#avatar-rigging

1 messages Β· Page 9 of 1

austere holly
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pretty sure it's your armature bone positioning

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I love referencing this picture for armature help

fresh hull
upper quarry
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I just downloaded this and the armature semes wacky. is it good or do i have to redo it

wet holly
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Its not, connect all bones should fix

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Use cats

still thicket
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hey so im making an avatar and as a toggle the avatar is going to be wearing a mask and so the mask has a mouth that moves how exactly do I make it have a moving mouth as a prop

tight raptor
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Oh, for the mouth you’ll probably want to add viseme blendshapes to the mask and drive those with an animator using the viseme parameter. I don’t know how the vrcavatardescriptor handles an avatar with multiple skinned mesh renderers

still thicket
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yeah i did do the blendshapes for the mask

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the a u i o e

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but

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how would I do that in unity do I need to add more to that

uncut breach
still thicket
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Ok will this apply to an avatar that’s using cats

keen fulcrum
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how to make an avatar with 4 arms that when i move my normal arm the other arms move as well

brazen island
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@keen fulcrum on pc with rotation constraints on every bone of clone. on quest - you dont

plain galleon
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I have a model in blender and I was wondering if anyone would be willing to take a look at it and tell me what I need to do? I'm sorta at a loss here.

quaint cosmos
upper quarry
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So the bones in the hands and feet are pointed up like this in picture above, is this bad and if so how do I fix it thanks

clever forum
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put them in the right position

eternal ruin
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Can get some assistance? I'm attempting to put this the fluffy tail asset on a rex for an avatar but as you can see the one with the new tail is stiffer than a 2x4 i followed a tutorial on how to add it blender and everything went fine, the only thing i did differently was used cats to export it

kind mortar
stoic matrix
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Is it possible for me to put the torso really small? I want the banana to turn around with your head. If so, how should I put the bones?

fierce tapir
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Hi, I just started learning rigging stuffs a dew days ago, I'm in trouble with applying modifiers fail and CATS refused to fix model (also said modifier disabled) (.pmx model in particular)

eternal ruin
reef parrot
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how should i connect the arms to the body? Like so that they move more smooth.

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oops wrong discord chat

still thicket
humble locust
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Does anyone have a screenshot of a rigged mouth armature? I'm not quite sure where to start with mine.

brazen island
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@humble locust you dont need a rigged mouth, just blendshapes

humble locust
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I know, I just wanted to try using facial bones

steel halo
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mm bones

pure cape
summer crypt
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Hey all
I'm working on an avatar commission right now, and I was wondering how do I make corrective shape keys work, that are based on the local space rotation of bones?
Right now it works just fine inside of Blender with drivers, but idk how to make it work in VRChat

restive garnet
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I made a hoodie in A-pose for a T-posed mesh, but the Mesh has blendshapes. How do I weight paint this hoodie to my posed avatar, I think I did it in the past although I can't remember

quaint cosmos
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I would move the arms into place and then weight but that won't play nice with your blendshapes, always do those last if you can. I guess if there isn't anything weighted to the rig, you could move that into an a pose to match the model

restive garnet
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Yea posing the arms, and then weightpainting it, actually weight paints it to armature, and (not) the posed armature

quaint cosmos
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So is the rest pose a t pose or is it just posed that way?

restive garnet
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Rest pose is T-pose, I made the hoodie in A-Pose and I want to Rig the hoodie in Pose mode, although I cant, and I cant apply an A-pose rest position the avi because the avi has blendshapes

quaint cosmos
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So move the hoodie arms into position in edit mode and then weight. Does that not work?

restive garnet
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Ill fuck up the mesh if I move the hoodie, thats why I want to use the A-pose avi

little lark
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I have an idea on rigging but I wanted to ask about this character. Her name is Marci and she is from the show Dota: Dragons Blood anime on Netflix. I've known the game since 2014 and want to make this a pubic avatar to Dota 2 fans.

https://sketchfab.com/3d-models/marci-6ff9d715e16f45ddaef2a9e548a30df4

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She became playable later.

jolly crow
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So in blender I keep trying to symmetrize the bones for my avatar's hand but it's not cloning the middle and end of each finger, these are the only bones haveing this issue, is there a way to fix this or do I have to re-rig the hand? It's messing up the weight paint because of it

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Oh wait wrong channel

still thicket
uncut breach
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click the link I sent, there's a download for the animator shown

still thicket
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yeah but how do I apply this to my vrc avi

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like there is no tutorial video

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like do you know how I apply the visime parameter to my avatar prop

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I checked the visimes I think thats what I want

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like please do you know how I do this step by step @uncut breach ?

uncut breach
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sil is the neutral state of where the person isn't speaking

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put animations with the blendshapes in the states accordingly

still thicket
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okay...

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so where do I make this appy to the avatar

uncut breach
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Inside the FX layer

still thicket
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do i make a vrc avatar descriptor for it or do i drag and drop it over to the prop

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ok.... do i put this in the main avatar thing

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because I'm planning on using the fx for facial expressions

uncut breach
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The FX layer can have other layers

still thicket
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do you know how you do that

uncut breach
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You can use tools like AV3 Manager from VRLabs to merge different controllers

still thicket
uncut breach
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it is in the curated list in the VCC, yes

still thicket
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wait shit i just downloaded the product

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aaaaa

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wait is it on the vrcsdk or do you have to download it from a site?

uncut breach
still thicket
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i downloaded it from a website is that okay

brazen island
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@still thicket its not a part of sdk, but its in selected community packages, ie its approved

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its ok if its from github

still thicket
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im really sorry for being this high maitnance

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okay

brazen island
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just might get outdated someday

still thicket
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okay

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so now what do i do with the avatar 3.0 thing

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btw i got this error is that ok

uncut breach
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no, go to the console and screenshot the errors

still thicket
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well its gone now that I deleted the file that I put in there

still thicket
uncut breach
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creator companion>manage project

still thicket
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wait do i have to download the vrc creator companion

uncut breach
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I thought you said you already had it

still thicket
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had the sdk

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so i drag and drop it into my file right

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ooof

uncut breach
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you can drag the unitypackage into your assets, yes

still thicket
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ok i did it on the menu becuase the one that I downloaded gave me that error it says curated does that mean i gotta wait for it to load I assume

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also this was the error I got

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im sorry all of this stuff is so confusing

uncut breach
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screenshot your base assets folder

still thicket
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gotcha

uncut breach
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yeah you have 2 SDKs, one in your assets and one in packages

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Idk how that even happened

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remove the one that's in your assets folder

still thicket
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idk either lmaoo

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oh no

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aieyaeyae i screwed something up

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this is why i have descision paralysis

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a

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yeah lol no fuck this im starting over

uncut dragon
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Hello! I'm noob here, so sorry if i make some repetitive questions... I'm new in VRChat, but i love the idea to create my own avatars to hang out with my friends... I have some small knowledge of blender, and I would be able to model my own characters, even rig them. But i'm totally new in Unity and I have no idea about how to set up the model, rigging, and all different setup so the characters works fine in VRChat. So, here is my question, is there any documentation, video tutorial, or something where I could learn how should I prepare in blender the model to do the exportation in Unity and that it works in VRChat properly?
Or even, download an already existing rig that works, and I could adapt to my own mesh. You know, something like copy/paste...

Thanks for your help!

stone plume
uncut dragon
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thanks for your answer! Yes, I already was looking for in youtube... but i couldn't find one specifically about this matter. Do you know some videos could help?

kind mortar
uncut dragon
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looks great! I wish i would had this playlist when i was learning blender....

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thanks to those tutorials, i was able do this from zero:

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I even was able to set up a functional rigging:

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with Inversed kinematics... but as I said, I'm not sure if this would be compatible with VRChat avatars...

rotund kraken
uncut dragon
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oh, i'm sure it will help!! I will try soon!

