#avatar-rigging

1 messages · Page 10 of 1

sleek isle
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@fathom hawk it's try and errors

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The reason people don't like skinning

fathom hawk
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What I’m asking is what do I have to do in order to bring the skeleton into the scene like what do I do to add it to the scene in blender so that I can rig

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Also omg I just realized u made gogo loco, that thing is awesome

sleek isle
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Talk normally

fathom hawk
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I am talking normally, you are just not understanding what I am asking

sleek isle
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Your model need more edges

fathom hawk
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I’m not asking about modeling I’m asking about Rigging

sleek isle
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You need more edges

quaint cosmos
# fathom hawk I’m not asking about modeling I’m asking about Rigging

Edges are needed for good deformation. The model can only move where it has edges to allow for that. Any Blender rigging tutorial can get you started but this one covers the rig setup VRChat expects. https://www.youtube.com/watch?v=6WqCUdilzS8

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

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

▶ Play video
fathom hawk
quaint cosmos
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Gogo can be a little challenging. Part of it's the language barrier. Part of it.

sleek isle
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In the end, just use VRCFury

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Easy, fast, ect...

fathom hawk
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Ok

quaint cosmos
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Never heard of it but it looks pretty useful.

fathom hawk
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Yea me neither but I looked it up and it does look useful

wise burrow
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Im trying to combine the meshes to try to bring down the polygon count, but when i use ctrl j many parts of the model clip and warp

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i dont think it'd be weight painting since its already connected properly at first

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i might be wrong

quaint cosmos
wise burrow
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okay

wise burrow
broken trout
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weight painting is the dns of avi rigging. It ALWAYS goes wrong

civic elm
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So how could I go about this?

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I have 2 models, they are the same.
I messed up on the Alpha Joints, so I deleted them from the base model and I want to take the Alpha joints from the other model as its the same rig and keep the weight paints.

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How would I do this?

quaint cosmos
ionic sinew
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Hi All, I have a weird question. I like my avatar's head to appear quite large when I look in the mirror. I had to resize my current one to make it a little smaller, as it wasn't proportionate. In doing so, I lost the feeling of my head being the "right" size in the mirror. Now, everything feels small, and just overall off. I tried resizing the headbone, and making the arms a little longer, but I couldn't really notice a difference. Is the only way to fix this to scale the head back up disproportionally again? Or am I just not figuring out the correct headbone to armbone ratio?

pale pumice
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by "scale the head" do you mean bone or mesh?

upbeat maple
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Sounds more like where the view point is.

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On another note, I've noticed more anthro avatars with digitigrade legs that work in quest. Is this something to do with IK? Or maybe the squishy stuff.

echo crane
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I can't figure this out, I rigged this but when I bring it into unity, this happens

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nvm

pale pumice
upbeat maple
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Ghost Cabbit's work looked like it moved properly.

wise brook
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cam someone help with this?

brazen island
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@wise brook yeah, you just dont touch it and remember about it only when setting up poi in unity

winter axle
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Hey is there any tutorials you guys would recommend that cover how to make dangly belts and chains on clothes?

robust mantle
quaint cosmos
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Looks like blending 2 textures. There are some shaders that can do that but unless you need to animate that, it's generally best to just blend them in photoshop and export to a single texture

autumn flare
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I’m rigging my very first model but at some point when weight painting I accidentally made the right thumb stretch the right leg when it moved. I’ve tried erasing everywhere I can all over that leg but it doesn’t work

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I should just find out how to erase all the weight paints for a bone

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I should have waited until I had blender open to ask questions tbh. I guess I just like typing things out to help me think lol. I shall return if I still can’t make it work

autumn flare
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Wooo! I did it!

civic elm
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Why is weight painting such a pain-

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I am dragging with all my might, and it just wont turn blue

quaint cosmos
# civic elm

You can only really paint vertices so you might have some issues if you're trying to paint the middle of an edge, otherwise, make sure you're adjusting weight and not strength

inland epoch
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Can somebody help me with the eyes of my model I can't seem to figure out how to model them and I don't know how to make mouths
These two photos are what I have so far and I don't know how to make rectangular eyes with a sphere

rotund kraken
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add a cube, add the subdivision surface modifier

inland epoch
rotund kraken
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mirror then edit to your content

inland epoch
rotund kraken
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i don't mean subdivide the cube. the subdivision surface is a modifier you put above your mirror modifier

inland epoch
rotund kraken
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this is what youd end up with

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also yeah you would

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just get your base shapes down first

inland epoch
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like this?

rotund kraken
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wait until you have your whole eye modeled to cut out the back/what people can't see

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the eyes will move left to right in game so youll want to wait

inland epoch
rotund kraken
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idk if a flat look is what you're going for, but this is what i did. you could just rotate those eyes that you made in that pic above by 90 deg and reshape them to make the eyeball

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if you're try to make the pupil you can just use a mirrored plane mesh

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cause theres different parts of the eye lol

inland epoch
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Alright but how about the mouth I don't know how to do it

karmic rose
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im getting material errors in unity, can anyone help?

fair plank
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Trying both CATS and Tuxedo "Fit Clothes" option

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Tried in 3.2 blender and 2.93

queen flame
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should a rig have any constraints like IK for hands?

stoic matrix
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hello, i've extended the rig's shoulders a million times and its not working, what am i supposed to do?

stoic matrix
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i don't know how to check

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there isnt any cms

pale pumice
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click the avatar root, look in the inspector for the scale

stoic matrix
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Hold up

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let me see

pale pumice
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also click the FBX file, in the Model tab there's a scale factor. If those are both just 1 you may have to look in something like Blender.

quaint cosmos
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The standard cube in Unity is 1 cubic meter so that's a good way to check the scale of your model. If the cube is super tiny or massive compared to your model, there's something up with the scale.

mighty wraith
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how would i make blendshapes a toggle

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i have tried many things to fix what i have but it doesnt even seem to toggle on

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it works fine in animations but the toggle just doesnt work

queen flame
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Will weight painting in blender do anything once imported to unity?

rotund kraken
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yea if you have a rig

queen flame
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ok thanks

queen flame
queen flame
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yea, the hand/glove not moving like the right, sorry if I wasnt be clear

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no no, the glove, see the wrist part of the glove moving out of place, but on the right it stays where its supposed to be

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yea lol

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i did, its the same on both sides

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let me get a ss

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YEP

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yep*

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just a little difference on the hand but I truly doubt thats the issue

queen flame
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@sour pelican sorry for pinging you, but just wanna ask if you figured out the issue maybe?

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and now I feel even more sorry since I figured it out

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i deserve the worlds biggest idiot reward, since when weightpainting I forgot to take the IK bone into account

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lol

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wait

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kinda did

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but kinda didnt

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it clips, but I it could just be the position of it

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not the position or weight paint

sour pelican
queen flame
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no

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so it was weight painting, for some reason every bone of the finger was able to move the entire glove

toxic siren
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Very very new to this what does this mean I can’t seem to fix it can someone help 😭

tired timber
tired timber
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I don’t recommend messing with go loco is you’re just starting

toxic siren
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@tired timber

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Thank you

toxic siren
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Have a new question for id appreciate any help or ideas, after adding gogo everything works great but in the process my hands are stuck like this 🤚 so that means I can’t do any gestures and on top of that no facial expressions since they are tied to my gestures, and I did try changing the mask in fx to none and still nothing

copper halo
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Merging vertex groups does some funky stuff and i have no idea why. Anyone know cause google sure does not

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i cannot find a single reason why it does this. it should work

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is it because it has shapekeys? shouldnt be right? why would it even do this?

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the hair does this when i merge the weights even if the hair is not assigned to the armature or merged with the rest of the mesh

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okay reimported the hair. now that works it just does not transfer all of the weight

pastel cape
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I need help I uploaded a avatar it’s saying it’s not for quest and it keeps t posing

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Also how do u add it to quest

iron gazelle
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Does anyone know what I should do to correct this error
Blender bone heat weighting: Failed to find solution for one or more bones

brazen island
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.@iron gazelle for mesh try to merge - by distance, cleanup - remove loose verticies

iron gazelle
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Yeah I tried that already

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nothing so far

brazen island
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@iron gazelle try to separate loose parts, weight each and then combine back, i believe intersecting loose meshes also may prevent this from working

iron gazelle
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I'm afraid you lost me there

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weight each loose part?

brazen island
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@iron gazelle you have one mesh but not all parts of it connected, you need to separste it to multiple meshes

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and do bine heat for every part

iron gazelle
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ah ok I think I know what you mean

brazen island
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overall just use accurig/mixamo, blenders heat weighting is not the greatest

iron gazelle
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Are those plugins or a separate program?

brazen island
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its a program and webservice

iron gazelle
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ah ok, I'll give it a check, thank you for the help

toxic siren
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Can anyone walk me though how to set up gogo through screen share

kind ore
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it has instructions on it

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its also not a rigging problem

toxic siren
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Well my b new to this and where would the instructions be?

rotund kraken
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it comes with instructions

toxic siren
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Gogo? Comes with instructions okay

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I’ll use that

sweet stag
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is there anyway to fix the "hierarchy is incorrect" error.

quaint cosmos
quaint cosmos
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Ear bones are optional

sweet stag
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something like that ill show you

quaint cosmos
# sweet stag something like that ill show you

It's still kind of hard to see but from the hierarchy it looks like the hierarchy is weird, there's lots of bones that the humanoid bones are parented to that could be causing you issues and I can't see most of the humanoid parenting from that image. Is this your first avatar or do you have experience rigging? This looks like a fairly complex project.

sweet stag
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no and its my second avatar im going to take a another screenshot but with the vrchat shaders on.

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idk why the shaders appear black in unity

quaint cosmos
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It looks like you have at least one additional bone in your spine chain and the legs are really bent which might not look great but it simply not working is likely a matter of parenting and I still can't get a good look at the parenting but all of those additional bones at the root of the parenting structure could be creating issues as would having excess spine bones.

sweet stag
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oh you want me to show you a screenshot of the parents?

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uh do you?

sweet stag
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hello?

quaint cosmos
quaint cosmos
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I think part of the problem is you have hips and a pelvis whereas a humanoid should just have hips, spine, chest, upper chest (optional), neck, and head.

quaint cosmos
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That doesn't show any more of the hierarchy than your other images have

sweet stag
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oh

quaint cosmos
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But what it does show is multiple hip bones parented to the hip. It just looks like a bit of a mess. I would recommend sticking to actual humanoids rather than trying to force a model not rigged as a humanoid into that mold. It generally doesn't work without a lot of tweaking

waxen flax
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Does anyone know how to fix this? 😭

robust crescent
turbid dagger
waxen flax
robust crescent
waxen flax
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Thank you so much and sorry im like still learning my ways in uploading avatars.

robust crescent
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very rare you will ever notice it , only seen it twice maybe when im in fbt

tribal warren
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Egg

solar saffron
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I just wanted to ask if anyone has any resources for making vr chat rigs useing object constraints. I have been trying to figure out how to rig this particular model from inscryption.

buoyant pilot
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unity has parent constraints which would be the equivalent

buoyant pilot
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although I don't see why you'd need constraints for a simple humanoid rig

quaint cosmos
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Constraints also aren't supported on Quest avatars

full crypt
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Hi, quick question, do I need to have inverse kinematics in my rig for it to work in vrchat?

quaint cosmos
pale pumice
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You only need to do anything with IK if you're doing something non-humanoid.

bold field
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I cannot figure out what I need to change with my rig
I tested with head locked -> hip locked -> and both locked
Knees bend on head locked and she got scoliosis when it's both locked

hip lock seems to work fine

wise brook
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Im having an issue with an avi it's missing a lip sync one of the viseme are not there on the head I imported it into blender to see is there a way to add it in?

quaint cosmos
wise brook
quaint cosmos
wise brook
pale pumice
solar saffron
quaint cosmos
quaint cosmos
pale pumice
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Hah, sometimes those superstitions are valid 🙂

solar saffron
buoyant pilot
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probably

pale pumice
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ooh, you could do working feline claws with constraints

spare hearth
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i have an issue where my fingers close way too much when i do the fist animation and open to much when i do the open hand animation. Any idea what i might be doing wrong?

fervent mantle
spare hearth
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is there any reason why the default "open palm" animation on vrchat has the fingers splayed outwards rather than flat?

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like i know you CAN bend your fingers back that far rougly but that's nowhere near a "neutral" pose

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that alone is making me want to make custom hand animations, even if it would be a PITA

brazen island
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@spare hearth neutral pose is idle/0, open hand/2 is a separate, deliberate gesture. And yes, youre welcome to animate it into whatever you want.

spare hearth
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Is there a way to specifically override open hand without rewriting/copying the rest of the hand animations?

brazen island
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@spare hearth whut. copy default hands layer, copy/make open hand animation (no proxy_ in its name!), replace animation

spare hearth
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Thanks. I haven't ever actually needed to do this before but it just looks weird with the bulky hands my avatar has.

sleek isle
spare hearth
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where are the default hand gesture animations stored?

ionic bloom
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Can anyone help me fix this problem (I've had this problem for over 1 year and a half now and vrchat support has not helped me at all.) | When I try to walk, my character's leg sticks forward in a weird position. I've changed my height in-game, reset VRChat, delete and reinstall, and to no avail. Can anyone tell me how I can fix this ingame or in the files? (It's also with ALL VRChat avatars.)

pale pumice
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all avatars, like including stuff like publics you didn't build?

pale pumice
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weird! Probably not a question for this channel though

fervent dirge
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the gesture in VRChat is much different from that in unity. is this a problem caused by rigging?

jagged gate
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does anyone know how to attach these shoes to the avatar? T-T

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the shoes come together

ionic bloom
pale pumice
ionic bloom
pale pumice
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🤷‍♂️

ionic bloom
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i genuinely dont know what to do

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so far ive only found around 5 people with my problem and they never fixed it

robust mantle
# jagged gate

do it in a 3D software not in unity unless its a toggle

brazen island
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uh, not much you can do in unity with both shoes being a single mesh🤤

lament oracle
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anyone have any ideas what im doing wrong?

languid niche
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Hi. Do I need to add IK in blender or will it be done in Unity?

quaint cosmos
finite trench
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I'm having trouble figuring out how to rig this

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all the tutorials i look at want me to use a humanoid rig but its not human

fervent mantle
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Rigging wouldn't really be the biggest issue animating the locomotion for it is where i have issues with 4 legged avatars

finite trench
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how would you rig it though? I've tried putting a humanoid rig inside and just moving the parts to be like a human on all fours but when I need to set tpose the avatar gets messed up

quaint cosmos
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Humanoid is much easier for VRChat since you can make use of the existing humanoid animation sets but I don't think you're going to have much luck with that here. Using a generic rig is a lot more work since you need to make your own animations for everything but then you could ensure it moves the way you want it to. If you aren't already an experienced avatar maker, I'd pick an easier project to start with.

sleek isle
reef trout
hallow quartz
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Hi, i made a tail rig with an animation, and a rigged avatar, do someone know how i can merge both rig without losing their weights or animations ?

tight knoll
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Hey, I made a model and vrchat is asking for some shoulders, but as soon as I add those shoulders my rig seems to absolutely destroy itself. I have no idea why. It also seems that the shoulders are optional but the rig inspector thing shows they're optional, sorry if this is a super noob question but it's absolutely bewildering me

tight knoll
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nvm, who knew a couple bones not being connected would break things that bad-

faint cypress
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Question for the better rigging folks, how do i fix this goof on the shoulder?

tulip epoch
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can anyone help me gat this into vrchat pls i made this myself and dont know how to do anything with it

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i made it in blockbench

wide bay
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how can i specify the head hands feet? =/ ive googled but im not able to find a mapping/rigging tab anywhere

wind swallow
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Im having issues with my rig set up and i for the life of me cannot figure out what has gone wrong. I have uploaded this avatar once before with the exact same bone names and placement before with no issue. The only editing i did was weight painting. All the bones are in the correct places within the linking area and all work in the muscles and settings.

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same for the hands

agile saffron
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Does anyone know if the length a rigs neck bone effects "view point" Been working with a new base model recently and notice it has a longer neck bone them previous bases and notice while the eyes align correctly in game, it seems I "see" more of my shoulder blades etc.

brazen island
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@agile saffron no. it wouldve been sickening, looking from a crane point with huge swing when turning head. so all this viewpoint thing is really doing is setting height.

agile saffron
analog pulsar
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Anyone know how to fix the weird tongue/nose rig physbone problem? Like it's something that isn't fixable in unity, but once you get in-game, the physbone looks like it hits a collider and swerves off in a direction.

pale pumice
agile saffron
analog pulsar
fading verge
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can someone help me on how to do eyelids with blendshapes?

fervent mantle
fading verge
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I have two seperate models, one for the eyelids, and one for the rest of his body. I was able to map the eyelids to the eyelids mesh, but now his eyes are permanently closed. and in the blink box it says -none-

fading verge
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hello?

fervent mantle
void trout
void trout
wind swallow
void trout
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thats so fun to hear... were there any errors in your sdk while having that issue?

void trout
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if im not wrong then these are the mapping options, but i thought i did this correctly...

void trout
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Oh come on! Someone please tell me what mapping even is so i can figure the rest out by myself? Help me and @wind swallow out here

wind swallow
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Sorry I fell asleep, you're experiencing the same issues?

void trout
wind swallow
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A friend has been helping me behind the scenes with alot of it and we are gunna try some stuff out tomorrow. I may end up going back to blender to do name tweaking to see what difference that possible makes

wind swallow
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My friend made theirs work on thier unity but we dont know why or how. They will be setting the model up for me until I can make a new one

amber mantle
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if i have a model with no neck, but a head that tapers off to the torso, (ie something like patrick from spongebob), what would be the best way to rig the model's head?

void trout
heady bane
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is there anyone around that managed to convert the Super Bomberman R models to VRChat? looking for some help with getting Magnet Bomber converted fully

final pivot
real bone
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Any tips for elbow twist bones? heres the weight painting, Left side of photo is no twist bones, right side of photo is with twist bones, any tips to make it look better?

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Thinking I just might need to clean it up a bit, they way it painted the vertexes can make it uneven in certain spots

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Kinda sad this is no longer available it's just blank

arctic ember
real bone
sacred flower
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Hopefully this is the right place to ask, when I click the little wrench icon next to fix model to uncheck all the boxes this pops up instead?

If I try just fixing the model without doing anything it merges all my stuff together and just makes a mess out of my avatar.

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I know people don't like to use the fix model for this reason but I had to rerig a shirt to my base and it's not moving with my avatar when I enter pose mode. The tutorial I watched said that you'd need to click fix model after unchecking all the boxes to ensure your model stays the same

brazen island
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@sacred flower youre on dev branch of cats?

sacred flower
brazen island
sacred flower
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Thank you! That seemed to fix it:)

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So sorry but now it seems like my MMD doesn't work? Like when I click on the drop down menu it doesn't show anything

brazen island
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well you can always install blender 2.93 as second one

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I dont think i ever touched mmd on 3.0+ so idk if theres some issues with cats

sacred flower
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I'll give the older version a try tomorrow since it's past 3 am for me lurk

brazen island
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yeah time to play the game

real bone
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So when it comes to twist bones, do I need to separate weight paint my base model and clothing or can it work with the same weights?

odd owl
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so i changed my avatar to be masculine by making the shoulders wider (i also moved the arm bones), but in unity it seems like the arm bones are closer to the center..... why

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its very weird because i can pose it properly on blender but not unity (actually i can pose it properly on unity too but when theres an animation the arms move closer together for some reason)

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its as if the arms moved themselves in when they are on any animation

cloud bloom
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Anyone know a fix for this

fervent mantle
odd owl
final pivot
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How would I go about making each section of this model move independently from eachother

fluid jackal
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can I upload my avatar without needing shoulders. I don't want the shoulder area to deform/move, but when I remove the shoulders even when I re parent the upper arms to the spine it says spine hierarchy missing please map shoulders

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Images to show what I mean

high mortar
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I'm trying to hide a dress with a blendshape but this always happen, does anyone know what to do in this case? It'll always clip through when the model moves

paper patrol
# high mortar I'm trying to hide a dress with a blendshape but this always happen, does anyone...

thats a weightpaint issue, or rather not 100% an issue because if you weight paint it to follow the bones accurately it'd look kinda bad when the blendshape is off. what you can do to hide the dress once its " toggled off" is use a shader that allows for transparency, making sure the dress is on a seperate material from the rest and just toggle the transparency til its gone from view. a shader like poiyomi, you can do the dissolve effect where it appears to dissolve into nothing and that will likely help with making it look toggled off. i've seen some avis use this method like godfalls avis ect.

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i would say though try to get the dress as inside of your mesh as possible before doing the shader stuff though

high mortar
final pivot
paper patrol
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oof, yeah. quest is kinda hard to do that stuff with ngl

runic field
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How do you remove weightpaint on your avatar in blender? I can't ctrl Z this

quaint cosmos
wooden marlin
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complete noob here, how do i fix the Mesh 'X' has 'Y' (out of 'Z') vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0,1, 2, 3, 4, 5, 6, 7, 8, 9 and so on...
ive been stuck on this avatar for three days now, each time i make progress getting a new error

wooden marlin
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figured it out, probably has to do with weight painting which i wont even try to fix

visual arch
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i cant move my mesh even if its all red, its a duplicate hat thats normally on the head if thats somethingto bring up

errant topaz
visual arch
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i found oout how to fix it, i just replaced the bone with another and waist painted it again which works

errant topaz
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huh, strange, but I'm glad you were able to fix it!

lilac terrace
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Hello, would anybody happen to know why the weightpaint looks like this, even though the vertices are symmetrical?

bleak sapphire
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Any idea how to fix this odd warping? its moving the arms just fine but the shoulder section is left behind

bleak sapphire
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Well, ive fixed that issue but when doing thst It now does this

dark fox
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Yo guys! I was wondering if someone can rig a character for me for free, i want to make it my private avatar, model's done btw.

rotund kraken
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run through mixamo, clean weights in blender. rigging is hard and not free

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but also be wary of DMs youll receive from scam bots

dark fox
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ok

jolly dock
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Is there a way in blender to remesh a model in a way that removes intricate details and allows for it to attach easily and properly to a rig

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I know about the actual remesh feature but I’ve been working with it for the past few hours to try and rig something but it hasn’t gotten me anywhere

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It just leaves the mesh as complicated as it previously was and the rig still doesn’t work as intended

quaint cosmos
twin halo
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Heyo noob to blender here- so the model I have has a separate purchase and I had gotten that but it needs blender work to fit the body due to blendshapes and bones- if somebody can help me with that it would be amazing bc I haven't had any luck with the creator helping me- nor any explanation

jolly dock
twin halo
quaint cosmos
# twin halo Basically clothing doesn't move with sliders or phybones of the body

What you need to do is add weights. For clothing, using the transfer weights function to project the body weights to the clothing can sometimes do most of the work for you depending on the shape of the clothing but you may need to do some manual adjustment https://www.youtube.com/watch?v=arXf5EV3H1c

This video will show you how you can use Automatic Weights, Transfer Weights from one mesh to another in Blender 2.8 and also show you how you can Smooth your Vertex Groups Weights. Also works in blender 2.9.

Watch each episode of How To Tutorials and get quick solutions to common challenges faced by artists during project execution. Each episo...

▶ Play video
dark fox
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wanted to ask if i need to weight paint for vrc or if i can just add a model with a simple rig to vrc without weight paint

fervent mantle
dark fox
#

i can send a screenshot

fervent mantle
#

Ok

dark fox
#

if it needs weight paint lmk

#

also i accidentally added annotations 💀

#

if thats a problem then idk how to fix it

#

all limbs are connected by thin lil rectangles

fervent mantle
#

Go into pose mode and test the bones of they don't bend properly then yeah some weight painting will need to be done

dark fox
#

alr

#

also do i have to attach the bones to the parts of the model or is it just i put the bone inside the part and it works

#

its tryna bend the THICC part of the arm

#

im guessing im in need of weight painting 💀

#

its still paired with the mesh i guess 🤷

#

can someone weight paint this for me?

fervent mantle
dark fox
#

i just want it to bend at the freakin thin parts

fervent mantle
dark fox
#

whats the quickest one you know, just wondering

fervent mantle
#

Idk I taught myself

dark fox
#

honestly at this point i might as well just pop it into vrc and see how it goes

#

could be fun idk

quaint cosmos
#

In some instances like the leg and arm bones, you should be able to get away with just parenting the mesh for that part to the bone which you can do in Unity. It's not a good way to do it as it requires the mesh be split into different models for every bone but it is one approach. Single meshes that need to be rigged to multiple bones like the spine and chest, however, will not work well with that approach.

dark fox
#

ill just do it for funni >:)

#

i can fix it later lmao

#

in fact i basically already did, its just the bones look wonky as fuck

#

like wtf is this

#

look what i had to do to the meta rig to make the torso not disconnect 💀

#

wait can i use the newer versions of unity for vrc or nah

#

like the latest one?

#

also what should i export it as?

#

for unity ofc

quaint cosmos
# dark fox like the latest one?

Nope, it's 2019.4.31f1, that's it. As for your rig, you probably have some stuff set incorrectly for the parenting, also you have 2 pelvis bones which Unity isn't going to like.

#

FBX is the best format fro Unity.

dark fox
#

alr bet

#

uhm so my vrc account isnt connected to my steam one

#

so idk..

#

how do i connect it lol

quaint cosmos
faint cypress
#

Waaaah i lost the avatar rig template

#

Does anyone ahve it?

faint cypress
#

Gotchy

#

Now unity is screaming at me about incorrect hierarchy

#

Where did i go wrong?

#

Oh wait i spotted it

thin jay
#

just rigged this but all the limbs are going the wrong way

twin halo
#

Heyo I'm still having problems with clothing- if someone could message me and tell me what exactly to do that'd be perfect- I've been trying to get the avi I bought and the clothes I had gotten that were meant for the model to work together-

quaint cosmos
twin halo
#

I've figured out that part now but now the physbones for the chest aren't working at all-

slender locust
#

A game I like recently released their playermodels publically and I want to turn them into VRChat fallbacks, but.. I have NO idea what's going on here!! is there a way for me to mess with this so it's like actually usable???

quaint cosmos
slender locust
#

💀

#

auto rigging doesnt always give the best results but ok

quaint cosmos
#

For better results, do a bit of manual clean up on the weights. You can get decent results that way and it will be much simpler than trying to convert that custom IK setup to something VRChat can use.

slender locust
#

ok :3

#

can i actualy export the auto rig from mixamo?

quaint cosmos
rotund kraken
#

just realized these messages are some hours old but even when you export the rig in "t pose" itll come with some keyframes you need to delete in blender

silk slate
#

Would anyone be able to help me fix this?

quaint cosmos
brazen island
#

or maybe its just missing the armature modifier

silk slate
#

portions of the shoe are getting left behind

#

its not parenting all the loose parts

#

i merged by distance on everything which fixed a few bits that got left behind before

#

like one of the index fingers

#

and parts of the arm are moving completely different parts of the mesh that it shouldnt me

#

the forearm is moving things on the torso

#

this is just simply bad weight painting

#

i can fix that manually

#

but things just arent moving

#

transferring the weights sorta works

#

its just really fucked up now

#

but atleast its moving

silk slate
#

theres too much to manually do this

#

theres these little spikes on it that dont want to move

quaint cosmos
# silk slate theres too much to manually do this

You really only need to worry about weight paint where you're going to be blending weight between bones, otherwise you can assign faces to a vertex ground in edit mode if that's easier. Wireframe mode and circle or box select is good for getting small parts.

merry ravine
#

is there a offical rig we can use to build avatars upon?

quiet shoal
brazen island
#

theres also robot avatar in sdk

merry ravine
#

I'll try the robot thing in my next project

modern ivy
#

So I was curious, does location of eye bones in an armature (physical location, not hierarchy), barring how the effect transforms of the mesh that's weighted to them, matter at all?

For example, I have larger eye sockets and an iris I want to pan around in said socket. Anime style "hollow sclera" for a more furry face. However, to get the movement I want, right eye is very displaced to the left side of the head, with it visa versa for the other eye.

Will this cause issues for something such as hardware eye tracking? A test with vrchat's auto eye tracking saw no issues; the eyes focused on things as necessary, though I wish vrc eye tracking would focus on nothing sometimes, but I digress.

Tl:Dr; does the location of eye bones, physically, matter? For example, having right eye oriented to the left side of the armature and visa versa?

Images can come when I'm back at pc, if it's confusing.

modern ivy
#

Feel free to reply, no matter the time!

dark fox
#

boutta rig this mothafricka, any advice? im a beginner sooo

dark fox
#

was wondering if someone can weight paint the rig btw, i seriously cannot do it

#

dont got money rn soooo

brazen island
#

@dark fox mixamo

dark fox
brazen island
#

it can autorig your model

dark fox
#

ah sick

dark fox
#

also how are gestures gonna work if it has no finger thingys

rotund kraken
#

you make fingers

dark fox
#

eh i can work with 0 gestures i think

#

how do i download the character off of mixamo again?

dark fox
#

nvm, figured it out lol

#

im just blind

#

why is my avatar huge and in 3rd person

quaint cosmos
# dark fox why is my avatar huge and in 3rd person

Because you imported it too large and set the camera in the wrong spot, I'm guessing. For the scale, average human height is about the same as a default unity cube set to 1.7 on the y axis and you want to set your view position to be around where the eyes are.

dark fox
#

hm, where is the camera btw

quaint cosmos
#

That's what view position is, it determines where the camera is for your character.

jolly dock
#

This is a lot to ask, but could anyone with rigging experience please take a look at my blend file for an avatar I've been working on. The base body rigs just fine to the skeleton, but the clothing and accessories have been giving me a massive headache. I've rigged it myself, through mixamo, done remeshing, decimating, everything I know to do, and none of it has attached properly. Could anyone give me tips on what I can do?

quaint cosmos
jolly dock
quaint cosmos
# jolly dock yes those are steps that i've taken before. They weren't in the rig in that vers...

SO what happened when you joined all the meshes an put them through Mixamo? They should all get rigged. As for the topology, you ideally want to have as many square faces as possible where you have a lot of slender faces on the body but mainly you want to have some additional loops around where the limbs bend to improve deformation. That's for the body, everything else has just been decimated so you'd have to start from scratch and use a clean grid structure to fix that.

dark fox
#

yo! so uh i cant look down or up with the camera on pc, should this problem be fixed on vr or is it just on pc?

quaint cosmos
quaint cosmos
#

So a certain avatar just completely removes your ability to rotate the camera? I have never seen such a thing, sorry. Sounds cursed.

dark fox
#

also i fixed it i was just using the camera, not the view position

quaint cosmos
#

I don't really understand but cool, glad you got it sorted.

dark fox
#

was using the camera that was in blender when i was modeling it, guess i forgot to remove it lol

#

maybe it was the camera that comes in unity when u import a model? idk really im newer to making models sooo

quaint cosmos
#

So the avatar was using that camera inside of VRChat? Doesn't matter if it worked.

twin halo
#

Heyo, I just fitted an asset to an avi and I when to take the asset to unity and it looks glitched. Certain angles make the mesh dissappear

#

Can anyone help?

quaint cosmos
# twin halo Heyo, I just fitted an asset to an avi and I when to take the asset to unity and...

#Shorts
In this tutorial we show you how to identifiy if the normals need to be flipped, how to view the face orientation of your normals in object mode, how to view the orientation of your normals in edit mode with two moethods provided. Finally we show you how to flip normals in blender

▶ Play video
amber cosmos
#

my avatar has all its bones rotated 90 degrees away from how i normally see it done. it came this way and it works fine unedited, so i assume the creator did it like that on purpose

is this gonna have consequences for editing the rigging?

how should i approach this?

rotund kraken
#

i would ask whoever u bought this from if this was intended

#

in my own experience its easier to edit/modify from a clean skeleton but im also noticing its triangulated

amber cosmos
#

this is as is direct from the download, ive done nothing to this yet

rotund kraken
#

from where

amber cosmos
#

booth

rotund kraken
#

O

amber cosmos
#

i think the solution is simple actually

thank you for making me doubt that this was intentional

because it's apparently a matter of import settings

#

i just figured the avatar maker was doing something on purpose i didnt understand

#

fixed! tysm!

rotund kraken
#

o sickk

#

what was it you changed? out of curiosity

amber cosmos
#

i clicked auto bone align when importing the fbx

amber cosmos
#

as it turns out it seems working with the model this way and then exporting the fbx causes problems, since the components on the original model assume everything's rotated 90 degrees. im sure theres a similar fix for importing things on unity's side

#

hmmm maybe not. i think i just messed something up with avatar i was working on. probably faster to start from scratch than try to go through and find whatever it was i did wrong

reef coral
#

i've had this issue a ton of times, it's something regarding importing

golden dirge
#

What would be considered the pelvis bone here

i'm struggling because we thought it was the bone used for the hip, which is the really small bone there but apparently not? because we changed it and we're still having the issue happen

quaint cosmos
golden dirge
#

like this ?

quaint cosmos
#

Yeah. Hm, not sure. The angle looks pretty good to me, certainly not 88 degrees.

silk slate
#

is this normal deformation for the left arm bone

#

side note to that

#

how can i fix this

#

i dont know how to describe this lmao

#

its like the bits are moving too much

silk slate
#

so this mesh is a bit odd

#

the silver bits on that are square are on the hoodie

#

and the spikes are actually on the vest

golden dirge
#

i found the issue

#

fsr unity thinks the feet bones are the thigh bones

#

what the hell

#

how the hell would i-- fix that

silk slate
#

even newer question

#

why are some of these stretching up

#

i just reweight painted it and averaged everything the same

golden dirge
silk slate
#

i just redid the weighting

#

it doesnt make sense

silk slate
#

merge by distance helped enough

#

im not fucking with it anymore

silk slate
#

he got moves

reef coral
#

having a weird issue where i can't select any of the bones in pose mode from the viewport, only from the armature hierarchy
anyone knows why?

#

i'm on the right select mode

#

oh i just had to disable in front, figured it out

amber cosmos
#

i edited my avatar's fbx in blender and imported it to unity. when i use pumkin's avatar tools to copy over physbones from the old avatar, many (but not all) of the physbones are rotated 90 degrees (in a variety of directions) from where they should be.

i read online that this is a consequence of unity and blender using fundamentally different and incompatible coordinate systems. i also read that workarounds exist but i have not had success with them when i tried them.

https://forum.unity.com/threads/blender-fbx-export-wrong-bone-rotation-relative-to-its-amature.207851/

my guess is that i need to change a setting either when i import the fbx into blender or when i export it into unity. the models bones were rotatedly weirdly when i first imported the fbx into blender, and i used auto bone rotate to make them intelligible to me. i suspect i have to undo that now, if i can.

rotund kraken
#

but it might mess up current things on the avatar because it fixes the scale 100 problem and some things rely on scale to work properly. im forgetting what all that includes atm besides physbones

#

so make a prefab of the avatar in your current scene just to be safe/backup unity scene before you work with a version exported with these settings (if you do ofc)

#

just for the love of god dont unpack your avatar lmfao

steel sluice
hard night
#

Looks good?

worn spire
#

how do I scale the bones down?

pale pumice
#

go in edit mode on the armature and resize them just like any other object in Blender

amber cosmos
#

i keep getting hip alignment errors and my avatar has a hip tilt but i have confirmed that the upper leg and the hip bones are all on the same plane with each other

pale pumice
#

really can't tell from the pic, can you show the whole armature?

amber cosmos
#

the bones are, apparently, supposed to be like that

pale pumice
#

huh first time I've seen that

amber cosmos
#

its apparently common in japanese models, which this is one of

pale pumice
#

which bones are those sticking out forward?

amber cosmos
#

they stick forward/back up/down depending on if it's left or right

#

maybe easier to see this way

pale pumice
#

I guess I'm not sure why you'd do that.

amber cosmos
#

neither am i

#

but i was told not to mess with it by someone more experienced than me

pale pumice
#

I'd go ask them about your hip alignment question then.

amber cosmos
#

fair enough

#

i can make the bones look normal with a ssetting importing the fbx in blender but then that breaks all the original physbones if use that fbx in unity

its a weird problem

pale pumice
#

Seems unnecessarily weird, but possibly there's a good reason.

torpid burrow
#

i cant find the free humanoid armature base

#

anyone know where ti is?

brazen island
rotund kraken
hexed birch
#

I’m trying to rig this avatar and the bones are fine but when I used automatic weights the model became deformed and enlarged

quaint cosmos
quaint cosmos
hexed birch
#

Ok thx

hexed birch
#

i deleted the bones and used all transformations and then rigged it using mixamo but it's not working

quaint cosmos
hexed birch
#

no

#

i clicked the mesh pressed ctrl a pressed all transformations then went to mixamo got it rigged went back to blender and used automatic weights and the model deforms and enlarges

rotund kraken
#

you dont use auto weights at all

#

mixamo does the bulk of the work, you need to go in and clean it manually

hexed birch
#

what do i use to weight paint it?

#

so after i get it rigged i dont use anything?

#

this what it is just importing from mixamo

quaint cosmos
#

That looks about right, you have the toe vertex group selected so its showing you the toe weights

#

Mixamo is just a starting point but it seems to be working.

hexed birch
#

but when i move the bones the mesh doesn't follow

#

this is what it looks like when i move the bone

#

the mesh wont follow

quaint cosmos
hexed birch
#

im so dumb

agile summit
#

Is there some downside to parent many small objects to an armature with automatic weights instead of joining the objects together first then parenting? It moves slightly better without joining it to one but not worth if there's some big downside

kind shadow
#

can someone help me with my avatar? I am having problems with the bones right now. (i am not giving out my files, we can get in a lil call or sum)

rotund kraken
#

post your problem in here, calling is basically private coaching

kind shadow
#

when i exported my model from blender into unity it ended up missing some of the bones and idk if i messed them up in blender, but in unity it seems like they are also weird

sudden mango
#

fellas, i come brand new to yall for help with an avatar. this mf has a chibi slider that basically shrinks it to size

#

but, since its the mesh that im shrinking and not the armature/bones, wonky stuff happens

#

question is, how do i create a toggle that shrinks the armature to fit the chibi size?

#

are there no shapekeys for armatures?

hexed birch
#

Question

brazen island
#

@sudden mango scaling armature in game without breaking tracking is challenging task and can be more or less succesfully done via gogoloco. your case not seems realisticly possible

hexed birch
#

This other model has this skeleton

#

An avatar maker I talked to said it’s normal but the bones need to be mapped

#

How do I do that

sudden mango
#

thank u 💋 💋 i will now go make two different models

reef surge
# hexed birch

import the model again, but make sure before you click "import" go to the armature settings in blender and click "automatic bone orientation"

#

this happens when the rig comes from a different app. in blender, naturally the bone length is aligned to the y axis. other programs may align to a different axis, which is why they're oriented wrong when you import them to blender. if you're curious about why this happens this video explains it really well :D https://www.youtube.com/watch?v=5wKGXkE4nyU very interesting stuff!

hexed birch
#

is vrchat still using unity 2019.4.31

subtle nebula
#

what is the name of the mechanism people use to make mesh follow their rig at a different scale?

like the giant mecha hands that follow their avi's hands

quaint cosmos
hexed birch
hexed birch
#

My avatar work’s everything is fine but there is a problem with the hand

#

Idk if it’s because the hand is only controlled by one hand bone

#

Causing it to look deformed

copper rover
#

I am running into an issue where some physbone doesn't show up in the unity editor while some others do.

Breasts, Hair and Butt all work but Tummy and Thigh doesn't even show up in the editor after configuration.

What might be causing this issue?

elfin stratus
#

You can avatar rig still?

#

Dam

#

I havent played this in a while sorry

hexed birch
quaint cosmos
hexed birch
#

It’s not separated for 5 fingers only 1 for all 5

quaint cosmos
#

I don't think it's necessary to assign finger bones. How does it move in Blender?

hexed birch
#

It moves fine but I’m game the hand stays like this

#

It’ll go into a fist but won’t be a normal hand

quaint cosmos
# hexed birch

If you want a working hand, you'll need to rig and weight it. Sometimes Mixamo can kind of do that (though it rarely does a very good job) but I think the hand asymmetry threw it off.

hexed birch
#

The model for the hand was fine until mixamo

quaint cosmos
hexed birch
#

Nope

quaint cosmos
#

You selected all the bones and did Alt + G, Alt + R, Alt + S?

#

Rigging shouldn't change the model itself so if there is no pose applied, it should be the same as it went in.

hexed birch
#

So I select all the bones and then press all of the keys

hexed birch
quaint cosmos
hexed birch
#

I pressed that and it flipped the model on its back and enlarged it

hexed birch
#

Cause I’m confused

#

This is what it looks like

#

Also the alt g , alt r, and alt s did nothing

quaint cosmos
hexed birch
#

And yes all bones were selected

quaint cosmos
hexed birch
#

No

hexed birch
quaint cosmos
#

You're not posing the mesh, you select the armature, go into pose mode, select all the bones and then reset

hexed birch
#

It looks fixed

#

It didn’t work

#

I exported the model and the mesh still broke

quaint cosmos
#

Words like broke are not very helpful, you need to describe what occurred

hexed birch
quaint cosmos
#

And it isn't like that in Blender? Unity can do weird stuff if your fingers aren't imported as completely flat and parallel so you'll need to go into the rig configuration and adjust that.

hexed birch
#

It is like that in blender

#

That’s where the pic is from

hexed birch
quaint cosmos
#

But wait, you said you didn't even have proper finger bones so of course it won't look good. If you don't want to rig the hand properly, I would just delete any other bones aside from the base hand bone and then weight the whole hand to that. Resetting the pose was just to get it back to its unposed position. Mixamo is just a starting point especially a model like this that doesn't have a normal hand on one side.

#

If you want a functioning hand, you're just going to have to rig that part by hand.

hexed birch
#

So delete the hand bones except the base

#

Then paint that one bone to the entire hand

quaint cosmos
#

Yeah. The hand won't be able to do anything but it should look better.

#

Do the same on both sides since the other hand doesn't even have fingers to begin with

hexed birch
#

Ok thx

#

If I can, can I privately message you if I need help

quaint cosmos
#

Private messaging doesn't make me help you any faster, I'm around here when I'm available to be, it just means no one else can help you.

hexed birch
#

K I only said that so that I’m not filling this channel up

quaint cosmos
#

This is what this channel is for

hexed birch
#

Ok thx

#

When I weight paint is the mesh supposed to mess up

quaint cosmos
hexed birch
#

My bad

quaint cosmos
# hexed birch My bad

Looks pretty normal, just be careful in making sure you weight the whole hand to the hand bone and you'll also want to check other bones to make sure they have to weights on the hands they shouldn't.

hexed birch
#

And I checked the weight painting the only ones with connections to hands were the hand bones

quaint cosmos
#

You'll also want to delete the vertex groups of the bones you deleted to ensure there are no empty weights

#

Otherwise if the hand is fully red on the hand vertex group, it should move with the hand only

sullen quarry
quaint cosmos
sullen quarry
#

sweet, i'll head to youtube then, thanks 🙂

hexed birch
#

Also it keepers doing this

quaint cosmos
quaint cosmos
hexed birch
#

Ok

#

Is it fine if there like a tiny bit of light blue for the deleted bones

quaint cosmos
# hexed birch

It's not great. Another way you can assign weights is using edit mode. If you're in edit mode and look at your vertex groups, there's an assign and a remove button, select all the faces in edit mode and hit remove to remove them from the group, though deleting the group entirely will also do thos.

hexed birch
#

Is this what you mean by faces

hexed birch
#

But the blue on the stretched out part is still there

quaint cosmos
hexed birch
#

I may have misinterpreted what you said

hexed birch
#

I’m starting the last one

#

Painting

quaint cosmos
#

Only the one hand bone should have any weights, the rest should be dark blue or deleted entirely. Might as well just delete them if they aren't going to have any weights.

hexed birch
#

I deleted the bones

#

I’m just painting them dark blue and then I’m gonna make the base hand bone red right?

quaint cosmos
hexed birch
#

How do I delete them

quaint cosmos
hexed birch
#

Then I have to manually paint the hand red for the base hand bone right?

quaint cosmos
hexed birch
#

Then repeat for the left hand

quaint cosmos
hexed birch
#

And I do that by pressing assign right

quaint cosmos
#

Yup

hexed birch
#

Ok

#

This good

quaint cosmos
#

So long as there aren't any other bones with weights on the hand, it should be, yeah.

hexed birch
#

Thx a lot

#

Also one quick question on something else

#

I merged these two models together but the texture for shockwave turns black

hexed birch
quaint cosmos
hexed birch
#

How would I do that

#

Or actually instead of combining them could I just put the backpack on his back and then import it into unity like that?

quaint cosmos
# hexed birch How would I do that

Same menu as the vertex groups, there's a tab called UV maps. You can change the name there. The name doesn't matter, just that it's the same on both models.

quaint cosmos
hexed birch
#

Actually to make it easier I’ll just make it a toggle

quaint cosmos
#

If you're toggling a mesh on and off then yeah, they should be separate. There are other ways to hide parts of a mesh but that's that easiest option.

hexed birch
#

Also if I need help making it a prefab because a yt vid I watched didn’t go over it since they already had it as a prefab

quaint cosmos
#

You can just drag an object from the hierarchy to the project tab at the bottom to make it a prefab but I don't know why that would be necessary to making a toggle.

hexed birch
#

No I mean for the avatar

#

Like the shockwave model

quaint cosmos
#

What are you trying to achieve and why do you think it requires a prefab?

hexed birch
#

Cause this is the updated model I’m making. The last time I uploaded it was for the test avatar and it said it need a prefab

quaint cosmos
#

You don't need any prefabs to make avatars unless there's something specific you're trying to do

hexed birch
#

What would that specific thing be?

quaint cosmos
#

Prefabs are just away of packaging a bunch of stuff, models, textures, particle systems, scripts, so if you have something that maybe has a gun model with a particle system attached to it, it would make sense for that to come as a prefab but once you get it in your scene, you can unpack it (turn it from a prefab to just regular parented objects) and it will work the same.

hexed birch
#

Can I get your vrc username so I can add you into the description

quaint cosmos
#

Don't worry about it, if you're so inclined, just use Krampus

fading verge
#

pls help me

signal thistle
#

jk kiding

golden sandal
#

uh when i go to upload it it says it doesnt have a chest in the armature am i just being a goofy goober or did i delete a bone or smth wrong?

quaint cosmos
thin jay
#

My model is standing like this, how can i fix it?

quaint cosmos
thin jay
#

Yeah i did

quaint cosmos
compact anchor
#

i'm messing with an mmd model to use it in vrchat and i was wondering if these yellow groups serve a purpose if i were to move it over to blender once im done fixing it up in .pmx editor??

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i haven't used pmx at all and have no idea what the blender equivalent would be ☠️☠️☠️

formal arrow
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for some reason when i port it into unity the shoulders just dont work at all, is there something wrong with the shoulders?

compact anchor
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doncha need to attach each joint to one another?

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so the ends of the shoulders should attach to the top of the arms

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especially considering the torso is most likely static lmao so there would be nothing to move under there

hexed birch
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would this be causing this

hexed birch
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Anybody

surreal anvil
# compact anchor i'm messing with an mmd model to use it in vrchat and i was wondering if these y...

They look like physics colliders (similar setup and function to how you would setup an avatar back when dynamic bones was a thing). I don't think that they can copy over into Blender though (it's been quite a while since I've last used a .pmx model so that might have changed)

The Blender "equivalent" (different method, same function) would be if the object itself had setup for physics applied instead of the armature.

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I could've sworn this server used to have an MMD-focused channel, I guess they deleted it

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Or archived it

spare onyx
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hello everyone, just a small question, does an eyebone need to be parented to any other bone in specific?

fervent mantle
spare onyx
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iris thank you, much appreciated,

for the thing i'm working on though, they are cyclops in nature, would that just be named "eye"? and it would work okay?

pale pumice
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Doesn't really matter what it's named, you could put it in the left (or right) eye slot and have VRChat handle it reasonably ok

hexed birch
wet scaffold
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How do u make them

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😅

hexed birch
hexed birch
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Or anybody please

pale pumice
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Just state your actual problem

hexed birch
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I need to know how I can fix this

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That’s it in game and in blender

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The pinky and ring finger are deformed

hexed birch
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Anybody

wet scaffold
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I don't even know how to make it💀

hexed birch
hexed birch
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Meanwhile

reef surge
# hexed birch Meanwhile

check any of your other vertex groups to see if they have weights on those fingers when they shouldn't. otherwise idk man you might just have to do some research yourself

hexed birch
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the pinky 1 bone has a lot of red right there

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but on the ring and other fingers its either little red or little orange

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its the same with the accesories

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pinky has red

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while others are light blue

rotund kraken
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find a model thats already rigged so you can look at the finger weights

fading verge
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Is it necessary for the upper and lower leg bones to be perfectly vertical, or is it okay if they are a bit angled inward from hips downward?

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For example...

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Also, if it is okay, is it still okay with FBT

wet scaffold
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I got it now dw

hexed birch
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Nice

wet scaffold
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oke

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u rlly good btw

tame burrow
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Anybody know how to fix this?

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This is the second or third time I've come across this in this project.

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Everything is mapped but VRChat insists that it's not.

tame burrow
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Ok so it turns out it's a weird issue where if elements in a prefab are renamed then made a variant the SDK seems to still refer internally to the original names.

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Might file a bug report on this. :x

fading verge
hexed birch
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anybody know how to reparent objects

pale pumice
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in.... blender? unity?

hexed birch
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@kindred rover

hexed birch
pale pumice
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perhaps you can explain what you want to do?

hexed birch
turbid dagger
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Honestly when I get “spine bone length = 0” it doesn’t cause many issues for me

dusty helm
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question, would there be a way to rig this into vrc without it looking bad

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like in terms of the head cause there's no body

quaint cosmos
strong spruce
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I feel like this is an easy fix thru multiple ways (OVR being one, but I'd rather fix the model) but my latest upload is stuck on her tip toes while seated and floating a bit in standing. I think I messed up when editing in blender -> unity export but I'm not sure how to identify the issue I need to fix, if anyone can help.

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I'm going to dissolve toe bones and make sure the model is at 0 0 0 in blender.

strong spruce
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I went back to blender to do the things but I noticed this in unity when I select the body. Could this be where my issue is ?

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Oh I've done goofed something up

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🤨

strong spruce
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I solved the issue eventually. I had to clear the cache on the quest 2 guardian

hard spruce
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heyo, sorry to bothr, but i found a vatar that has no rigging. i know next to nothing about blender/unity. Am i going to hate life if i try to mess with it?

quaint cosmos
# hard spruce heyo, sorry to bothr, but i found a vatar that has no rigging. i know next to no...

To get a decent results on a pretty standard humanoid, you can just put them into Mixamo.com and then watch any video on publishing a VRChat avatar. To get good results, you might need to spend 2-3 hours learning the fundamentals of how to use and navigate Blender and then another 30 minutes to an hour learning about weighting. If you need to add lip syncing and blinks maybe add another couple hours on top of that.

hard spruce
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that sounds horrible. Now i have existing models. is there a way to copy and paste? or does it have to be redone step by step since the models are not the same size/shape? both humanoid in deisng, just not the same size.

tiny coyote
# hexed birch

go into pose mode and test it out so you can see how it bends.. you can also weight paint it while it's posed to see how it changes. But yeah @rotund kraken is super right, getting reference to see how its supposed to look helps a LOT too. great idea

rotund kraken
tiny coyote
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but looking up tutorials on weight painting should help

tiny coyote
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you can upload any model

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it will auto rig it for you

quaint cosmos
tiny coyote
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all you gotta do is make an adobe account, upload a model, specifiy the wrists, knees, head and groin and hit go. then download

quaint cosmos
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There isn't much fixing that generally needs to be done with humanoids after Mixamo but if you have 0 Blender experience, there is a learning curve.

tiny coyote
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easiest rigging imo

rotund kraken
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i refuse to rig humanoids from scratch (unless its hair, jewelry etc) when i could just fix it

tiny coyote
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oh yeah, but it also only works with basic humanoid forms

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so no tail, wings etc

rotund kraken
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i rename the bones though because they changed how its named for some reason

tiny coyote
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yeah, I can't rig well from scratch, but I can weight paint 🤣

tiny coyote
quaint cosmos
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Basic rigging isn't all that complicated, it's the advanced stuff with IK and constraints that gets complex but VRChat can't use more of that stuff directly anyway and if you want it for animations in Blender, there's always Rigify.

tiny coyote
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to be fair, that's the hard part, but yehhhh

rotund kraken
quaint cosmos
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I use Auto-Rig Pro, actually instead of Mixamo but you gotta buy that and Mixamo does a decent job.

tiny coyote
rotund kraken
hard spruce
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Omg yall are making my head hurt nut I think I'm following

quaint cosmos
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Just start by uploading it to Mixamo.com. The results might be good enough depending on what you're doing, we still haven't see the model.

viscid warren
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why does my avatars entire body move up when i look down

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hang on ill show

quaint cosmos
fading verge
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Alright so I have a really big problem lol

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I've gotten all the way to the export stage and ended up getting the "Humanoid avatar must have head, hands, and feet bones mapped."
"Your avatar is humanoid, but its feet aren't specified!"
and "Your avatar is humanoid, but its upper arms aren't specified!" trifecta

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I've scrambled around on forums from six years ago and found the most likely issue is that my "Armature" package info got renamed to something along the lines of "Armature.001" and so it's now looking for a name that doesn't exist

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Like is there any way at all I can fix this without scrapping everything I've done? I've spend days learning unity on this project lmao I'd like to not lose it

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I'm gonna copy paste this into all support channels, btw, to try and get a fix as soon as possible

fading verge
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its cool, I got a fix

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turns out a tutorial I followed gave me wrong directions for setting up mono lighting

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thank you though!

north fern
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Hey! Not sure if this is the best place to post, does anyone know of a plugin that I can use on Unity to test my avatar riggivng? I sometimes have problems with the knees bending inwards but no way of testing it in VRC without headset (and it's a lot of effort to get the headset), the knees will look fine on standed/crouching/crawling but it's the inbetweens that cause some issues. Just would prefer to be able to test it on PC VRC or Unity, even Blender to save some time. 🙂

fading verge
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help request
due to rules i will stand by and upheld i wont disclose more here, dm open

long story short i did a commission for a avi to edit on vrc tradders and several other discords, even spoke to some avatar creators.
it seems no one knows how to do this, theres one video ive found but nobody can seem to do it.

ones that have done it, i ask for help even offered compensation for helping me and importing it. but they declined.

if ur a god in blender plz dm me and ill showcase my problem and hopefully ud be able to help, if u manage to fix it, i suppose that makes u better then most creators lol

if u know any creators that can help and can guide me to them, id apprecate that as well ❤️

rotund kraken
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inb4 its some adult rigging or something

rotund kraken
fading verge
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Honestly no one seems to care.

rotund kraken
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well it has been like an hour or so since posting and its a holiday lol

fading verge
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Ive been at this for two months

rotund kraken
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okay?

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like i said, its late and a holiday. someone might dm you tomorrow

fading verge
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By then the request would just be buried

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Its okay ill keep trying

rotund kraken
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not really, people scroll

fading verge
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Message more selfish creators

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Only to be denied even tho i wave money in there faces

rotund kraken
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ah yeah i was gonna say im curious to help but if thats your attitude ill pass

fading verge
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Lol

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Ok

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Attitude?

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Im the nicest person you'll ever meet but ok

rotund kraken
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"attitude?" instantly leaves server after realizing they're not going to get an answer .5 milliseconds after posting 🤦‍♀️

fervent mantle
fervent hornet
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Why was he so vague hahaha its just rigging it ain't rocket science

brisk nova
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I can only try to guess what sort of rigging is against the rules

fervent hornet
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Oh that's totally fair I didn't think of it like that

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Skill barrier 😔

rotund kraken
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funny too bc i had the message offering my help typed in the tray but i rescinded as soon as i saw the "message more selfish creators"

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gatekeeping is stupid but automatically generalizing because your weird adult issue cant be fixed, naw man

pseudo cipher
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Hey, sorry for the cursed but i've had this issue with a few of my avi where the hands would be flipped (looks normal to me but other sees it like that)

balmy delta
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Everyone is selfish cause they either want money for commissions or assumes every pc player is a blender god that are too much of pricks to help

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By their logic

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I assumed they stopped after the few month but guess not

rotund kraken
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yeah weird, thats definitely not every pc player lmao.

balmy delta
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Like

rotund kraken
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i wasn't against helping them either privately but you'd think two months you'd get some sort of answers

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and humility

balmy delta
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They trying to get a private teacher to teach them blender for free lmao

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Legit screamed the last time they went ballistic "I dont want a commission cause they are selfish and want a lot of money"

rotund kraken
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i dont mind full walkthroughs every once n a while but its wild to expect an instantaneous response on july 4th at 10pm-ish western

balmy delta
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No no no

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They expect you to just drop everything and teach them the millisecond they appear

tribal pagoda
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Without telling you what your even supposed to teach them in the first place

balmy delta
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Yes

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The not vaguest response I got was

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"Teach me how to make an avatar"

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Like the bitch aint even make the blender donut yet and expects to be able to model, rig, texture, and animate a pro level avatar in a day

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And expects to be taught for completely free and directly when you ask

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I literally mentioned a friend I knew that used blender and they demanded I get them there now and when I said they werent on they then demanded I give them his info so they can message him

weak flare
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how do i set the avatars height correctly cause im having a not long enough arm problem with my avatar? is this a thing to fix in blender unity or vrchat?

balmy delta
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avatar height?

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like

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is your legs bent or floating?

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or is your arms just max stretched before you actually max stretch your own arms

weak flare
balmy delta
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locking?

weak flare
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my real life arm is like longer then the avatars arm

balmy delta
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oh

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your avatar is stubby then

tribal pagoda
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I mean, you might be able to mitigate the issue if you mess with VRChat's IK settings. But for it to work optimially, your avatar would need human sized limbs.

balmy delta
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^

weak flare
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it does have human size things its just my arms arnt long enough

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do i extend them in blender or unity some how

tribal pagoda
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Then try VRChat's settings menu first, there's a bunch of arm scaling options.

weak flare
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and how do i know when its right

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oo

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ok

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i shall try this thanks

tribal pagoda
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One thing that I did on one of my avatars, was that I moved my viewpoint slightly further back, and that also helped my issue, but that might not be your problem.

tribal pagoda
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Yeah. But my problem was that my viewpoint was too far forward, like if I looked down, I could only really see below the waist, and not my chest.

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If you move it too far back, you might get the opposite problem, where you can see through your neck instead.

weak flare
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ive seen the view point like effects your arms weird

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ill give it a try

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thanks for the helps

tribal pagoda
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Ye. And if you can't get it perfect, remember that other people might not even notice it anyway.

weak flare
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yeah its just a thing that bugs me

weak flare
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ive tryed to rotate the bone in the bone view thign then appy then done but it dosent stay

tribal pagoda
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I can't really say, I've never had to fix anything like that.

balmy delta
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that would be

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the avatar rigging in unity

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also you cant really just rotate the bones

weak flare
balmy delta
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not really no

weak flare
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wish unity was more like blender you can do this in blender

balmy delta
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well you cant exactly just edit the rig in unity like blender

weak flare
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yeah

balmy delta
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it just sounds like your shoulders are too close to the middle of the avatar

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causing it to look weird when they rotate

weak flare
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in blender it looks good when moving them

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but vrchat is moving the collar bones to much down

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is the mapping for unity just to see rotations and to set bones and nothign elts?

balmy delta
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rigging in unity is just telling unity that these bones are these for humanoid

weak flare
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ah ok

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its same with the finger bones they rotate to far in to the hand when grippign theres no way to set a maximum rotation for individual bones in unity?

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and if theres not do you think setting it in blender would transfer that over to unity

balmy delta
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pose yes but as for the whole rigging

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you just enforce tpose

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then rotate the bones after

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and just ignore if unity yells at you that its not in tpose

weak flare
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but when clicking done it dosent do anythign to the avatar

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its just back in a tpose in the scene veiw

balmy delta
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well it isnt going to change it in the scene view

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the scene is a completely seperate entity

weak flare
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what about game veiw wont show there to?

balmy delta
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the rigging

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is completely seperate

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it wont show any changes in anything at all

weak flare
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only in vrchat?

balmy delta
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yes

weak flare
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unity makes things hard lol

balmy delta
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think of it like

weak flare
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u gotta guess

balmy delta
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changing the pose in blender

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and then when you go to edit the mesh or armature

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it snaps into tpose

weak flare
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changing the pose in unity is like changing the rest pose in blender?

balmy delta
weak flare
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yeah i get it

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im just tryign to understand if changing the pose in unity does anythign to the avatar in vrchat

balmy delta
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in the scene view

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which the game view is just a camera locked scene view

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doesnt change anything

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now the rigging

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does

weak flare
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i thought game veiw is sopposed to see what its like in the game

balmy delta
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only physbones and lighting

weak flare
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oo

balmy delta
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cause all game view does

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well

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game view itself

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is just a camera locked pov

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while entering game mode

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or clicking play

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whichever you want to call it

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just lets stuff like physbones move

weak flare
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is there a extention window i can put that shows me what it would look like in vrchat?

balmy delta
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and shows the actual lighting in the scene

balmy delta
weak flare
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yeah i used that one

balmy delta
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thats it

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the only other thing you can do

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is play the desktop animations

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or just rotate the arm bones

weak flare
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ok

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ill give it a try

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thanks for the helps

tawdry lagoon
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why wont it auto weight paint?