of the mesh and they can help fix shape keys that are influencing parts of the mesh outside of the faces you want them to influence for whatever reason, good to learn how to use those.

timid cipher
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I did that

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I separated the teeth as a separate mesh, deleted all but the head groups which had the teeth, then merged the teeth mesh with the original full mesh

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And now it still does it

quaint cosmos
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Did you assign all the faces to the head group?

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If so, the teeth shouldn't be moving relative to the head unless there are faces in the head not fully assigned to the head bone

timid cipher
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I should

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Maybe the base neck bone is interfering?

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I’ll check

quaint cosmos
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If you deleted the vertex groups on the teeth prior to rejoining, then the head bone is the only bone that could be influencing the teeth. If you didn't assign all the faces to the bone, then it might have faces with no weights which could impact things. So long as the surrounding mouth faces are also completely weighted to the head and no other bone, then the influence should be identical for the entire mouth.

timid cipher
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Okay

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Solved

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Minor interference with the base neck bone

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Tl;dr im stupid

quaint cosmos
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It can be tricky to catch everything which is why I like to use that separate and delete vertex groups method. It's the only way to ensure that faces don't have any incorrect weights aside from going through every bone with the faces selected and removing the faces from that vertex group one at a time.

timid cipher
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I’m now having some problems with texturing

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When I removed the double vertices, I removed the double vertices use for the separate GACT texture on the chest and head

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Now, the texture isn’t there

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How do I put it where it formerly was? I opened the gact text on the UV editor and unwrapped the parts I wanted and positioned them, but it shows the full model texture where I want it to show the GACT texture

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What I want

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What I got

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Current

brazen island
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@timid cipher bringing back missing polys is somewhat challengeing so i just suggest you to separate meshes by material before cleaning them up, then join them back together. Or in your case just put these letters onto main texture, doesnt looks like theres a lot goin on

timid cipher
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fixed it

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but now i need to put the original main texture underneath the text if that makes sense

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it has the text, but the rest is transparent

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so instead of faint grey text on a opaque body, its faint grey text on nothing

timid cipher
brazen island
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just edit the og texture with some paint net i guess to mix layers

timid cipher
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with the way it all curves, thats a no go im afraid

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would take an ungodly amount of time

brazen island
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stencil?

sage patio
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warp projection in Substance

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or, alternatively, make another UV map on the text mesh that lines up with where it should be on the main texture, and bake a new texture to that UV

brazen island
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oh yeah lemme drain my bank account... oh wait nvm, its always apropriate to pirate adobe products.

sage patio
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if you line up the UVs for the text with where it should go on the main texture, you can bake it to that new spot to make a new texture. then, use an image editor to combine them. you can skip the last step by just using the shader nodes to mix the main texture and the text (using the new UV) and the output will be your main texture with the text stamped in the right place

timid cipher
sage patio
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yea it's a bit more complicated

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if you have substance painter, the first option is definitely the best one

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can literally do the projection of the text in 3D

timid cipher
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i do not

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would you mind guiding me on the uv lineup option

nimble quest
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can someone help me understand how tf to rig this?

brazen island
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@nimble quest "back knee" is nonexistent, otherwise select group of verticies and while using masking, paint them red for each bone. Keep bones position along x axis close to normal humanoid, it better than to try and make them apart, on y/z move them accordingly to model. Rigging rigid robots is easy.

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this one doesnt have a distinct head tho, no idea how to enable it look up/down, if were talking easy

nimble quest
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yeah no it doesnt look up and down but it does need to have 4 joints per leg\

brazen island
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you just dont

nimble quest
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then idk how the other person who made it did

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cause they had to do the same thing

brazen island
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ok then idk. need some extra bones then with constraints i guess. too much pain. and you also need to limit sideways anlgles for fbt? uh

nimble quest
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its not really meant for fbt

sage patio
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it's basically a digitigrade leg setup

timid cipher
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The textures are mirroring, I do not want this.

last gazelle
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just edit the uv mapping on that part of the mesh, you can flip it

upbeat atlas
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so uh why doesn't this joint bend all the way, it's at 1.0 weight so it should bend all the way, right?
am i missing something?

brazen island
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@upbeat atlas you dont use normalize weights, so some other bone still also painted red, result - 50% movement

upbeat atlas
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omg that works. thanks so much!

timid cipher
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Just backwards

tender saddle
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hey is it ok if someone here can help me rig it doesn't really work well when I try

last gazelle
timid cipher
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no

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the problem is the text is backwards on the left side

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Its mirror mapping, I need both parts mapped seperately if that makes sense

quaint cosmos
sage patio
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@timid cipher don't use Symmetrize, it basically deletes half the mesh and mirrors the remaining side

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the resulting UVs are overlapping and basically folded over

timid cipher
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How do I disable it?

sage patio
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uh, you don't? symmetrize is a button you click and it does stuff to your model. you would have had to undo it when you did it

timid cipher
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Unfortunate

left warren
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hi how do i close the mouth its stuck open in game

sage patio
unkempt fossil
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real quick, so, i'm tryna get the animation to where i make the fist gesture and it draws the sword from the scabbard i have on my back, anybody know how i could easily rig that up?

left warren
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Did that and it's still wide open

dusky rover
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Till the state that when you press play, the mouth is closed

oblique basin
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Hello! I have a question regarding adding bones, I 'm trying to add toe bones to an avatar which didn't previously have them. I did add them and weight them in Blender but when in Unity in any animation it rotates all toes up. I'm trying to set them on the ground like the left foot below.

sage patio
oblique basin
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I'm either doing it wrong or its not working for what I need, In the rig config its the pose drop down and reset right?

sage patio
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yes

oblique basin
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Ok yeah that doesn't seem to be working for it , when I select reset it does say "Character is not in T pose" Sorry im new to the whole rigging side of this

sage patio
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what happens when you remove the toes from the rig config?

oblique basin
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The same thing, I tried it without the toes selected in the config and with it they both produced the same results

glad pier
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Hi!! I'm having a hard time rigging my hands and need some help please T^T

quaint cosmos
# glad pier

Looks pretty correct, there looks like a bit of tilt and roll on the hand bone and the fingers could probably bit a bit more parallel. It's okay if they're right up next to each other. Maybe that would help with your issue.

kindred belfry
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anyone know how to rig an upperchest bone and optimize shoulder tracking? Im trying to edit a pre existing base

crisp tendon
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I believe Kung's FBT video has that information?

kindred belfry
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the one from 2020? cuz if so that one only goes over how to optimize your model for your proportions and fixes for some old issues that have been fixed i believe

azure fjord
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Hello! I made my mouth blendshape but it barely activates unless I'm really loud

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Is there any way to tweak the threshold so it uses the full blendshape earlier?

crisp tendon
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You can multiply the intensity of your blendshapes in Blender and make that the default, but there's no multiplicative way to do that in Unity/VRChat afaik sweat

tight cobalt
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can anyone explain to my why this arm is twisted? this is drag and dropped straight from the fbx which looks fine in blender.

crisp tendon
tight cobalt
crisp tendon
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It's the clear roll function, you can find it in the search bar

tight cobalt
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this fixed it! tysm

fervent vigil
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A reminder for everyone. Avatar acting generally jittery and weird for no apparent reason? Check that you don't have any physbones on your humanoid skeleton bones!

swift basalt
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Anyone know how I can rig the feet? Fran's model is weird in that she stands up on her tippy toes instead of the foot being flat

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I'm not 100% sure how to translate this with rigify

robust crescent
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those feet look really wierd when they are flat

swift basalt
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that got a chuckle out of me

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But yeah I need some way to rig the feet to be "flat"

earnest olive
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I think you would need to get a whole other base sense this is a heeled one, I may be completely wrong but from my knowledge this is what I know

modern crystal
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Does anyone know a way to rig properly to little to no problems?
I kinda need help as I’m new to rigging and i wanna rig non-humanoid characters yet let it be allowed to use on VRChat

sage patio
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the issue is if you want it to be able to use any of the default animations, in which case it needs to have a humanoid rig

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whether the model looks like a humanoid doesn't really matter though

modern crystal
sage patio
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newcomers tend to use the wrong terminology for things so it would help to know more about what it is you're trying to do exactly, and what your model/its rig look like

modern crystal
sage patio
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VRC has a minimum set of bones your model needs to have in order to be considered humanoid. as for actually rigging, you should learn about armatures and weight painting. Royal skies has good tutorials

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from the bottom up, you need: feet, lower leg, upper leg, hip, spine, chest, shoulder, upper arm, lower arm, wrist, neck, head, eyes

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optional bones: toes, fingers*, upper chest, jaw

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*some worlds require finger bones for interaction, and you need finger bones for finger colliders/contacts. you should have the bones there regardless of if the model has hands or not

modern crystal
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Hmm okay, I’m on 3.4, know a good video for beginners?

