#avatar-rigging

1 messages · Page 8 of 1

frozen radish
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I'm making a model in blender using the cats plugin. I've made models before just fine, however on this particular model, both hair assets I put on her will not follow her head. When I test in pose mode, it stays in place while the rest of her twists. I've already merged their armatures, and done everything as I normally do. I cannot figure this out.

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Any help is appreciated

quaint cosmos
frozen radish
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Myself no, but the creator has it all set up usually to work perfect

quaint cosmos
frozen radish
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and now I have another issue of I'm trying to put pasties on a model but they aren't weightpainted, and when I try to weightpaint them, no vertex groups appear as an option to weightpaint them to/no bones, and if I just start painting them they default to spine despite the fact that there are breast bones directly under them, and idk how to select those

quaint cosmos
# frozen radish and now I have another issue of I'm trying to put pasties on a model but they ar...

Vertex groups won't just appear when you parent a model to a rig, you need to use the automatic weights or empty groups option. For your case, since you only want the breast bones to affect the pasties, I'd create a vertex group with the same name as each breast bone and then weight the pasties to the appropriate one. So long as the mesh has the armature set properly in the modifiers panel and the vertex group has the name of the correct bone, it will be weighted to that bone.

frozen radish
marsh widget
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what is "Vertex Color"?

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oh patapon, its old

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how about you make a humaniod armature, then only use the bones needed?

brazen island
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@marsh widget verticies can store colors, pixels between them being interpolated based on normals, thats it. In unity pc shaders tend to ignore them but quest ones actually take them into account

marsh widget
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ok, thanks

midnight jay
cedar wave
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Anyone here ridiculously skilled at blender

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Like it is going to take someone who is beyond my already high level

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Reason why, is I’m getting errors that no conventional fix will fix

sharp quiver
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where do i go to do the rigging?

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im on blender rn

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got a model loaded up

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also is there a way for your model to have assets affected by gravity? like hair?

fading verge
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yea phys bones have a gravity option

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although ive only ever used phys bones on single objects not thousands of strands of hair so

brazen island
cedar wave
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Everything you can answer next, it has been done

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At the point to where I can find answers in any forums

brazen island
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@cedar wave as i said you never told your problem. if its unfixable and you claim that none of us will be able to fix it, then your next destinnation is church or whatever you worship. or support. if youre THAT highlevel then dont bother peasant like us please.

cedar wave
brazen island
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both of them wil show it only after you populate the slots (nodes for blender) for some shader tharlt supports all those properties

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thats like 3-5 textures for proper pbr

cedar wave
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Not for PBR

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I’m not rendering anything

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The texture itself

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IE a straight line becomes slightly knobby/curvy for zero reason

cedar wave
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What I need to do is find a way to get unity’s triangulation formula and apply that to a substance version of my base

quaint cosmos
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So you need to find out how Unity handles triangulation and apply that in Substance? What does that have to do with Blender, then?

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You should be able to just triangulate the mesh yourself and then you don't need to worry about Unity handling it.

harsh skiff
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What would I need to fix if an Avatar I use, when using FBT the leg directions are inverted? If I move my left leg outward to the left, it moves inward, and vice versa for both legs

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Forward and backwards are fine though

cedar wave
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Because then it would equal out triangulating just in blender

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I scoff at people who triangulate in blender, you’re only killing your FBX and making it more unreliable to edit on

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and creating larger .blend files as you add on the avatar

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With my base people are able to pull the organic, good topo FBX straight from unity to edit on- maximizing compatability and minimizing time and worrying if the FBX in blender is up to date

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The only triangulation that is forced to happen in the whole avatar process post topology is unity’s interpreter system

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I believe I can pull this interpreted version with the FBX Export plug-in

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Which in fact is NOT ILLEGAL

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And which in fact IS AVAILABLE on unity’s website

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But if this does not work, I know it is still possible to take their version of my mesh.

peak herald
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can someone rig this for me cause I suck at it and It looks bad when I try.

quaint cosmos
peak herald
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still looks like crap

peak herald
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his mesh twists alot when its not supposed to

eternal wraith
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So I'm having a problem with the SDK not realizing that the avatar is in fact rigged, is there anything anyone knows to help with this problem?

quaint cosmos
eternal wraith
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How may I fix this issue?

quaint cosmos
# eternal wraith How may I fix this issue?

Go into Blender and then make sure the bones are parented correctly, with the hips being the parent of spine, then chest, then upper chest (optional), neck, and head. Arms should be shoulder, upper arm, arm, hand, and 3 finger bones per finger. Legs are upper leg, lower leg, foot, and toe. You can have other bones but they shouldn't get in the way of your hierarchy. For the hips, you would need to merge your left and right pelvis into a single hip bone.

eternal wraith
quaint cosmos
eternal wraith
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Thanks man.

wet wren
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oh

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i thought it would send as a mp4

quaint cosmos
# wet wren

Probably something to do with how your eye look settings are set.

wet wren
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Well at the tike it was but now i set the looking up but it doesnt follow the head

quaint cosmos
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Those eyes are definitely rotating as you move your head so I'm not sure how that would happen without eye look.

wet wren
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Idk i never set it up at the time so idk lol

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But i just put some bones on it not to long ago and set them up but they still sink into the head

wet wren
quaint cosmos
bold talon
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Where can I get the vrchat humanoid model for blender?

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Well, armature.

rotund kraken
bold talon
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For blender

rotund kraken
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yes thats an fbx

bold talon
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Fbx is unity

rotund kraken
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no

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blender accepts multiple formats lol

bold talon
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If it was blender, it'd be .blend

rotund kraken
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file > import > .fbx

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there would be no difference. its just the bones

bold talon
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Ah, got it

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sorry

wet wren
terse timber
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Has anyone dealt with this issue before?

eternal wraith
quaint cosmos
eternal wraith
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Yeah after looking at what rigs should look like I'm starting to loose hope for this rig and may try rigging it from scratch.

quaint cosmos
eternal wraith
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So I should just start from scratch on this rig?

quaint cosmos
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You could, Mixamo would be the easiest option. The cape bones are really only if you wanted to set up physbones

eternal wraith
quaint cosmos
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Vertex groups are for more than just rigging so you wouldn't want removing a rig to remove those.

eternal wraith
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It's saying it can it just isn't showing me where.

eternal wraith
quaint cosmos
eternal wraith
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I was able to do it but when I tried importing the XBF file into blender it decided to crash.

quaint cosmos
eternal wraith
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Yeah fbx

quaint cosmos
eternal wraith
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Alright it's working now, I think.

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Actually no I don't think it's working.

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Wait no

quaint cosmos
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Mixamo should rig everything you export to it, did you perhaps not include the robe in the export?

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Still weird that it seems to have a set of hands with it

eternal wraith
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I got it, but now I'm worried, how would I make it where the cape moves with the arms?

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Also does this look correct from the front?

quaint cosmos
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If you exported that to Mixamo as a single FBX, it should have rigged the character with the robe automatically. The fact that it doesn't look like the robe is rigged makes it seem like it wasn't rigged with the character.

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Yeah, looks about right, you'll have to try moving it and you might have to refine the weight painting a bit

eternal wraith
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Oh yeah I removed the robe because I thought it looked cursed with it on, lemmie remake it to see if it looks better.

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I also chose the wrong finger structure 💀

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I'm sorry if it's difficult to work with me.

quaint cosmos
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No worries. Mixamo isn't great with fingers so you'll have to do some manual weighting if you want those to move well but it's the best free automatic rigging tool I've used.

eternal wraith
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Okay NOW I think it's bone correctly.

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I think I have to individually bone the fingers though

eternal wraith
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Also, why does his bones extend past his head like that?

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Oh and is there any way I can keep him in a T pose in edit mode? It would help with fixing the bones in the fingers.

quaint cosmos
quaint cosmos
eternal wraith
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Yeah in pose mode on the edit it's in a A pose position while in pose mode it T poses in pose mode.

eternal wraith
quaint cosmos
eternal wraith
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Okay I think I'm done with the hands, do I have to name them individually?