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So, with this armature, and linking it to my geometry, that's all what VRChat needs?

rotund kraken
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this might be good too

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also yes

uncut dragon
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good info πŸ˜‰

rotund kraken
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id put some clothes on her or like.. barbie doll smooth it out but other than that your rig and some blendshapes for facial anims and blinking is all you need

kind mortar
# uncut dragon good info πŸ˜‰

You know what's helpful too, making something in Vroid and learning the ins and outs of altering it, even if you screw up, it's just vroid XD

uncut dragon
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yes, that would be my next question, in order to facial expressions, hair bouncing, breasts... etc... that requires more bones, right?

kind mortar
rotund kraken
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anything you want physics to have needs to have bones, but facial expressions and blinking does not

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you handle physics in unity after the rigging portion in blender

uncut dragon
kind mortar
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It's called Blendshapes or Shapekeys depending if it's unity or Blender

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And you must make them by scratch if you make a scratch model, there's no quick way to make them, just gotta jump in, but it's fun and not hard πŸ˜„

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I really like separating the teeth (bottom and top into 2) from the mouth and the mouth from the body. then altering them each otherwise it gets messy and annoying x.x

uncut dragon
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wow.. it looks copmlex with my actual knowledge.. πŸ˜…

kind mortar
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Well message me anytime and be happy to help you with any questions, free lessons and tips. I might not always be around but I will always get back to you XD

uncut dragon
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wow... are you sure what you are saying?? πŸ˜‚

kind mortar
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I don't want you ending up how I did, crying every night because no one taught me anything, the videos didn't help cause there really wasn't any and then having nightmares @_@

uncut dragon
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πŸ˜‚ I really appreciate your words... πŸ˜„

kind mortar
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I'm not a Blender expert but I did make a bunch of my own avis from scratch including my main avi so, I know enough to help

inland atlas
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anyone know what could cause this? In blender it's all weight painted fine and works, but when I move the bone in unity, it doesn't move the sleeve from the shirt under the jacket. The shirt and jacket were seperate armatures before I merged them, but since it works fine in blender, I have no idea why it won't work in unity

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just tried importing the fbx right back into blender and the same issue occurs there too, so blender isn't exporting it correctly for some reason

astral quest
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my view point is between my avatars eyes but in game im almost in third person?

quaint cosmos
astral quest
quaint cosmos
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The origin in that image looks quite different but it could be the perspective. I would try changing the Z value to he range I said, maybe 1.3 or so

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1 is probably fine

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Also X should generally be 0 if the avatar has its origin at the world origin which it should.

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An x value other than 0 will have it offset to the left or right

astral quest
quaint cosmos
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You'd have to look at it in Blender to see if its centered over the origin and the object origin is in the center

astral quest
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wait i might have fixed it\

reef parrot
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so i asked before how do i make a thing mimic another (i have a second set of hands i want to mimic the first) I have them rigged to seprate sets of arm bones. and yall said rotaion constraints but im struggling, i tryed using google. but im struggling. anyone got any tutorials or any pointers? thanks

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so copy rotation but have it copy as actions are made

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or maybe a unity package that will freeze a mesh on toggel? is that a thing?

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so like freeze the mesh connected to some bone and leave the rest alone. that would work

lone pelican
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May I ask this really dumb question but can hands armature be asymmetrical? Because my model got one really stylized mechanical arm and one is normal. I wonder if it's going to mess up in Unity?

reef parrot
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so i got rotaion constraints workin

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now is there a way to make a armriture lock a mesh at a location (i want to make it so when i toggle the floating hands my connected pair will lock at location)

reef parrot
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so freeze any changes that happen to the arm bones, so if i move my arms the bones will move the the mesh will hold the location

still thicket
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ok so I'm back to where I was

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does anyone know how to merge controllers in unity

brazen island
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@reef parrot disabling constraints?

brazen island
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Ok, what am I doing wrong? Selecting both bones or switching direction (+x to -X) doesnt help as well. I want to have symmetrical bones on left and right with L/R names. Head bone is at 0 by X axis.

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Ok, had to add _L to every bone's name with ctrl+f2 first

forest zenith
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i been trying to found someone who can rig a live2d model

sullen crystal
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I'm not sure what happened but when I tried to auto rig my model it just poofed. Idk what to do, I've tried it a few times & nothings changing. I'm using Mixamo btw.

astral quest
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my model keeps appearing way off centered in unity any idea what im doing wrong?

sullen crystal
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Good news, I found the model! Uh, idk what happened to it but I think this is it??

quaint cosmos
astral quest
south bear
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Iv recently noticed some of my models have a slight slant to the finger angles with VRC's hand animations

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like a slight slant to the right that does not look normal or natural

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is there a way to fix this cause the models seem fine when I look in the humanoid rig setup

astral quest
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is there a way to sculpt specific regions? like by color?

astral quest
south bear
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this is how it came

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i reimported the model frombits unity package just incase

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cause it looks perfectly fine in unity

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when testing it out with muscle stuff

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it seems to Just be in VRC?

south bear
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aside from those thumbs it looks fine right?

warm gyro
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I only need to do one of each eye lid top and bottom because when I key it I can mirror the key right?

quaint cosmos
warm gyro
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yeah I was talking about shape key for blinking animation

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do I need to rig my clothes ?

quaint cosmos
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Yeah, in the dropdown to the right of the shape key, there is an option to mirror it. I think that might overwrite the current one but if it does, you can just do "new shape from mix" with your current shape key at 1 to essentially duplicate it, then mirror it.

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Anything you want to move with the rig needs to be weighted, yeah. Unless you have something like a prop where you don't need it to deform, then you can just parent it to a bone

warm gyro
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ok so a sword I don't rig but robes I do

quaint cosmos
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Yeah. Parenting to a bone is essentially the same as assigning all of the vertices of the child object 100% to the bone it's parented to.

warm gyro
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I can just parent it to the bones?

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but I think I'll have to weight paint this right

quaint cosmos
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For a sword, yeah. For the robe, if you parented it to a bone, it would only be influenced by the parent bone so it wouldn't deform with the arms or legs. For a robe, you should just parent it to the entire rig (or manually create an armature modifier, it's the same thing) and then weight using vertex groups. The difference between parenting and using an armature modifier is parenting will allow you to create empty groups, or use automatic weighting as a starting point whereas if you just create the modifier, you would have to create all the groups yourself.

warm gyro
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ok makes sense but when I am in unity how would I add the robe to my character or should I do that in blender

quaint cosmos
warm gyro
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ok

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thx

eternal granite
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does anyone have any good tutorial videos on adding a robot arm to an avi

quaint cosmos
eternal granite
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the two fingers werent connected to the main part of the hand

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when i like combined them

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im wondering if its because I accidentally forgot to name them the same

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does that affect anything

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bc when i didnt merge the armatures it was fine the fingers moved properly with the hand

quaint cosmos
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Naming will affect weights as weights are based on the names of the vertex groups. Bones don't generally need to be connected unless it's like a spine or a leg where it makes sense to do that, just parented properly which you can do in the bone tab on the right in Blender.

eternal granite
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so I should name those things i didnt

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and then it would fix it?

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sorry im kinda slow

quaint cosmos
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Yeah, the bone name should match the name of the vertex group you want the bone to effect. So you can either rename the vertex group or rename the bone and then you'd want to go into weight paint mode and make sure the weights for that vertex group were correct.

eternal granite
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ok thank you lemme do that rq

eternal granite
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i was gonna finna give up

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and then you helped me

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😭

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thank you!!!

eternal granite
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ok for some weird reason when I renamed them all it was working fine for the arm but for some reason my left eye and right eye are my left breast

eternal granite
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wait may have fixed it

blazing gulch
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Hey Awesome VRChat avatar pro's hopefully this is a place I can ask, i'm looking to import the Windlands Characters into VRChat for an event, is anyone up for a job?

quaint cosmos
blazing gulch
quaint cosmos
blazing gulch
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Ok, well i'm willing to pay, so i'll go google, TY @quaint cosmos !

hybrid wagon
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Idk if this is the proper place for this lol, but I just added an fbx to unity and I straight up can't find the model..?

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yukari where are you? D:

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I think it is tiny..? It is really small in blender but I have ZERO clue how the hell to use unity like controls.. I just wanna view the model lol

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It says it is there, it is in assets, but model no there

hybrid wagon
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Yeeeep, figured that out. I am kind of a dip. I also didnt have the vrchat thingy

hybrid wagon
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Alright sooo new question.. Why does my model completely break in blender but not unity..? this is the same model but in both.

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I want to be able to work with it in blender so I can do things with the skeleton etc, but.. blender mutilates my fbx

quaint cosmos
hybrid wagon
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I have no idea how to do that but thank you very much for this info, I shall find a tutorial lol

quaint cosmos
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Select all, Ctrl + A, go into pose mode on the armature and do that as well. Might not fix everything since you've got some stuff attached to empty game objects but that will usually fix the armature stuff.

hybrid wagon
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Yeeeah I am really lost but thank you!