And also for Non-Humanoid Model with rigging, you know a animation that’s available for the avater to move well?

sage patio
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"non humanoid" is too broad of a term

orchid echo
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Is there a problem with my Hips? They’re straight up and down and my thighs are straight down from them (no warning abt the angle), but when I try to use the _Angle parameter off a physbone with gravity on it that’s a child of my Hips/has my Hips as its parent, the parameter flickers really obnoxiously while I’m standing still.

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Like, I want to get the _Angle of essentially some skirt Physbones, but there’s this weird flicker in the parameter, it sucks. It doesn’t look like my Hips themselves are wiggling at all, they’re steady; and I get the values I expect once I’m in motion, nice and smoothly. It’s just while standing still I get this stupid flicker in the parameter, which makes the stuff I use it for misbehave…

sage patio
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restless hip syndrome

orchid echo
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Okay searching “hips root” on here reveals that my blank physbone scripts directly on my transforms which are children of my Hips… should be… fine…?

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I don’t think they’ve got Hips as root, neither would they automatically be using Hips as root despite being blank

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I just have, think of them as some skirt bones. The physbone scripts are on the skirtbones themselves. The root is blank, but should be autofilling the first skirtbone, not the Hips.

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But when I’m standing still there’s this flicker in the _Angle parameter despite my hips seeming to be still.

brazen island
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@orchid echo i double that. In av3emulator or i think even with it disabled I had ~0.1 jerking of _Angle value even if the bone (child of hip) is absolutely steady, as well as avatar itself. And mine had zero physics, like gravity or spring to it. Never got the answer. Tho it belongs to avatar-dynamics

orchid echo
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I feel like there’s something going on with the playspace/worldspace and the ik and the hips 😦

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AAARGH you have it too?! Okay I will move thread

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or like. go there.

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Yeah dynamic bones didn’t effing do this btw!!!

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I’m hopping mad lol.

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I guess I’m just going to have to uhhhh. “While standing still, don’t do anything unless the parameter changes by more than .2” which I guess is something I’m skilled enough to implement. Still annoying ngl

brazen island
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@orchid echo yeah i went with some threshhold in the end too.

sage patio
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what if you just feed it through a blendtree smoothing thing lol

finite stratus
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whats the max amount of materials for quest?

sage patio
finite stratus
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Thank you Omg I’ve been looking for this table everywhere thank you thank you

lime elbow
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Hello! Qucik Q - Does the avatar need to be rigged before I put it into the SDK? I'm LUCII btw a creator active in Decentraland happy to come here and see what you guys are up too, trying to expand my knowledge 💜

quaint cosmos
sage patio
lime elbow
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awesome! thank you for your help!

somber bolt
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I created a new hat .fbx for my avatar. Is there a way to merge the hat armature with an identical armature already in the scene?

brazen island
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@somber bolt do you really need an armature for a hat?

somber bolt
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it's weight painted to the head bone

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I don't like using unity parent constraints and the hat texture/mesh disappeared when I deleted it's armature, only bounding box remained

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My current workflow is Blender adding clothing, SubstancePainter for making the texture atlas, and Unity for uploading from a single .fbx from Blender

brazen island
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@somber bolt i mean if you have hat as separste mesh, all you need to do is place it onto the head bone in unity. if you wsnt single fbx then just change armature in armature modifier if both armatures has same bones names (head)

somber bolt
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that would work

somber bolt
# brazen island <@212972248238129152> i mean if you have hat as separste mesh, all you need to d...

Found a free avatar dresser plugin that combines 2 identical armatures into one, no prefix shenanigans either 😉 https://github.com/SophieBlueVR/AvatarDresser

GitHub

A Unity editor tool for adding accessories like clothing to a VR Chat avatar - GitHub - SophieBlueVR/AvatarDresser: A Unity editor tool for adding accessories like clothing to a VR Chat avatar

sage patio
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takes less than in a minute

reef coral
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having a problem where the origins of certain objects are like linked to the one of the armature (which is causing the rotation in unity to be down there too)

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i hid the body so it would be visible but basically here

reef coral
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aight nvm i reparented them again and it's fixed now

somber bolt
reef coral
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nah that didn't help

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i tried

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i already fixed it tho don't worry

tough roost
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Ive never worked on an avatar, i have only little idea but i have a skirt that legs clip through, i do not know quite how to work with colliders or if colliders r even the issue

brazen island
tough roost
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Ohhh okay thank you, wasnt sure which category it would fall under. my bad
Much Appreciated!

stone frost
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Hi there, I'm trying to test out the eye rig using cats on blender yet everytime I do, it quickly goes back to object mode

sage patio
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you can test it out in Pose mode, don't need CATS for that

stone frost
oblique basin
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@sage patioI know its been a couple days for it but I found the problem, I was adding the bones to the model in blender and using Pumkin to transfer the information to it. But it was sending the Rotation and Position of the bones after I had to change and move them around in Blender. Rigging is fixed now and its working. (Figured I'd let you know and anyone else if they experience a similar issue

oblique basin
opal flint
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New to blender anyone know how I can get rid of those floating bones from the head I just removed?

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google aint helping me here

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I click on 1 and it selects all of them

quaint cosmos
opal flint
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Ok

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How do you edit mode?

quaint cosmos
opal flint
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thxs

finite stratus
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the mouth isnt closing on my model even if my mic is muted or im not speaking or havent yet. ive tried seeing if it was a toggle mess up or it being uploaded weird already and that doesnt seem to fix it is there another way to fix this?

kind mortar
finite stratus
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It does it still doesn't work I'm taking a break form it today u was up all night working on it

brazen island
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@finite stratus if your model's mouth opened when no visems is active, it will be like this till you said something. create layer that activates sil viseme forcibly (Viseme=0)

astral kindle
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(at least if your av has a jaw bone)

tawdry imp
steady loom
visual marsh
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Anyone here suggest a better way of rigging a model that gives more bones ive been using mixamo alot

steady loom
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Whelp, got that working buuuuuuuut it has it's own issues ._.

steady loom
visual marsh
steady loom
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creates rigify friendly rigs, you can just modify their default poses to suit your avi, and it should work for Mixamo animations

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Anyone know a good way to combine rigs in blender, because I tried SophieBlue's Avatar Dresser but... it doesn't end well.

visual marsh
steady loom
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(i'm trying to replace a base-mesh that's clothed, with a nude one so i can add my own clothing, and i need a workflow for adding clothing but unfortunately there's a few issues with that as-is.)