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What the fuck happened to it in pose mode.

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The skeleton moved but not the model.

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How do I fix this? @quaint cosmos ?

quaint cosmos
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Did you move it in pose mode or edit mode?

eternal wraith
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I was supposed to make the bones in pose mode?

quaint cosmos
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No, you edit the placement in Edit mode to match the mesh, then you use pose mode for posing.

eternal wraith
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I did match the mesh, I think, but as you see the fingers didn't move but the bones did.

quaint cosmos
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It looks like you tried to put it into a t pose in edit mode so the bones are now in a t pose but that won't effect the mesh until you try to move it and then everything will be misaligned.

eternal wraith
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This is pose mode.

quaint cosmos
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Your edits made in edit mode should have been small adjustments to line up the bones a bit closer to where the mesh already was. I'm not sure what you were trying to do in edit mode so it's hard to advise you.

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This is why it would really help to watch some rigging videos, you really need a good understanding of the function of the various modes.

eternal wraith
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I mean the rig looks fine, I don't understand why it wouldn't work.

quaint cosmos
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If it's aligned with the mesh in edit mode, you might need to look at the weights. Try going into pose mode on the rig, then press A to select all the bones, then do ctrl + G, ctrl + R, ctrl + S to revert all the transforms. Then, you need to move the bones in pose mode to check the weights.

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Just having the bones lined up isn't enough to make the model move well.

wet wren
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why is my avatars eyes not turning properly with the head? (eye bones were not touched but the models head bone was twisted)

little kindle
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Are avatars supposed to be one single piece?

quaint cosmos
# little kindle Are avatars supposed to be one single piece?

Unless there's a reason they shouldn't be (toggles, mostly) it's better that way. I think Quest avatars can have 2 separate models before they become very poor quality and PC avatars can have a ton but combining meshes is always preferable for performance.

little kindle
quaint cosmos
little kindle
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This part here.

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Ends up either like this...

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Or like this.

quaint cosmos
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Is there a modifier on it you need to apply?

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You might also want to apply all your transforms before joining.

little kindle
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It's got subdivision on the top bits.

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Can't have subdivision on the bottom without messing it up.

quaint cosmos
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Yeah, I'd apply the modifier before joining or else it's going to inherit the modifiers of the object it's joined to

little kindle
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OH

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Sick, thanks.

quaint cosmos
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No worries 🙏

little kindle
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But now comes the main issue I've been having the past week.

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I can't get the rig to function properly.

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I'm not sure if it has to do with the weight painting, but the body stretches all weird whenever I move the arms.

quaint cosmos
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Do the arms have the necessary geometry to bend properly?

little kindle
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Also, is there a way to make the arms and legs function while remaining internal?

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As in they're separate from the body?

little kindle
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I added a whole bunch of vertexes.

quaint cosmos
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You might also have weights for the arm bones extending beyond where the arms are.

little kindle
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I'm going for a kinda cartoony thing where the arms don't cause the body to move.

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So I'm having the legs and arms extend into the body so they don't pop out if I stretch my arms or legs too far out.

quaint cosmos
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That's way more edges than you need for the arms but they should be able to bend, anyway. Can you post an example of this weird deformation?

little kindle
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Kinda like floaty hands would be if there were no arms, except the arms would be anchored inside the body.

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This is still happening. :/

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THAT one might be a weight paint issue.

quaint cosmos
little kindle
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But this here is what I'm trying to prevent.

quaint cosmos
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Also weight paint

little kindle
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That side of the body gets squashed if I move the arm.

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The weight paint seems to be nonexistent.

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If that's true, then shouldn't it not move at all?

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Or am I misunderstanding weight paint?

quaint cosmos
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If you don't want the arms to affect the body at all, the quickest way to do that is to go into edit mode, press L when hovering over the body, then press P to separate the body. Then select the body, delete all the vertex groups on it aside from what should be affecting it (the spine and such) and then rejoin.

little kindle
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The arms and legs are still separate.

quaint cosmos
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This ensures there are no improper weights from vertex groups that shouldn't influence it.

little kindle
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So I guess I can skip that first step.

quaint cosmos
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Yeah

little kindle
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'Cause this is what I see right now.

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It's like that for everything.

quaint cosmos
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That just tells you that one individual bone isn't weighted to it and sometimes the weights can be subtle and hard to see

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I don't see any other reason that deformation would occur aside from weights so best to be thorough.

little kindle
quaint cosmos
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Yeah, you definitely have arm weights on the body

little kindle
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Is there a reason the weight paints are invisible?

quaint cosmos
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Either you don't have the right bone selected to see them or it's subtle but still weighted, that's why we delete the groups entirely.

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This could happen if any of the parts of that arm chain are weighted to the body, not just the selected bone.

little kindle
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How do I check what is weighted to what in this area?

quaint cosmos
little kindle
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Or should I just not do automatic weights?

quaint cosmos
little kindle
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Would locking the body before weighting work?

quaint cosmos
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Why are you trying to weight it again? You already have weights.

little kindle
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I could undo the automatic weight, lock the body, then do it again.

quaint cosmos
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Or just delete the vertex groups but apparently that option is off the table.

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I swear, some people live to make their lives more difficult.

little kindle
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I'm new to Blender, I don't know how to do a whole lot.

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How do you delete individual vertices?

quaint cosmos
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You aren't deleting vertices, you're deleting vertex groups. If you select the object and go to the panel on the right that looks like an upside down triangle, you can find the vertex groups. With the body selected, delete any that refer to the arms or legs.

little kindle
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Oh, okay.

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Thanks.

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Well, seems everything else moves properly except the legs for some reason.

vital gust
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can there be mutliple bones armature , cause i have many hair with different bones for physbone or do they all have to be one armature to work ?

little kindle
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Should I be applying the armature modifier? That seems to break things too.

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Applying it makes the arms stop working.

quaint cosmos
little kindle
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I locked all the needed stuff on each part and deleted the rest.

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Right thigh, knee, ankle, foot for right side, etc.

quaint cosmos
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Oh, alright, well then you'll want to weight those to the leg bones. You can try automatic weighting on there, would be a start at least.

little kindle
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How do I weight to a specific area of an armature?

quaint cosmos
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You can also select vertices in edit mode and assign them to the vertex groups using the assign button that will show up under the vertex group panel

little kindle
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And can you symmetrize that?

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Or mirror it?

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Or would I have to copy-paste the legs?

quaint cosmos
# little kindle Or would I have to copy-paste the legs?

If you go to the top panel on the right, the tool panel, there are a number of different symmetry options. I always forget which do what but if you play with the different options, you should find one that does what you want.

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The top panel of the window where the modifiers panel is.

peak herald
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anyone mind helping me rig my avatar as a humanoid rig

bold talon
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How can I export the example avatar armature and import that into blender?

rotund kraken
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it should be an fbx somewhere in your project files

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but didnt i give you the armature a few days ago lol

livid gulch
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Anyone got a decent guide on rotational constraints please? Just can't seem to wrap my head around it.

hazy gazelle
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And then afterwards that window with the single config button gets locked on in the inspector when you click done so you have to unlock it too

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Surely I can't be the only one whose ever run into the issue with how often it's happened over the years across different versions of unity..

delicate leaf
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can someone rig my model?

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i am not good at rigging models and I have a model I want rigged

kind mortar
delicate leaf
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ok

tired timber
fading verge
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can someone explain why adding a copy rotation bone constraint here makes the element flip upside down? i used the copy rotation on some other bones and never ran into this issue before D:

little kindle
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Man, I finish my avatar and see that I can’t even use it without the new user rank in-game.

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And then I see an avatar of the character I was trying to make that’s animated as if it came straight from the game.

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Looks like it was a huge waste of my time. 😔

quaint cosmos
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Not a waste of time if you learned something but yeah, most major IPs will already have avatars in VRChat.

little kindle
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What I really need to learn is how they added all the bells and whistles that I can only wish mine had.

fading verge
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there will always be someone with a shinier, better avatar, but don't get discouraged, the artist didn't get to that skill level overnight and you'll get there too, little by little :3

livid gulch
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Hi all, can somebody link me to a tutorial that would help me link rotations and from one armature to another please? Thanks!

brazen island
fading verge
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do models need all bones?