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If you have any materials for newbies that would be nice >>

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I did that and it fixed a bunch of things, but her face said "imma head out" lol I am getting somewhere

quaint cosmos
hybrid wagon
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Oooooh I see

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lol alright

fading verge
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hi im new and i want to learn how to make avaters

echo latch
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Good <insert time of day greeting here>, haha, I'm looking to hire someone to rig a model for me. It's a unique request too... :\ I'm not sure how hard it may be to do, but I have a model from PS1 Era, I'll post a pic in a sec, and it's in "pieces" as many PS1 models are. The animations already exist, so you won't be doing it from scratch, but I need it converted into a single mesh, and animated using Bones, rather than the original meshObject position+angle frame mapping.
So if you are interested in the following image, let me know. XD

rotund kraken
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DMs you get here are scams

rotund kraken
reef parrot
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so my arm rig is named clavicle, shoulder, arm, hand. cats says im missing elbow

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so i changed the name of arm to elbow

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and it says im missing arm

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should i change shoulder to arm and arm to elbow

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that worked

quasi briar
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I’m trying to put on this fancy looking robot arm on my avatar. When I merge it, the bones don’t merge together and also the arm will not move at all with the body and shoulder. Pls help idk what to do πŸ˜‚πŸ₯²

uncut breach
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the bones probably aren't named the same

hybrid wagon
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I am trying to remove things like this book, how do I delete it so when I drop the model into the scene it is gone for good?

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LIke I will save and everything after unpacking and hitting delete, but once I reload the model it still is there and the book returns lol

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Option to directly delete it is a no go

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My goal is to just rig it and see how it acts in vrchat but these objects are annoying

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I would just use blender but blender is murdering the model entirely and I don't know how to anyway

quaint cosmos
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If you don't care about the book contributing to the triangle count, could you just disable the mesh renderer?

quasi briar
fierce egret
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Before i comence putting some effort into the avatar i want to ask: is it possible to rig an 8 legged character?

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surprise, It’s a spider

brazen island
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@fierce egret finalIK is whitelisted component and it is used to create arachnids

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no idea what rig requierememts tho so you better find complete one and check out how its made

quaint cosmos
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And only for PC avatars so i don't think you'll have much luck making it Quest compatible

reef coral
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connecting the head to a different model, faceplate is separate from the rest of the body and i'm having an issue where when i rotate the head the face rotates too much, any ideas how i could fix it?

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friend told me it may be a weight painting issue but i'm not seeing anything faulty in here so i'm lost

midnight elbow
reef coral
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by that i mean that the entire body gets rotated when i rotate the head

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and i have no clue why

midnight elbow
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are they completely separate objects that use the same armature modifier?

reef coral
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separate meshes, same armature

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yep they use the same armature modifier

midnight elbow
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try checking the WP on the body mesh

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if all else fails select everything that isnt the head, go into vertex groups, select the head bone in the vertex groups, and click "remove"

reef coral
midnight elbow
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weight painting

brazen island
reef coral
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that's what i'm saying bro there's nothing else that could be controlling it

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i went through them already

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i can't find anything sadly

reef coral
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eh i fixed it by unparenting the face mesh from the armature and then joined the meshes

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nvm now i'm having the same issue with all the other meshes attatched to the body

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smh

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wait nvm this was already happening to all of the other meshes i just didnt notice

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basically all of them are not properly attatched to the body mesh

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so it all slides like this

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i remember having issues like those beforewith other models but i'm not sure how i used to fix it

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all of the meshes have the same origin point

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this aint a weight painting problem, it's just something with the armature and parents

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but idk what exactly

reef coral
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nvm im giving up

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i just merged all of those meshes

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i'll keep it at that

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cus it works

coral slate
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Ehlo,
I made an avatar for quite some time on VRChat but I used a weird method by importing VRM. I am wanting to finally do it the proper way with a fbx file but I run into a problem with rigging. My avatar T-Pose in game despite setting the rig to humanoid and mapping all the bones properly. It works with VRM import and other softwares. Is there anything I can do ? Thanks in advance.

modern lantern
coral slate
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I added the weight paint in Blender but I'll test that thanks

coral slate
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You are right, it doesn't move !

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I don't know what's wrong, the weight paint is made and all

coral slate
modern lantern
coral slate
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It works in Blender

modern lantern
coral slate
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Yes, they move without the mesh moving

modern lantern
coral slate
modern lantern
coral slate
modern lantern
coral slate
modern lantern
coral slate
modern lantern
modern lantern
modern lantern
# coral slate Those

I didn't know the armature constraint exist. You have to use armature modifier instead of the constraint.

coral slate
quaint cosmos
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Now I'm curious as to how armature constraint is intended to be used

sage matrix
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i broke my avatar i think through merging some armatures for the clothes. now the head and neck dont move seperately. somehow the bone for the head only now moves some random parts of hair and the bottom of some ears only.

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I dont know how to fix it

quaint cosmos
sage matrix
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is there a simple way to do it through that? im more of a beginner in terms of more advanced things like this

quaint cosmos
# sage matrix is there a simple way to do it through that? im more of a beginner in terms of m...

Cleaning up weights isn't that complicated or you could use Mixamo.com to rig the whole thing and then clean up from there. https://www.youtube.com/watch?v=4fICQmBEt4Y&t=14s

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...

β–Ά Play video
hearty ermine
bright geyser
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So does anyone know how to weight paint or attach limbs if so please help me

quaint cosmos
bright geyser
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I'm more or less struggling to get a limb to move with the rest of the body I've tried automatic weights, envelope weights even tried weight painting it just won't move properly

brazen island
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@bright geyser properly or at all

bright geyser
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It moves but it does not look right

brazen island
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remove all vertex groups before weighting, could be having old weights

bright geyser
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How do I do that again?

brazen island
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vertex groups. right corner of blender

bright geyser
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Top ?

brazen island
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too is hierarchy normally

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top

bright geyser
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Could you show me?

brazen island
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han im on the phone

bright geyser
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Alrighty I can wait

bright geyser
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its doing this now

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It's being weird

bright geyser
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No idea whats happening

full crypt
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Hi would someone please point me in the direction of a good easy to understand video about how to rig a basic humanoid avatar for vrchat? Does anyone have any tips about how to do it properly? I have heard that vrchat has problems with upper chest bones?

modern lantern
tawny shadow
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does an avatar need to be humanoid for the FX controller to work?

robust crescent
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nope

tawny shadow
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alright thanks

livid hollow
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uhhhh
how can i fix this

quaint cosmos
#

I'm not real sure what it's supposed to look like but weight paint, I assume.

astral plinth
livid hollow
#

and it keeps showing me this lol

astral plinth
livid hollow
astral plinth
#

yeah there you go

livid hollow
#

alright now is there a way to manually enter the weight value by selecting a single vertex

#

actually how do i select a vertex in weight paint mode

astral plinth
#

go to edit mode, select those vertices and select assign in the vertex group

livid hollow
#

k

quaint cosmos
#

You can just blur the weights in weight paint mode, that should clear up any weird jagged bits.

livid hollow
#

.

#

bro i literally spent ALL this time manually entering the values 😭😭😭

#

but uhh yeah that could. work out too

#

there's that one vertex that doesn't wanna cooperate 😭

quaint cosmos
#

Could've gotten weighted to another bone accidentally. You can go through all the vertex groups and try to look for when it lights up or just move all the bones until they move that vert

livid hollow
#

found it

#

alright i fixed it

#

everything's good to go

#

wtf i don't see the vrc vicemes

quaint cosmos
#

Are those vertex groups or shape keys?

livid hollow
#

shape keys

#

also i got cats blender plugin to help out

#

i'm good to go again lol

fading verge
#

My first time rigging I think went pretty well-

scenic crater
#

Hello all! i hope you are doing well, i gotta question about rigging when it comes to Using blender for a VRChat avatar: does the metarig Human rig from the rigify add-on have the proper names for all the bones when it comes to VRchat? or do i have to manually rename them all?

civic seal
#

I parented the shirt to armature deform with empty groups same as the pants but it seems to be rotating off the hips?

#

any ideas where I screwed up?

quaint cosmos
#

Empty groups should mean the armature doesn't have any influence at all. If you go into weight paint, do any of the vertex groups have weights?

civic seal
#

no weight on it or the pants I added, I was going to weight paint it after but didn't want to move forward until I fixed the shirts free spirit

#

the pants stay on just fine

quaint cosmos
#

The pants move with the model using empty groups or did you weight them?

civic seal
#

they appear to move with the model, but what I'm gathering from you is I should just go ahead and weight them both and that should resolve it?

quaint cosmos
#

Yeah, I guess. Weights are what tell a model how to move with the rig so a completely unweighted model shouldn't be influenced by the rig at all so I'm not sure what's going on there.

civic seal
#

ah, ok. Thanks for the response! I'll give it a shot and see what happens. Still a total noob at this.

scenic crater
quaint cosmos
scenic crater
quaint cosmos
#

Yeah, I don't really know how it does it, if it has some sort of dictionary or whatever but it's pretty good at recognizing bones that have any sort of sensible name. If not, you just open just the configuration window and drag them into the appropriate slots. You can have a look at this template rig and copy the names if you like.

scenic crater
#

Ohhhh that's actually really helpful, thanks!