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yeah, need to do it in unity though, or i'd end up having to re-do like half the avatar if i have to re-import from blender

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The new mesh has the same bones in the same place as the other one (well, most of them, there's a few less bones but that's fine.)

visual marsh
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/merge it

steady loom
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Easily, but if i have to re-import into unity, then I'll have to re-do everything else on my avatar (including dynamic bones, anims, ect) i think.

visual marsh
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open the directory

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of the actual unity project

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where it shows your fbx

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and then just replace it there instead of in the actual unity project

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in the files instead of the application basically

steady loom
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Well, that seems like it'll go horrifically, but i can give it a go i guess. Gonna back-up the project first tho

visual marsh
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i mean

steady loom
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Right, let's see how fucked this is...

sage patio
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if you use a different scale setting, you will get exactly that

steady loom
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welllll

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you say that

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but

sage patio
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to avoid that entirely, export as a new FBX, and use Pumkin's to copy every component from the old avatar to the new one

steady loom
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all the meshes have vanished

sage patio
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you don't need to ever start from scratch

steady loom
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So, replacing the FBX (with unity closed ofc) has caused all of the skinned mesh renderer's in the scene to not show anything anymore.

sage patio
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did you make sure to actually export meshes from blender?

steady loom
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yeah, it's exported everything, they're in the FBX prefab, but don't show up in the scene anymore

brazen island
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@steady loom and to not export lights cameras etc. also is your prefab is packed in unity?

sage patio
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make a preset with these settings

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yea, if you ever unpacked your model, you can't just replace the FBX. you broke the link to the original file by unpacking

steady loom
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right,

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which is what i thought tbh,

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because that'll be what's happened

brazen island
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bring old fbx back, drag new along and use pumpkin to migrate. and never unpack humanoids in future

steady loom
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Gonna undo that

brazen island
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pumpkin avatar tools

visual marsh
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still works

steady loom
visual marsh
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🤨

sage patio
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if you did, you should've have done it in blender

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anyways. that model in your scene is screwed. import the FBX into your scene again, use Pumkin's to copy everything over

steady loom
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probably yeah, but I'm fairly new to Unity and it worked

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tbh this doesn't actually fix my issue anyway, it's just a work around. Is there no way to just copy the armature that one skinned mesh renderer uses to another skinned mesh renderer?

spice mason
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idk where to put this, but i keep getting this error when trying to upload avi from unity to vrc

steady loom
brazen island
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@steady loom cats can try and rename them then merge

spice mason
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yes

steady loom
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don't need CATS, they're literally the same armature, can just reparent. I was hoping to do it in unity so i don't have to keep fucking with things in blender. It seems like a fairly simple option, kinda weird that you can't just reassign to a different skeleton like you can in Unreal for example

steady loom
spice mason
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whats that

steady loom
spice mason
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the sdk?

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i have that

steady loom
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nah you need all four of these installed or it seems to throw that error

spice mason
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ok how do i get the others?

steady loom
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at least, that was the fix I had for it.

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just scroll down until you find them in the list

visual marsh
steady loom
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Alright, so now that I have an avatar that's based on a still packed prefab, is there a way to reimport the FBX with a new file?

sage patio
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yes

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you just override the file

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from blender you can export directly to where the file is

steady loom
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Right,

sage patio
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make sure to use same export settings, but more specifically the scaling setting

steady loom
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and the scene updates to match?

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and is this with unity open or closed?

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well, i should ask will it work if unity's open,

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because i'm gonna be doing this a lot and I wanna find a workflow that isn't a giant pain in the ass

sage patio
#

open, closed, doesn't matter

steady loom
#

good to know, thanks

sage patio
#

you should do it when it's open

#

so you can see it right away

steady loom
#

ah yeah, that's broken everything correctly, nice!

#

dumb question,

#

how do i get unity to show the updated FBX once i override it?

#

without rebooting everything.

#

oh, just give it time apparently?

fierce grail
#

Unity should detect changed file immediately and reimport it once window is focused.

steady loom
#

took a moment, but it did do that thing,

gloomy cedar
#

Hello ! So basically I have my avatar in unity ready to be exported into vr chat but it says I can't upload avatars yet cause I haven't spent enough time in the game , but I have few hours on vr chat so I wanted to ask how many hours of playtime do I have to have to upload avatars

fierce grail
#

?upload

tough forgeBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

gloomy cedar
#

alright thanks for the help

visual marsh
#

if that helps

pure pumice
#

does this thumb bone look fine?

#

better angle

fringe kite
#

That looks good Human

fathom hawk
#

im super confused on rigging in blender anyone know any good vids that explain it step by step?

gloomy cedar
fading verge
#

Do legs even really benefit from having twistbones?

#

I get arms, but legs don't really twist that much normally

visual marsh
#

if its not rigged

#

already

fathom hawk
visual marsh
#

rigify also good

fathom hawk
#

quick question tho how do i change the origin point of my model in blender?

visual marsh
#

like when you move it

#

the axis

fathom hawk
#

point*

visual marsh
#

there should be a thing on the tool bar

#

left side

fathom hawk
#

i think i found it

visual marsh
#

or just press shift s then the cursor should be selected. And then go back to object mode by pressing tab

oblique basin
#

Ok, I thought I had this fixed but I was incorrect and am unsure what to do from here.
When in the scene bone locations fine but when animating it changes to be all bent like this instead of flat on the ground.

oblique basin
#

If I need to add it to the locomotion layer (default VRCSDK Locomotion) Please let me know how as much as I don't want to take the next day add animations for it I will at this point.

restive garnet
#

I'm having trouble with armature, I have a pair of rigged socks, weight painted to the same mesh on a different armature. When I delete the socks armature, the socks become huge, what am I forgetting here?

quaint cosmos
restive garnet
#

Hey that was all I needed, thank you

brazen island
#

@fading verge uh, twistbones exist since your lower arm literally has two bones to rotate them replwr ñd eash goesto each other. Other limbs wont have none of theese.

fading verge
#

Indeed, but legs wouldn't really need them though, correct. Just upper and lower arms.

#

I'm not sure how VRChat IK 2 handles leg rotation and I don't have FBT

#

I should specify, it needs to be compatible for FBT

#

Most of the JP models I have for reference use no twistbones at all. Most of the western avatars use two to three per arm segment and sometimes legs too.

last brook
#

I'm working on my very first avatar (so i really dont understand much at all) but I am trying to understand how bones work. If an asset I purchase is pre-rigged and has its own set of bones, do I need to do anything besides merge the armatures to get it to move properly? because it doesn't in blender when I pose it. If I Data transfer, it grabs finger bones that it shouldnt. I am trying to connect a pair of arm warmers, and the merge with cats helped, but then it clips horribly when bending the arm, and sculpting makes them look awful in rest pose. Please use laymens terms, i really have no idea what I'm doing lol.

kind ore
#

basically

#

you need to weight paint it

#

the warmers

quaint cosmos
#

Assuming they're already rigged and weighted, otherwise yeah, you need to weight paint.

kind ore
#

maybe theyre rigged to another skeleton 🤷

quaint cosmos
#

Even then, they might not move properly depending on differences between the bodies so it might be easier to delete the vertex groups and transfer the weights. Unfortunately, this just isn't that simple of an issue.

#

You might want to watch some tutorials on weight painting or vertex groups.

last brook
#

and just for clarification, do i have to weight paint everything? im trying to check if some things are weight painted, but I dont know how to make it so i can click a specific bone when in weight mode.

kind ore
#

i uhh

#

youll probably want a yt video for weight painting

quaint cosmos
#

Yeah. You can check if the object has weights but selecting it and then going into weight paint mode and then going through the various vertex groups (that's in the panel with the inverted triangle)

last brook
#

panel with inverted triangle ok, let me see

quaint cosmos
#

If it has them and they aren't all dark blue, it has weights

#

It's on the right near the bottom

kind ore
#

slightly off topic but if you get proficient with rigging and weight painting, its a very marketable and valuable skill for all 3D Tech

fading verge
#

Are you proficient?