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For example if I had a character with no arms, how would that work?

brazen island
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@fading verge you need most of humanoid bones for animations to work, just dont weightpaint anything to them.

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you can remove fingers

fervent basin
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Is there any documentation on how the hands work in VRC?

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There is some documentation on valves hand skeleton but I don't know if that applies here, as it also uses IK Aux bones and finger tip bones

dusky comet
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Y'all my avatars keep going halfway through the ground and i tried adding bones and contacts or sumthin but it ain't working does anyone know what I'm doing wrong?

robust mantle
robust mantle
fervent basin
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As reading up on documentation before seems like a smart idea

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Just there is really not offfical documentation on rigs it seems hhh

robust mantle
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if you build adequate joints in your skeletal structure and asign them to the right bone in unity your hands should work fine with most VR hardware. Documentation is a good idea if you had something more complex in mind

fervent basin
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Eh it's more of just I have seen a bunch of avatars with a range of good to bad hands and wanted to be in the good half lol

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But yeah that kinda seems like the way is make it seem right and then move it around a bunch to fix

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Thumbs are the scary part...

robust mantle
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if your character is in the proper T-pose you should not have any issues with the default setting, depending on your controllers they rotate in a single axis defined but the joints or bones you applied to your character, for exemple with the index controllers its somewhere around 25 degree in the main defined rotation axis for every unit of distance with your fingers in real life

coral hazel
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So for some reason, Unity is asking me to manually insert the chest bone to my model, even though it's called "Chest" and it's in the correct hierarchy. I've done this for several other avatars and I've had no issues, and now it's giving me beef. I don't want to manually insert this bone every time I want to update its mesh. What am I missing to make Unity assign this bone like it normally done?

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Spine hierarchy missing elements, please map: Chest

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The model has a chest bone, it is in the right place in the rig hierarchy, other models I have have the exact same layout and naming for bones and doesn't have this issue

fervent hornet
# coral hazel So for some reason, Unity is asking me to manually insert the chest bone to my m...

It's guessing, never found a reason why it gets it right or wrong.

Honestly you should just fix how you are getting your model into unity, export as an fbx that is replacing the existing one, as long as you didn't unpack the prefab it will overwrite with your new changes perfectly basically every time. Unless you make bone changes, you shouldn't need to configure the humanoid more than once a model

coral hazel
fervent hornet
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Might be something else breaking it, even with bone changes you should only need to reapply the tpose and what not, not fix slots

fervent basin
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as hands vary so much in VRC especially the thumbs ;w;

robust mantle
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or i can show you some i made and compare them to your avi

modest kiln
regal leaf
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how should i go about rigging these hands

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do i add a main finger bone and just have 3 ghost fingers to appease unity or is there a different way

robust mantle
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Do each fingers but skin them in 3 parts

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So you can still point using your index

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Like index major and pinky skip the ring finger

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But your weights to maybe .75 at max and falloff toward the knuckles you should have a very nice comfy hand

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Topologie looks nice too

regal leaf
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tyy

fervent basin
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I want to make a ghetto write up on it

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part of that is trying to even figure out what pose to sculpt the hand in first

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this pose seems fine for like not getting remeshs to stick fingers together but I would think a relaxed slight grip would be better for topology stretching... just not sure if VRC will like a hand imported like that

nova skiff
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in unity some of the bones on my avi are like staying put and not moving when i move my avi around in play mode

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nvm

robust mantle
fervent basin
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Yeah I kinda just sculpted my irl hand and am gonna styalize it more

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I want the hand to end up in a pose like this for flexing

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I had to turn it green as hands are consided explicit by discord AI

vital gust
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this is the first time im exporting to unity , im a unity nab when it comes to avatars ,
so this is the first error im getting into , anyone know how i fix this ?

quaint cosmos
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You could check the import messages but at a glance, you're definitely missing some required bones. You should have a hip bone, a spine, a chest, a neck, and a head. You just have a spine, chest, and head so you're not going to have a lot of success in creating a humanoid rig from that.

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You also have no feet or hands which i think are required.

rotund kraken
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required but you dont need to weight paint them

vital gust
vital gust
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ill try subdevide some stuff

quaint cosmos
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You can subdivide the bones to make new bones but I'm not sure how that will impact your weights, you will likely have to make some adjustments

rotund kraken
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you don't have to redo all of them, but basically what krampus said ^

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i personally make myself suffer so i do some rigs in mixamo and clean it up in blender

quaint cosmos
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It's not a bad option, though Mixamo tends to struggle the farther away you are from a standard humanoid.

vital gust
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@rotund kraken@quaint cosmos
how much does it has to look alike ?

vital gust
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k it says

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leftfoot not found..

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but its there

quaint cosmos
# vital gust k it says

And it's properly assigned in the configuration panel? Sometimes it's a bit of a mystery as to why Unity complains about certain things. I would import a fresh fbx rather than overwriting your existing one if you haven't been, that can be unpredictable depending on how it's set up.

vital gust
vital gust
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how does the Bones for hair work , do they need to be in the same armature as the whole body or ?

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or can it have its own armature ?

quaint cosmos
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I've never tried having 2 armatures, not sure why you would want to do that. You can have extra bones for physbones but they shouldn't interfere with your humanoid hierarchy so you don't want any important bones parented to them.

vital gust
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i have to figure out a way how to get his fbx to my doll while having the hair

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in the same armature

vital gust
rotund kraken
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i sent the armature fbx so you can reference what youre missing

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merging them will probably cause more problems than solving them

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your hair bones can be in the same armature

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when you go into the configuration panel, it will tell you what bones are optional and what bones arent

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i cant help much as i just got into bed

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i think theres some rigging videos specifically meant for vrchat

vital gust
rotund kraken
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im kind of confused as to what you're asking unless its seperating the hair bones into a seperate armature

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you can keep your hair bones on the same armature

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looking at previous pics of your rig, you dont have to do anything to your hair bones

vital gust
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no i know , this is more for the future when i add more hairs , and having to add bones to them , its the top is already cluttered with bones for my first hair ..

rotund kraken
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yeah u can just hide them temporarily

quaint cosmos
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Do you really need the labels on? I think you can hide the bones individually in the viewport but I know that can be a bit of a pain

vital gust
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ok lets say .. i found a hair on gumroad with bones in them , how would i add those to my current armature ?

quaint cosmos
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What I would do is unparent the mesh and rename the vertex groups to match the bones on the target armature but that might not be the only way.

rotund kraken
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depends on if its made for a different head but usually i just delete the head bone of the hair, parent the armature leftover to my original, reparent the start of the bone chains to a dummy root, parent the dummy root to the head bone, check in pose mode

vital gust
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ah ok , alot of great info guys , thanks alot i appreciate it @rotund kraken@quaint cosmos

rotund kraken
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careful about random DMs trying to get you to buy something, they're a scam

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i keep seeing this guy with a belnder t pose profile pic and a new account typing in here

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im suspicious of it

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im sick of em trying to take advantage of people who dont know any better lol

livid kite
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yoo uhh.. i wanted to remove the tail and the hair from the sample avatar but that results in both clipping to the feet, now im trying to remove them in blender without any blender experience, could need some help there

nova skiff
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How do I fix the hands

robust mantle
robust mantle
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Try to display local rotation axis and make sur they all match

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Blender as inversed axis to unity watch out for that as well

thick haven
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Would someone be interested in creating me a cell shaded full custom character to emulate drawn look, I can provide textures to make easier!