#

I think my main issue is just not know how many "spines" i need because by default the rig has like, 6 lmao

quaint cosmos
#

πŸ™ VRChat avatars are hips, spine, chest, optional upper chest, neck, and head.

scenic crater
#

Ah OK

brazen island
#

cats' fix model button also would try to rename your rig

gloomy bloom
#

How does one rig a Protogen?

I'm trying to do Halo Elites and the leg structure is the same

robust mantle
robust mantle
quaint cosmos
gloomy bloom
rotund kraken
#

i think the only way for quest is to remake the entire animation set

#

no finalik on quest, no constraints

brazen island
#

you can just rig it with 3 bones (lower leg for two joints), it would look kinda ok for forward-backward fbt motion with feet looking forward and default set of animations. wont look well for any kind of leg rotation with fbt and ofc no sitting lying etc.

strong estuary
#

hi there! i've been trying to adjust the rig on my avatar to match my irl proportions. i've tried a bunch of different rig adjustments and in-game settings adjustsments, but i can't seem to get it right. whenever i fix one thing, it breaks something else. here are the main issues i'm trying to fix:

  1. when i tpose irl, or stick my arms out straight in front of me, the avatar's arms are bent (if the arms are too long)
  2. when i rest my arms down at my side irl, the avatar's arms are locked straight/forawrd in an awkward, stiff position (as if the arms are too short)
  3. when i bend down, my feet lift off the ground
  4. (bonus) when i sit down and cross my legs irl, the avatars legs clip through each other a lot (probably because of the digitigrade animal legs, not sure if this is really fixable)

i tried following Kung's FBT fixes tutorial https://www.youtube.com/watch?v=2sfTEBAl8sA, and it helped a bit. after a whole day of tweaking, i got it... better. issues 1 and 3 remain a bit, though they are better. i also tried extending the length of my legs a bit, which fixed 3, but brought back 2 to the point where i started at the beginning of the day :(

any advice is appreciated. i'm decent at blender, so i can probably implement & try out any changes that are suggested -- my main issue is i don't understand the problem enough to know what changes to make to fix it! thanks in advance! <3

here are some pictures

robust mantle
robust mantle
strong estuary
#

the original armature of the avatar was pretty wonky, for example the hip bones and upper leg bones weren't 180 degrees apart or vertically aligned. i fixed that too (to what you see in the picture) but it didn't make any difference for the issues i was talking about. it did get rid of an upload warning that i've seen for the past year though about the hip and leg bones being not close enough to 180 degrees lol

robust mantle
#

if you are open to it, you can send me only the armature structure with no model and i can check it out in Maya ill let you know if i find any more issues i know blender is limited for that kind of stuff and Maya has great tools to fix rigs

strong estuary
#

oh, ok cool! i'll dm you later tonight after work. thanks!

robust mantle
#

NP hopefully we find a solution this is super annoying on certain avi

strong estuary
#

yea >.<

faint cypress
#

Dumb question, is there a way to somehow assign 3 different heads to a rig?

#

Something like
Idk having all 3 heads of the wither look in the same place

strong estuary
faint cypress
#

Ooh, i see

#

I'll look into that then

quaint cosmos
#

No bone constraints on Quest avatars so keep that in mind.

faint cypress
#

Question, how do i remove anti aliasing from my textures?

#

Oh nvm

#

found it

copper rover
#

Can I get some advice from people who are experienced with topology? I can't seem to get my pants topology and weights right. There is always some undesirable deformation and jagged edges.

Poses:

  • Sitting flat on the floor (crotch has extreme deformation between hip and leg)
  • Leg raises (deformation around crotch area)
  • Splits (extreme mesh stretching)

I know that I can use shape keys to hide my mesh but I would like the mesh to deform better.

robust mantle
#

Your topology looks fine i think you have to spend more energy on your skin weights, sometimes a bones above the leg helps to keep the butt area in place and you can allow more clipping at the front usually clothes will fold in that area

scenic crater
#

Hey all, i got to ask: how far downwards do pupils need to go in VRChat? i ask because im rigging the pupils of my little character here and found that, without having them clips through the top of his head when he looks up too eye, that the pupils will evetually clip into the eye socket at about ~45degrees. Any suggestions on how i could possible make it so i can look more downwards, if i need to?

scenic crater
#

Is there a way to move pupils in a ellipsoid instead of a sphere?

scenic crater
pale pumice
#

your eye bones should probably be perfectly vertical with zero roll

fringe geode
#

So I'm working on an avatar for my friend, It has pipes going into its arms but I do not know if there would be a way to rig them so that they could move with the body?

tired marten
#

Hey, so I'm new to avatar creation, and I just tried uploading an avatar, but it's stuck in a T-pose, could someone help me out?

quaint cosmos
quaint cosmos
robust mantle
quaint cosmos
#

Oh yeah, physbones would be a good solution

scenic crater
#

Hey all, im close to getting my avatar done! just need to fix some rigging it seems, the arms of my guy seem to go inside of the body, and the legs go all weird and deformed when i stand still. I notice that in the unity editor, the arms of my model are deformed. Do you all got any tips on how to fix my armature, or to change the "rest pose" of my avatar? I appreciate any help

robust mantle
#

Move your shoulders so they are less in the body

scenic crater
#

I'll try it

scenic crater
robust mantle
#

Looks like a weight issue

scenic crater
#

I see, should I increase or decrease the weights? Maybe I gotta experiment around

robust mantle
#

Its never a white or black response just try things there is techniques but i do not think anyone has experience skinning a squirtle lol

#

I would add 100% of the weight to the legs and blend with the shin around the knee at 50% between both then smooth where it looks bad

crimson latch
#

If I make the viewpoint too high, the character floats when looking down. If I make it too low, the camera hits the scarf

#

How do I reconcile this?

civic seal
#

Any advice fixing this limb twist?

#

The knees are bent slightly back, I don't really know what to do with the upper leg/thighs though

quaint cosmos
#

You can also move it out a bit if you have geometry getting in the way. The camera hides the head from view but you might have faces tied to the neck getting in the way.

scenic crater
#

gonna try the edit people suggested, do i edited the armature in blender and the re-export it, or can i do the changed in unity now that im there?

#

also a guy replied with me with some video i thought, did it get delet'd?

civic seal
# scenic crater gonna try the edit people suggested, do i edited the armature in blender and th...

[Update 11/10/2021]

In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.

[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...

β–Ά Play video
scenic crater
#

thanks

#

wonder why it got boped

civic seal
#

I wasn't sure if it was relevant honestly

#

So I deleted it

scenic crater
#

now i gotta figure out why the heck the arms are being so weird

scenic crater
#

i noticed that my hand bones are all twisted about, could this be the cause of my hand deforming?

scenic crater
#

Also my two fingers (along with the thumb) are the index and middle finger

civic seal
#

If you select your armature in edit mode you can hit a to select all and hit alt r to clear the bone rotations

upper quarry
#

so this happened to my avatar when i put it through the muscle mapping thing. anybody got any ideas to fix it?

quaint cosmos
crimson latch
#

What causes looking up or down to make your character float or sink into the ground? How can it be fixed?

quaint cosmos
crimson latch
quaint cosmos
# crimson latch

I don't see the view position marker there. It should be a line like the one at the feet but I think that's the origin.

crimson latch
#

It's the green and blue arrow near the eyes

#

It's within the head

#

I moved it here and it got better, but now his neckerchief is slightly visible

quaint cosmos
#

You can move it forward, that might hide it. It's a little far back and meshes weighted to the neck won't get hidden so I think that's your best bet.

crimson latch
#

Are these valid names? Only Thumb movement is being recognized with gestures

quaint cosmos
# crimson latch

I'm not sure but you should be able to assign them in configuration.

crimson latch
#

Weird, it detached them for some reason

#

I think my height is just plain incorrect. Everything works better when I set my height 3 inches higher, even with default avatars