#

If so I could use help with some theory 🥺

quaint cosmos
#

What sort of theory?

fading verge
#

Whether or not it is beneficial to use twistbones on upper and/or lower legs

kind ore
#

im “ok” at most, with 2D / 3D character animation being my forte theory and practical wise

fading verge
#

Before I spend the time splitting off and weight painting useless bones

kind ore
#

im confident krampus can assist more than i can

last brook
#

ok so they are painted, so just rename the vertex's and assign?

quaint cosmos
#

Honestly, I'm not real sure either. I know about weight painting but I use an automatic rigging program for generating the rig itself.

fading verge
#

I'm doing everything from scratch for the first time

quaint cosmos
fading verge
#

I'll probably add them to the upper to reduce butt twisting, and just see how it works when I can get someone with FBT to try it out

last brook
quaint cosmos
last brook
#

they will probably be a toggle

quaint cosmos
#

Then I think you can get away with just changing the arm warmers to use that rig in the modifier but just to be safe, you can set the parent with ctrl + p, just only set parent, don't give it any weights

last brook
#

but basically i would be renaming each bone to what those bones are called on the body?

quaint cosmos
#

Yup

last brook
#

sorry i am literally brand spanking new so i really appreciate the help

#

this week was my first time touching blender

quaint cosmos
#

No worries

kind ore
#

im going to give you plenty of points for asking questions the way you are

#

its the best way to do this

last brook
#

i was struggling so much on my own ngl, so i was like I GOTTA FIND HELP

kind ore
#

its a place for collective learning so ye

quaint cosmos
#

When you select the arm warmers, shift select the armature, then ctrl + p. A menu should pop up and you can select set parent, just don't select any of the options below it like automatic weights.

last brook
#

empty groups right?

#

is this like data transfers?

#

i did try a data transfer on them, but it only moved in pose where the fingers were, and stretched horribly

quaint cosmos
#

No empty groups, just the top option to set parent.

last brook
#

oH

#

oki

quaint cosmos
#

Empty groups is probably fine but if you haven't renamed everything, it might create duplicate groups which will just be confusing.

last brook
#

so let me just make sure i have this straight. Rename all the bones on THIS armature for the warmers and bracelets to the identical bones on the body? and then..... parent just the models, or the WHOLE set with the armature?

quaint cosmos
#

What do you mean the whole set, it should just be models. Unless it's still got the rig for the arm warmers, in which case you should select the arm warmers and press alt + p and then unparent and keep transformation.

last brook
#

oh ok, and that wont kill the weight painting?

quaint cosmos
#

No

#

You'll also need to go into the modifier panel (the wrench) and associate the model with the right rig there.

#

It should just be a dropdown menu on the armature modifier.

last brook
#

i wish this had voice channels ngl, im really bad unless someone is like OK CLICK THERE AND DO THIS AND BOOM

quaint cosmos
#

It should be pretty easy to tell if you're in the right place, you can post screenshots if you're not sure.

last brook
#

is there a way to select a bone on the armature and it shows me which is it?

#

wait i think i get it now. i think they are all named the same, but because i tried to data transfer it added the finger vertex's and so it ruined it. if i just parent the warmers to the body, it should just already work. i think?

#

it did not work

quaint cosmos
#

If you have vertex groups with weights that shouldn't have them, you may want to delete them. You can delete all of the vertex groups but the ones relevant to the object (the lower arms, maybe the wrists) before joining. You also might want to go back and load a version before you did the data transfer in case that did anything weird.

#

You also want to verify it's associated with the right armature in the modifier panel.

last brook
quaint cosmos
last brook
#

im a bit lost at what the modifier tab is, to be completely honest

#

also, is it possible to unparent things? like take things off but not delete them?

quaint cosmos
#

Yeah, alt + p then select unparent.

#

The modifier tab looks like a wrench, you need to be in object mode to see it.

#

Mod bot doesn't like the caps

last brook
#

the bot got mad at me for yelling lol, and ok lemme find the wrench lol

#

i found the wrench, the blue one right?

quaint cosmos
#

I think it might be blue if it's selected? Feel free to post a screenshot if you're not sure

last brook
#

i think so since it says modifier in it. what do now?

#

i reopened the old vers before i data trans'd

quaint cosmos
#

The Object in that panel should be the armature, not the object the modifier is on. The way you have it, you're trying to rig the arm warmers to themselves.

last brook
#

ok, so select that tab while on the body armature?

quaint cosmos
#

You should just be able to select it and a panel will come up where you can select the armature

last brook
#

is this before or after i parent the warmers to the body armature?

#

currently the warmers are still paired to their own armature

quaint cosmos
#

It doesn't matter. You can do it before or after

last brook
#

the one named armature is the one with the body

quaint cosmos
#

Yeah, select that one

last brook
#

okay, do i do anything else?

quaint cosmos
#

Assuming the vertex groups are named correctly and the weights are correct, no.

last brook
#

it WORK! ahhhh!

quaint cosmos
#

🙌

last brook
#

ok next question would be, when i did that, it changed the position. the warmers are closer to the fingers

#

is there an ez way to move them inward without doing each warmer seperatly in edit mode

quaint cosmos
#

Probably differences with the rig it was on and this rig and no, not really, best option is to move them into place in edit mode. At least the best option I'm aware of.

#

What you could try is undoing a bit and then doing an alt + p and unparent and keep transformation before changing the armature. Might fix it

last brook
#

i realized it was less of a move issue and more of the size. the armature they were on had a size modifier or something im guessing. just need to size it back proper]

quaint cosmos
#

That's what the keep transformation bit is for, it essentially applies the scale changes to the model and zeroes them out

#

so that becomes the default

last brook
#

oh okay, yes that makes sense, lemme try that

last brook
#

nvm im silly i found it

opaque crag
#

How can I make A-pose clothes match my T-pose body?
I'm familiar with how weights work and want to transfer weights from my body to my clothes so I can then make the clothes T-pose

#

i know I can I just don't remember how

kind mortar
past wave
#

i t pose the clothes and then merge/transfer mesh data (basically the same thing but backwards)

somber bolt
vestal condor
#

How to you automatically weight a mesh to a single bone

brazen island
#

@vestal condor like, pure red or try to envelop it?

vestal condor
#

pure red

#

I thought there was a way to assign it somehow

brazen island
#

use gradient tool but use it well outside of the mesh

#

easiest way

vestal condor
#

I just did it the normal weight paint way, stroke flat and weight and strength at max. moved it around in pose mode and it was good

quaint cosmos
#

You can assign faces to a single vertex group using the assign button in edit mode.

tough roost
#

what causes this fbt issue

#

i cannot figure out how to fix this

pale pumice
near nebula
#

Does anybody know if there is a good way to have 4 arms on Quest. I have the pc rigged with fixed bones. But you can't use them on quest

astral kindle
#

literally just a constraint to copy the rotation for each arm segment, i see no reason to use physics for them with a fixed joint

pale pumice
astral kindle
#

that is rather unfortunate :')

pale pumice
#

Yep, it's pretty limited

brazen island
#

@near nebula wild guess but align hands (or copy) and rig them the same, then weightpaint second set with like 20-30% to some extra bone and pose it to move second set away. but thats very theoretical and definetly wont work for every position

restive garnet
#

I'm trying to make a card, just a simple plane in blender with two image textures, one on the front and back. I created two materials. unwrapped the mesh, and was able to drag the faces to get my image on my card (Plane) mesh. My problem is that the image shows on both the front and back of my plane. How would I get my second image to show? Any help would be greatly appreciated.

quaint cosmos
restive garnet
quaint cosmos
#

Let's move this to #3d-modeling since it definitely isn't a rigging thing

worldly prism
#

any pros able to help with chest mapping? Im new with unity, no clue on my end. I dont have a chest to set as, so its set to none and cant upload.

quaint cosmos
worldly prism
quaint cosmos
#

You can find the FBX exporter in the package manager and in there you can export it as a Binary FBX rather than an ASCII FBX

worldly prism
#

Where exactly should I find this? I have no experience in anything here.

quaint cosmos
#

Package manager is in the window tab at the top, then you should just be able to search for FBX. From there, you're going to need to add the bone and add the proper weights to the bone https://www.youtube.com/watch?v=4fICQmBEt4Y . You might want to watch more in-depth tutorials on that but it'll get you started.