Complete with emotes, if this sounds possible let me know 💜

gloomy bloom
#

Is there a way to supperate the Elbow and wrist rotation
I have a Prosthetic arm

robust mantle
robust mantle
gloomy bloom
robust mantle
#

yea i figured thats what you were asking for but you know does it function like a human arm ? what axis of rotation do you want to separate ? is it removable ? how is your rig built ? do you want a puppet mecanism for it ? Do you want to have translations follow but exclude rotations ?

robust mantle
#

oh just adjust your skinning then

gloomy bloom
#

Skinning?

robust mantle
#

the weight painting of skin cluster deformer

#

the thing that make your character deform with the joints\bones

gloomy bloom
#

It's a mechanical thing
I don't want it to stretch

#

I want two supperate joints in the arm

robust mantle
#

it wont stretch if you make it right you can do whats called ''hard skinning'' its used for mecanical things or hard surface

gloomy bloom
#

Never heard of it
Google time

robust mantle
#

half of my Avi's are robots its really easy to do

#

i do not use blender, but the logic is to push 100% of the weight to a single joint and then parent them in a logical way considering the pivot points and making sure it is parented to the humanoide armature

#

youre looking for an option usually called 'flood' in other 3D packages

gloomy bloom
robust mantle
#

if your joints are properly oriented and you parent your special skinning joints accordingly you should have no issues

#

based on the screen shot you provided you could just remove skinning data from the elbow and it will twist at the proper place

robust mantle
#

Its a big pet peeve but nothing in VRC is a ''Rig'' its merely 1\3 of a rig 70% of the work of rigging is not painting weights and placing bones.

Its merely pivot points to specify where it should rotate or hold the skinning data of a part of your mesh. Bones are part of a armature that is part of a rig usually

#

you are restricted to the base humanoid for VRC so you have to work around it or include it in your character to make all of your functions work as wanted

gloomy bloom
#

So Pivot constraint In Blender?

fading verge
# gloomy bloom Prosthetic human arm

you'd make a a fake elbow arm. call it prostheticelbow or something. parent it to the real elbow bone. it controls the mesh that is above that is above the elbow, make sure its only weight painted to the parts of the mesh that should rotate. and the real elbow doesnt touch that parts.
in unity, you'd add a rotation constarint to the prosthetic elbow and constrain it to the wrist, use only y axis in settings. done so for my own arm, looks pretty neat

robust mantle
gloomy bloom
fading verge
#

I'd make a duplicate of the elbow, rather than a new bone that points up. if it's up, then the rotation constraint might be using a different axis then y. might be x, etc., so make sure to test around.

robust mantle
#

duplicating is the safest option yes or if you can display the rotation axis you can adjust it more precisely

#

Here is the result with this set-up

gloomy bloom
robust mantle
#

Im unsure in unity try them out and try to rotate the wrist if it behave properly it should work in game

#

i did my demo in Maya

storm vault
#

Anyone know how to weight paint

faint cypress
#

Greetings chat, small question

#

If i'm making an avatar without legs or feet (visually), how do i set it up?

#

Image for refference

fading verge
#

problem often occurs when a bone is the wrong shaoe or sze

#

@robust mantle might be able to help furhter

robust mantle
#

your orientation is not the same on the child of constraint and parent

#

your joints need to match orientation for them to rotate properly

gloomy bloom
faint cypress
#

I need help with this because the rig itself is done and

#

i kinda want to finish this

faint cypress
#

Question, are leg bones required or can i just have feet?

quaint cosmos
faint cypress
#

Got it

#

I just put them where the torso stands

quaint cosmos
#

Just make sure the parenting is right

robust mantle
faint cypress
robust mantle
robust mantle
faint cypress
#

lIKE SO?

#

Sorry caps

faint cypress
#

Question

#

It's not letting me click on configure

quaint cosmos
#

You need to hit apply

faint cypress
#

Oh my bad LOL

#

Sorrys

#

I assume i need to name them exactly like "Head" "Torso" etc?

quaint cosmos
#

In the configure tab, you can assign the bones to a appropriate slot

faint cypress
#

Oh

quaint cosmos
#

If the legs aren't parented right, you might have issues.

faint cypress
#

I parented the top legs to the torso and the bottom legs to the top ones

#

Is that enough=+

#

?*

quaint cosmos
#

the upper legs should be parented to the hips, then the lower to the upper, and the feet to the lower

faint cypress
#

Yeah i forgot the hips

#

Gosh this is hard--

faint cypress
#

Question

#

Will this cause a lot of problems?

#

I got everthing set up

quaint cosmos
#

You're gonna need hips, a spine, and a chest, yeah

#

Upper chest is optional

jolly pike
#

Armature is most of the time if not always not the hip bone

faint cypress
#

Got it

#

Does it really matter how i position them?

jolly pike
#

I think u can just have them just a bit above eachother

#

Aslong as u have them

faint cypress
#

I just made this up real quick

#

Would it work?

quaint cosmos
#

I think it will look best if you give all of the spine bones some length and weight so there isn't a hard cutoff in how the model bends.

jolly pike
#

But most of the time the hipe are small, then the spine goes to like just above the bellybutton and then the chest bone goes from that with its upper point between the shoulders

quaint cosmos
#

Some sort of tail?

faint cypress
#

The whole thing i'm trying to do is make him walk on his own tail

#

Because Worm

quaint cosmos
#

I'd just assign the whole bottom of the hip bone but you still want some of the spine and chest assigned to the upper part of the body.

#

Yeah, don't do that, you need to just use the regular humanoid bones. Anything else should just be physbones

faint cypress
#

I made the whole rig myself without using the template

quaint cosmos
#

Okay but you still need to match the configuration in terms of order and parenting.

faint cypress
#

Yeah i do know

quaint cosmos
#

Unless you want to make all your own animations

faint cypress
#

Which is why i'm asking about if the location matters here

faint cypress
jolly pike
#

Also shouldnt the spine and hip be facing upwards

#

I got no experience with rigging but I saw it sometimes i blender

quaint cosmos
#

No, you can;t just have a bunch of tail bones in there, you need to have the trunk moving with the proper humanoid bones.

faint cypress
#

Oh, damn

#

Well how do i fix this without just

#

Making the whole rig from scratch?

quaint cosmos
#

I don't know, it's probably easier to start from scratch. That's why the templates exist, you need to adhere to that structure. You can not weight certain things but you can't just invent your own armature structure unless you don't want to use the humanoid animation set in which case the model will just t-post unless you assign your own animations.

faint cypress
#

Well thaty

#

sucks

#

I'll just start again i guess

#

Do you happen to have the template atleast?

#

Ok i found it

#

Now
To actually explain what i want to do

#

The idea was for the worm to walk on it's tail and blah blah blah

#

So i assumed i just needed to set the foot where it would walk from

#

Right?

#

Or is that not how it works?

quaint cosmos
#

Kind of, you wouldn't want the feet to have any weights or else you're going to have a weird undulating lump. I'd just put the hips on the floor on the same level as the the feet and weight that whole lower area to the hip bone and weight the upper torso appropriately to the spine, chest, neck, and head. Then just align the arms and only weight the hands.

faint cypress
#

Ok you

#

lost me

#

I aligned the hips to the floor with the feet, yes

#

Now i weight the entire tail part to the hip bone

quaint cosmos
#

Yup

#

It's not going to have much slither action on account of the fact that humans don't slither but there's not much to be done about that without custom animations

faint cypress
#

Damn

#

I was thinking of using phis bones and phis colliders to make the bones drag along the floor

#

You know what

#

I think i'll take a break

#

I'll come back to this tomorrow i guess

quaint cosmos
#

It's might work less predictably than you think but you could still use phybones for the tail, you just don't want it to interfere with your humanoid rig hierarchy. Just make that its own offshoot

faint cypress
#

Shrug

#

Thanks for the help though

#

I had started this dumb thing before my vacations and i came back to it with full confidence after finding some tutorials but

#

Seems like i was just a big dumb

quaint cosmos
#

If this is your first avatar, it was maybe not the ideal choice. Humanoid rigs expect humanoid characters so the further you are from that, the more tricky things become.

faint cypress
#

Yeah i get that

#

I'll try something simpler

faint cypress
#

Ok i rigged something really quick

#

Just to try

faint cypress
#

Not much but i rigged tis HenchMan Model for fun

#

How can i fix this?

quaint cosmos
faint cypress
#

Yeah i had fixed it LOL

#

Now that i published it and all i can't find it!

