#avatar-rigging
1 messages Β· Page 9 of 1
i will try that - thank your very much ^^
I just downloaded this and the armature semes wacky. is it good or do i have to redo it
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
Multiple objects can use the same rig/armature for deformations
Oh, for the mouth youβll probably want to add viseme blendshapes to the mask and drive those with an animator using the viseme parameter. I donβt know how the vrcavatardescriptor handles an avatar with multiple skinned mesh renderers
yeah i did do the blendshapes for the mask
the a u i o e
but
how would I do that in unity do I need to add more to that
You can use the Viseme parameter provided by VRChat if you already have a mesh that's using the current one by the descriptor
Ok will this apply to an avatar thatβs using cats
how to make an avatar with 4 arms that when i move my normal arm the other arms move as well
@keen fulcrum on pc with rotation constraints on every bone of clone. on quest - you dont
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.
If you don't know the first thing about rigging, I'd watch some tutorials or use Mixamo.com
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
put them in the right position
I appreciate it
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
Did you forget to remove the old one? o_O
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?
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)
I just combined em did see an old ond
how should i connect the arms to the body? Like so that they move more smooth.
oops wrong discord chat
hey do you know how you do that
Does anyone have a screenshot of a rigged mouth armature? I'm not quite sure where to start with mine.
@humble locust you dont need a rigged mouth, just blendshapes
I know, I just wanted to try using facial bones
mm bones
Can you not just weight the whole banana to the head bone?
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
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
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
Yea posing the arms, and then weightpainting it, actually weight paints it to armature, and (not) the posed armature
So is the rest pose a t pose or is it just posed that way?
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
So move the hoodie arms into position in edit mode and then weight. Does that not work?
Ill fuck up the mesh if I move the hoodie, thats why I want to use the A-pose avi
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
She became playable later.
Some loyalties transcend barriers. Unleash the dauntless strength of Marci this fall as she powers her way from DOTA: Dragon's Blood to the battle of the Ancients in Dota 2.
2D animation by Studio Mir.
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
Oh wait wrong channel
yo you know how you use this and apply this
click the link I sent, there's a download for the animator shown
yeah but how do I apply this to my vrc avi
like there is no tutorial video
like do you know how I apply the visime parameter to my avatar prop
I checked the visimes I think thats what I want
like please do you know how I do this step by step @uncut breach ?
sil is the neutral state of where the person isn't speaking
put animations with the blendshapes in the states accordingly
Inside the FX layer
do i make a vrc avatar descriptor for it or do i drag and drop it over to the prop
ok.... do i put this in the main avatar thing
because I'm planning on using the fx for facial expressions
The FX layer can have other layers
do you know how you do that
You can use tools like AV3 Manager from VRLabs to merge different controllers
is that from the vrcsdk thing
it is in the curated list in the VCC, yes
wait shit i just downloaded the product
aaaaa
wait is it on the vrcsdk or do you have to download it from a site?
i downloaded it from a website is that okay
@still thicket its not a part of sdk, but its in selected community packages, ie its approved
its ok if its from github
just might get outdated someday
okay
so now what do i do with the avatar 3.0 thing
btw i got this error is that ok
no, go to the console and screenshot the errors
well its gone now that I deleted the file that I put in there
how do I get to that menu btw
creator companion>manage project
wait do i have to download the vrc creator companion
I thought you said you already had it
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
also this was the error I got
im sorry all of this stuff is so confusing
screenshot your base assets folder
gotcha
yeah you have 2 SDKs, one in your assets and one in packages
Idk how that even happened
remove the one that's in your assets folder
idk either lmaoo
oh no
aieyaeyae i screwed something up
this is why i have descision paralysis
a
yeah lol no fuck this im starting over
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!
You should try looking up a video on YouTube. It helped me a lot
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?
I reaaalllyyy appreciated this playlist myself. Screw the doughnut method and do this one instead. It gives you a huge jump in from scratch things and explains a lot π
looks great! I wish i would had this playlist when i was learning blender....
thanks to those tutorials, i was able do this from zero:
I even was able to set up a functional rigging:
with Inversed kinematics... but as I said, I'm not sure if this would be compatible with VRChat avatars...
not sure if its any help but this is the template humanoid armature that avatars use
oh, i'm sure it will help!! I will try soon!