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
worldly prism
#

something easy to understand

kind ore
#

i hear maya file talk

#

wait, no this is still blender

worldly prism
#

or maybe u could give an walktrhough

quaint cosmos
worldly prism
quaint cosmos
#

Assuming you properly exported it as Binary and aren't trying to import an old version, I'm not sure. At the top of the exporter, you can choose to export it to a different location so you don't get them mixed up. You might also want to provide a picture of your export settings but it should just be the one button.

worldly prism
#

I am using an old version of unity may that be a problem?

quaint cosmos
#

You should be using 2019.4.31f1. If not, you've got bigger problems than the FBX exporter.

quaint cosmos
#

Then I'd post an image of your exporter export settings and make sure you're exporting to a different folder so you don't get your exports mixed up.

worldly prism
#

Now when I try to click export, it exports without letting me view my settings

#

@quaint cosmos

quaint cosmos
#

You could change the export path but if Lilac Soup 2 is a unique file name and you are opening the right file, it should be saved as a binary fbx

worldly prism
#

ill make a quick clip of me exporting and trying to open in blender'

#

then u can see if there is any issues

#

okay what thehell

#

as soon as i record it works -_-

#

when I import it tho, the skirt goes spaz.

quaint cosmos
worldly prism
#

is there a shortcut for pose mode

#

or where is it located

#

found it

#

yeah it fixed it

#

thanks

#

now where would i go to add a chest

quaint cosmos
# worldly prism now where would i go to add a chest

You can select the armature in edit mode and either subdivide the existing bone beneath the neck or extrude out from it but then you'd also need to create the corresponding vertex group and add weights to that bone. I would at least watch that video I posted and you might want to watch some beginner rigging tutorials as well, it's kind of a big subject to explain step by step

gray dragon
#

Hey there! Happy New Year! Could smn pls help me with creating an anime-cyborg avatar? I've got a ton of questions, and it would be great if I could discuss it in dms with smn

#

i'm half way through, trying to make a robotic arm, and I don't know how to make it properly regarding all the ball joints etc.

radiant seal
#

I need a dread file pls

quaint cosmos
#

Is that like a death note?

near nebula
mint quartz
#

I have an issue that I've been holding off to fix for quite a long time now, namely my neck while I'm in full-body tracking is frozen. My head rotates just fine it's just the neckbone that is frozen and it can look quite funny at times 🙂 Anyone know what can cause that? The neck seems to work just fine in half-body

prisma knoll
#

Is it possible to have this into vr chat using bone constraint. If no is there other way i would be able to do that ?

prisma knoll
#

Using Fix model also gets rid of it

fading verge
#

any advice for first time rigger please

tulip steppe
#

Anyone knows why thumb animations are not working correctly?
I made a custom animation for my avatar, but thumbs for some reason are not animating correctly, even though I've changed the range at which they can bend

#

Here is how it looks in Unity

#

And here is how it should look

#

Discord doesn't let me post a picture for some reason

#

The first bone is in the right position, but the next two don't bend at all

#

Or maybe it's only the last one, not sure

fading verge
#

anyone know why this armature transform is like this?

sleek isle
royal condor
#

im getting this issue
"spine transform "spine" has bone length of zero" can anyone please tell me how do I fix that?

sleek isle
#

if I remember it's because your hipis upside down

royal condor
sleek isle
#

or it's just too high, but that don't matter

#

ignore the warning

royal condor
#

i cant, it wont let me upload unitil i fix it

quaint cosmos
#

Do you have a spine bone with zero length? That is literally what the error is saying.

royal condor
#

how do i check that

robust crescent
#

zero is flipped, aka you downloaded a REALLY old avatar

#

only very old cats did that

royal condor
#

is there a updated version?

robust crescent
#

we're talking years , and this av is from where

royal condor
#

ive got it in booth, its a chibi

#

ive just edited it

#

and added other stuff on it

robust crescent
#

0 degree on hip (unity) is flipped otherwise its could just be super tiny, newer cats can just resize it on 'fix' (also break if rig is wierd)

fringe kite
#

I am working on my character's eyes. My eyes are flat planes and I need my irises to be flat and move over the surface of the flat plane, either as a seperate object or a moving texture that follows a bone. I also need the movement to be flat in 2 dimentions and not cross a boundary so that they don't clip out of the side of the head. Can anyone help me do this?

prisma knoll
sleek isle
#

you add them in unity manually

prisma knoll
tawdry sigil
#

in the mapping inspector my hand bones show up mapped correctly but the default position and in turn the in-game position ends up having them curled in and janky. any idea on why thats the case?

fading verge
#

Also, it is a giant skeleton hand, and the finger bones seem to be extending well into the area I would normally consider "hand"

#

If all those fingers were slid down a digit, realigned, and weight painted for the new position, it would look more natural.

#

He's basically all fingers 😆

pine steppe
#

And can anyone help me get started pls any links or videos

#

Thank you

kind ore
#

blender

torpid burrow
#

anyone know how id rig the neck here? tthe black part keeps fading in and out of existence and the silver parts clip through it all the time

prisma knoll
gusty jetty
#

Anyone have an idea as to why my chest may not be getting auto-mapped when I try to configure the humanoid armature? The parents all seem correct and everything should be named correctly as well 🤔

#

For anyone else having a similar issue, I raised the height of the tail of the chest bone and that fixed it

hollow kraken
#

Unity automatically map humanoid bones by both mane and position, if bones location are differ too much from ideal location, they will not get auto mapping.

fervent vigil
#

Non-humanoid rigging question.
I'm setting up a remote with a slider. This will be attached to an avatar. I am trying to use the angle of Slider_Angle to determine the position of the slider. I'm using a rotation constraint to make it so that the switch doesn't rotate around, but how would I make it so that the switch does not move from the face of the remote?
https://i.imgur.com/qj3qHET.gif

brazen island
#

@fervent vigil same, position constraint with one axis enabled. but id rather have a motion time that animates slider (ie physbone itself is invisible and slider's visible position is also depends on angle and interpolates between two states)

hollow inlet
#

Hey guys, question, I have a .vrm model I brought into unity, and decided to just make a root bone so I can dynamic bone all the hair nice and easy - but when I created the game object, and added it to the prefrab, I somehow broke the rigging, and can't find the place to fix it, any help?

fervent vigil
fervent vigil
fervent vigil
brazen island
#

@fervent vigil you can try stretch parameter with bone parallel to slider

crude night
#

can someone please help me rig this .fbx model

#

I have no idea what to do

#

I shoved bones into a model and now it looks like this

#

this is literally my second time ever using blender 😭

#

if somebody knows how to do it or it may be easier for them to walk me through doing it that would be greatly appreciated

#

I can attach the file here too though

crude night
#

man nobody?

tawdry dragon
#

Mixamo website

final idol
#

my avatar's viewpoint in unity does not match the result in game, I've applied all transforms but in the end it's always off by quite a lot, does anyone know what may be causing it ?

sleek isle
#

unity move model using the bone of the toe/feet

#

lift the hip up like the original model

noble minnow
#

Hey all, would importing this arm part to an existing model need to be weight painted again?

#

When merging the armature using the CATS plugin, it leaves me with duplicated bones for the arm and forearm

pale pumice
#

I don't use CATS for this but you may be able to get away with not re-painting if you match the new arm part's vertex group names to the existing armature

jade verge
quaint cosmos
#

If the robot arm is already weighted, it's probably better to rename the vertex groups to match the base mesh as renaming the bones won't change the name of existing vertex groups.

noble minnow
jade verge
#

If it's just a parenting issue, you can fix it manually. Unparent the bad bones and re-parent them correctly.
I believe it's alt+p to clear parent and Ctrl+p to parent under active.

noble minnow
quaint cosmos
#

You can keep the transform when unparenting in case the model has been moved or scaled by the rig

violet lotus
#

Here are the stuff I can do:
•Dynamic bone and toggles

•Rigging, Rig edits(Including Facial rigging for eye tracking and lip syncing)

#

•Mesh Edits: Add clothes, Fix accessories

still fossil
#

Scammer ^

tribal mauve
# noble minnow

It is a parenting issue yea, what Rishi said should pretty much help fix it

noble minnow
violet lotus
kind ore
#

s u r e

#

l o l

midnight comet
#

Sophiay#7370 is also a scammer I’m pretty sure but idk

warped comet
#

Does anyone know how or know a tutorial that actually shows how to rig a skeleton into a character model?

quaint cosmos
hazy condor
#

Okay so I don't know what the fuck I'm doing wrong but The rig is fine and it's all green but It's still giving me this dumb error

#

I've been trying to figure out how I can fix it because I just want to publish it so that way I can use it

#

But for some reason it just won't let me publish it at all That's why I've been trying to fix it

quaint cosmos
#

There is no way that avatar needs that many meshes or materials but I guess on PC you can get away with it if you don't mind it being very poor quality.

#

VRChat needs a level below very poor

#

"Please, God, no" level

hazy condor
#

But if that error is gone it will allow me to publish it right???

quaint cosmos
hazy condor
#

Everything moves properly And it works fine But the only issue is is that since well it won't let me publish it I'm going to have to add a head bone So that way it can work properly in vrchat In the model was posted in sketchfab and it was originally made for just making animations or making posters and make renders in blender I'm just trying to geting it work in vrchat

quaint cosmos
#

It might move well with the existing armature but if you add a head bone without any weights, it won't respond when the player moves their head.

#

Same with the chest and neck, those are mapped to parts of the body that are going to be moving so if you just add the bones, you might be able to publish the avatar but it isn't going to work very well.

hazy condor
#

But anyways thanks for your help

quaint cosmos
#

If you just have a neck and rename it head, you won't have a neck so I don't think it's going to let you publish that way either. Those are both required bones

hazy condor
#

I'm going to add the neck though I'm just going to put it between the head and the chest

#

But there's already a existing neckbone but it's technically a head bone

#

Since the bone goes from top to bottom on the head

pale pumice
#

this is not going to work well for FBT

cedar wave
#

Just so I can spread workload for others, a group of people including me at the head of it are seeking an expert’s advice, something not many people can actually answer.

#
#

This is the issue we are experiencing but cannot find a cause. Using legacy Blendshape normals deforms mesh incorrectly on blendshapes- I am looking for the answer on why this is occuring, rather/and than/then how to fix it! Once I find this out I will message those who are needing the same thing, and I will inform them, if anyone is up to the challenge, let me know.

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Information;

  • All shapekeys are behaving normally between any instance of blender. Either between projects or importing fresh FBX
  • All shapekeys/blendshapes are behaving normal before “legacy blendshape normals” is checked off
  • When legacy blendshape normals is checked off, mesh deforms in the wrong way that it is requested to- rendering blendshapes/shapekeys useless.
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What is a legacy blendshape normal doing? Is there not a way to set the values of what blendshape normals are doing?

fathom sun
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Legacy blendshape normals specifically affect how the normals (or shading) of the mesh is formed from blendshapes being controlled

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with legacy on, it sets the normals as what was originally set before the blendshape was controlled

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can you show what was happening with the "blendshapes not behaving normally"?

fathom sun
cedar wave
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It’s strange because this is manipulating the function of keys

fathom sun
cedar wave
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Creating random verts dragging as if the shapekey isn’t 100% manipulating mesh

fathom sun
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can you show me?

cedar wave
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A good example is in the link I sent, this guy is going through the same exact issue- just nobody could figure out an answer…

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Is there some sort of thing I can do in blender to make sure legacy works the same as non legacy?

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With legacy non checked off, everything behaves normally.

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I can send my example if you would like!

fathom sun
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that would help

cedar wave
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Both have same keys activated, one with color is legacy blendshape normals being use, bottom is how it should be, but legacy blendshape normals are not checked

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Pay attention to the white circle

fathom sun
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hmmmm, do you have auto-smoothing on and off on different parts of the mesh?

cedar wave
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In unity?

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Smoothing was at 60

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I tried 60->180 but did not make a difference

fathom sun
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ok, that's what i have for my import settings.
Do you have:

  • Normals: Import
  • Normals Mode: Area And Angle Weighted
cedar wave
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Yes

fathom sun
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i see....
can you send two uncolored photos showcasing what is happening with and without the legacy blendshape normals?

I know you already did with the two colored and non-colored photos, but i'm still having a hard time figuring out what's your goal with the blendshape

cedar wave
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Do you know what causes legacy blendshape normals to misbehave?

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This blendshape/shapekey increases eye size

fathom sun
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ok, are you certain that it's the only blendshape being affected? Like is there another blendshape active?

cedar wave
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Works perfect everywhere but does not work with legacy on- also there are various keys they are messed up with legacy on..

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Only shapekey active

fathom sun
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I found this. Maybe it might help?

cedar wave
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Have done this no worries

fathom sun
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maybe you could try reimporting the fbx under a different name. It may just be that one fbx file being buggy

cedar wave
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It’s Legacy Blendshape normals doing the dirty

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It’s all of them

fathom sun
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you can put the new file into the old name slot if the reimport works

cedar wave
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I tested it- confirmed it’s all of them

fathom sun
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ok, is it on the fbx itself, or can you try reimporting under a different name?

cedar wave
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Across all scenes it’s happening

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I can try- but I don’t think this is my issue

fathom sun
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ok, is your console sending any warnings or errors?

cedar wave
fathom sun
cedar wave
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What causes them to break?

fathom sun
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I don't know.

cedar wave
fathom sun
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Got it.

cedar wave
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I scanned my topology for N-gons multiple times

fathom sun
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If it's happening across every scene in the project, maybe you could try launching a new project and importing the same fbx into that? That way we can remove the possibility that it's either the project being the issue, unity being the issue, or the fbx being the issue

cedar wave
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I can try this

fathom sun
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You don't need to remove the old one, just use either creatorcompanion or unityhub to create a new project, and import the bare-bones things you need, like the VRCSDK

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oki

cedar wave
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Do you think it could be the project causing this?

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I never had this issue before it started across all of my FBX today

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Which is… bizzare.

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I never have seen this happen

fathom sun
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Yea it really is. It's best to test around and see what it is and what it isn't

cedar wave
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The project size is 23GB

fathom sun
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oh dear....

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what do you have in the project?

cedar wave
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All of my avatars from 2022

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I do yearly projects

fathom sun
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oh god......

cedar wave
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Very easy workflow

fathom sun
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until something breaks.

cedar wave
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Let’s see if this theory is correct and I’ll get back to you

fathom sun
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oki

cedar wave
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I think the answer still lies within what’s creating the issue with legacy blendshape normals

fathom sun
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Right, but I'm not sure why that would do anything to the actual blendshapes themselves

cedar wave
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Could I give you an FBX to try possibly

fathom sun
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which is why I might think it may be unity being a goober
sure go ahead

cedar wave
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I did update Unity hub- which usually causes things like this to happen

fathom sun
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yea i'm still on 3.0.1

cedar wave
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I probably nuked everything because of damn unity Hub haha

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it could be my issue.. ughhhh

fathom sun
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yea, it's a mess....

cedar wave
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let’s hope it isn’t this and jump to conclusions yet

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I’ll send you an FBX

fathom sun
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here's hoping :3

cedar wave
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And let’s hope it breaks

fathom sun
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oki

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then we can comfirm if it's the fbx or not

bright ridge
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Would anyone be able to convert a pc only avi to quest compatible for a freind of mine? I would do it but my pc is broken rn

midnight comet
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Felt on the pc broken part lol

fleet compass
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having a brand new issue here.. made a new avatar in blender 2.79 (in the process of learning the newest blender) and when exporting it, in both the new version of blender and 2.79, the body mesh straight up disappears. it looks and acts perfectly fine in blender. not sure whats going on.

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ive tried exporting with and without cats, and again im really not sure how to fix this

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note: the rig is still there too. its just the body mesh that disappears

burnt goblet
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are you exporting as obj or fbx

fleet compass
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fbx

burnt goblet
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What are your export options for fbx

fleet compass
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wdym, like the warning screen that'll pop up with cats?

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only thing thats hows is the 7 materials warning for optimization lol

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theres no errors in blender at all showing

burnt goblet
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So you only use cats to export? I usually go to File > Export > FBX

fleet compass
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no i use that too

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it does it too

burnt goblet
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Ok but what are your export options

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Also are you selecting the entire mesh and armature when exporting?

fleet compass
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ive never had to do that before lmfao

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thats why im confused

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i just click export and every other time the entire thing exports properly

burnt goblet
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Go to File > Export > FBX and then screen snip these options

fleet compass
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like i said i used 2.79 but i can open the blend into the newest blender and do that

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it does it there too

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oh shoot let me get the drop down menus

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whoopsie

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everything is the same

burnt goblet
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Does the Mesh Disappear only visibly in Unity ? or does it also remove the Mesh from the hierarchy of the armature as well?

fleet compass
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its entirely gone

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the name is still there, but its like all the vertices got deleted

burnt goblet
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Ok so only visibly

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My thought would be unapplied modifiers and or something going wrong whilst exporting, I would try first seeing if you select the mesh and then export and make sure you have ( Limit to selected objects only ) checked and attempt to get it to show up in unity, if that fails possibly recalculate the normal's on the mesh

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For whatever reason I've also had your same problem in the past and it just took a lot of random trial and error until something eventually fixed it.

fleet compass
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there are no unapplied modifiers on the model, that i know for sure.

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okay after doing the limit to selected mesh, it still doesnt show up.

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its giving me this error.

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okay, after looking into it more - the vertex groups for some reason were selecting the entire mesh for each individual one. this was a headswap, so i just redid it entirely. it fixed it. not sure what caused this problem.

burnt goblet
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way to go

pale pumice
# burnt goblet

Interesting, I use scaling: FBX_All and turn off leaf bones.

urban plume
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are their any tutorials on how to rig a velociraptor for full body?

cedar wave
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Can someone tell me what Legacy Blendshape Normals are. What do they do, and is it true smoothing angle or whatever they are called groups are key for them to work

warped comet
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I need help with this. I've been trying for hours nonstop to rig this f'n model and it refuses to work. I got everything down except the chest. The character's upper area keeps sucking in. Does anyone see what the problem is here? I'm new to this and I can't figure out a fix.

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I used the Cat's vrchat auto fix thingy in blender too.

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i'M rEaChInG mY bReAkInG pOiNt

pale pumice
warped comet
pale pumice
warped comet
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This looks odd

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Everything is blue except for that one area

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Also sorry if these are really dumb questions. I just started yesterday.

warped comet
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What should I do about this? I feel like i'm so close to being finished.

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Assuming the weight paint is the issue, i'm lost lol

quaint cosmos
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Weight paint mode will only show you the weights of the currently-selected vertex group. Aside from the weights, the bones look strange. The torso should have a chain of bones going from the hips to the spine to the chest to the neck but it looks like your spine bone is inside of you chest or vice versa, it's hard to tell

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If it were me, I'm probably just get rid of the existing rig and use an automatic rigging program like Mixamo.com or accurig as this rig looks strange and has a lot of unnecessary bones.

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If you want to try and make that rig work, you could look up weight painting on Youtube and try to fix the weights on the chest but I'm not sure it's going to fix everything with how these bones are arranged.

quaint cosmos
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You might still want to look into weight painting to refine how the avatar moves but Mixamo tends to provide a decent result out of the box for typically-proportioned humanoids

warped comet
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so i was quite surprised

quaint cosmos
warped comet
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Maybe not just the fingers. She has a dunce hat now lol

quaint cosmos
warped comet
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I DID IT

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I finally made the avatar

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WOO

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Crap, the veiwpoint is sticking to the avatar and when I try to move it, it moves the entire avatar

warped comet
quaint cosmos
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That shouldn't have any effect on the avatar placement

quaint cosmos
warped comet
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It doesn't even show up the thingy lol

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usually there's a ball that shows up but I don't see it

quaint cosmos
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Are you sure it's not inside the avatar?

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It can be kind of tricky to spot

warped comet
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I'll check

quaint cosmos
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It could be way above or below the avatar if it's too big or too small

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You could add a cube at the origin to get a better idea of the scale

warped comet
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I'm literally not finding it anywhere

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like it isn't spawning

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I tried moving the position to 0,0,0

quaint cosmos
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The viewpoint isn't spawning or the cube?

warped comet
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The viewpoint

quaint cosmos
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And you checked the scale of the model to make sure that was in the right ballpark?

warped comet
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Yeah it's at .22 on everything which is usually the right size for what I'm going for with this avatar

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Even the main camera and sun thingy isn't spawning

quaint cosmos
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But you compared it to an object of known size like a cube?

warped comet
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I'll check to be sure. How do I spawn a cube?

quaint cosmos
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.22 is just the scale relative to what it was imported as

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At the top of the hierarchy there's a + icon, you can add a cube there and then move it to the origin

warped comet
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Yeah it looks right to me

quaint cosmos
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Unity cubes are 1 cubic meter so it should be roughly 1 cubes tall

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More than that but in that ballpark

warped comet
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Is this alright?

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It might not be

quaint cosmos
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If you want your lady to be like 20 ft tall

warped comet
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nope lol

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alright let me fix that

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Agh this is frustrating

quaint cosmos
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If you scale that cube up on the y to 1.7 (or the z, I forget) that would be 5' 8'' so then scale the object that is the parent of the model and the armature to about the size of that cube

quaint cosmos
# urban plume any help?

No clue, sorry. Sounds really complicated and you'll probably need to use bone constraints so it won't work well on Quest but maybe that isn't a concern.

warped comet
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Okay I think this is correct now

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I THINK

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The cube clips through the ground a little

quaint cosmos
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I would try to align the cube with the bottom of her feet to be accurate and then make sure its scale in meters is right for how tall you want her to be.

warped comet
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I aligned it

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it's the perfect height lol

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so hopefully now that the size is smaller I can find the ball

quaint cosmos
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Try moving it up and down, should make it easier to find. They really should make it bright red or something instead of white

warped comet
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Okay this is weird

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I still do not see it

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even the directional light is just gone

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I found the light but it's invisible

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hope that isn't the case for the ball

quaint cosmos
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Might be the visibility of the lights gizmo is turned off. Could have an effect on the viewpoint ball but I'm not sure.

warped comet
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Wallah

quaint cosmos
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🙌

warped comet
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Now to do the rest

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Hopefully there isn't any more errors

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It's ready for testing!

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It's done! And it works in game!

rapid arrow
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I need some help

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I bought this avatar off of a website and wanted to put it into unity and publish to vr chat. I’m trying to rig it but have no idea where to start with this monstrosity, any ideas?

robust crescent
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Blender, nothing is connected right

rapid arrow
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The rig for the model the guy sent me is messed up for some reason and I have no idea how to fix it and youtube videos aren’t helping. In the download’s he sent me, there is a folder called auto rig which contains a bunch of ‘PY’ files. This is the point I am stuck on and not sure what to do.

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The rigging tools he included. I cannot drag them into the project.

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When I go and try rig the character, there are a tonne of missing bones and none of them match. I am wondering if I should go into blender and re rig the entire thing?

pale pumice
rapid arrow
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I think I fixed it, I just went into blender and re rigged the entire thing, only problem is it’s coming up with an error saying “There is no animator attached”. Not sure what that means.

sleek isle
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Where that error

rapid arrow
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it’s bottom left, it is saying that a script is trying to access it.

robust crescent
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av descriptor require an animator wich you didnt add - generic av's will not have one (manually add) humanoid should have it unless bones a mess and fails

rapid arrow
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still not working man

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says the same message

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@robust crescent

sleek isle
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Delete everything and import again. Set up the FBX to humanoid

rapid arrow
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I got it working, thanks

prisma shadow
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hey! i got the armature set up, but my avatar has multiple separate parts, how do i join everything to move together?

final idol
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So my avatar spins uncontrollably while in full body and having my legs partially underneath the ground, anyone knows what the cause may be ?

final idol
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nevermind

rapid arrow
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I’m actually going to tear unity apart in a second

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doesn’t matter how much I fix the problem there is always a error message

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When going to the ‘rig’ tab it is all green meaning that all the bones are correct. Then when I go to publish the avatar it says, “Upper arms aren’t specified”. Like wtf do I even do, I click on select to view the issue and the button does nothing

pale pumice
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try switching your rig to generic, apply, then switch back to humanoid and reconfigure it

rapid arrow
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wdym reconfigure?

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i’ve already tried switching between them

pale pumice
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if you switch it to generic, hit apply, then switch to humanoid and hit apply, you also have to click the 'configure rig' button too

rapid arrow
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I did that but it doesn’t solve my issue

quaint cosmos
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When you go to configure the rig, do you have bones assigned to the upper arm slots?

rapid arrow
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yes

quaint cosmos
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It might be a good start to share a screenshot of the configuration screen so we can see what might be up, ideally also showing the rig in the hierarchty

rapid arrow
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does that help?

pale pumice
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the scene view doesn't have any red bones that it says are out of place, right?

rapid arrow
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correct

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it will allow me to publish as a generic model, when I switch to humanoid is when the errors come up

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won’t even let me switch to humanoid now, just restarted and loaded in and the level and still won’t switch.

kind mortar
rapid arrow
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what does this even meannnn

tranquil iris
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I've tried creating a simple rig from some youtube tutorials but for whatever reason the meshes do not want to stay together. Tried troubleshooting but nothing's working as of yet

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Mind you I've literally never touched blender before so

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Also, have tried mixamo but for whatever reason it hates his chin and refuses to not warp it

quaint cosmos
tranquil iris
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I'd assume not since I don't even know what that means

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The tutorials I've used have been simple models so they haven't really helped in that regard

quaint cosmos
tranquil iris
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Glad to at least get an idea of what went wrong

quaint cosmos
#

This will get you started but you'll likely want to watch additional videos if you really want to figure out how to weight paint properly. 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
tranquil iris
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Thanks

quaint cosmos
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Mixamo is a good starting point so the weights probably aren't too horrible but you'll need to clean up the areas that aren't moving right

tranquil iris
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The issue with mixamo for me is that it can't seem to differentiate the chin with the rest of the neck and just ends up stretching the chin

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Like that's literally the only problem lmao

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It's a lot easier to see the stretching in motion but eh

brazen island
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its still a minor manual fix instead of tedious complete manual rigging

tranquil iris
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Ah side view actually shows it better

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@quaint cosmos So I've started the tutorial but for some reason it's only allowing me to weight paint a single mesh, rather than all of them

brazen island
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thats how it works. you better combine them anyway. you can separate them by material later but better not

tranquil iris
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No worries

tranquil iris
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Just gonna wait for an experienced rigger to do it this it too much for my tiny brain

rapid arrow
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Can someone please explain what this means!

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literally the only thing holding me up from uploading

humble beacon
robust crescent
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reasons : your av isnt humanoid , its generic wich do not come with an animator , you have avatar descriptor on wrong mesh (root only)

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very common error to see

humble beacon
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@rapid arrow I just noticed from you older screenshot that your armature has a Root bone that the Pelvis is connected to. Some rigs made for animating have a root bone at the bottom of the avatar, used to move the whole thing if the pelvis is moved via IK. VRChat doesn't need that, normally the pelvis should be the only root. If you have that, delete that bone in blender

rapid arrow
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Ok I will delete it

humble beacon
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Also, how exactly do you re-upload the fixed model from blender into Unity? Do you delete the old FBX?

rapid arrow
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Now i’m back with these errors. It’s like a constant loop

humble beacon
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Ok, so when you fix a model in blender, you would delete the old FBX from your Unity project and then import the new one. Once you do that though,you need to again specify the humanoid rig and configure it. After that it should be fine

true cedar
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Hey guys, not sure if this is the right channel to ask this, but...

I'm currently making my own repaint of the NKD Protogen and it kinda works n stuff, but for some reason it seems to track my hands only in 3 axis (i can rotate my hands n stuff but can't move them forward/backward) or at least it looks like it does that. This problem only affects my avatar, other avatars work fine.

the avatar is targeted towards quest 2 if that helps

humble beacon
true cedar
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no, i've used another avatar built on the same base and it works just fine

humble beacon
#

Ok, so what is different with this one? Just the texture?

true cedar
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well that's the only thing that i've changed at least

humble beacon
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Do the other bones move correctly? Legs, head?

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Does it maybe have GoGoLoco or something similar

true cedar
true cedar
humble beacon
# true cedar idk honestly

Well, if the two avatars are built from the same thing, with only difference being texture/material, that's just impossible. Are your controllers working properly?

true cedar
#

ok so i've played with it a bit more

it seems like the position of my point of view is wrong on this model (its somewhere in the torso)

humble beacon
true cedar
#

i've updated the view point position, hopefully that helps, thanks!

kind mortar
gilded dome
#

Not sure if this is the right place to ask. I've just added an object that I can spawn/despawn with my avatar. Is there a way to make that object able to be grabbed and moved without using abstract scripts?

kind ore
#

@gilded dome contact recievers

#

its an avatar dynamics thing at this point

burnt goblet
#

I have to use OVR advanced settings to get my viewpoint correct on my avatar by -0.03 units (raising myself) because of its height (the rig is essentially perfect when i raise myself and fits all of my irl joints) and because Steamvr isn't very good at calibrating where my floor should be ( when i say this I dont mean in game i mean in the steamvr home application, i know vrc scales me to my avatar), Would this be something I could fix by reducing the height of my avatar (which I have attempted mutiple different times and it has ruined the inverse kinematics of the legs) and or trying to fix the issue with my floor being at the wrong height in steamvr? I know there are alot of different variables that play into this but I need a general direction, with OVR advanced settings not being updated in forever and it giving me terrible crashing issues whilst using it when playing vrc I so badly wish I could make my avatars viewpoint correct and not need ovr, I know kungs videos on avatar optimization exist however I feel like there is something im either missing or there is a certain method most fullbody avatar creators use to get perfect fitting rigs, I guess thats kind of what im looking for overall, Theres just gotta be something I'm missing here.

#

Since Yam-Yam is quite tall you'd think oh just shorten the thighs or the legs a tad but for whatever reason when I do this the legs seem to feel lazy and don't move at the same rate as my irl legs

#

Like I will have my irl leg at a 90* angle to my chest and the one in game would be almost half of that

#

I don't think Her neck really needs to be much shorter but That could be another direction I try to see if that maybe would also get me closer to where I would like my stock viewpoint to be

#

With the recent IK updates my viewpoint is now in the mouth/chin region of the face and no longer the center of the eyes

#

It is sometimes fixed when i use Head lock and hip lock kinematics however then when i look up or down my neck leans forward like a cat trying to yack something up, I know avatars aren't always exactly perfect but If I could just get everything close and all the little details sorted out I could be so much more immersed

#

I wish I could find some rig like the one they used to include in the SDK that I could use to see what needs to really be altered so I stop chasing my tail

fading verge
#

Any Blender wizards?

#

Is there a way i can copy my avatar's armature bones into outfits?

burnt goblet
#

Can I ask what you are trying to accomplish by doing so?

fading verge
#

Trying to copy the bones that are assigned to the butt to my pants.