quaint cosmos
faint cypress
#

I uploaded it to windows, yes

#

But nothing's showing

quaint cosmos
# faint cypress

Maybe give it a minute to update since this is your first avatar? There should be an Uploaded tab under Recently Used

faint cypress
#

I'll restart vrchat rq

#

It's not showing upppp 3,:

quaint cosmos
#

You could try publishing again. Might be like the updated worlds bug where the worlds update but the menus fail to reflect that sometimes. Never run into it myself but it might have to do with it being your first avatar.

faint cypress
#

I'll try yea

tender mulch
#

hello! do you use twisted bones to correct wrist rotations? or there is something i dont know about humanoid rigging in unity?

tropic cosmos
faint cypress
#

I may be rigging yet another avatar

bold talon
#

Anyone know how to fix this bone parenting issue?

quaint cosmos
# bold talon

You can change it in Blender in the bone relations or re-order them in the hierarchy in Unity if you unpack the prefab. Also, do you really need 82 materials on Quest? I'm amazed it'll let you publish that.

stuck inlet
#

"Fix Model" in CATS does the bones perfectly even for his snake arm, however the textures start freaking out and I haven't been able to find a solution

Update: Actually did end up finding a way by disabling "Combine same materials"

rose wagon
# faint cypress I'll try yea

If you've uploaded a new model there's a bug since over a year ago where you have to restart the game to see it yet vanilla vrchat still refuses to add a restart button

faint cypress
#

I have closed and reopened the game a couple of times but the avatar still doesn't show up

rose wagon
#

Ok then it's likely you uploaded it with the wrong version of unity

#

Which version are you using?

faint cypress
#

It's this one?

#

I took it straight from the guide

rose wagon
#

I don't know then. This game can be so frustrating to make content for

faint cypress
#

It's not like i logged with the wrong acc because the offline avatars do build and show up correctly

quaint cosmos
faint cypress
#

Yes it does

faint cypress
#

@quaint cosmosSorry for being late, was at dinner

#

But this is what it shows

#

And i can see they're up

#

I just can't see them in-game

quaint cosmos
#

🤷 I'm really not sure, all signs point to them being uploaded.

halcyon sable
#

I forget how to make vertex groups out of a pre-existing armature applied to a model

#

..If that's even possible; my memory acts up a lot

#

I completely forget how to do this kind of stuff since the first time I did it; is this how I set up the rig initally in Blender?

brazen island
#

@halcyon sable normally a mesh should be a child of armature, not the other way around

brazen island
halcyon sable
#

Got it. I’ll try doing all that in the morning.

bold talon
#

Can someone send be a blender armature for the vrchat models? The ones i'm being sent aren't parented correctly

brazen island
#

@bold talon that armature template is correct, so there's must be a skill issue.

bold talon
#

Well why is the bone parenting incorrect?

brazen island
#

idk how you managed to make it incorrect. need more info about your issue

nocturne sleet
#

So I've moved the arms into this pose to facilitate the modeling of this cloth thing above, but when I transfer vertex group data, Blender considers what I did as the base default position, and thus deforms the cloth inwards, inside of the body
A way I can think around this would be to apply this as rest pose temporarily, transfer weights, then move back to T-pose, but would there be another way?

halcyon sable
#

Okay, so after a lot of time spent weighting, it all looks pretty perfect..
minus the back hair.

brazen island
#

@nocturne sleet pretty sure it just depends on order of armature and transfer modifiers.

halcyon sable
#

I know I can fix this somehow; it must be a weight thing I did with the neck vertex group.

nocturne sleet
brazen island
#

@nocturne sleet idk, i made jacket that hangs off shoulders and had to dump it since had no idea how to rig it properly

#

try skirt approach maybe (so give it its own bones and use dynamics colliders)

nocturne sleet
#

will try yeah, thanks!

halcyon sable
#

So as for the dynamic bones in the back hair

#

(and maybe the bow too)

faint cypress
#

Back at it again

#

Also finally found my avatars!!

#

Buut the problem is that they're on a separate account with my gmail while i play with the acc i made with steam

#

:/

quaint cosmos
#

Oh, well you need to use the login credentials you use to log into your account to log into the builder

winter heart
#

could anyone help with this? I want the halo to stay in place like in the first screenie and spin on the Y axis, however when I spin it it goes off skew like in the 2nd pic. any idea how to stop that?

winter heart
#

^ was told to use local by someone, no difference

sleek isle
#

Have the bone the same angle

#

Soo stilted forward

winter heart
digital bone
#

Im new to this rigging stuff in blender, so im not sure if this rig is good for VR chat. Im using koikatsu to blender tutorial but I wanna optimize the model and whatnot so everyone can see it.

rose wagon
#

Hair bones also should be positioned correctly so they move properly in vrchat with physbones, (only move the end of the bone, not the top)
And I'd delete any facial bones you know you won't be using

faint cypress
#

How

#

I made my main acc using the "log in with steam" button

quaint cosmos
faint cypress
#

I'll try

brazen island
#

@quaint cosmos you can play vrc with steam or oculus account. you cannot upload stuff with it

faint cypress
#

Oo, got it

#

How do i get my merge tokenP?

brazen island
faint cypress
#

Got you

#

Ty!

fallow halo
#

hello guys, I'm having this issue with the ankles of a model, I'm using leg trackers but the ankles seem to get crazy and bend really weird for some reason, could it be that the legs of the model are too short?

#

help please

rose wagon
#

In the video the ankle is wiggled around, if that wasn't you wiggling your foot I'd check all vertex groups/weight paint and check all constraint components in unity if there are any

shy stirrup
#

So like in blender how do I fuck with the skeleton?

humble beacon
shy stirrup
#

So in actuality I just decided to start from scratch

shy stirrup
#

How do I keep the rig from getting mangled going from unity to blender

brazen island
#

by explaining what mangled is is

#

pics would help as well

warped hinge
#

does anyone know how to weight paint a drink. the liquid inside the cup to only move left to right and not clip through the cup???

brazen island
#

@warped hinge shader

warped hinge
brazen island
#

having hard time imagining it for anything but sphere. lets see if someone has better ideas.

digital bone
#

When it comes to rigging, my avatar has hooves instead of a foot, do i need any bone/pose parts revolving around the toes if it does? pic for exazmple

#

(For better context: Im using a plugin to import Koikatsu sunshine models into Blender so i can try to get them optimized and working for VR chat)

serene ginkgo
#

my microorganism nishiki is broken 😭 why is it moving Everything its not supposed to like the front hair and fin things

#

(nvm im very stupid and i just needed to figure out weight painting)

terse timber
#

I need help fixing this issue

#

you can see it better when you go to the muscles

terse timber
#

Society…

still lark
#

I would open it in a 3d program and try to pose it ,look at the weight paint, roll of the joints maybe

#

Hello!
I'm trying to weight paint the arms of this character -
https://i.imgur.com/KOsjRHX.png
His arm is pretty much just a cyllinder with a lot of loop cuts. Automatic weights did an ok job making it able to bend https://i.imgur.com/sEh5Jdb.png, but I wanted to make it bend more naturally like a noodle as this character has no elbow. I wanted to achieve something similar to how the legs bend in this character - https://i.imgur.com/WsmKZmZ.png
For some reason moving the armature really "smushes" the arms. they stop being rounded and cave in on themselves, not maintining their roundness.
https://i.imgur.com/EHNWvHX.png
https://i.imgur.com/EHNWvHX.png

I've tried adding more topology and the problem persists (https://i.imgur.com/i1Wy2a4.png here is with subdivision 2 applied).
Also tried checking Perserve Volume in the armature modifier without much luck. Seems like some problem with the rigging? Does someone know what I'm doing wrong?

fading verge
tranquil gulch
#

If I have a non humanoid rig how would I get the transforms for the hands?

somber bolt
#

After todays vrchat update my hands don't move at all and I don't know why, with physbones toggled you can see they don't move, but hand colliders do. Hand gestures work so it's not a weight paint issue.

somber bolt
#

in unity humanoid configuration you can see the hand moves upwards

#

hard bone is also assigned correctly

brazen island
#

@somber bolt gogoloco

somber bolt
#

^ only right side broken

#

both controllers positioned upwards, left hand has no PhysBones

brazen island
#

@somber bolt you cannot place physbones onto humanoid bones

#

only on aux like tails hair etc

somber bolt
#

it worked fine before this update...

brazen island
#

so?