So, with this armature, and linking it to my geometry, that's all what VRChat needs?
good info π
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
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
yes, that would be my next question, in order to facial expressions, hair bouncing, breasts... etc... that requires more bones, right?
Hair/butt/boob/skirt movement yes, Facial expressions no
anything you want physics to have needs to have bones, but facial expressions and blinking does not
you handle physics in unity after the rigging portion in blender
first time I hear about Vroid... π€
It's called Blendshapes or Shapekeys depending if it's unity or Blender
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 π
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
wow.. it looks copmlex with my actual knowledge.. π
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
wow... are you sure what you are saying?? π
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 @_@
π I really appreciate your words... π
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
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
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
Judging by the origin in the image, it looks like it's pretty far from the avatar, specifically, pretty far behind them. Z values for the view position should generally be between 1 and 2 and yours is -1.48
what can I do to bring it to the right spot?
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
1 is probably fine
Also X should generally be 0 if the avatar has its origin at the world origin which it should.
An x value other than 0 will have it offset to the left or right
my avatar body mesh seems quite off of the parent, any idea why that might be?
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
ok where is that at?
wait i might have fixed it\
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
so copy rotation but have it copy as actions are made
or maybe a unity package that will freeze a mesh on toggel? is that a thing?
so like freeze the mesh connected to some bone and leave the rest alone. that would work
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?
so i got rotaion constraints workin
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)
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
@reef parrot disabling constraints?
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.
Ok, had to add _L to every bone's name with ctrl+f2 first
i been trying to found someone who can rig a live2d model
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.
This is the model I'm trying to rig btw.
Good news, I found the model! Uh, idk what happened to it but I think this is it??
It's off center in Blender so of course if you export it that way, it'll be off center in Unity. There also seems to be messiness in how it's structured. It looks like a basic humanoid model but it's rigged to 3 separate rigs and it appears to be an LOD model which leads me to think there might be multiple LOD levels rigged to the rig.
I had my clothes rigged separately at first, I figured out how to fix the origin location and all is well now thx
Iv recently noticed some of my models have a slight slant to the finger angles with VRC's hand animations
like a slight slant to the right that does not look normal or natural
is there a way to fix this cause the models seem fine when I look in the humanoid rig setup
is there a way to sculpt specific regions? like by color?
example
did you recently change the size of the finger bones?
this is how it came
i reimported the model frombits unity package just incase
cause it looks perfectly fine in unity
when testing it out with muscle stuff
it seems to Just be in VRC?
Nope its entirely how it came
aside from those thumbs it looks fine right?
knuckles look a little far back but it's probably fine
I only need to do one of each eye lid top and bottom because when I key it I can mirror the key right?
I'm not sure I understand You would only need one eyelid for the top and bottom because that's how humans are made, do you mean you can mirror the shape key? Sure, if the topology is symmetrical.
yeah I was talking about shape key for blinking animation
do I need to rig my clothes ?
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.
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
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.
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.
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
You need to weight things in Blender. For props that can just be parented, that can be done in Unity.
does anyone have any good tutorial videos on adding a robot arm to an avi
Do you already have the arm or do you need to model it? It's basically the same as adding anything to a model, put it in place and weight it to the rig.
i just had this issue
the two fingers werent connected to the main part of the hand
when i like combined them
im wondering if its because I accidentally forgot to name them the same
does that affect anything
bc when i didnt merge the armatures it was fine the fingers moved properly with the hand
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.
so I should name those things i didnt
and then it would fix it?
sorry im kinda slow
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.
ok thank you lemme do that rq
god bless ur mf soul
i was gonna finna give up
and then you helped me
π
thank you!!!
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
wait may have fixed it
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?
If you're looking for commissions, google VRC Traders, that's what that Discord is for. This Discord doesn't have any vetting process so you're much more likely to end up getting scammed.
Thanks Krampus, very useful, it's not a commission so much as rigging up an existing t-post character that is already in unity, still the same route?
If you're willing to pay, yeah. If not, I'd recommend trying Mixamo.com, it can automatically give you a decent rig, though not as good as one that is done by hand.
Ok, well i'm willing to pay, so i'll go google, TY @quaint cosmos !
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..?
yukari where are you? D:
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
It says it is there, it is in assets, but model no there
Yeeeep, figured that out. I am kind of a dip. I also didnt have the vrchat thingy
Alright sooo new question.. Why does my model completely break in blender but not unity..? this is the same model but in both.
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
Have you tried resetting all the transforms in Blender? That will often fix it. Sometimes they just import posed weird.
I have no idea how to do that but thank you very much for this info, I shall find a tutorial lol
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.
Yeeeah I am really lost but thank you!
If you have any materials for newbies that would be nice >>
I did that and it fixed a bunch of things, but her face said "imma head out" lol I am getting somewhere
Sorry, I gave you bad info. What I meant to say was in pose mode, do Alt + G, Alt + R, Alt + S. Ctrl + A is apply transforms, you want to reset them. Still might not work perfectly but try that. I'd start from the import.
hi im new and i want to learn how to make avaters
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
thought this was sent a bit closer to my time, my bad, but still applies if someone hasnt mentioned vrc traders to you yet
so my arm rig is named clavicle, shoulder, arm, hand. cats says im missing elbow
so i changed the name of arm to elbow
and it says im missing arm
should i change shoulder to arm and arm to elbow
that worked
Iβm trying to put on this fancy looking robot arm on my avatar. When I merge it, the bones donβt merge together and also the arm will not move at all with the body and shoulder. Pls help idk what to do ππ₯²
the bones probably aren't named the same
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?
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
Option to directly delete it is a no go
My goal is to just rig it and see how it acts in vrchat but these objects are annoying
I would just use blender but blender is murdering the model entirely and I don't know how to anyway
If you don't care about the book contributing to the triangle count, could you just disable the mesh renderer?
thanksss
Before i comence putting some effort into the avatar i want to ask: is it possible to rig an 8 legged character?
surprise, Itβs a spider
@fierce egret finalIK is whitelisted component and it is used to create arachnids
no idea what rig requierememts tho so you better find complete one and check out how its made
And only for PC avatars so i don't think you'll have much luck making it Quest compatible
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?
friend told me it may be a weight painting issue but i'm not seeing anything faulty in here so i'm lost
if the head and neck are two separate meshes they need to have influence on both, i'd say either merge the meshes or make sure they're being influenced correctly
i tried merging them already but that screwed it up as well
by that i mean that the entire body gets rotated when i rotate the head
and i have no clue why
are they completely separate objects that use the same armature modifier?
try checking the WP on the body mesh
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"
what does wp stand for?
weight painting
your neck controlled not only by neck bones, look through all vertex groups
that's what i'm saying bro there's nothing else that could be controlling it
i went through them already
i can't find anything sadly
eh i fixed it by unparenting the face mesh from the armature and then joined the meshes
nvm now i'm having the same issue with all the other meshes attatched to the body
smh
wait nvm this was already happening to all of the other meshes i just didnt notice
basically all of them are not properly attatched to the body mesh
so it all slides like this
i remember having issues like those beforewith other models but i'm not sure how i used to fix it
all of the meshes have the same origin point
this aint a weight painting problem, it's just something with the armature and parents
but idk what exactly
nvm im giving up
i just merged all of those meshes
i'll keep it at that
cus it works
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.
If you move a bone in hierarchy, does the mesh follow the bone?
I added the weight paint in Blender but I'll test that thanks
You are right, it doesn't move !
I don't know what's wrong, the weight paint is made and all
Do you know why the bones are not properly attached to the mesh ?
It doesn't? Even in blender?
It works in Blender
Did you also try moving bones in unity?
Yes, they move without the mesh moving
Select this object and screenshot its preview
I don't think I can preview it...
Drag this part up
Here
Can you screenshot the blender window while opening the model?
You're right ! It doesn't work once imported into blender !
Don't you have it as .blend file?
Yes and it works there
So screenshot again but with the blend file
Here
What constraint you added to the body full object?
Those
I didn't know the armature constraint exist. You have to use armature modifier instead of the constraint.
Ahhh Ok I try that
Yes it works ! Thank you so so much !!!
Now I'm curious as to how armature constraint is intended to be used
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.
I dont know how to fix it
Weight painting, most likely.
is there a simple way to do it through that? im more of a beginner in terms of more advanced things like this
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...
So does anyone know how to weight paint or attach limbs if so please help me
The video 2 messages above yours is a good start
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
@bright geyser properly or at all
It moves but it does not look right
remove all vertex groups before weighting, could be having old weights
How do I do that again?
vertex groups. right corner of blender
Top ?
Could you show me?
han im on the phone
Alrighty I can wait
No idea whats happening
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?
Pretty much use the same tutorial as unity humanoid model.
vrchat can use upper chest bone now, it's still optional.
does an avatar need to be humanoid for the FX controller to work?
nope
alright thanks
uhhhh
how can i fix this
I'm not real sure what it's supposed to look like but weight paint, I assume.
make sure all of those vertices have proper weight paint on them
i'm currently trying to figure out how to display their weights
and it keeps showing me this lol
go to the vertex groups and select the vertex group that matches the name of the bone
AHA
yeah there you go
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
go to edit mode, select those vertices and select assign in the vertex group
k
that's one fixed
You can just blur the weights in weight paint mode, that should clear up any weird jagged bits.
.
bro i literally spent ALL this time manually entering the values πππ
but uhh yeah that could. work out too
there's that one vertex that doesn't wanna cooperate π
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
found it
alright i fixed it
everything's good to go
wtf i don't see the vrc vicemes
Are those vertex groups or shape keys?
My first time rigging I think went pretty well-
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?
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?
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?
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
The pants move with the model using empty groups or did you weight them?
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?
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.
ah, ok. Thanks for the response! I'll give it a shot and see what happens. Still a total noob at this.
To clarify my question, I'm asking if the human metarig you can use in blender has the right names for the bones that are needed do it can be picked up properly by unity and Vrchat
The names aren't really a big deal since you can assign them manually if they aren't recognized but I don't think the metarig rig set up is very compatible with VRChat. It's been a while since I tried using it so I might be wrong but the names aren't going to be much of a hurdle
Alright thanks, also all meta rigs are is a starting point for making a rig, I just modify and delete from it to fit my model, I'll post a screenshot of what it looks like later.
So I just gotta either rename them properly or just manually assign them later? Alright that's fair, thank you!
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.
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
π VRChat avatars are hips, spine, chest, optional upper chest, neck, and head.
Ah OK
cats' fix model button also would try to rename your rig
How does one rig a Protogen?
I'm trying to do Halo Elites and the leg structure is the same
Naming do not mattet if you assign it to the proper humamoid equivalent
You fake it by making 2 legs and constraining the quadrupede leg to the fake human leg
Quest compatible?
Nope, no constraints on Quest avatars
I need a Quest compatible way
i think the only way for quest is to remake the entire animation set
no finalik on quest, no constraints
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.
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:
- 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)
- 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)
- when i bend down, my feet lift off the ground
- (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
Bumping im interested in finding a solution as well. I will do more research and update here if i find anything
just a suggestion but have you tried with a fully perfect T pose ? i had the same issue with another character and I tried it fully straight it seemed to have fixed issue one for me.
hmm, well i tried straightening out the bones in the arms last night, since as you can see in my top-down picture they're a bit bent, especially the shoulder bones. but im not sure i did it correct since some other stuff got messed up when i tried. i'm probably gonna try again after work tonight
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
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
oh, ok cool! i'll dm you later tonight after work. thanks!
NP hopefully we find a solution this is super annoying on certain avi
yea >.<
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
pretty sure you'd do that by having one "real" head bone, and then two other "fake" head bones that are controlled to match the real one via Constraint components on the armature in unity
No bone constraints on Quest avatars so keep that in mind.
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.
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
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?
Is there a way to move pupils in a ellipsoid instead of a sphere?
Messed around a bit and found that if i put the eye bones close to the pupil gives it a really small arc, which is what i was looking for! cool.
your eye bones should probably be perfectly vertical with zero roll
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?
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?
You could just try weighting it starting with weighting the top part to the shoulder and upper arm and then going down to match the weights of the arm but you might need constraints to make it look good since it's offset from the bone positions.
Did you set it to humanoid? Is it properly weighted to the rig?
Make phys bones or just skin it to the arm bones
Oh yeah, physbones would be a good solution
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
Move your shoulders so they are less in the body
I'll try it
Any idea on how to fix the legs gettin deformed when I'm idle/at rest?
Looks like a weight issue
I see, should I increase or decrease the weights? Maybe I gotta experiment around
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
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?
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
Make it just right?
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.
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?
[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...
That fixed my legs, thank you
now i gotta figure out why the heck the arms are being so weird
i noticed that my hand bones are all twisted about, could this be the cause of my hand deforming?
Also my two fingers (along with the thumb) are the index and middle finger
If you select your armature in edit mode you can hit a to select all and hit alt r to clear the bone rotations
so this happened to my avatar when i put it through the muscle mapping thing. anybody got any ideas to fix it?
Is the weighting proper in Blender? What bones are configured to the arms?
What causes looking up or down to make your character float or sink into the ground? How can it be fixed?
View position is off. I think it means it's too high but try both. How does it look in Unity?
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.
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
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.
I'm not sure but you should be able to assign them in configuration.
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
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.
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
Can they be merged to the head mesh or are they a toggle?
If they can idk how, complete unity noob
You would want to do that in Blender.
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)
is there a way to extrude bones between a bone and its children without messing up the parented bones?
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
as in put a bone between a bone and bones parented to it
either use a parent constraint to the head bone or directly parent it to the head bone
@sterile lantern i believe theres literally split bone function that divides it in two
and it doesn't mess with existing bone's weight painting? if so, that'd be perfect
@sterile lantern no its not since it wont create any new vertex groups
it's not perfect or it won't mess with weight painting?
second
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
@sterile lantern you want your rig to be symmetrical, then theyd split at once and in the same way
so I should have selected both of them at once before subdividing?
nope it did the same thing
no, you should have your rig symmetrized and x axis symmetry on
then when you modify r half l half doing the same automatically
found the problem
they were like that before I subdivided
is there a way to fix this?
theres switch direction
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
the shoulder moves the arm just fine but then the arm
idk what to do I just want the arms to work
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.
hey sry for the late response. so this is what the bones look like in blender
And do the arms move properly in Blender?
i did that and they remain all twisted, should i try to straighten them out myself?
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
nvm found out what i need to do is change the animation locomation layer stuff, i'll get on that
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?
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?
im sorry were you answering me or posting about a different problem you're having? lmao
problem I'm having, bit of a coincidence that we're both doing turtles lmao
lol, fair enough
i knew rigging was rough but i didn't know i was gonna run into all these problem
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
yeah i wasn't sure i was gonna find any for my little guy either, i'll figure it out tho
slowly
gl
Bruh, how does something go so wrong?!
lmao
this is how the arm is suppose to look normally
jeez louise
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"
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
Sorry for the bump anyone have any suggestions?
Youre constrained to the configuration , work around it, have a humanoid rig act as the pupeteer to your kirby character and link the proper rotations to the one on kirby
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
I am trying to import an .fbx model that imports fine in Unity, but does not import properly in Blender. Why?
https://cdn.discordapp.com/attachments/1018992681633980444/1095058908592214086/broken-model-on-import.png
FBX files with a bunch of empty game objects tend to have issues importing well. You can try this https://blendermarket.com/products/better-fbx-importer--exporter
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
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)
Think you'll have to fix that in Blender
weird ik stuff going on, any pointers?
not to make, only if you want to upload
turns himself into an account
funniest shit
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
Can anyone tell me why having bones on shoes causes the avatar to shift down 5 centimeters?
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?
@quasi idol have you weightpainted anything to them?
Depends on where they are in your structure also did you asign them properly
Constraints
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
If you don't weight the hand bones to anything, they won't do anything.
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
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
You can also go into the rig import window, in the section on muscles, and set various ranges to 0
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
seems like its like.. moving my neck bone to the center of the model
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?
basic humanoid armature, weight paint the whole pot to the root bone
that's amusing, I dig it
I like rigging silly avatars
it'd be fun to do a bunch of those, ala plants vs. zombies
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
yes π
Sorry sorry, just kinda new to blender
edit mode, select all the stuff you want to "part" out and hit p to turn it into its own object
anyone?
Maybe i gotta ask over there, i think this is past my rigging issue, thank you all
I sadly have no idea how to help you, sorry 3:
it's okay, i appreciate the thought none the less!
sorry, how do you do this?
if you mean this menu, that just lets you preview your muscles, not change their weights
Click one of those open and you can adjust the ranges and set them to 0
They are all the down at floor level, some of them touching the floor, and yes i made sure in the fbx import config to not assign them as toe or feet bones
Can someone upload my paid avatar to my vrchat please TT i have no idea on unity
Did you install the VRC SDK First?
Also are you New User or Higher in game?
There's no sdk in my file
its all unity TT
Did you use the VRC Creator Companion
yes
and when i choose folder its nothing happens
open logs
Set the project location to C:\Users\user\Downloads\YM_JUMPY_ver4_00
Try to open the project with Unity Hub
sorry ?
Iβm not in a place to be in a call atm
ohh
Are you trying to open the project with VRC CC or Unity Hub
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
Try to open it with the VRC CC
Otherwise I havenβt had this issue yet so I donβt have a answer :-(
Yes
Looks about right
yea its open already
Your Unity is open?
you talking about taking all of these to go from 0 to 0?
Those, set one to 0 on both sides and that muscle won't move
when i set all my fingers to zero, my animations looks SMACK like how it does in vrchat
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
oh huh, that's interesting
as a newbie i think i did good
lf someone who can work on photoshop i wanted to change shirt texture
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?
You seem to have a mix of names with and without the L and R suffix. I would check that 1st
so, if you have this turned on, it may cause issues
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
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?
Just checked over all prefixes are correct other than the "leg" bones
ah, well. I am out of ideas, then! π
No worries Ty anyways, I think its something to do with the line of symmetry not being correct
thats not hard to fix
delete the bones on one side, highlight the remaining side and right click>symmetrize
boom! symmetrical bones π
Think I found the problem, when I went to symmetrize the bones mirrored Incorrectly like this
what does the N panel show?
N pannel?
press N
its the properties panel, but some call it the N panel to avoid confusion with the other properties panel
gotcha
select the armature object to see the properties
this seems to be that the armature object needs a rotation reset, since the symmetry is not on the x axis.
Alt-G right, did the reset no luck
sent a DM
Someone help me please ;; #avatar-help message
@hollow anvil Can you help me with rigging
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?
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.
Oh, so the stomach bone isn't necessary?
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.
OK, thanks! Where does the chair anchor actually? Is it at the thick side of the hip bone?
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 π )
I'm going to try it by lowering my hips. Thanks though!
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.
:(
Did you adjust the hip bone in edit mode or pose mode?
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
Easiest way is to just bring it out a bit farther in sculpt or edit mode but then you'll end up changing the shape. Otherwise, you need to adjust the weighting, it's likely the forearm weights in that area are too high. You can pose the model and then paint on it to see how that pose is influencing the weights.
hmm. i'll check the weights!
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.
weight painting did help a lot and fixed my issue!! thank ya ^_^
I think I found out how the chairs work. Your location is based where your feet are, so your feet always touch the ground.
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.
their hip bone looks fine
if anything the upper leg bones on your image are high lols
I have another idea when the weight paint does not help: divide the mesh into parts in order to hide the part that sticks out and in the unity when switching clothes, just click the checkmark on the visibility of the object
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
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.
anyone knows if the self-calibrating chairs work on stations on avatars?
scripts wont work on avatars, unless you're looking at something that strictly uses an animator logic.
most avis that sit in a chair are subject to however vrc handles it (badly), but avis that have gogoloco or fbt sitting fix animator typically handle it well
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?
Where did you set your view position?
Where would I go about changing/checking that, because I have legitimately zero clue
Sorry, i'm extremely new to this
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?
Rig type says it's non-humanoid
Change it to humanoid and apply
Not sure on the hand clenching issue.
Doesn't allow me to change it (was in the wrong thing nvm)
All of the neck bones come up with this or similar messages, how do I fix that?
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
You have to alter the hierarchy of your rig. If your rig isn't designed for Unity humanoid, it can be a bit involved. I'd pick another character or use something like Mixamo.com to automatically generate a usable rig.
can someone help to figure this out please im really tired of this thing omg its look like my avatar broke hand now
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
You added the vertex groups but did you add any weights?
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
Itβs gonna have to do with weight painting
does anyone know why is my avatar crossing knees when i bring it to VRC, like these photos?
in unity it is fine.
I would also like to know a fix for that, my locomotion animations tend to do weird things to the legs
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

i hope i didn't just waste $12 on something i can't even use
oh fuck yeah i managed to fix it
could someone help us?
anyone know what would stop a chest tracker from working on a model?
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?
Rotation and look constraints maby. Just have them look at eachother maby? Might work. Never tried doing neumatics myself but i have seen others do them
Ah good to know, yea that's how it's set up in Blender I hope it works in Unity too :p
π tell me if it does
Curious cause i wanted to add some neumatics aswell just never did haha
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?
i have an model i imported from a website and all the bones are named in chineseπpart 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)

@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
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.
should i start over then?
idk it was premade like this
@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
@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?
π°
@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)
its just the face + facial features that combined with the clothing
ill try separating by material
Iβm trying to make a character thatβs just a tv and should I rig it? And if I do I have no idea how to since itβs just a box. Iβm planning on not adding any extra emotes either just want to know (Iβm new to making vrchat avatars)
@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
did that- this is the broken part thats left
i tried playing around with some settings and selection stuff but im not rlly sure what to do
this is the original btw
@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

@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...
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
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
This is just painful to look at
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?
ik 
if it built successfully then it will be available as a test avatar for you in-game
ok ty, is there nothing to see on the output log or any other progress overview
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
@spring girder it says "test avatar built" in popup window
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
@robust crescent i just switch between two test avatars, works fine
well i never upload one ingame ig, i only update it
it does appear in the settings avatar wing, just not in the main avatar menu
really annoying bug
im mostly offline testing using quick launcher, since its much faster without eac starting
gesture manager and gogoloco all the way baby
Does anyone know whatβs going on with the hand here? Itβs also breaking in other places but it only breaks when I put the avatar in gesture manager
@silk slate edit mode - a - merge by distance i guess
ill try that
that did it
thanks
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)
thx!
yea anytime I sit down my view point goes down to my avis neck
that might actually be an issue with the spine not moving to account for the sitting
is the avatar proportioned to you correctly?
generally your actual size
just a random public one
try another one
is this something that can be adjusted on blender?
possibly
can you send a picture of both the avatar and your viewpoint
when you sit down
I would but im currently working, is it okay if I dm you later?
sure
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
please, i feel so dumb trying to do this haha
i will try this tomorrow. im so mad at blender and unity im seeing red but much appreciated
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
When you select the FBX in the project window, there's a tab in the inspector for rig. If you go into there, you can find the configuration. Make sure the chest is properly assigned in there.
@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
Did you apply? I dunno, looks right to me.
(have you tried closing unity and opening it again)
(not joking, I've had unexplainable errors fixed that way)
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
so i fixed my avatar but mine view is way of any ideas i did change the point of view but its like this
What are the view position values?
Hello im bored and i have time does anyone want me to rig his character
what is this channel about?
like what is avatar rigging?
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
Is it possible to split the rotation of the wrist in VRchat to different bones? Due to my model having robo arms
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.
Hmm I see, I think I get how to do it, thanks for the idea
Depends
Add an upper chest bone man
The chest bones werenβt mapped properly
Technically theyβre optional in unity but vrchat throws a fit if you donβt have a chest and upper chest bone for FBT
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
Unless the mesh for them both are identical with the same vertex count, you can't transfer the shapekeys.
Did the new head not have any?
@fading vergethe 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 youβll have to redo the animations
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
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
@tidal oceani recently merage the head to the body i can i still do what you said
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
i need to know how to use the av3 manager so i can use the old fx from the old model
@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
do i add the edited fx to av3 manager to marge in the gestures tab
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
do i need to take the hand gestures of the other fx or do i just leave that one
@tidal ocean
Nope no need, the expressions are only controlled by the fx layer
ok thank you i will give this a try@tidal ocean

ok so i have done that now i have a issue is gesture layer needs valid on first animator layer any ideas @tidal ocean
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?
you do your rig work in blender
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
i might be understanding wrong but your clothing shouldnt be on a separate armature
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.
Hi hi all (im not really sure if it a right channel for it
)
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)
There's a billion ways of solving this in a different way, but this is what i currently do with skirts.
00:00 - Making the bones + weight paint
08:06 - If you already have the bones
I just bought a set of clothing for my avi and I don't know how to connect it in unity
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
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...
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.
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
i found a backup with the bone still intact
im guessing this is why the other model died too
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?
Bro really tried to @ everyone
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.
It might work, I don't think fingers are required bones but just to make sure you can still use gestures if you like, I would added them and just give them no weights.
Thanks I'll do just that
Yes
Thank you
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?
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
OMG you legend! This makes it so much easier thank you
Glad I could help!
@glacial halo mixamo, tho its a web service
Did you ever find a fix for this? I'm having this happen and its a headscratcher.
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
it worked alot better but idk how to export just the model
wait nvm i found out
tysm!
what should weight paint on shoulders look like?
Can someone help, got bored and rigged my roblox avi but this is happening
depends on your joints
generally influences 4 clavicle scapula and arm + a deformer fixer if you want perfect results
You can try to delete the fbx and import again
tried already
I mean in the project not just in the scene
also, you want 0 roll in the bone assign in the humanoid
What direction do thumbs rotate in the SDK?
Trying to figure out how to rotate my thumb bones
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
guys is it possible to extend the bones?
i need to make it reach the end of the hand but i dont know how
Why? The fingertips are still weighted to the orbs at the end so it should work fine. Unity detects bones as single points connected together, unlike Blender which gives bones a "tail".
when i tested them out in game they made the hand model look very off
ill retry and see if it fixes the issue
If you really want to "extend" the bone for whatever reason, you'll need to add a bone to each fingertip.
im pretty new to unity so that wont be very easy
ill figure it out
blender right?
wait let me show you what it looks like in blender
By the hand model looking off, do you mean the fingers curl in odd directions?
no like the some of the model on the hand gets pulled down to the arm for some reason
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.
now i am very new to these apps but ill try to learn and understand what to do, i very recently installed them to make my own avatar
thanks for the help
How do I rig?
Intro to Rigging an Armature to a character in Blender 3.0
how to Rig a character in Blender
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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.
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.
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?
Any other issues that you can see or is that all?
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
Find the legs, chop them off at the appropriate point for your model, line them up and weight them. What went wrong with the head? You'll likely run into similar issues with the legs.
Looking for someone to rig my blender model and create me a custom sitting pose, if interested DM me!
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?
Turn you FBX to move them back to humanoid maybe
@echo crane am not familiar with those model. DM me about it
Place joint where it should bend
@fathom hawk but the model should have the feet on the floor
VRChat don't want none 0,0,0 armature
Yea ik that but like where do I get the skeleton to do that I can place the joints and bones at the right spots