#

The problem was with my own headset wtf

quaint cosmos
#

That will also do it, yeah. I guess I shouldn't have questioned whether it was an issue with your avatar or with all avatars.

tall ice
#

Can someone help, the "anki_sunglasses" are attached to the head however whenever moving around they lag behind my character moving and i can see them when i look up and down basically all the time

quaint cosmos
tall ice
#

If they can idk how, complete unity noob

quaint cosmos
sterile lantern
#

this rig is missing a chest and shoulder bones, what would be the easiest way for me to add them in? (keep in mind I am awful at rigging lol)

sterile lantern
#

is there a way to extrude bones between a bone and its children without messing up the parented bones?

graceful vortex
#

cant get this mask to move with the rest of the head, anyone know if I should be parenting it to the face mesh or the armature? I have tried both but neither seem to work

sterile lantern
#

as in put a bone between a bone and bones parented to it

sterile lantern
brazen island
#

@sterile lantern i believe theres literally split bone function that divides it in two

sterile lantern
brazen island
#

@sterile lantern no its not since it wont create any new vertex groups

sterile lantern
brazen island
#

second

sterile lantern
#

ah, will give it a go, thanks

#

only problem it did this to where on one side the bottom one became the shoulder while on the other side it did the opposite

#

so it won't be considered a t pose

brazen island
#

@sterile lantern you want your rig to be symmetrical, then theyd split at once and in the same way

sterile lantern
#

so I should have selected both of them at once before subdividing?

#

nope it did the same thing

brazen island
#

no, you should have your rig symmetrized and x axis symmetry on

#

then when you modify r half l half doing the same automatically

sterile lantern
#

found the problem

#

they were like that before I subdivided

#

is there a way to fix this?

brazen island
#

theres switch direction

sterile lantern
#

where is it?

#

nvm found it

#

doing that removes the parenting

#

it's letting me upload, might not matter too much as the bones are tiny

#

all that only to find out the arms look messed up

#

how could I improve the weight painting that's on this? I didn't do the weight painting that's just how it was

sterile lantern
#

the shoulder moves the arm just fine but then the arm

#

idk what to do I just want the arms to work

willow wigeon
#

hey all quick question so I have this Kirby model and I need 2 more bones in order to complete the humoid rigging process in Unity but I don't have any bones left to select for the legs because the legs only have 2 bones but I need to select 3 of them.
Anyway to create a "fake bones" in order to have them fill in the rig but let them do nothing? Or any other suggestion to fix this? I don't really have the skill set to add more bones in Blender Would love a creative solution in Unity for this.

upper quarry
quaint cosmos
scenic crater
scenic crater
#

hey, is there a way to force a different rest pose? idk if i vibe with my character having his arms down to his side

scenic crater
#

okay, i am close to being done with this model, but i need to fix this weird arm mangling that's goin' on here:

#

any suggestions?

sterile lantern
#

both the shoulder and upper arm bones have the same vertex group as they were subdivided bones, which I believe is the reason for the arms doing this
is there a way to make the shoulders have no weight painting on them/make them use an empty vertex group, without messing up the rest of the arm?

scenic crater
sterile lantern
scenic crater
#

lol, fair enough

#

i knew rigging was rough but i didn't know i was gonna run into all these problem

sterile lantern
#

it happens

#

that's why I usually just get a pre rigged for vrc avatar base, but there weren't any for koopas that I could find

scenic crater
#

yeah i wasn't sure i was gonna find any for my little guy either, i'll figure it out tho

#

slowly

sterile lantern
#

gl

scenic crater
#

Bruh, how does something go so wrong?!

#

lmao

#

this is how the arm is suppose to look normally

#

jeez louise

scenic crater
#

it seems the only way im gonna fix this rig is to manually edit it in the humanoid configurations

#

unless im missing something?

#

the fingers go all wacky when i go to "Muscles & Settings"

scenic crater
#

it doesn't matter what direction my avatar is facing in blender, right? i ask because my avatar is facing toward positive X, while in alotta of the tutorials i found, their characters face toward negative Y

willow wigeon
robust mantle
scenic crater
#

i'm getting SO CLOSE, i fixed my issue by turning the arms on my model in blender downwards, and that seems to have fixed alot, but i still have some weird finger placement. my idle pose here is ALMOST where i want it, but i think i have to manually mess with the animation to get it right

#

also, sometimes my avatar randomly sinks into the ground when changing strafe direction or when up against an object

fading verge
quaint cosmos
kindred rover
#

I think im just an idiot but, does anyone know why a bone can be fully weighted and not move in pose mode?
Found the fix that worked for me:
Removing all vertex groups, then Ctrl P, empty groups, reassign the weights

midnight elbow
#

is there an easy way to fix this in unity or do i have to re-export him again? i somehow forgot to parent his legs to his waist

#

(the image didn't load but basically i have a humanoid avatar and the legs aren't parented to the waist)

turbid dagger
#

Think you'll have to fix that in Blender

midnight elbow
vivid zinc
#

Do I need to be a vrchat account or quest account to make a avatar?

#

Sorry first time

broken trout
#

not to make, only if you want to upload

vivid zinc
#

Oh ok

#

Thank you

brazen island
#

turns himself into an account
funniest shit

silk slate
#

how can i have the glasses and mask meshes on my model move with the head but not be locked down to the headbone

#

in blender

sly crater
#

Can anyone tell me why having bones on shoes causes the avatar to shift down 5 centimeters?

quasi idol
#

sorry im not sure if its dynamics or rigging but would any one know how to add like two bones on the chestickles so they can jiggle? ive tried it before but when exporting to unity theres no jiggles at all?

brazen island
#

@quasi idol have you weightpainted anything to them?

robust mantle
violet tartan
#

Why wont my avatar do the thug shaker :(

#

Nvm i got it

scenic crater
#

is there a way to tell unity/VRchat to ignore/not ever animate or change the hand bones?

#

im beginning to think the issue im having has to do with me just not wanting the hands to animate at all, just the arms

quaint cosmos
scenic crater
#

true, thank you!

#

this model will only be used in desktop mode so i don't need to worry about needing to move the fingers

#

at least i hope, maybe it'll break stuff, we'll see

viral tartan
#

Hey guys, i know this is something that has been asked before but i didnt really see a solution when searching:
My avatars head is sinking down into the chest when i test with my VR headset, how do i fix this?

edit: resolved my issue by setting my hip bone to be the same bone that my puppet skeleton uses

pale pumice
scenic crater
#

truuuue

#

but i already spent an hour or too manually changing the standIdle animation so imma see if that works out

#

if not, imma just set the ranges to 0 as you said

viral tartan
faint cypress
#

Small question

#

How would you guys set up something like

#

Hold on

#

Let me draw it

#

How would you rig the flower pot so it slides along the floor instead of having legs?

pale pumice
#

basic humanoid armature, weight paint the whole pot to the root bone

faint cypress
#

Gotchu

#

Thanks for the tip

pale pumice
#

that's amusing, I dig it

faint cypress
#

I like rigging silly avatars

pale pumice
#

it'd be fun to do a bunch of those, ala plants vs. zombies

faint cypress
#

I already made the dummy shield from GW2

#

And i haven't really rigged anything in a while so

#

It would be fun to try

#

Question

#

Is there a way to separate these eyes from the mesh they're linked to?

#

Oh nvm, just fixed it

pale pumice
#

yes πŸ™‚

faint cypress
#

Sorry sorry, just kinda new to blender

pale pumice
#

edit mode, select all the stuff you want to "part" out and hit p to turn it into its own object

scenic crater
#

anyone?

#

Maybe i gotta ask over there, i think this is past my rigging issue, thank you all

faint cypress
#

I sadly have no idea how to help you, sorry 3:

scenic crater
#

it's okay, i appreciate the thought none the less!

scenic crater
#

if you mean this menu, that just lets you preview your muscles, not change their weights

pale pumice
#

Click one of those open and you can adjust the ranges and set them to 0

sly crater
fading verge
#

Can someone upload my paid avatar to my vrchat please TT i have no idea on unity

flat sage
fading verge
#

its all unity TT

flat sage
#

Did you use the VRC Creator Companion

fading verge
#

yes

#

and when i choose folder its nothing happens

#

open logs
Set the project location to C:\Users\user\Downloads\YM_JUMPY_ver4_00

flat sage
#

Try to open the project with Unity Hub

fading verge
#

sorry ?

flat sage
#

Is your project open?

#

Or can you not open it

fading verge
#

nope

#

can i screenshare you ?

#

im sorry for bother ;;

flat sage
#

I’m not in a place to be in a call atm

fading verge
#

ohh

flat sage
#

Are you trying to open the project with VRC CC or Unity Hub

fading verge
#

i dont wanna give to others my avatar files there's many chat request in my discord rn its others work so ;;

#

im so panicing

#

unity

#

but i dont have license key so

flat sage
#

Try to open it with the VRC CC

#

Otherwise I haven’t had this issue yet so I don’t have a answer :-(

fading verge
#

what is vrc XD

#

creactorcompanion ?

flat sage
#

Yes

fading verge
#

oki lemme try

#

wait unity can open with vrc?

flat sage
#

Yes

#

As long as it knows where your Unity Program is

fading verge
#

like this ? lol

flat sage
#

Looks about right

fading verge
#

yea its open already

flat sage
#

Your Unity is open?

scenic crater
pale pumice
scenic crater
#

alright

#

DUDE

#

sorry i had a realization

scenic crater
#

could something be setting my finger weights to 0 for some weird reason?

#

hmmm...

#

anyways i see what you mean but the default way VRChat curls them is not what im looking for

#

i htink i'll just hop into blender and just weight paint

#

thanks for the help tho! i appreciate it

pale pumice
#

oh huh, that's interesting

fresh violet
#

as a newbie i think i did good

fading verge
#

lf someone who can work on photoshop i wanted to change shirt texture

short plaza
#

Hey guys got a problem and need some blender wizards, trying to do some emote animation in blender but mirror auto ik is fucked. original rig is like this

#

When I pose it it does this

#

like the bones are being magnised to each other when posing

#

any ideas?

white solstice
#

so, if you have this turned on, it may cause issues

short plaza
#

Ty, the legs bones are there only to be used as Phys bones in game and arn't used in posing, tried deleting them no good, mirror works fine until auto Ik is turned on

white solstice
#

its not just the leg bones from what I can see. Keep in mind that auto IK looks at every bone in the chain

#

do these palm bones and their children also have the L/R suffix?

short plaza
#

Just checked over all prefixes are correct other than the "leg" bones

white solstice
#

ah, well. I am out of ideas, then! πŸ˜…

short plaza
#

No worries Ty anyways, I think its something to do with the line of symmetry not being correct

white solstice
#

thats not hard to fix

#

delete the bones on one side, highlight the remaining side and right click>symmetrize

#

boom! symmetrical bones 😁

short plaza
#

Think I found the problem, when I went to symmetrize the bones mirrored Incorrectly like this

white solstice
#

what does the N panel show?

short plaza
#

N pannel?

white solstice
white solstice
short plaza
white solstice
#

its the properties panel, but some call it the N panel to avoid confusion with the other properties panel

short plaza
#

gotcha

white solstice
#

select the armature object to see the properties

short plaza
white solstice
#

this seems to be that the armature object needs a rotation reset, since the symmetry is not on the x axis.

short plaza
#

Alt-G right, did the reset no luck

white solstice
fading verge
subtle heart
#

@hollow anvil Can you help me with rigging

fading verge
#

Yo, uhm, can somebody help me with rigging an Avatar? He's a short avatar, and keeps sitting inside chairs. I'd be glad if someone could help.
could it be of the misplaced stomach bone?

quaint cosmos
#

VRC chairs just aren't that good, tell the world creators to get the Self-calibrating prefab. If you need to use normal chairs, however, the hip bone does look pretty high.

fading verge
#

Oh, so the stomach bone isn't necessary?

quaint cosmos
#

From the hip bone to the head bone, you need a 5 bone chain, whatever you're calling it. There is an optional 6th bone that is usually called upper chest but you can get by without it. I know some creators use one and some don't. I'm not sure on the exact arguments for each.

fading verge
#

OK, thanks! Where does the chair anchor actually? Is it at the thick side of the hip bone?

quaint cosmos
# fading verge OK, thanks! Where does the chair anchor actually? Is it at the thick side of the...

I don't know for sure but chairs are just really unreliable when it comes to sitting height which is why I recommend getting the calibrating chairs for any worlds you're making. I don't know how those work either but they use the knee height of the avatar somehow and it seems to work well for pretty much any avatar. Alas, we can't force all world builders to add those (or use ramp colliders πŸ˜” )

fading verge
#

I'm going to try it by lowering my hips. Thanks though!

quaint cosmos
#

Yeah, I think that'll help. Like the picture shows, the head of the hip bone should be at the same height or a little below the head of the upper leg bone.

fading verge
quaint cosmos
#

Did you adjust the hip bone in edit mode or pose mode?

mighty spindle
#

hello! so, i gave my character a hoodie to wear, but i've run into a new issue: clipping. what approach can i take/method can i use to prevent this/fix it?
i want the hoodie to be taken on/off at any point, if that helps. it's an optional accessory type deal

quaint cosmos
mighty spindle
#

hmm. i'll check the weights!

quaint cosmos
#

Sometimes adding in another edge loop can also help if you don't have sufficient geometry in that area to wrap around that part of the mesh.

#

I think you can also add shape keys to toggles so those parts of the model could be narrowed when the hoodie is on but I'm not sure on the process of doing that.

mighty spindle
fading verge
quaint cosmos
#

Good to know. In practice, that does not work well but it's good to know how they're trying to do it. It's probably a good system using a single reference point but whatever the self-calibrating chairs do with the knee calculation is way better.

rotund kraken
#

their hip bone looks fine

#

if anything the upper leg bones on your image are high lols

gentle light
rotund kraken
#

thatd just make more skinned meshes but if they're not optimizing it doesnt matter

#

looks like a meelo model tho and theyre usually under 70k

quaint cosmos
#

All my rigs have the hip lower and they work well but there are some that have them higher. The standard template bones are a bit higher than in that picture but still a little lower.

fervent badge
#

anyone knows if the self-calibrating chairs work on stations on avatars?

fading verge
round cypress
#

Two questions, one of which i'm unsure if it goes here or not. How do I fix the T-pose and broken camera, and how do I fix one of the hands being clenched 24/7?

quaint cosmos
#

Where did you set your view position?

round cypress
#

Where would I go about changing/checking that, because I have legitimately zero clue

#

Sorry, i'm extremely new to this

quaint cosmos
#

It's towards the top of the avatar descriptor. By default, it's average human height so imagine it will be significantly above this avatar. As for the t-pose, is the fbx set to humanoid?

round cypress
#

Rig type says it's non-humanoid

quaint cosmos
#

Not sure on the hand clenching issue.

round cypress
round cypress
#

All of the neck bones come up with this or similar messages, how do I fix that?

cold acorn
#

is it at all possible to have tracking on a Generic avatar, like with finalIK?

#

I find it a bit silly that to track even a single point I have to have a whole dummy humanoid skeleton, but it seems like that's what everyone does

quaint cosmos
fading verge
#

can someone help to figure this out please im really tired of this thing omg its look like my avatar broke hand now

silk slate
#

does anyone know whats going on with the head and hat?

#

i set the vertex groups to the same as the other head which works fine on here

#

Spine2, LeftShoulder, RightShoulder, Head, Neck

#

those work for another head model I have

#

the head

quaint cosmos
#

You added the vertex groups but did you add any weights?

jolly dock
#

Can someone give me a hand with blender rigging? I've been working on this avatar for a friend and it has a lot of separate elements and articles of clothing. I've been really struggling to get them to work together in the rig. Could someone please help me?

#

For example when i bend the arm mesh the whole sleeve and hood go out of whack

hollow python
gray coyote
#

does anyone know why is my avatar crossing knees when i bring it to VRC, like these photos?

#

in unity it is fine.

turbid dagger
#

I would also like to know a fix for that, my locomotion animations tend to do weird things to the legs

fluid crown
#

I just bought a model from cgtrader and i have absolutely no idea how to rig it
The only advice given by the avatar author is "for vrchat PC. to use this avatar just download OnimaiAvatarPC.unitypackage > import in untiy > Proyect tab > OnimaiAvatarPC > Open SceneAvatar > Publish!"
I have never done this before and this has just confused me to no end

#

Would anybody be willing to aid me?

#

And any YouTube tutorial I find either doesn't address the issues i'm having or is outdated

#

I even tried using the VRChat Creator Companion and all I get is this loading infinitely when I try to open a project

fluid crown
fluid crown
#

i hope i didn't just waste $12 on something i can't even use

fluid crown
#

oh fuck yeah i managed to fix it

wild bobcat
#

anyone know what would stop a chest tracker from working on a model?

flint sun
#

Hello, this is like a question and I'm not ready to export my model into VRC just yet, but she has those pheumatics in her arms. I set those up with track constraints in Blender and I was curious if there is something like that in Unity too?

copper halo
flint sun
#

Ah good to know, yea that's how it's set up in Blender I hope it works in Unity too :p

copper halo
#

πŸ‘ tell me if it does

#

Curious cause i wanted to add some neumatics aswell just never did haha

haughty glacier
#

Hey all, I'm looking to try to implement a non-human character into the game but there seems to be very little information in the way of bone structure & importing custom animations (like walk cycles, which is my current hurdle). Pictures related for model & rig. This rig has thigh, shin and foot bones, along with two toe bones per foot, and the legs have IK enabled. There is a single body bone connected to a neck bone with IK, and a head bone that controls the head & beak. Finally, all IK bones are attached to a root bone for any extra general motion needed.

#

I have a walk cycle already animated, but the question is how to import it into the game properly? When I tried on the locomotion layer, the animation only performed a few frames before pausing. Why? Is there a way to fix this, or better way to do this model in general?

glacial halo
#

i have an model i imported from a website and all the bones are named in chineseπŸ’€part of its broken since i keep getting this error message,
idk what to do since no translators work-
do i just remake the entire thing?

#

(btw im a total newbie at blender so)

brazen island
#

@glacial halo im pretty sure cats plugin trying to rename your armature when you hit fix model button, even if you disabled all the real fixes

#

but your rig does not lookij healthy tbh

quaint cosmos
#

I'd just go through the vertex groups in weight paint mode to see what parts they're affecting and rename to standard VRChat conventions.

glacial halo
#

idk it was premade like this

brazen island
#

@glacial halo idk, hard to say. if you dont care about hair/booba physics etc just put it into mixamo/accurig for fast result. but maybe its more salvagable

glacial halo
#

booba physics is too much effort

#

ill give mixamo/accurig a shot

glacial halo
#

@brazen island i couldn't find an explanation online- when i finished w/ accurig and imported into blender, the meshes combined into one so i can't retexture it right- is there a way to keep my different parts separated while in accurig?

#

😰

brazen island
#

@glacial halo even if it combines the mesh it cannot combine the materials so you can always separate it by material (and better combine back when youre done, everything that is not gogglable should be one mesh)

glacial halo
#

ill try separating by material

high shadow
#

I’m trying to make a character that’s just a tv and should I rig it? And if I do I have no idea how to since it’s just a box. I’m planning on not adding any extra emotes either just want to know (I’m new to making vrchat avatars)

glacial halo
#

@brazen island i cant figure it out vrcTupAUGH

#

i tried googling it im completely lost

brazen island
#

@high shadow if youre ok with it just sliding on the floor and rotating horisonally where camera looks, you dont need to rig it and just use nonhumanoid rig in unity.

#

@glacial halo in mesh edit mode theres separate - by material, i believe its p key but you can just look through menus

glacial halo
#

i tried playing around with some settings and selection stuff but im not rlly sure what to do

#

this is the original btw

glacial halo
#

i fixed it!! yay

#

tysm for your help

glacial halo
#

@brazen island found out it does this in accurig, is it just the mesh being weird or what?

#

sorry im bothering you so much

#

im not sure who else to ask

brazen island
#

@glacial halo its posed? well time for some manual fixes i guess. https://youtu.be/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...

β–Ά Play video
glacial halo
#

you are saving my life

#

okay well when i try to do the "with automatic weights" bit the mesh becomes huge and the armature stays tiny

#

@brazen island

robust mantle
# glacial halo

when using the heat map method your mesh has to be perfect with no non manifold or other geometry errors

#

try to bind automaticly with another binding algorythm

#

try by distance or linear they work on everything but results might be uglier

mellow badger
spring girder
#

Hi, im new to vrchat but i have several experience in unity and 3D. I imported my character in unity with "creator companion" and now i want to test it offline on my device. After i clicked "Build & Test" in the offline testing tab, nothing happens. Can somebody help me?

glacial halo
broken trout
spring girder
#

ok ty, is there nothing to see on the output log or any other progress overview

broken trout
#

I actually dont know if any logs are generated, its been a while since I used a test avatar other than for the build performance script

brazen island
#

@spring girder it says "test avatar built" in popup window

robust crescent
#

if you are ingame while you upload it, wont appear (restart) - having -watch avatars on while you are wearing the avatar will auto change when you overwrite it

#

vrchat hasnt updated list after some patch months ago, constantly restart or upload it first

brazen island
#

@robust crescent i just switch between two test avatars, works fine

robust crescent
#

now upload one while you are ingame

#

it wont appear

brazen island
#

well i never upload one ingame ig, i only update it

broken trout
#

it does appear in the settings avatar wing, just not in the main avatar menu

#

really annoying bug

robust crescent
#

im mostly offline testing using quick launcher, since its much faster without eac starting

broken trout
#

gesture manager and gogoloco all the way baby

silk slate
#

Does anyone know what’s going on with the hand here? It’s also breaking in other places but it only breaks when I put the avatar in gesture manager

brazen island
#

@silk slate edit mode - a - merge by distance i guess

silk slate
#

it is a blender issue

silk slate
#

that did it

#

thanks

limpid aurora
#

I just got FBT but my view point changes when I sit or lay down, what's the most common fix for this? (Tried basic in game adjustments)

silk slate
#

Horizon Adjust

#

lay down and calibrate in the position you want to be in

limpid aurora
#

yea anytime I sit down my view point goes down to my avis neck

silk slate
#

is the avatar proportioned to you correctly?

#

generally your actual size

silk slate
#

try another one

limpid aurora
#

is this something that can be adjusted on blender?

silk slate
#

possibly

#

can you send a picture of both the avatar and your viewpoint

#

when you sit down

limpid aurora
silk slate
#

sure

pallid jay
#

Hi, I'm completely new to making avatars (particularly, I'm entirely new to unity) , and i've been stuck on the blender -to- unity step for around a month now, are there any comprehensive tutorials around? Or, like if anyone wants to explain it to me like im 5 lol this is officially a cry for help

pallid jay
#

please, i feel so dumb trying to do this haha

inner sorrel
#

can i get that to?

#

ive had this avatar for like 2 weeks, still cant rig it 😭

pallid jay
#

i will try this tomorrow. im so mad at blender and unity im seeing red but much appreciated

steel scaffold
#

i have a small issue in unity it says the chest is missing so i added the chest in the humanoid rig up when i go to up load the avatar in still says spine hierarchy missing elements please map chest any ideas thank you

quaint cosmos
steel scaffold
#

@quaint cosmosyeah i did that and i added the chest but it wont go away when i try to upload the avatar so i dont know what the issue is

quaint cosmos
broken trout
#

(have you tried closing unity and opening it again)

#

(not joking, I've had unexplainable errors fixed that way)

steel scaffold
#

ok thanks let me give it a try

#

i closed it down and reopened but still have the same issues

#

@quaint cosmosyeah i applied it but still shows

steel scaffold
#

so i fixed my avatar but mine view is way of any ideas i did change the point of view but its like this

quaint cosmos
robust mantle
#

Hello im bored and i have time does anyone want me to rig his character

tiny ore
#

what is this channel about?

tiny ore
turbid dagger
#

When you add bones to a 3D model, this channel is for others to talk about it or help with issues specific to character rigging

flint sun
#

Is it possible to split the rotation of the wrist in VRchat to different bones? Due to my model having robo arms

candid rover
# flint sun Is it possible to split the rotation of the wrist in VRchat to different bones? ...

It's definitely possible. Though it'll probably require some creative rigging and constraints in unity. I haven't done this myself, but I'd assume you'll need to split the limited rotation parts out into a seperate chain of bones so that they're not part of the main humanoid armature but still a child of the arm, then use constraints in unity to parent and limit rotation of the specific parts.
Again, I haven't done exactly this so I may be wrong about it, but that's what I've done for something similar.

flint sun
#

Hmm I see, I think I get how to do it, thanks for the idea

silk slate
#

Depends

silk slate
silk slate
#

Technically they’re optional in unity but vrchat throws a fit if you don’t have a chest and upper chest bone for FBT

steel scaffold
#

hi so i did a head swap dose anyone know how to put the face gestures on to the new head the same one that where on the old one thank you

fading verge
#

Did the new head not have any?

steel scaffold
#

@fading vergethe new head dose have the shapekeys

tidal ocean
# steel scaffold <@456226577798135808>the new head dose have the shapekeys

Grab the fx layer from the head donor, duplicate it and remove everything but the layers and parameters containing the gestures. Export it so it packages in the animations as well.
Import on the new avi project, remove old gesture layers and use av3 manager to merge the layer with the donor gestures

#

This only works if the path for the animations is the same, if it changed because you renamed the face mesh or merged it with the body or something else, then you’ll have to redo the animations

crisp phoenix
#

anyone know how to stop these bits falling off my back

#

it happens when i bend and turn my avatar these bit which are set attached to the chestpiece separate and float mid air

robust mantle
#

you can skin them properly and they are not going to fly away

#

be sure that on your resting pose (bind pose) these parts are properly weight painted (skinned)

#

They probably have some lost weights making them behave in an unwanted fashion

crisp phoenix
#

ok

#

thx

steel scaffold
#

@tidal oceani recently merage the head to the body i can i still do what you said

steel scaffold
#

so all i have to do with the old fx is to remove everything apart from the left and right hand gestures and use av3 manager to Merage it to the new one

steel scaffold
#

i need to know how to use the av3 manager so i can use the old fx from the old model

steel scaffold
#

@tidal oceanhi is there a video for this so i need to take everything out of the old fx apart from both hand gestures ok then how do i use the av3 manage thank you

steel scaffold
#

do i add the edited fx to av3 manager to marge in the gestures tab

tidal ocean
#

Yeah you delete everything off the old FX but the left,right hand layers and the reset layer if it has one.
Then you just open av3 manager, go to the fx tab, scroll down and click add animator to merge. You drag in your old edited fx and either merge on current to overwrite or merge on new if you want to save a backup of your current fx layer.
Lastly you should open the new fx layer and drag the new layers containing the gestures to the top of the list, just under the empty base layer

#

@steel scaffold

steel scaffold
#

do i need to take the hand gestures of the other fx or do i just leave that one

#

@tidal ocean

tidal ocean
steel scaffold
#

ok thank you i will give this a try@tidal ocean

tidal ocean
steel scaffold
#

ok so i have done that now i have a issue is gesture layer needs valid on first animator layer any ideas @tidal ocean

proven pelican
#

Does anyone have an idea on how to export clothing from blender with armature to rig to a unity avatar? I was able to get it imported but whenever I go into play mode the sleeves of my shirt wont follow the arms of the avatar.

#

It is missing the armature parts that clothing from gumroad for example has. Is there a setting or way to export that with clothing to make it easy to add/rig into unity?

rotund kraken
#

you do your rig work in blender

proven pelican
#

So I have the clothing in blender and it works properly in pose mode. The issue is once it is exported out and imported into unity it will not stay attached to the arms for example

rotund kraken
#

i might be understanding wrong but your clothing shouldnt be on a separate armature

proven pelican
#

Not a separate armature. It is rigged to the models armature and works as it should in blender. What I mean is when I import into unity it is missing the armature points to rig the shirt to the model in Unity, like how it would come from getting clothing from gumroad (upper arm, lower arm, hips). I think I figured it out though lol.

inner berry
#

Hi hi all (im not really sure if it a right channel for it vrcTupDead )
But is there a way to make a normal skirt physics ? (and yes, I've tried playing with rotation constraint, but I still see a lot of problems with these)

broken trout
echo crane
#

I just bought a set of clothing for my avi and I don't know how to connect it in unity

steel scaffold
#

hi i just recently just got a new avatar and for some reason the face gesture dont work when using the hands any ideas in how to fix it thanks

quaint cosmos
# echo crane I just bought a set of clothing for my avi and I don't know how to connect it in...

Depending on whether the clothing is proportioned correctly for your avatar or weighted, you'll need to potentially do a fair amount of work inside of Blender. This will help you figure out if your model is weighted and to weight it if it isn't. 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...

β–Ά Play video
vestal condor
#

I remember hearing the term non transform bones in a video and I can't find it. but my character doesn't have a enough polygons for a spine but I know it's required for unity rig, so is there a setting in the bone tab somewhere to change it's type. the characters intentionally low poly

#

nvm, there's literally a toggle that says it and I'm just blind.

silk slate
#

does anyone know whats going on with the foot here

#

i brought it into gesture manager and it just started doing this

#

the other foot is fine

#

there are more issues in blender

#

either im dumb as hell or the bone just dipped

silk slate
#

i found a backup with the bone still intact

#

im guessing this is why the other model died too

foggy arch
#

This could be a dumb question. When rigging a VRChat avatar that doesn't have proper hands (as in it could just be a ball for a hand) can you leave out all the hand bones?

fading verge
#

@everyone would it be cool for a blender roblox Batman to be a VRchat avatar?

turbid dagger
#

Bro really tried to @ everyone

quaint cosmos
#

The rage would be unimaginable. Also, it would be happening constantly if people could actually do that. Personally, I prefer regular Batman and I'm not even that into Batman but there might be some Roblox fans/memelords that are into it.

quaint cosmos
foggy arch
foggy arch
#

Is there a way I can select parts of a mesh in edit mode so when I'm in weight paint mode only those areas are affected?

pale pumice
#

yeah, when weight painting, tab to edit mode, select stuff, tab back and then there's an icon at the top left that lets you enable a mask for those, I forget what its tooltip says but I can look in a minute

#

It says Paint mask

foggy arch
pale pumice
glacial halo
#

anyone know any other auto rigging applications other than accurig

brazen island
#

@glacial halo mixamo, tho its a web service

tame burrow
#

Did you ever find a fix for this? I'm having this happen and its a headscratcher.

odd depot
#

Probably my most cursed vrchat rig

#

looks like it'd be something out of resident evil but the model its attached to is much more mundane

glacial halo
#

wait nvm i found out

#

tysm!

untold hull
#

what should weight paint on shoulders look like?

echo crane
#

Can someone help, got bored and rigged my roblox avi but this is happening

robust mantle
#

generally influences 4 clavicle scapula and arm + a deformer fixer if you want perfect results

sleek isle
echo crane
#

tried already

sleek isle
#

I mean in the project not just in the scene

#

also, you want 0 roll in the bone assign in the humanoid

steel halo
#

What direction do thumbs rotate in the SDK?

#

Trying to figure out how to rotate my thumb bones

steel scaffold
#

so i am very much at the end of an avatar head swap everything is done apart from my face gestures with the hands having issue doing them and its driving me crazy is anyone able to set them up for me if i send my unity package if not its ok

lime zenith
#

guys is it possible to extend the bones?

#

i need to make it reach the end of the hand but i dont know how

polar forge
lime zenith
#

ill retry and see if it fixes the issue

polar forge
#

If you really want to "extend" the bone for whatever reason, you'll need to add a bone to each fingertip.

lime zenith
#

ill figure it out

polar forge
#

It can't be done in Unity.

#

You'd have to do it in Blender to add bones.

lime zenith
#

wait let me show you what it looks like in blender

polar forge
#

By the hand model looking off, do you mean the fingers curl in odd directions?

lime zenith
polar forge
#

That sounds like a weight painting issue. Try messing with Pose mode in Blender and moving around the hand to see if you can replicate and locate the oddly weighted vertices.

lime zenith
#

thanks for the help

rotund river
#

How do I rig?

quaint cosmos
#

This should more or less work for VRChat excepts the hips should just be one bone and you'll likely want to rig the fingers as well.

toxic osprey
#

I have been trying to make a model of UG Gekko from Metal Gear Solid, and i'm using the Super Smash Bros model of the character. I try importing it into blender, and the rig just wont work at all. I've tried all sorts of things to make it work but it just wont have the rig tied to the model. I have the file for the model here for reference. If anybody could assist me in figuring out what i'm doing wrong, that would be a huge help to me.

rotund kraken
#

no weight on the vertex groups

#

vertex groups are named but theres no weight data on any mesh

#

and on 2nd reimport all of the vertex groups vanished, lol?

toxic osprey
#

Any other issues that you can see or is that all?

steel scaffold
#

so trying to do leg swap i did a head wap but its not working out so trying to do legs swap out so i have an avatar that has robot legs and trying to add normal ones any idea the best way in doing this thanks

quaint cosmos
thick haven
#

Looking for someone to rig my blender model and create me a custom sitting pose, if interested DM me!

fathom hawk
#

so i just made my first model that im actually gonna try to turn into an avatar, now i need to rig it so how would i do that? and should i do that in blender or unity?

sleek isle
#

@echo crane am not familiar with those model. DM me about it

sleek isle
#

@fathom hawk but the model should have the feet on the floor

#

VRChat don't want none 0,0,0 armature

fathom hawk