#

still against docs/design

somber bolt
#

dang vrcAevSip

brazen island
#

use constraints i guess

somber bolt
brazen island
#

@somber bolt rotation i think. tbf never tried cloning hands etc

somber bolt
#

I did some research and found out it's related to what runs first in the player animation loop, if PhysBones run before player controller movement then there's no issue, if the PhysBones run last then they override controller movement

#

During this update they must have changed the order in which PhysBones are executed in the render pipeline

#

But they didn't include that change in the patch notes

#

That's why my hand colliders appear fine, but hands do not

unborn oar
#

Heloo I'm trying to figure this out for couple of hours but i cannot find any solution. I need to move Jaw and tongue in the same move but i tried nearly everything and i have still problems like that

buoyant pilot
#

parent tongue to jaw?

unborn oar
buoyant pilot
#

then you should be able to just move the jawbone no?

unborn oar
unborn oar
buoyant pilot
#

what happens when you rotate only the root jawbone?

unborn oar
buoyant pilot
#

???

#

are all your bones properly centered and scale is uniform?

unborn oar
buoyant pilot
# unborn oar

so this image looks like you're rotating the jaw side-to-side, is the tongue moving faster than the jaw then?

buoyant pilot
#

do any of the tongue bones have constraints on them?

unborn oar
#

Jaw have 0 weight on tongue, tongue haves only weight for tongue. I'm not sure if i understood this well

buoyant pilot
#

this tab

#

in pose mode make sure that tab is empty on all the tongue bones

unborn oar
#

clear for every single bone

buoyant pilot
#

hmm

#

can you check the scale on the jawbone? pose mode and then N to open the transform and check the scale

unborn oar
#

This is my first avatar and I'm newbie with bones and rigging

#

And i set 0 in the same places for all of the tongue bones

buoyant pilot
#

check in pose mode

unborn oar
buoyant pilot
#

is the tongue a separate mesh from the rest of the avatar?

unborn oar
#

Yup

buoyant pilot
#

can you check the modifiers on the tongue?

unborn oar
#

I mean one mesh but separate mesh inside this one whole

buoyant pilot
#

i'm out of ideas ¯_(ツ)_/¯

#

that's a weird bug

unborn oar
#

okay, thank you very much anyway :)

buoyant pilot
#

if you'd be okay with sending me the blend file I could take a quick lookthru to see if I find anything, but otherwise yeah

unborn oar
#

I can't :c

#

i think maybe the place of bones are in the wrong spot but idk. I will try to do something :/

buoyant pilot
#

good luck

fading verge
unborn oar
#

Oh!

unborn oar
#

Maybe that's the case

#

vertex group from bone

#

okay now my bones disappeared in object mode and i can see only one xD

#

ehhh

craggy cradle
#

hi. ive been trying to rescale my avatars limbs to the right proportions. all meshes have a basis shapekey. but the ones that has a few shapekeys for toggles dont want to follow along with the rest of the model like in the picture.

visual forum
#

Have spent hours trying to figure out how to fix the two errors above. I've been poking around on blender but I can't find anything that will let me change how the bones are parented or even move them around. 💦 I'm very new to this, so I apologize if the answer is right in front of my nose.

cerulean surge
#

I have two issues, 1 being one of the jacket cuffs is deciding to float in space. 2 the eyes dont line up correctly they are out of sync with each other so in testing hey both just roll into the head to the sides. Note: model was commissioned im just trying to rig it to vrchat myself and im new with this xD any help would be super appreciated

uncut breach
#

make sure shoulders and neck have the chest as the parent

visual forum
#

I saw this, but it was greyed out and wouldn't let me change what the parent was.

#

I also saw something mentioning unpacking the prefab to move the bones, would that work?

#

And these are the bones they say need to move. Chest is set to spine1, so I'd swear the neck and shoulders are already hooked to it but I'm not sure.

cerulean surge
young vapor
#

can someone help me with rigging?

quaint cosmos
young vapor
#

ok

#

i know

quaint cosmos
#

Okay, well if you want help, you're going to need to specify what sort of help you need. Do you just want a beginner rigging tutorial?

young vapor
#

yep

#

i have no clue what i'm doing

quaint cosmos
#

Hoi there, Rain sensei here, this video is a recap of my 3D modelling series Parts 12 to 13, covering rigging your model.

if at any point you feel as if you need a more thorough explaination, seek out the relevant episode and scrub through it to find what you are looking for, I will slowly explain things in those videos, so please check the ori...

▶ Play video
#

It's a bit old but the rig seems to match what is required for a modern humanoid rig

young vapor
#

ok

young vapor
quaint cosmos
young vapor
#

ok

#

I can't connect the head bone with the neck bone

still lark
quaint cosmos
young vapor
#

also do I NEED to name the bones?

still lark
quaint cosmos
still lark
#

The weight paint is fine and all, my problem is when vrchat's avatar controller moves the thumb differently from other fingers. it moves to the side still compared to the in and out movement of the other fingers

quaint cosmos
#

I wouldn't assign any of the fingers to the thumb bone.

still lark
#

Ooh, thanks, i'll try that

young vapor
#

the tutorial is harder now because the hand is not flat, its horizontal.

young vapor
#

I did it 😄

#

: D

#

nvm

plush sorrel
quaint cosmos
mental forge
#

I had posted in the wrong channel so moving here

#

Can someone give me advice on my rig? I kind of eye balled it

#

it seems to deform okish

#

but I want to know if I'm doing anything silly. Ignore the blue lines I used them to decide where I'd put bones

rotund kraken
stable trellis
#

How the hell do bones in blender work
im working with a premade model
nothing has weight paint
but when i add a bone
its not attatched to anything in unity
i legit dont understand
if anyone knows any good tutorials lmk

kind ore
#

adding a bone != rigging

#

bones have no data to be told what to do just by chucking it in

#

it requires weight painting, which is a part of rigging

stable trellis
#

Yes and thats why its so hard for me to undestand
because somehow
the premade models i bought dont
have that

kind ore
#

is it the same link

stable trellis
#

yep

kind ore
#

i highly doub tthat

stable trellis
#

bitch is blue
what can i say

kind ore
#

that tail is not apart of the model

#

you added that yourself

stable trellis
#

no
it is a part of it

kind ore
#

ah i see it now

kind ore
#

or rather, a singular physbone

#

there is no need to adjust the tail

stable trellis
#

oh i know
i was just thinking about adding some more bones to it

kind ore
#

that seems like a pain in the ass

#

lol

stable trellis
#

but if i threw it to unity
it wouldnt react with anything
idk why

kind ore
#

because you need to add a physbone component

stable trellis
#

no.

stable trellis
#

Even in blender the bones i added dont react with anything xd

kind ore
quaint cosmos
#

But are they weighted to anything?

kind ore
#

they are not

#

i have also explained this earlier 💀

quaint cosmos
#

Also, the model might look blue because you don't have the appropriate vertex group selected. It will only show you the weights for the selected vertex group

stable trellis
#

i had no idea what the hell vertex groups were for xd

quaint cosmos
#

It's not their only purpose, you can also use vertex groups for saving selections and isolating modifiers to certain vertices but the main thing they are is a bridge between the rig and the model. If the model has an armature modifier assigned to an armature, so long as the vertex group name matches the name of a bone, the bone will influence the vertices assigned to that vertex group.

stable trellis
#

i see
legit learning more about 3d models than in my uni course rn lmao

inland patrol
# somber bolt both controllers positioned upwards, left hand has no PhysBones

I made a bug report about this issue, and I found that it has to do with the setting 'multi-child type' being set to 'ignore'
The update 1286 seemed to break animation on any bones where the physics should be ignored. depending on how you want the physics to work you may be able to temporarily set the setting to 'first' or make it it work with it. https://feedback.vrchat.com/bug-reports/p/physbones-isanimated-is-broken-again

#

I was a bit late to reply to it since I realized its not to do with the IK but couldn't find why

river bough
#

hey, im using mixxamo, or whatever the site is called, my model is not lining up on the symetrical line, meaning the wrist, elbows, knees, are not symmetrical

#

how do i fix this

#

i could deactiovate the symmetrical, but then whta if its not symmetrical

mental forge
#

ok $200

quaint cosmos
# river bough how do i fix this

Try going into Blender and seeing if the model is aligned over the origin. If not, try aligning it (using a plane to clearly bisect the model can help) and then use Ctrl + A to apply the transforms

mental forge
river bough
quaint cosmos
river bough
#

the knees are supposed to be bent backwards

#

miximo fixed it

quaint cosmos
#

Mixamo is designed for humanoids with standard leg configurations, you're not going to have much luck getting it to properly rig digitigrade legs, that's a bit of an involved process

river bough
#

i do have another model of the one im trying to make, all rigged, everythings done, but rated very poor by the vrchat sdk thing

quaint cosmos
river bough
#

oh, ty

quaint cosmos
river bough
#

theres more one sec

quaint cosmos
# river bough to many pollygons

You can decimate it and it will still keep the rig, though it might not move as well. The proper way to optimize a mesh is to dissolve edge loops but that takes a lot longer, especially if you're far from your polygon target.

#

Is this intended as a Quest-compatible avatar?

river bough
#

it is my intend to make it a quest compatable, yes

#

skin mesh renderer error

#

map: neck

#

materials spot

quaint cosmos
#

Can you just post a screenshot? I don't know what materials spot means.

river bough
#

yes

river bough
quaint cosmos
#

Material slots, yeah, that means too many materials. I wouldn't personally bother with this model, it's too far from being Quest-compatible, you'd need to reduce the polygon count to 1/7th to even be poor quality, you'd need 1/8th the number of mesh renderers and the same for material slots. It's technically possible but it would be a lot of work especially if you want it to move and look good.

oblique furnace
#

My model's hands are all screwed up after enforcing a pose to it in Unity, but they're just fine in blender. I think I need some help on this one

#

nvm. Seems like I just needed to reset the post of the model and then re enforce t-pose

somber bolt
inland patrol
#

This is what causes it for me
here on my wings, the right arm bone has the physbone component, but since the right arm has 2 bones, the feathers and the right forearm, it gets ignored and should animate as though it didn't have physbones on it. instead the recent update has accidently made it where anything ignored by physbones like that just doesn't animate ever

#

I know its not just with the IK tracked armature though, because I also have a second set of wings connected as an extra bone to the back that use the same method which also broke, so it's definitely an issue with isanimated in general

#

The canny was marked as tracked though, so it will probably be fixed some time soon without having to reconfigure all your avatars. (maybe just temporarily edit the ones you use regularly)

buoyant pilot
#

aren't you not supposed to put physbones on humanoid bones?

inland patrol
#

it's not recommended, but theoretically these don't affect humanoid bones. those get ignored by multi-child type anyways

buoyant pilot
#

so it's an optimization

inland patrol
#

yeah, it makes these wings and similar ones viable for quest

buoyant pilot
#

because less overall bones?

inland patrol
#

yeah, or in this case less physbone components. Each branching feather bone would require one, making 6 components in total when this method only uses 2. Leaving space for hair, dresses, etc

buoyant pilot
#

couldn't you duplicate the limb and parent the duplicate to the limb, then put the physbone component on the duplicate?

#

that way it's the same number of physbone transforms

inland patrol
#

nah not for this specific issue, since the full arm wouldn't follow the rotation of the arm

#

the issue right now isn't that it didn't work, just that isanimated is broken on any bone

#

not just the IK ones

buoyant pilot
#

ah ok

#

why do you need isAnimated?

inland patrol
#

generally when any bone is underneath a physbone component, all animations are stopped for optimization, even when that bone isn't affected by the physics

#

This still works as intended, however when a bone is ignored by multi-child type, it also ignores that check to see if it can still be animated or something along those lines

buoyant pilot
#

so its only an issue if there's animations on something on the limb?

inland patrol
#

it's only an issue if the animated bone has 2 or more childed bones

buoyant pilot
#

even if there's no animations on any of those child bones?

inland patrol
#

the animations will work on the child bones, but not on any bone with more than 1 childed bone if multi-child type is ignore, meaning that parent bone shouldn't be affected by physics

buoyant pilot
#

oh so gestures aren't working then?

inland patrol
#

That's why it messes with something like hands, or in my case the arm, but it should still work if you put it on the fingers, or if you set multi-child type to first it could possibly still work

buoyant pilot
#

gotcha

#

sorry for the question gauntlet lol

inland patrol
#

it's always good to know how something should work vs how it is working

#

If I set the physbone type to first here, the arms themselves should actually animate properly. Then they'd also be affected by physics though which isn't what I want

#

for some people, that might be a viable solution to issues they are having right now though. so it's worth knowing

buoyant pilot
#

so you need to set each arm bone to Root so that they don't get affected by physics, but since isAnimated isn't working, IK isn't working?

inland patrol
#

that's pretty much the issue, though it also affects a second set of wings not connected to the IK since they also use multi-child type ignore

buoyant pilot
#

and that's a problem because you want another animation to play for them?

#

i.e. gestures or something else

inland patrol
#

well, it's more like this

#

on the left is the issue bone, when physics should be ignored altogether, it also ignores the isanimated check

#

this is most notable on the arm here, since it is supposed to be at my side but instead can't leave T-pose

#

but the same issue happens on any bone that should be able to animate

buoyant pilot
#

oh wait I missed the part where there was only one physbone component per arm

inland patrol
#

the arm on the right has multi-child type set to first, so the entire arm flows like a physbone. so it's not to do with the IK breaking with physbones, but specifically when a bone that should animate is told not to have physics applied to it since it has multiple child bones

buoyant pilot
#

can you control the right arm or is it just flopping down here?

inland patrol
#

It animates properly, yeah

#

I don't think it's fixable at the current update, and it is a bug which only was created in 1286, I just removed physbones on my avatars until it's patched. The bug was already marked as tracked on my canny post after all, why bother making a solution personally

#

But it's important to reply to people who think they'll have to remake all of their avatars

buoyant pilot
#

or rather, how are you freezing transforms on the humanoid bones in multichild: Ignore?

inland patrol
#

will not work on forearm or wrist, since the forearm has 2 bones on my avatar, and the wrist has all 5 fingers

Multi-child ignore means that any bone with 2 or more child bones won't be affected physbones, with first it will flow as though connected directly to the first child bone, and with average it will create an average of the child bone positions as the end of the parent bone

astral quest
#

so I added a little flapping bird to my avatar, but when I attach it to a physbone the flapping animation stops, how can I attach this rigged model to a phys bone and keep its animation?

inland patrol
#

that'd be done by checking 'isanimated' on the physbone for that bird. Hopefully you won't have issues but if the animation doesn't fully work, there is a bug right now

buoyant pilot
inland patrol
#

well, on my model I actually removed the finger bones, I was giving a more generalization

#

for my model I had to make 1 finger bone that was affected by physbones to actively make the hand not be affected by physbones, and the finger bones weren't necessary. So the issue still happens on other avatars

#

right here you can see a collider that is that extra bone, which with multi-child type ignore will make it so that bone gets physics but the hand itself won't

#

That bit of pointless physics makes VR feasible

#

well, it did

buoyant pilot
#

Won't multi-child ignore only make the root bone (upper arm) not affected by physics?

inland patrol
#

no, it affects any bone on the physbone chain that has 2 or more child bones

buoyant pilot
#

what

inland patrol
#

meaning that the arm, upper arm, and the hand don't have physics

buoyant pilot
#

docs are lying to me 😭

#

that makes a ton more sense now though

inland patrol
#

unity doesn't have endpoints to their bones, so it just acts like the next bone in the line is the end point in vrchat. physbones were made to have that be adjustable with this setting for avatars where that default isn't what you want. A really convenient result of that is multi-child type ignore where those bones just don't have physics at all

buoyant pilot
#

so you're using endpoint position then

#

or do you have leaf bones on the tips of the wing

inland patrol
#

I have end bones yeah, that's more so because I directly used a blender model which isn't recommended

buoyant pilot
# inland patrol

so why aren't the feathers affected by physics on the left here?

inland patrol
#

the reason is that end bones will add 1 to the amount of physbone transforms, even though they don't have any change in function from endpoint positions

#

oh those are

buoyant pilot
#

ah ok, hard to see

inland patrol
#

yeah my bad, the physics on that arm still work properly, the only issue is on any bone where multi-child type has ignored physics ignores animations

buoyant pilot
#

but I think I finally understand now

#

thanks for dealing with my questions lol

inland patrol
#

as someone who doesn't read the docs, I did a lot of trial and error and reading random people's avatar issues to find this out

#

it's a shame it's bugged right now

buoyant pilot
#

that seems like a pretty substantial issue though, I'd be surprised if it didn't get fixed

inland patrol
#

it got marked as tracked on my bug report, I'm just hoping it gets fixed this week since I'm not the only person I know who uses the exact same base model

buoyant pilot
#

what base is it if you don't mind me asking?

inland patrol
#

it's the nenon harpy by aokuro on booth, pretty good model and it's a classic

#

a great one for wing physics

buoyant pilot
#

thx

inland patrol
#

it didn't actually have physbones at the time I downloaded it, I believe it gets updated though

robust crescent
#

end bones add up in transforms, better off using endpoints they are free 'bones' , these are all 1 bone each , optimized it ages ago so its good ranked/1mat

#

not quite the same av but similar wings

inland patrol
#

it's the same creator, I believe that was the nunon model. And I know about end bones being unoptimal, I had to edit other avatars to get it to work, but I like being able to edit the blender model to make my adjustments without having to redo a lot of settings, so I leave end-bones when it doesn't go over the limit

#

yeah that's the nunon model.

astral quest
#

so my bird will fully animate in unity but wings wont flap in game? anyone know why that might be?

inland patrol
#

how do you have the wings rigged?

inland patrol
# astral quest

actually I think I see the issue, can you adjust endpoint position until physbones for the wings appear to line up?

#

because I don't see physbone outlines for the wings themselves

astral quest
inland patrol
#

yeah I worried that might happen, thats to do with a current bug in the past 2 updates

#

the bird not going up and down is a bug, but until it's fixed each wing might need a physbone component, or you could set the multi-child type to average

astral quest
inland patrol
#

👍

#

Should work fine then

#

hopefully you don't get any other issues with the isanimated bug, it's painful

astral quest
inland patrol
#

unity only does 1 preview at a time in the scene editor, I would say though that you can just make the animation play on it's own layer on the additive avatar animation layer

#

that's probably the most optimal way to have it in practice

inland patrol
livid hollow
#

eye bones get sucked in to the avatar when moving around in-game, how do i fix this?

#

btw these are the eye bones

#

i figured it out

#

so

#

the eye bones do not move with the head when i rotate the head a bit

#

how can i make them rotate with the head properly

astral quest
astral quest
inland patrol
#

you don't have an animator on the bird, right?

livid hollow
inland patrol
livid hollow
#

wait

#

oh

#

it does work

#

oopsies

#

nice i fixed it

astral quest
inland patrol
astral quest
inland patrol
#

you might be able to make the animation, but I'm not sure it's possible to have that toggle in game if it's not on the avatar itself

brazen island
#

@astral quest if bird just flaps wings you can have separate animator with this one animation on it. everything controllable, like showing it should be in main animator (fx layer) tho.

astral quest
brazen island
#

@astral quest oh, just edit file or rename

#

or remove animator temporarily

#

or place bird inside an empty object, thats probably what i do

astral quest
astral quest
brazen island
faint cypress
#

Not sure if it goes here, but there isn't a "Avatar texturing" channel so this is the best i have

#

I'm trying to apply a normal texture to this model but nothing's showing up

#

How do i fix this'

#

?*

fading verge
faint cypress
#

Oh, thanks you

astral quest
inland patrol
#

then for the toggle have the animation to disable and enable the bird game object on the FX layer

buoyant pilot
#

@inland patrol letsgooo

inland patrol
#

oh. dang, ˡᵉᵗ'ˢ ᵍᵒᵒᵒ

#

I literally took a picture of that exact post 1 minute before it got marked as available in future release. What perfect timing for me to miss that

brazen island
#

@astral quest then i guess youre doing something wrong. i have separate model with its own animator/animation and i can turn this model on and off whenever i want.

kind ore
#

i swear

#

lol

inland patrol
# kind ore what happened this time

it is a bug where any physbone that should be physics ignored is also isanimated ignored, broke a lot of avatars. Notably nearly every one I heard of were ones with wings.

#

The second most common issue is when the physbones for hair were left on the head bone instead of their own dedicated hair root bone, but that's a fixable issue as apposed to more dependent avatars

astral quest
astral quest
still thicket
#

ok so im making an avatar with a prop that has a mouth that moves when you talk do you know how to make that

uncut breach
#

Are you saying you want 2 meshes using visemes?

still thicket
#

yeah i think

#

its kinda confusing

#

im just gonna finish up the prop model and then like explain it

uncut breach
#

VRChat does have a viseme parameter, I wonder if someone has made a preset viseme animator layer

#

but you could also just merge the mesh with the face mesh and make it use the same blendshapes

eager lodge
#

hi thereee im at a point of learning blender/unity that i cant rly get too much help from my friend group because they dont really mess in blender too much. But does anyone here have any experience with idk maybe skirt bones specifically? I'm adding one to an avi and i did all the bones and weight painting and stuff but im having a problem like no matter what settings im putting on them in unity for in game they just constantly have this weird like stuttering issue? I've checked and turned all physbone settings off and on like to see if it was in those or even in rotation/parent constraints but i literally just can not find the answer anywhere and maybe someone had skirt exp and could help pls? ;-;

lean hinge
#

Really quick question. Does anyone know if it's possible to rig your shapekeys just with a UV map? Like changing the position on a UV map per key?

#

or do shapekeys only work with object movement?

still thicket
#

hey how do you merge something like a cloak or a shawl to an avatar and make the bones move with the arms and make them like moveable and a toggle

reef parrot
#

is there a way to make a second set of bones mimic the first one exactly? (or make a mesh mimic another regardless of distance from armature?) (( I want to create a set of hands that are like 10 feet away but if i connect them to the normal arms in the armiture it makes them bend all weird (((cause they are moved but the armiture hasnt moved)

#

I dont think i can do this in blender

#

but

#

maybe theres a thing in unity?

#

(is there a asset or somthing that makes bone mimic eachother? were i can have a second set of hand bones, that mimic the first?)

still thicket
reef parrot
#

oh, well lets hope we get a answer

still thicket
#

yep

#

or else my cloak is going to be in permanent tpose form

reef parrot
#

or like somthing thats a distance away like mine?

still thicket
#

yeah

#

like that

reef parrot
#

so you want to rig your clothing?

#

you could auto rig?

#

you can click your mesh, then click the armiture (so that the mesh is dark ornge and the armiture is light ornge) then ctrl p

reef parrot
#

(oh to do the selections thing on the rig then armiture you need to hold ctrl((or at least on blender 2.90)))

still thicket
#

on blender?

still thicket
#

will that translate over to unity

reef parrot
still thicket
brazen island
#

@reef parrot on pc its done via rotation constraints in unity

reef parrot
#

sorry about caps, forgot it was on

fresh hull
#

Hi all, i have a little Rigging-problem with my avatar that i just made in Blender - In Vrchat, the legs are twisted outwards while standing, but are normal when running/walking etc. Does someone here might know a possible cause of this? Here are some pictures while running (first picture) vs while standing (second picture):

#

i thought i had to do something with the bone orientation in blender, but that seems fine: