#avatar-rigging

1 messages · Page 11 of 1

rotund kraken
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bc youre trying to auto weight an entire rig

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try to stick to one channel in the future, kind of annoying when someone has already helped

steel dune
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Can I have help making a vtuber avatar? Or something along the lines of that

stray wind
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is there a way to rig avatars within Blender 3.6?

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or is that not possible?

rotund kraken
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last i checked blender didnt remove one of 3d animation's most important feature

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no armature = no animations

stray wind
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and a complex one at that

quaint cosmos
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Most rigs from games are specialized to the needs of the game, usually better to just scrap them and start from scratch than trying to alter the rig to work in VRChat

modern crystal
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What’s the required bones for fingers?
Like is it okay if the body has 4 instead of 5 fingers?

uncut breach
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They recommend to have at least 3 fingers on each hand, so yes you can use 4

fluid frigate
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Heya. Forgive if this is the wrong place, don't see a channel for clothing rigging. Have a shirt that works with fullbody, but not in 3 point, while also looking fine in maya/blender. Any ideas? Banging head against a wall trying things here lol.

gaunt basalt
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so I want to weight paint a specific bone in blender but i can't get it to work for the life of me. I'm not trying to do anything complex but it just won't let me.

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I just want to select one bone at a time and weight paint for that specific bone. I've been pulling my hair out figuring out how to do that.

quaint cosmos
gaunt basalt
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I can't make a new vertex group for the bones I added

quaint cosmos
thin jay
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my avatars feet lift off the floor when i look down how do i fix that?

quaint cosmos
fading verge
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is this how I should be naming tail bones?

rotund kraken
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doesn't matter for anything outside of the humanoid bones, just name it something you can easily identify

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ie: bone 1, bone 2, bone 3, vs "tail 1, tail 2, tail 3" - the latter is easier to know what its referring to in the armature

quaint cosmos
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Yeah, the only thing that bone naming conventions accomplish as far as Unity is concerned is allowing their configuration tool to automatically map the bones to its humanoid system for things like the locomotion animations VRChat uses. You can still manually assign those if they become unassigned for some reason but there is nowhere to assign tail bones in the Humanoid system so it doesn't interact with that regardless of your conventions,

high shadow
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How do I rig a hand with less than 5 finger this one only has 3 (I already did the thumbs)

fading verge
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It does this to my model every time I make one. Did it to the last one, it's doing it now.

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it's super frustrating and last time it happened I rememeber I just sadly exported it without any shape keys and in vrchat my model just looked like 👁️👄👁️

grand star
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why does the neck do this, id like the head to be (in this example) facing down

maiden haven
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  1. mess with your bone settings
  2. that model is meant for blender animations most likely
mortal silo
fading verge
void tiger
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Anyone have any Blender plugin tools similar to Cat's Blender MMD where you can Merge Armature

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Currently using Blender 3.6 LTS

sleek isle
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In pose mode, check the bone setting yeah

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But that doesn't matter in the end in unity

high shadow
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Right now I’m unity and I configured the bones and now the model is gone I made sure that the model is enabled but it’s just gone

tall willow
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hwo to wigns

rotund kraken
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keep to 1 channel

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but they look rigged already?

tall willow
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nio like

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wigiht paint

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😭

rotund kraken
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https://youtu.be/4fICQmBEt4Y you can slow this down and pause when you need but its essentially going into the upper left corner where it says "object mode" (or edit mode) and switch to weight paint

I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI

If you enjoyed this video, please don't forget to like and subscribe!
You ca...

▶ Play video
quaint cosmos
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I've never rigged wings so maybe there's some benefit and I realize it's anatomical but you could probably get away with a 4 or 5 bone chain going along the surface of the wing rather than having 6 for the outer structure and 3 for each finger. You might get some additional control with your rig but it requires way more bones and will be significantly harder to weight paint and pose than using a simple chain that just controls the angle of certain parts of the wing.

dim pond
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having trouble finding if there's a simple trick to weight painting a tail so it bends smoothly. Last time I asked around (elsewhere) the answer came down to "just add more bones lol" but I'm still encountering a 'scorpion tail' segmented flex when stuff bends, even though it looks like it's behaving well enough in blender

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being a plain tail I CAN just go and like, manually set weights loop by loop by loop but I plan on working out a nicer tail before too long

tawdry imp
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Also I believe VRChat has Unity set to only allow 4 bones per vertex and I don't know how Unity handles it when you import an FBX with more weights than that

dim pond
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I've normalized em, yeah. it tries to weight too hard at the center of each bone, and falls off sharply by default

tawdry imp
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You can force blender to limit the max number of bones per vertex by going to weight paint, "Weights" menu and select limit total.

dim pond
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makes sense for actual bones, to be fair lmao

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I'll give the limiting a shot!

rotund kraken
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personally ive also noticed that consistent sized weights helps too

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i was gonna say "all the same bone size" but a bone could be really big and only affect a small part

dim pond
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haven't gotten around to the tail but here's another one- is there any way to fight how the humanoid rig targeting seems to completely reshape my hands into a broad, blocky, straight-knuckled mass

dry heath
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I don't know how to auto fix MMD Modeling rigging to VRChat.

dim pond
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I modeled and rigged this myself. All other bones seem to be fine staying in position but the hands go broad and chunky on a few models I've looked at

sleek isle
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so, yeah, annoying

sleek isle
dim pond
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from what I can see, the tail didn't have an issue with more than 2-3 bones/vert at most

dark crag
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i have a new version of my armature and mesh that i've added a couple of bones and weight painting to, but im not sure how to apply it to my vrc avatar descriptor or physbones or anything

bold locust
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Or did you already fix that.

dim pond
bold locust
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No worries.

dim pond
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here's the hand bones as it's modeled, I'll get at how the rig looks like in the humanoid config in a bit. I'm assuming it's trying to put the root of the thumb bone up where the next bone starts, though the fingers also feel like their roots are all in a straight line, really blocky in vrc

bold locust
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Yeah, first bone of the thumb has the head pretty far up.

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Which should be anatomically correct but VRC doesn't care.

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If I was going for anatomically correct deforming hands, I might resort to support bones, but it's a good idea to maybe consider contacts and motion time animations also. So you can save constraints for add-ons and such.

dim pond
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seems to be in place here, hmm
likely have to adjust bone positions in the animations?

bold locust
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Do you test the limits for Fingers in the Unity rig config?

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Humanoid animations are different than you'd hope.

dim pond
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tinkering with the anim, I see the problem, the thumb wants to read all 3 bones as if it's the finger, but it doesn't account for it as a palm. I just gotta set bone 2 as the first in the chain, I think

bold locust
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Yes. That's what I was illuding to. Thumbs in VRC are usually just 2 knuckles. Tori did well with some of their hands.

dim pond
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wait, it's definitely asking for the proximal. that's annoying. May just require I reweight that bone so it doesn't affect nearly as much of the palm shape

bold locust
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You can bump them back in the rig config hierarchy to see.

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.001 to Proximal, etc.

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I might need to check some of my favorite hands tbh.

bold locust
dark crag
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okay, for some reason when i try to impliment the same values for old physbones on the new version of my armature, they're just huge for some reason?

dim pond
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they don't overlap past the next bone, I restricted to 3 bones/vert influence. Also poor practice rigging a simple tail in-pose instead of doing the straight line and posing with an anim

bold locust
dim pond
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reasonably could have moved from cm to inches on export, that looks like it could be 2.54x the size

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multiply the value of the now-bigger ones by 0.393701 and see if it looks right

dark crag
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that does actually

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goddamn it, such a dumb problem lol

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how do i set what units im exporting as in blender?

dim pond
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check the menu tab on the right (cone/spheres icon) and see if you're in imperial or metric. Change back to metric/cm perhaps
then when exporting (left menu here) the scale should just read 1.0
though sometimes I have weird luck (or lack of luck) with it just pretending to be consistent on me, haven't had to change these out for a while

dark crag
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its set to metric so im not sure actually...

dim pond
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maybe the other way around then? I hate system units finagling between softwares

bold locust
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I have first thumb selected.

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Motorcycle pose.

dark crag
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okay this is bizarre, the size is still messed up, but for some reason not on her tail???

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but it seems like the rotation is messed up or something???

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i hope i dont have to go through and manually apply the right values to every bone

bold locust
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The red and yellow in your current gradient may be too jarring of a transition and may be causing the sharpness you're seeing.

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VRC defaults uploads back down to 4 bones on upload, you can change the max affecting bones in Unity, but VRC forces it back to 4.

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So some special areas make use of support bones to compensate. - Tori told me.

dim pond
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yeah the 4 bones influence was brought up initially, but reducing the maximum influence and spreading influence a whole extra bone from what I've been doing should be helpful

bold locust
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Just know that you can change it in Unity but VRC doesn't care. So you can use that knowledge for testing and deciding if support bones will be necessary and such.

dark crag
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so yeah, why is the tail on this armature correct, but her breast is tiny and misplaced?

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Im genuinely really confused

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i thought i could just like, rescale it to fit her properly

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but like, i cant if it'll just scale her tail up too right?

quaint cosmos
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Those look like pretty normal breasts to me but you can go bigger if you like. I'm not sure what the tail has to do with the breasts, if they're both weighted to the same bone, you have bigger issues than just modest breast size. If you have breast bones, you can scale them to scale the faces they influence but this would be reverted if you ever cleared the scale of the bones and might cause the topology to get warped so I'd just scale them in edit or sculpt mode and adjust the bone placement to match if necessary.

dark crag
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i think you're misunderstanding the issue

quaint cosmos
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Quite possibly, could you clarify?

dark crag
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im trying to set up a new version of the armature with a couple extra bones and a bit of extra weight painting. i have the new fbx in unity, but the scale seems to be all kinds of weird

quaint cosmos
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So it's weird when importing into Unity but not in Blender? Are you importing this as a new model or trying to overwrite an existing one?

dark crag
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the difference in the two armatures is made even weirder by the fact that the tail is correct on both

dark crag
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the tail is correct on both, but the origin point is still in a weird spot

quaint cosmos
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Yeah, try importing as a new model. I'm not seeing the issue but I'm not super observant sometimes and I don't know how it's supposed to look.

dark crag
quaint cosmos
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Oh, so you have the tail bone selected in that image where it looks like the leg bone is selected? Is the selection transform set to pivot?

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I don't know from the pictures what you're attempting to select so that's important context.

dark crag
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does this show a little better whats weird?

quaint cosmos
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Yes, that makes things much more clear. It seems like your origins are wonky if you have the pivot transform option selected, though even if it's set to center it's weird it's that far off. I would try importing it as a new FBX. And you've tried posing it in blender and confirmed that the origin isn't weird in Blender? I initially thought you were having a scale issue but nothing scale related is going to fix this.

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You also seem to have capsule colliders to these bones which seems kind of weird, not sure if that is throwing anything off. Is this intendd for some sort of physbones purpose?

dark crag
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i have almost no experience in blender or unity, im just trying to figure it out as i go

tawdry imp
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I've run into this before but can't for the life of me remember what causes it. I'll have to find my project later

quaint cosmos
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If I were you, I'd start back at what they sent you as you may have made an error which will be difficult to solve at this point. Character rigging is not the best entry point to learning Blender.

tawdry imp
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Is the avatar a prefab in unity?

dark crag
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i've ripped the .fbx out of the prefab and put it into blender to add the bones and weight painting

tawdry imp
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its something to do with the fact its a prefab. When you replace the FBX in unity the scaling gets updated, but not for both the mesh and the armature

dark crag
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so its just scaling one of them and not the other then?

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i've tried messing with the scale, but it still makes problems

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like, again, the tail has correct positions for its bones, but nothing else does

tawdry imp
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I'm assuming if you go through all the bones, the whole armature is smaller right?

dark crag
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no

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the tail is correct

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but its origin point looks weird

tawdry imp
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are the origins for other bones right?

dark crag
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no, beyond the fact that they're the wrong scale, they seem to be rotated weirdly

tawdry imp
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so bones in like the arm and leg are wrong as well. Ill have to wait til i can open blender and unity because it looks like something i had an issue with before

dark crag
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yeah, it looks pretty totally borked

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should i just try making a new one? what about all the animations and peramaters and stuff. would i have to do them all again aswell?

tawdry imp
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I can't give an answer right now. I need to try some stuff first. I can recreate the issue with an old project and figure out what causes it a bit later

dark crag
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alright

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ngl i've been working on this for like a week now with almost no progress. im getting to the point of looking into hiring someone to do this for me

quaint cosmos
# dark crag ngl i've been working on this for like a week now with almost no progress. im ge...

I get that you want to be able to do your own custom characters but there's typically a lot of fundamental learning that you need to establish beforehand. What you're doing is kind of like spending a ton of time bashing your head against the wall trying to recreate a Rembrandt with no painting experience. You might get somewhere eventually but you're going to struggle a lot more and run into a lot more roadblocks than if you got there via a series of more realistic goals.

dark crag
quaint cosmos
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The only way I see you being able to do this without learning the fundamentals is to commission it or to have someone sit with you to show you how to do it step by step which will likely take more time and probably cost more. Even if it's small edits, you need to know to to do them properly and how to export everything properly. If you're just making bigger breasts, there should be no reason to touch the rig in the first place but if you have no Blender experience, then you don't really know what tools do what.

dark crag
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i already added the bones and weight painted them to the mesh in blender

tawdry imp
quaint cosmos
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Adding new bones and weighting them is not a trivial thing, especially trying to make them physbones. It's not an arduous task if you know what you're doing but there are a lot of ways things can go wrong as it's hard to triage if you're fumbling around in the dark and haven't learned how to properly do these things.

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Yeah, you just generally don't want to replace the FBX if you've made major alterations but that's just one area where this may have gone awry.

dark crag
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i didnt replace the fbx

tawdry imp
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well then the armature and mesh scaling being different is even more odd

dark crag
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i have separate versions that im trying to copy the component values from one to the other so i dont have to redo them all

quaint cosmos
gloomy ether
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I have a complex ik rig that I would like to make compatible in vrchat. Is there any way I can do this? Maybe simplify the rig automatically?

novel kraken
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Anyone want to play VR chat?

dim pond
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I vaguely remember seeing something about new limits on constraints. Is that a 'total number of constraints' schtick, or 'number of constraints on a bone chain'? I'm having trouble getting the 'toes' foot (4th position in a digitigrade leg) to follow the rotation of the plantigrade rig that's actually tracking

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this is how I'd Ideally like it all to flow, but adding the knee complicated my woes, as it and the shin both had a constraint, sharing the control shin's rotation by .6 and .4.
In this case, I think but can't totally test, that the foot-stalk became unresponsive, backing up the theory that it stops after 3(?) bones in a row.

fair fern
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So I am using blender for the first time and trying to allow physbones to work on my avatar so I took some pre existing bones and attempted to apply them to the hair of a model I am using but I don't know how to do that so could someone help?

void tiger
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Is there a blender plugin where you can merge armature/Mesh similar to Cat's plugin.
Or any other methods similar to this.

bold locust
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I'm about to be doing double-jointed knees here soon too. I'm considering proximity contacts to keep it Quest viable.

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Since knees don't need to rotate on 2 out of 3 axii, they won't need all that specific control.

modest yacht
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Simple rigging isnt working and im very confused

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Never rigged before as a warning

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using Cats and youtube videos

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Armature is connected to the mesh but legs, arms and any other joint does not move

bold locust
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Did you use your vertex groups and add an armature modifier? And then did you select the right object for that modifier?

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@modest yacht

modest yacht
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ok the only thing it said to do was add a bone and build off it i have no clue what you just said

bold locust
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So you need a way to tell the bone what verts to move. That's what vertex groups are. You assign a group of verts to that vertex group, and that vertex group must share the same exact name as that bone.

modest yacht
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right im gonna delete the armature, can you guide me through it in basic terms?

bold locust
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So you can leave the armature.

modest yacht
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its not complete

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i was remaking it

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for some reason, pressing fix model doesnt join bones

bold locust
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What kind of model is this that you're rigging?

modest yacht
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yknow one of those Robo Recall Biped Bots?

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One of those

bold locust
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Oh dang.

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So, robots are easy to rig.

modest yacht
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like the humanoid ones

bold locust
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Because they do not deform.

modest yacht
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This

bold locust
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A lot of polygons oh god.

modest yacht
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i just found the model idk

bold locust
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Not terrible, just how they exist.

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No, it's fine.

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They just are messy topology.

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There's an easy method which would cause stuff to bend and deform, or you can manually add verts to a vertex group to get them moving mechanically.

modest yacht
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ive gotta do fingers aswell dont I?

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i have no clue how to do the fingers so i left them

bold locust
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It may help you more efficiently if I can find you a better video.

modest yacht
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ok that would be grateful

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something thats really basic and easy to follow

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im more of a landscape Blender artist

rotund kraken
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I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI

If you enjoyed this video, please don't forget to like and subscribe!
You ca...

▶ Play video

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
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tons and tons of videos on rigging

bold locust
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Thank you. I was just about to link this one as well.

https://youtu.be/DDeB4tDVCGY

Learn to rig NOW. I show how to set up an armature, how to parent things to bones, weight painting and how to solve common issues, and basic inverse kinematics.

Patreon, Gumroad Shop, Discord, and other stuff:
https://linktr.ee/Joeycarlino

Parent to nearest bone addon: https://github.com/g3ntile/parentToNearestBone
Rigging playlist: https://y...

▶ Play video
modest yacht
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yes your one is perfect Saigo im very impatient and just want to colour in my boy and add a nice fitting pirate hat

bold locust
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It's a good video. Ignore the name. XD

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Then good. LOL

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He goes through a lot quickly.

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Some stuff like IK in blender, you're probably never going to use. But it's good.

rotund kraken
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still has some fluff to get through

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royal skies has 0 fluff

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other blender/substance tutorials too

bold locust
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The idea behind his format is probably to not put you to sleep.

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For people that don't do this regularly.

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Royal Skies is also really hard to follow for a beginner that doesn't know where they're supposed to be looking.

rotund kraken
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could throw it through mixamo and clean it up in blender if the pause button doesnt work :P

bold locust
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Teaching is more than simply doing the thing at high speed without any explanation or context though. So pausing isn't the issue.

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nod nod

fading verge
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I finally got a pc to make avatars again

dim pond
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Royal skies vids are like a 15 minute tutorial in 3 minutes
I like them for how quick he gets to the point but it's more like a reminder of where/what settings do a complicated task, instead of a learning thing

balmy delta
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I still have to have a notepad with my keybinds on my other monitor for blender lol

silver brook
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So I have a problem.

This skull is one mesh (because mesh count is part of optimization)
and I want the whole skull to move with the "Head" bone, and just the lower Jaw part moving with the "Jaw" bone.
How would I go about doing this?

I've already tried different things, to no avail.

balmy delta
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if the jaw is already weight painted to the jaw bone where that part works perfectly fine

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then go and combine the head bone of the skull with the body's head bone you are wanting to put it on to

silver brook
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omg i finally got it working
it's just that i didn't understand weight painting properly

dim pond
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@bold locust since you mentioned this earlier- how do you go about constraining a sleeve independent of the arm? I've duplicated the arm/forearm bones and set the shawl up on the dupes. At the moment they're just parented to the root bone, and held in place by translation constraint
I'm trying to use constrain rotation and leave the Y axis alone, which I'd expect to affect the green Y local axis, but it seems to only allow me to lock its actions on the world-aligned axes, doing some (quaternion?) translation stuff where Y and Z are both basically sharing the blue directional here to start, and Y drifts all over as the arm is moved

bold locust
dim pond
bold locust
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You can bang rocks together to get a mechanism to handle it though. Usually the case. I'd have to open up Unity and try to draft a thing. I did something similar I think a while back.

dim pond
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no rush, this is just on my to-do list and I started bangin rocks myself haha

bold locust
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Real quick how many polygons for the shawl? Just checking if this is potentially an xy.

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I guess I should assume too high to say it's worth it to use cloth.

dim pond
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7k in its current state, though I'm gonna do some serious retopo on it. Looking at cloth controls this is proooobably not optimal lmao

dim pond
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kinda cool, but I don't think cloth sim in such a collision-heavy space is gonna work out lmao. Also seems to mess with the offset of the thin outlines I have going

bold locust
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Lol Typical cloth.

bold locust
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It's jittery af.

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I wanna mess with it a bit. Could probably dampen it.

bold locust
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Position constraint and aim with object up to handle rotation. World up could probably be chest. I'll mess a bit more.

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Kinda heavy for this effect though. tbh

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4 constraints.

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Yeah, this is pretty decent for that.

dim pond
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brought it down to a single constraint (just made the scarf bones parented to each of their equivalent arm bones), and made the bicep 50% influence to help a little. Might need to sculpt a little more rotation room in there so the arm doesn't peek out, but I'll see how it works in the game's IK

bold locust
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That's awesome.

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Better to see it working than just doing a dirty prefab using primitives. lol

hollow agate
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I downloaded an fbx but it has loads of twist bones, I was gonna do the cats fix model but I need to rename a load of them to get the right arm bones and stuff,
anyone got tips before I go ahead and rename a load of them?
I'm worried I'll use the wrong bones for it

visual arch
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i need help. im trying to copy weight paint from my top arms to bottom but whenever i join the two arms together, the bottom mesh goes to the top and the armature wont work for the bottom (top moves bottom arms)
they're the same arm and should have same weight paint ( i lazy to redo fingers)

rotund kraken
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duplicate the top arms and the bones, copy them, paste into new blender project, rename bones and vertex groups to the appropriate bottom ones

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repaste into original project, join armatures and reparent whatever bones need to be reparented

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thats how i do my 4arms

visual arch
visual arch
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Now i Need to know how to make the bottom pair of arms move with the top, I know rotation constraint but do i do it for each arm or group them together like this?

rotund kraken
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1 at a time

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for each bone youll need to do the constraint

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you put the constraints on the 2nd pair/bottom arms

visual arch
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okay thank you! lets see if i can make it work

knotty ginkgo
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why is extract from prefab greyed out

rustic silo
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Have a bit of an odd one. Got a new avatar, wanted to make adjustments to it in blender, and export that back to unity. Typically, if I can match the original export settings, I can just drag the mesh onto the corresponding mesh slot in an object's skinned mesh renderer component (see image).

However, for some reason, doing the same now has the mesh, which SHOULD be weighted to the head, become weighted to the left hand's fingers. Nothing I've tried so far (different export settings, via stock blender, cats, beterfbx, different humanoid avatar settings on unity, etc) seem to have fixed this.

Would really like to avoid setting stuff up from scratch again (unless there's another option I'm not aware of for updating in place that I'm not aware of)

tender flame
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So, I want to use a rotation constraint to move some fabric so it doesn't clip thru the elbow. The video shows how it works in Blender.

How do I make this work in Unity?

tribal pagoda
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I tried doing something somewhat similar, where I tried to keep an oversized sleeve level with the ground via Rotation Constraint, and only having it affect the Y Axis helped, but I ultimately couldn't get it to work in a way I was satisfied with via that method.

dim pond
bold locust
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Tbh, as long as the bone is a child of upper arm and sibling of lower arm, a rotation constraint sourced to lower arm with like .3-.5 weight could work alright in this case.

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Since they want it to rotate with lower arm but at a slower rate, pretty much.

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🤷‍♀️

bold locust
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Could alsooo do it with a proximity contact if you're full of constraints already or want to make it Quest compatible. Since that bone should only rotate within a small range, if IK is doing its job.

bold locust
flint lance
#

HI SORRY TECHNICALLY A RIGGING ISSUE!

I was wondering if anyone was able to help me fix a rigging issue regarding the physbones for one of my avatars! Everything is fully converted, but there's some issues with said bones. I'd also would like to see if the front part of the skirt for said avatar can be hooked to the legs. I can provide the unity project file and blender file as needed, too!

#

I can't do it myself because I'm still new to doing avatars and I had to use cats.

bold locust
#

You're more likely to find help if you're willing to help yourself. But I wish you luck in your search of free workers.

#

Unless I misunderstood what you meant by sending project files.

flint lance
#

Yeah, everything is converted, it's just a bone that I can't fix.

#

Basically: Avatar is 99% done, it's just some bones that are acting weird for some god forsaken reason

#

It has viscemes, it has eyelook, it has expressions, the wings are fully animated like I wanted them to be, EVERYTHING. It's just! An inverted! Bone! That! I can't! Fix!

reef surge
flint lance
#

It's really weird to describe, hence why I offered the project files for blender and unity.

reef surge
#

send me over the blender file i can have a look !

#

cant guarantee ill know what you're intending tho lol

ornate scarab
#

if I'm making a rigged accessory (a piercing in this case) do I need to export the entire armature with the fbx or just the bone the accessory is painted to?

plush badger
#

Hai there! very new to rigging in Unity. I can't seem to figure out the correct position for these two bones. Does anyone have a guide for hands?

balmy delta
#

you dont exactly need it to be in tpose

#

you just put it to whatever works for the avatar

#

gesture wise in this case

plush badger
balmy delta
#

what kind of animation

plush badger
#

Ive been doing it for a while and keep getting it into position and it resets after hitting apply and done, I've done it 4 times now I'm so mad

plush badger
#

Ill show now, just recording a vid

balmy delta
#

um

#

it says the head bone is not a child of the neck

#

also Im guessing

#

in vrchat

#

its just tposing?

#

have you also tried enforcing tpose

plush badger
plush badger
balmy delta
#

ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

#

did you edit the mesh in blender or anything

plush badger
#

No, I added a bone in blender and assigned it weights to a mesh differing from the body

balmy delta
#

thats

#

editing

#

every time you add or delete a bone

#

it commits funky to the old one if you try swapping the mesh

plush badger
#

Ahhh... shoot, how can I go about fixing it?

balmy delta
#

instead of trying to slap the mesh onto the old model

#

just drop the new model onto the scene and work on that one

plush badger
#

I'm not I did use a new fbx and just added it to the original scene

balmy delta
#

hm

#

well

#

try enforcing tpose

#

pose drop down at bottom

plush badger
#

I...

#

Am gonna put my head through a wall

balmy delta
#

also the neck and head thing could also be an issue

plush badger
#

Actually wait

balmy delta
#

which the neck and head thing is an easy fix by going into blender and parenting the head to the neck
so the head is a child of the neck

plush badger
balmy delta
#

right now

#

the head bone

#

isnt parented to the neck

plush badger
#

All rigging issues are fixed but it still won't work so off to #avatar-help ig lmao

balmy delta
#

ok so

#

animator now

plush badger
#

Not sure what I'm looking at but it looks normal to me

clever seal
#

how do i rig this?

every tutorial ive seen uses human models with limbs and stuff

balmy delta
balmy delta
#

the armature can get pretty funky scale wise and still work

plush badger
#

Wait

#

The Avatar isn't set to the right one

balmy delta
#

and the controller is supposed to be empty

plush badger
#

I want to commit arson

plush badger
clever seal
plush badger
#

It worked

balmy delta
clever seal
#

ok

balmy delta
#

depends on if you want them all seperate toggles

clever seal
balmy delta
#

you can do either

#

it would be easier to make it yourself

clever seal
#

am i doing this right

uhhhh

i forgor 💀

plush badger
#

Looks right to me! Make sure to name them correctly and ensure their all parented correctly

clever seal
#

oh ok then

#

also uhh i dont think this is supposed to happen

can i fix this

clever seal
#

uh

rotund kraken
#

hand_r hand_l and head

#

foot_r foot_l too

#

theoretically this could work but ive never rigged a character with those type of proportions

balmy delta
#

well

#

avatars with these proportions usually have big limbs and shrunken torso

#

short but wide torso

rotund kraken
#

kirby blobbert vs human proportions

balmy delta
#

yea

vague bramble
#

Ah

#

This is so hard

#

like I can't even get the unity hub to work with me

#

Do we have a vc

rotund kraken
#

the vcc does all the work for you

#

no server VC bc its too much to manage

cold totem
#

I tried restricting every shape key to their respective vertex group and now my model evaporates when I hit play in Unity. Any ideas?

#

It exports just fine and works great in Unity without the shape key restrictions btw

#

uploads and all, it's just as soon as I start talking or activate any blendshape on my model, the patches and belt permanently deform

balmy delta
cold totem
#

figured it out

#

needed to propogate to shapes so the new basis would be reflected in all the shape keys

quaint cosmos
#

Never done it that way but yeah, Unity doesn't respect your vertex groups for shape keys so if I need to use one, I just put the shape key to 1 and then do a new shape from mix which looks the same but doesn't have the vertex group in it.

cold totem
#

not propogating to shapes is probably what made my model evaporate when hitting Play

#

I guess we'll find it, about to export to Unity again

#

Prayge

#

bruh I was just excited smh

rotund kraken
#

dyno try not to be insane challenge

cold totem
#

it worked

#

let's goooooo

#

Pumkin works like a fuckin charm too

plush badger
rotund kraken
#

better practice to name them correctly

quaint cosmos
#

Yeah, I believe Unity uses those names to handle automatic assignment for humanoids. You can manually assign but it's a pain in the ass to manually assign bone1, bone2, bone3...

untold epoch
#

Out of curiosity. Does anyone know if it's possible to rig sever limbs to where they move together in unison. With of course only the original limbs actually working but to where it looks like all of the can independently move

#

This being a good example

quaint cosmos
untold epoch
#

Cause I can do both

quaint cosmos
# untold epoch Is this a unity or blender thing?

Both Unity and Blender have constraints so you can set them up in Blender but Blender constraints won't transfer into Unity so you would need to recreate any constraints you have in Unity. I've never actually created multiple arms on a character so I can't give you much more than that but it has been done.

fervent mantle
untold epoch
fervent mantle
#

then yeah constraints work i have a few that do that

bold locust
untold epoch
quaint cosmos
# untold epoch I want them all to track together. You don't have to explain everything to do so...

Not quite what you're looking for but this might be good to familiarize yourself with constraints. https://www.youtube.com/watch?v=QAhGS1i8wlM

This video is the first of two parts of parent constraint videos I will be making, explaining how to set them up on your avatar.

This setup will work with Write Defaults on or Write Defaults off.

In this video, we are setting up a normal parent constraint and the foundation for using a world transform to drop our object in world space. In th...

▶ Play video
rotund kraken
#

ive added a 2nd pair of arms to every avatar but couldn't figure out how someone controlled them individually for some reason lmfao

acoustic epoch
#

Okay, so I made this custom avatar today and for some reason, the cameras facing the character instead of being third person. I feel as I did something wrong.

golden sandal
#

how do i download physbones?

#

i cant find a download link anywhere

rotund kraken
#

they come with the sdk

quaint cosmos
#

Assuming you're talking about avatars. Physbones aren't support in worlds. Presumably they will be at some point but we've been waiting for that one for a while.

bold locust
untold epoch
rotund kraken
#

might just comm that part of my avatar lol

bold locust
#

If that's what you mean.

#

Constraint components only affect the object the component is on (and its children, of course).

fervent mantle
wise brook
#

Im having issues with some of my clothing not moving with the body and i have no idea why plz someone help

quaint cosmos
# wise brook Im having issues with some of my clothing not moving with the body and i have no...

It needs to be weighted to the rig. https://youtu.be/4fICQmBEt4Y

I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI

If you enjoyed this video, please don't forget to like and subscribe!
You ca...

▶ Play video
acoustic epoch
fervent mantle
#

Lol

unborn oar
#

Any ideas how i can fix "the angle between pelvis and thigh bones should be close to 180 degrees"? I tried to move hip bone, rotate hip bone, move upleg bones, move foot bones to make straight line, nothing works. The angle is all the time the same

quaint cosmos
unborn oar
#

Now it's working completely fine

quaint cosmos
#

If it had to be 180 exactly, it would be physically impossible to achieve but I'm glad you got it sorted.

#

At least by eyeballing it.

steep tusk
#

Hey, a friend of mine has been working on a model and was wondering how to rig the clothes? They’ve already added bones to the body and it moves just fine, but they’re stuck as to how to how to rig the clothes and mouth (for talking). Any tutorials, suggestions, or ideas?

#

Here’s the model btw:

quaint cosmos
#

Never waste your time re-painting a new character ever again. In the next 60 seconds, you'll learn everything you need to transfer your Rig's weight painting from one character to another under a minute!!! Hope it helps :)

Free Female Base Rig Download:
https://www.youtube.com/watch?v=_XfvLpLyulI

Sayuri Artsy Weight Paint Transfer Video:
http...

▶ Play video
umbral nymph
#

Not sure why but my feet are backwards, tried rotating the bone in blender thinking it might fix it but only made it worse?????

fading verge
#

SOO i had to remove a dumb avatar creators name from the avi and now the avatar is like really thin and like a toothpick how do i fix

sweet dirge
#

can anyone help me rig a knife to my avi?

quaint cosmos
quaint cosmos
sweet dirge
quaint cosmos
#

I don't know what an anchor override is but if you put it in place and then drag it on top of the hand bone (or wrist if that's what yours is called) it should move with it but you need to make sure it's in the right spot before doing so.

#

Oh wait, I know what an anchor override is, at least for reflection probes but I'm not sure what it means in this context but you shouldn't need to do it regardless.

hushed folio
#

Could someone make me my own avatar

fervent mantle
wise brook
#

Been having an issue on adding skirts to this avi base its alr weight painted but when i merged the amarures it doent move with the leg its like a sub bone in there and when i move it, it moves but doesnt look right been stuck on this for days please help....

alpine moss
#

Figured I should here because it's more rig related.

#

Made a fox in blender with a custom rig and custom anims for vrc. How do I import this into vrc with the rig and anims fully functional?

#

I kinda gotta get this ready tomorrow for an event

#

I also already got the unity project fully set up btw

fading verge
#

can some teach me how to rig

quaint cosmos
fading verge
#

don't just send a video cuz Iv teid and try

#

It cost money

quaint cosmos
#

It does not

fading verge
#

Dude can comeone just call me and tell me my errors

#

like come on

quaint cosmos
#

I know how to rig and I still don't most of the time, if it's a humanoid, it's easier to just start with Mixamo and clean up any areas it doesn't weight properly.

#

If it's not a humanoid, don't bother

fading verge
#

bro If u know how Than can u just call me

quaint cosmos
#

I'm not going to walk you through the entire process of rigging when you don't even need to manually rig. What does your model look like?

fading verge
#

that video

#

is it

quaint cosmos
#

I can't play mkv videos on my laptop, can you just post a screenshot?

fading verge
#

are u on windows

quaint cosmos
#

I'm on a chromebook at the moment. A video is not necessary, I just want to see if your model looks reasonable to rig.

uncut breach
#

mkv doesn't embed on discord, just press windows key + shift + s to capture a screenshot.

fading verge
#

It just puts it in the cload

quaint cosmos
#

Figure out how to take a screenshot and we'll go from there. There's snipping tool, print screen, lots of options.

fading verge
#

thx the mixamo wortking

#

working

quaint cosmos
#

Cool. I'd still look up weight painting on Youtube as the results from Mixamo won't be perfect. One of the top results should be weight painting in 60 seconds which gives you a nice overview but you might want to check out some more in-depth tutorials as well.

marble olive
#

When uploading an avatar I have the error "Humanoid avatar must have head, hands and feet bones mapped." When I configure the rig all of the bones are assigned okay but it's still giving me the error, how do i fix this pls?

#

this is actually driving me insane

uncut breach
marble olive
#

another thing, when i calibrate in-game my hip tracker is way too low, is there a way to fix this? the hip bone looks like this in blender so it looks like in a good position though:

golden sandal
#

im tryna make an avatar for vrc rn with the halo infinte elites with halo reach body idk how to make a more simple rig to assign the bones so it can be a humanoid rig in unity?
rig rn for reference

#

file used

gloomy ether
#

do i put twist bone weight painting on clothing meshes too?

quaint cosmos
thin jay
#

I found this avatar in vrchat that can clone itself and the clones perfectly match the movements of the main one, without parent constraints, or rigid bodies, and it only has 44 bones. does anybody know how to recreate this effect?

wet holly
thin jay
#

I have no idea how, but it is

wet holly
#

Maybe the quest dosent have this option to be multiple?

thin jay
#

thats why im so confused XD

rotund kraken
#

they probably used a crap sdk

#

theres a reason why shit is disabled on the official, real sdk

wet holly
wet holly
#

On quest only

rotund kraken
#

you realize that can bypass shader limits??

wet holly
#

Wdym?

rotund kraken
#

not advised

wet holly
#

You can upload avatars with higher then limited amounts of many things, but changing the shaders no, else it would make a while somenone would have made a custom vrc quest shader, but it never happend cuz u can't change it

rotund kraken
#

yeah people upload very poor avatars but thats not the same thing

#

modded sdks do all sorts of shit

#

not really sure how else to explain

chilly ferry
#

this was literally working a minute ago but then the program crashed and this happens now

#

can anyone help

wispy lily
#

does anyone know how i would rig a blob slime creature thing with pseudopod arms

#

as in arms formed by deforming the surface of the blob into a kind of tentacle

#

if i rig it so the surface of the blob is tied to my hands, it would pull the surface inward when i have my hands too close to my body

#

which i don't want

#

is there any way to achieve this effect of just pushing out the surface of the blob (preferably starting from the point on the surface closest to where the 'hand' is, not from a fixed 'shoulder' position) when the arm is extended

#

in blender itself I think i can do it by using the mesh deform modifier but I don't think that will carry over to Unity

#

can anyone help with this i can't find any tutorials or anything for rigging a blob creature

#

guh

#

i could probably just make the arms seperate meshes and find some way to mask them when in the body

#

but that would cause other issues, like there would be a sharp angle between the arm and the blob surface which would look weird

#

ugh i wish i could use metaballs to make an avatar

#

would solve everything

uncut breach
#

it doesn't need to be the sample robot, it can be the same avatar's FBX

chilly ferry
quaint cosmos
wispy lily
quaint cosmos
#

Ah, yeah, that is true.

wispy lily
#

i'm trying to make a slime creature with a surface that smoothly deforms for the pseudopod arms

#

with metaballs i could literally just make the arm a seperate part of the model

#

and it would do the smoothly deforming part by itself

#

with a mesh i have to

#

actually wait a second

wispy lily
#

the current best method i have been told or can think of is either A: using seperated meshes for the arms and not weighting the body at all, but

  1. this would mean it would look more like kirby limbs, with a sharp angle between the start of the limb and surface of the body, and
  2. I have no clue how to make the arms not be visible through the body since this avatar will be transparent
#

or B: just weight painting an area on the surface of the slime and using triggers to downscale the bones so the arms don't invert, but this would mean the arms can't slide around on the body which would suck

#

is it possible to dynamically change weight painting based on angle of polygon compared to angle of arm

#

because that could let me do a smoothly deforming sliding arm if it's possible

#

my goal is a a smoothly deforming sliding psuedopod arm (picture kirby arms but a bit longer and curving smoothly from the body instead of a sharp angle).

#

does anyone have any other ideas that could help me with this

quaint cosmos
#

I don't think any of this is possible in a VRChat avatar but I don't know what I don't know so maybe someone else will have some leads for you. As far as I know, it's just meshes with weights and aside from things like being able to toggle separate meshes off and on, those meshes and weights don't change. You can have shape keys but those don't fundamentally change the makeup up the mesh, just its shape.

#

Your best bet might be some sort of shader-based solution but that's just a guess. I don't think this sort of dynamic mesh alteration is possible.

wispy lily
#

the arm is a seperate mesh just under the "skin" with two bones

#

one rotates the arm, the arm is 100% weight painted to this bone

#

the other just rotates up and down and makes the arm extend, with the weight painting creating a (hopefully) smooth curve between arm and surface

quaint cosmos
#

I don't know if I get it but I'd certainly love to see it if it works

wispy lily
#

hopefully it works lol

wispy lily
#

need help with an issue

#

i've set up the goo arm psuedopod thing

#

but in blender pose mode, when I extend it by scaling the length

#

the end of the arm doesn't end up at the end of the bone

#

the bone extends past

frail ferry
#

I’m adding robes to my model and want to make them flow more realistically with Physbones, how would I add Physbones to that if the robes are already attached to my main body model?

wispy lily
#

Or modify it to work with them? Or do I have to make my own

#

How does one even make an animation controller

iron solar
#

do bones have to have specific names or smth?

#

wait nvm

iron solar
#

ok wait in unity is there a way to overlay an image on a sphere (to add something like a 2d face?)

gloomy ether
#

can anyone help me figure out why my eye tracking isn't working on this model. this is what cats is giving me every time i try to test

normal trail
#

Very new to all of this, been lurking for information

#

Okay, so as mentioned above I am very new to all this. I can definitely go through and rig this from the bottom up again, but is this the right amount of bones? What about fingers? I'm guessing I'm way off for a first attempt.

thin jay
#

So i was working on a parallel nightmare avatar, and his starting pose is like this

#

but i want it to be posed like this, the problem is when i apply it as the rest pose the hands go back up

rose epoch
#

I'm re rigging a model as when the arms go forward they lock out way before the person's arm is even a little bit stretched.
I'm assuming the Forearm Bone is to short, any advice or guides that show correct proportions?

balmy oar
tribal pagoda
#

I'm not entirely sure how to describe what I need help with, but I'll try.
I need a way to make a cord that's attached on two points, and have both sides be able to affect it. It's kind of like the reverse of a Bow string, where it's the two ends that get moved around, instead of pulling on the middle. And the two ends in this case are attached to your wrists, basically.

#

er, to be a little more specific, it's that each wrist has a seperate cord that connects to the chest, not one cord connecting both wrists.

#

and maybe a Cup and Ball is a better analogy than a Bow string

#

a cup and ball that's attached to your body... Like I said It's hard to explain.

balmy oar
#

So like... It's just a line that connects between your two wrists?

golden sandal
#

anybody know how to make vimeses for amth that doesnt use a human mouth i dont know what a vinese even is except it moves the kiuth so beat with me please

quaint cosmos
golden sandal
#

and this is someone who used the same body and mouth

#

only thing is idk wtf this is

quaint cosmos
# golden sandal only thing is idk wtf this is

They're the mouth shapes that correspond to various sounds which is what visemes are. Those are just shape keys like you would do with any human avatar. You can learn the basics here. Convention is to use those names with the prefix vrc.v_, so vrc.v_aa, vrc.v_ch, etc. but they can all be assigned manually if they aren't picked up automatically. https://www.youtube.com/watch?v=B11XBZmIIZc

Understanding Shape Keys in Blender in under 5 minutes. This is for all you beginners out there. I don't cover everything there is to know about shape keys, but just enough to get you to understand what they are and how to use them.

Patreon► https://www.patreon.com/PIXXO3D

#Blender #Basics #3D

▶ Play video
golden sandal
quaint cosmos
# golden sandal so how do i get the shapekeys from blendernto unity?

If you export an FBX into Unity with shape keys, they'll appear in a dropdown labeled blendshapes in the skinned mesh renderer. There is an auto-assign button in the avatar descriptor to assign the shape keys to the various sounds but they also have dropdown boxes if you need to assign them manually. You'll also want a closed mouth shape key (vrc.v_sil) and a blink shape key if you want your character to blink.

thin jay
#

Does anyone know how to fix this?

balmy oar
#

Usually when I make characters with their head so far in front of their body, I try to fix their posture in blender, but still make it look natural. Also make sure your neck and head home are lines up.

#

Makes sure the legs are also lined up with your hips and spine

#

Good to have it pretty even

#

Make it work well with the vrc bone pizzazz

main badge
thin jay
#

I have the neck set up like this becasue of his posture, but when im using 3 point tracking the head bobs weirdly when i walk, I know its because its not straight but i dont know how to make it straight without it breaking how it rotates

balmy oar
thin jay
#

So is it better to put bend in the legs so they would technically be longer? or is it better to make them straight?

bold locust
#

Slight bends so the IK can more easily tell which way to bend. It doesn't have to be in pose mode. You can slightly edit the bones in edit mode.

fading verge
#

Can't use it from another avi. Have to make it yourself. Each avi has different blendshapes. Blendshapes are smaller edits made to the mesh.
Click the face, on the right side, you see a blendshape tab. Expand, and you see sliders with what it has. You'd have to press ctrl+6 to open the animaiton window, record, and start alterting these to your liking. When done, stop recording, and you have an animation. Then you have to add this to the FX layer, and create some type of toggle for it. For example, add GestureRight to the paramaters. Then add GestureRight equal 4 as a condition.
When you do a victory gesture, you'd activate the blendshape.
Here's an encompassing tutorial, https://www.youtube.com/watch?v=UU9NFJz2qls
Here's some additional condition info that might be useful. https://creators.vrchat.com/avatars/animator-parameters/#gestureleft-and-gestureright-values

cold totem
#

Is it possible to bake the texture of an object lying on another object into the object underneath? Been trying to get these fucking tights to work properly for AGES with no progress

#

Weight painting, they still clip a shit ton even with my best work

#

Rotationally-driven shape keys don't transfer to Unity

#

I have no idea how tf I would set up a cloth modifier for tights, or if that could even work?

#

cloth modifier is kind of my last hope if anybody has any idea how to do that

#

this is what happens currently when I try to use a cloth modifier set to cotton and have the body have a collision modifier

#

they're not connected to each other, not sure if that changes anything in how the cloth modifier behaves

#

using unity's capsule stuff for cloth sim will simply not work by nature and it'll be super visible unless I have like 5 capsule colliders in each leg lmao

#

I have no idea what to do 💀

reef surge
#

you can try data transferring the weight data from the body onto the tights

#

should work fine

#

click on your tights mesh > modifiers > data transfer > vertex > vertex groups

#

and select the target object as the mesh that has your legs

indigo nacelle
#

My models sholder bones are collapsing in on themselves, anyone know what causes this?

sage patio
#

there are many shaders, like Poiyomi's, that allow you to have decal textures and tile them

tender pendant
#

im needing help to start making avis!

#

i wanna learn

#

i have ideass

fading verge
#

So I have this model with hinges on its joints and they become displaced with the slight rotation of a default rig. I've never worked with constraints before, but I'm assuming there must be some way to make it so the forearms and knees only rotate on a single axis?

cold totem
cold totem
#

Is there a way I can stop the tiling past a certain point on the mesh or would I need to separate the lower and upper body to do that tho?

quaint cosmos
sage patio
#

however, you'll probably want the netting to be a separate material if it will have transparency

#

if it's just cutout transparency it might be alright

#

I'm also not sure if you plan on having the tights be "stamped" onto the body, or if you want it to be a separate mesh layer above the legs

#

there's pros and cons to both

#

first option uses less polys, but second method allows you to be more flexible with the shape of the tights

#

so you can do stuff like have them go around the toes properly

cold totem
#

Yeah I've been trying to do it as a separate mesh, but they just clip a shit ton and I've been working on and off on this model for 15 fucking months 💀

#

I'll probably just make them stamp since my model uses heels and can't really take the shoes off lol

sage patio
#

you can just duplicate the lower body mesh and extrude it out using alt + S

#

and then do fixes from there

#

the weight painting will be by nature identical

cold totem
#

👀

#

will try that, thanks!

sage patio
#

just be mindful of the poly count, that will depend on the poly count of the body you're duplicating from

cold totem
#

this model is too far gone already to worry about that 😂 the person I bought the bodysuit from did a shit job of optimization and I can only fix it so much

native haven
#

I can rig models if anyone needs them.

quaint cosmos
#

Maybe you can but I wouldn't commission anyone from here since there is no verification system

quaint cosmos
# tender pendant like what. helpppp

Some people seem to like this one. I think the most famous beginner tutorial series is the cgcookie donut but some people don't like that one. I'm sure you'll learn stuff regardless. https://www.youtube.com/watch?v=bpvh-9H8S1g&ab_channel=CGFastTrack

Your journey awaits in this new Blender Beginner tutorial series. Dive into Blender 2.9 with CG professional Robby Branham!

Join CG Fast Track PREMIUM MEMBERSHIP: https://www.cgfasttrack.com/subscribe?utm_source=youtube&utm_medium=link&utm_campaign=BFT2&el=BFT2-youtube

FREE Download files: http://cgfasttrack.com/blender-fast-track2?utm_source=...

▶ Play video
tender pendant
#

what app do they use @quaint cosmos

quaint cosmos
tender pendant
#

so how would i transfer this to my oculus

#

@quaint cosmos

quaint cosmos
# tender pendant <@334006467805839372>

Uploading to VRChat requires Unity. You don't even need to be able to model to make worlds and upload them to Unity but for characters, you're going to need to model, rig, map, and texture them before they'll be ready to be used in VRChat. The last 2 aren't strictly necessary for a test upload but you'll need to learn that stuff to create anything high quality. I wouldn't worry about uploading characters to VRChat until you're able to model them reasonably well and then rigging can be somewhat automated.

tender pendant
#

okie

#

thanks

fading verge
#

Does anyone here know how to do quadruped avatars?

fading verge
# fading verge Does anyone here know how to do quadruped avatars?

Because I've gotten a couple DMS about people wondering if I'm looking for an avatar, I'm asking specifically if anyone knows how to do quadruped avatars cuz I want to know if there's a way to stop their front ends from clipping into the ground when crouching or they're back end from sticking up in the air when crouching.

quaint cosmos
#

Yeah, be careful about the flood of offers, probably many scams in there. All I know is that you're probably going to need constraints unless you want to avoid tracking completely and just use custom animations.

odd mist
#

does anyone know how to create a rig and tail in blender? I have no idea what I'm doing none of these videos on youtube make sense to me

rotund kraken
wispy lily
#

can i set a bone constraint in unity to only rotate on one axis?

sage patio
#

it wouldn't be called a bone constraint, it would simply be a rotation constraint

wispy lily
#

yeah i figured it out

#

forgot to say it here

#

can someone smarter (and less tired) than me explain what i've fucked up here

#

how do i prevent the weird bulging when the hand rotates while inside the body

#

everything else is working as intended btw i know the rig and mesh is weird

uncut breach
#

The hand wouldn't move like that from the IK in VRChat

wispy lily
uncut breach
#

it moves from the shoulder>arm>wrist

#

the hand/wrist can't move independently

wispy lily
#

guh

wispy lily
#

let me explain

#

my current issue

#

actually let me ask the question first

#

or

#

nevermind i think i know how to fix it it's just a pain in the ass

#

is it possible to export a model in a pose that is not its default pose?

#

i mean i know it's possible

#

but will it work as an avatar

sleek delta
#

Alright

#

Anyone up right now?

#

I uh

#

I really need help

#

I had an avatar that wasn't outfitted with physbone, applied physbone to "plug the holes" and now everything's floaty

sleek delta
#

I need help with hands not being floaty noodles

sleek delta
#

Please?

wispy lily
sleek delta
#

What should I use then?

wispy lily
#

For what?

#

What are you trying to do

#

If the model doesn't have any parts that need physics like hair you dont need physbones

sleek delta
#

Alot of the avatar I’m working on has no scripts for some reason

wispy lily
#

Physbones are only for stuff that has physics like hair, breasts, tails, etc

sleek delta
#

What about wrists, neck, etc.?

wispy lily
#

Dont need physbones

sleek delta
#

Any idea what I should put as a script on it then?

wispy lily
#

Nothing?

#

normal bones don't need scripts

#

just follow a tutorial

sleek delta
#

Yeah, Unity ain’t happy about there being no script

wispy lily
#

Not really sure

wispy lily
#

In the tools menu

#

of the sdk in unity

#

I think?

#

probably back up first

sleek delta
#

Huh

#

It says there's no dynamic bones found

balmy delta
sleek delta
#

I got what the issue was, I got dynamic bones, probably used to be included in the sdk and isn’t anymore

balmy delta
#

They never were

sleek delta
#

Weird

balmy delta
#

Dynamic bones were a comoletely seperate script

sleek delta
#

I must’ve forgotten that step

balmy delta
#

Before the sdk got physbones

#

You just need to go in to the bones the console is telling you and remove the missing script component

sleek delta
#

Nah I just got dynamic bones and reimported the model

#

And then had the sdk convert to phys

balmy delta
#

I c

sleek delta
#

Hopefully that works

sand patrol
#

FYI. Its fully weight painted

bronze sandal
#

Probably an easy fix but is there a way to get symmetrize to stop doing this? I've tried rotating the character + armature every which way and can't seem to make it stop doing it

#

Was hoping not to redo the bones but it's fine if I gotta

golden brook
#

can anybody help me figure out a rigging problem with a mouth I purchased on gumroad?

#

I'm sure I can navigate the transfer to vrchat from there on my own, it's mainly to do with a blender problem I'm encountering before hand

reef surge
golden brook
#

Thank you! Let me grab some screenshots

#

trying to get the vertex groups from mouth 1 to mouth 2

#

so that the bones will work for this mouth that is already part of the face

#

which I will need to merge the bones to the seperate armature I have already created

#

the original mouth worked like this

#

I appended the mesh and the armature to my current project

#

not sure if there were other steps I missed out on

dim pond
#

hey so I've discovered something annoying with my rig, after getting FBT and testing stuff out with an acquaintance who does a lot of dancing-
I gave my character some butt bones to better control the butt shape as the legs bend, They are rotation constrained, taking 50% of the rotation of the thigh bones. All I'd tested with it is MMD worlds and flexing around, particularly squatting. It moves appropriately in these situations-

#

BUT (heh)
if you have a tracker controlling the hip, it doesn't account for the change in rotation vs the thigh bone, I think because the thigh isn't technically moving, just the hip. So what you get is, the butt bone stays in the same position relative to the hip, which then causes the butt to very sharply clip into the back of the thigh

#

is there a better way to make this bone split the difference, if it's going to ignore the leg rotation in this edge case? I'd rather not just rely on straight weight painting around the butt , it's not a good pivot point for the shape and it folds really sharply without it

sage patio
#

a simple rotation constraint should just work in theory, not too sure what's going on in your case

dim pond
#

I'll have to get a video, it's really odd

sage patio
#

besides some other funky stuff, I have a similar setup with a rotation constrained butt bone with a weight of ~0.5

dim pond
#

(don't worry the individual toes aren't doing anything in unity). I also swapped the double knee for a single and a support stalk like the butt, the rotation constraints seemed to give up after a third bone in a row so the feet were staying frozen

#

so the bone working properly, you get this going on

#

but the same hip:thigh angle, but as a result of the hips being moved by a tracker, folds in on itself

sage patio
#

I've never experienced that in-game, strange

#

but I do see what's going on

fading verge
#

I'm going to have to experiment with that in future rig iterations.

#

Care to show off the actual rigging 🥺

sage patio
#

that wouldn't be as fun would it though? xD

fading verge
#

boo

sage patio
#

alright alright, here's the rig, but I won't explain how it works xD

fading verge
#

I can figure it out from there

#

ooh...you have other fanciness going on too

sage patio
#

yea, there's a lot going on

fading verge
#

Must be thigh too

sage patio
dim pond
#

parented to the hip

#

I'd assume parenting them to the legbone would result in them not being able to do the 50% rotation, as it's just 1:1 with the leg already

dim pond
#

unrelated, but is there a target pose I can edit for the closed hand in humanoid? the fingers close so noodly weird and I'd love if I can just like, have a real pose that it morphs to instead of that

dim pond
#

or do I just like, go through all the gesture animations and manually pose those

half wagon
#

can somebody help me how to fix this?
I checked the bones and stuff and they are in the right places but there still this error

uncut breach
half wagon
fading otter
sand patrol
fading otter
#

that also works lul

#

if you finess that well enough you can actually make it not a skinned mesh renderer which makes the perf meter slightly happier
was very happy to figure that out a few days ago :)

charred coral
#

I'm pretty green at rigging, but I do not understand what it's asking for here. In the SDK it's telling me to make sure parent of soulders and neck is the chest. I've checked, and it is... what does it want?

sage patio
charred coral
#

spine003 is set to 'chest', spine004 is neck

#

the shoulder parts are appearing as red in the model, but I do not know what that means, I assume they should be green but unsure how to make them green :D

sage patio
#

you really should have your bones named properly, and you should never unpack the avatar in your hierarchy (if you did)

#

can you screenshot your bone mappings in the rig config?

charred coral
#

ah yeah I unpacked it

sage patio
#

can you screenshot the Head tab of the rig config

charred coral
#

spine004 is also showing red

sage patio
#

unbind the Jaw bone, and try doing Pose > Reset pose. might not fix the issue but will prevent other issues.

fading verge
#

The bones looked fine in Blender what happened??

sage patio
#

try also dragging the fbx into your scene again, not unpacking it this time

sage patio
charred coral
#

ok, it's also telling me character is in Tpose but unsure if that matters

fading verge
sage patio
#

quite wrong for VRC

fading verge
#

Oh

sage patio
fading verge
#

Should it mess up this bad though?

#

Bones are placed differently than they were

sage patio
#

focus on fixing the rig first before worrying about how it looks in unity. garbage in, garbage out, common IT saying

charred coral
fading verge
#

T.T I'm not trying to make the highest quality thing right now, just looking for some kind of explanation on why? does it automatically move bones??

charred coral
#

where I'm at now

fading verge
uncut breach
#

it needs to be a in a T-Pose state for Unity to accept it properly

charred coral
#

so everything is green now, did the set t-post but I'm still getting the same error message in the SDK thatthe hierarchy is incorrect

fading verge
#

Is this better????

sage patio
fading verge
fading verge
sage patio
#

I think you misunderstood the lines with arrows as bones, those simply indicate the parenting

#

the dots are the bones

fading verge
#

ohhhhhhh

sage patio
#

your rig is still salvagable

#
  • delete Pelvis bones, and move bottom of hip bone upwards to shorten it and move it slightly higher above the thigh bones
  • disconnect shoulder bones to move them up and closer to the arms
  • move base of neck upwards to shorten neck and lengthen chest
  • add eye bones
fading verge
#

Ok thanks!

#

How do I move bones within the hierarchy? The two thighs are not within hips after deleting the pelvis's

#

wont let me drag and drop them

#

Also how do eye bones need to look?

#

The eyes are funky but Is everything else good?

#

How do I get both legs to be children of hips?

sage patio
# fading verge

click on a bone in Edit mode, go to green bone tab in the bottom right

#

under Relations, you can choose a parent bone, and you can untick Connected to move the head of the shoulder bones separately

fading verge
#

Done thanks!

#

What about the eyes?

sage patio
# fading verge What about the eyes?

the eye bones and head bone should all be perfectly upright. the eye bones don't necessarily need to have associated weights, but if you want to have moving eyes you'll want to use them

fading verge
#

so like this?

#

the eyes being children of the head I assume

sage patio
#

correct

#

don't forget finger bones

fading verge
#

Yeah I'll probably add those tomorrow. Thank you so much for your help!!

half wagon
vocal quiver
steady lily
#

tryna rig this model, what needs altered

frail ferry
#

Ok, I've finished texturing everything and Weight painting the main body, now what is the best way to attach the clothes to the body?

fading verge
#

is this good?

#

or do i need to connect the hoodie parts

#

also, is the thing to connect the legs good?

#

quick update

#

i added knees so i can go down

wise brook
#

So i merged all my armatures but there are like a crap ton of armatures in one can i fix this?

sage patio
# fading verge should i use this?

your rig is incorrect. you're missing feet, hands, spine, chest, and eyes. you have pelvis bones but those shouldn't be there. your shoulder bones should probably be shorter and away from the spine a bit (untick Connected in bone relations)

fading verge
#

because i cant make hands even with tutorials

sage patio
#

you should at least have the bones, even if unweighted

sage patio
fading verge
#

can u do it for me?

sage patio
# fading verge .

my last message was a reply to someone else. as for if I can do it for you, no sorry. ignoring the fact that I'll be 1000km away from my PC for the next 3 days, you should learn to do it yourself so you know how to do it in the future

wise brook
pale pumice
#

otherwise it just assumes they are different and a merge will result in all of them 🙂

wise brook
pale pumice
#

Sure there is, there's always a way. I think you could merge each bone into another. You could certainly split the secondary armature back off again then rename and merge. You could probably just copy the vertex data from one group to another, since that's what really matters here.

#

could also restore from your last backup. You do make backups, right? 🙂

sage patio
#

@wise brook were those outfits made specifically for that model?

#

or did you retrofit them onto a different model

wise brook
sage patio
#

just delete the armature that came with the clothes, parent the clothes to the avatar's armature, then go to the modifiers tab on the clothes and select the avatars armature in the Armature modifier

pale pumice
#

This assumes the vertex group names match, of course - which they should if the asset is designed for the avatar. If not, it's renaming time.

fading verge
#

can someone rig my model?

#

ive watched billions of tutorials but im just stupid

#

for free btw

#

Does anyone know why this is happening? the bones are above the model for some reason

quaint cosmos
fading verge
#

im stupid after watching tutorials i still cant

quaint cosmos
fading verge
fading verge
#

who rigs models for free?

#

i cant pay rn im broke

fading verge
quaint cosmos
# fading verge How do I do that?

In object mode, you can select the rig and then Ctrl+A and then "Apply All Transforms" you should be able to do the same by selecting all the bones in pose mode and then doing the same. Also,the model is weighted, right?

fading verge
#

yes please

quaint cosmos
fading verge
#

ok

fading verge
#

weighting

#

also by rig, do you mean both the bones and the mesh or just one or the other

quaint cosmos
#

Automatic weighting in Blender? That's not going to give you a very good result without manual clean-up of the weights. Mixamo is much better for that, though still not great on its own. You can apply transforms to the mesh and the rig but you'll want just the rig selected to go into pose mode.

fading verge
#

ok. and yeah I plan on cleaning up the weights later

#

Could that be why the model currently looks like tortured spaghetti? or could it also be the rig being above the mesh too

quaint cosmos
fading verge
#

It seems spaghetti monster was fixed!

#

I'll keep that program in mind though in case I end up needing it. thanks!

#

Also, IDK if its a rigging problem but the eyebrows and parts of the hair do not move with the rest of the model

fading verge
#

Oof. I'll have to look into that then I suppose

quaint cosmos
#

I can pretty much guarantee you're not gonna be happy with how the avatar moves with pure automatic weights. To have that system even get you in the right ballpark is a miracle.

#

Mixamo does 10x better and you don't even have to make your own rig, though it will almost always still give you gnarled fingers and weird neck articulation that needs to be fixed manually.

steady lily
#

any one have a better alternative to mannually weight painting apart from mixamo?

quaint cosmos
#

Never used it but you could try this one. I'm not aware of any way to automatically weight from an existing rig other than what's included with Blender. I actually use a plugin called Auto-Rig Pro that costs money but it's also an all-in-one rig and weighting tool like Mixamo.

pale pumice
# fading verge

make sure there aren't any un-applied transforms on the mesh or armature objects

fading verge
#

i dont think this is correct so far

sage patio
#

progress though

fading verge
#

is it correct tho? also, do i have to name the bones or can unity do it for me?

sage patio
#

you should name your bones properly

fading verge
#

so i can give them my own names?

#

ive been following a hierarchy one

sage patio
#

you can name them whatever you want but preferably what they actually correspond to

fading verge
#

phew

#

because i clicked an arm and i used the hierarchy chart to label them and the arm was named chest

#

do i use this exact rig?

#

also, i dont want to add fingers yet

sage patio
#

doesn't need to follow that exactly

#

I'd actually do it a bit differently

#

I'd make the chest bone bigger, and upper chest smaller

#

basically swap their size

steady lily
fading verge
#

i made them all seperate

#

do i also need to join the model?

sage patio
fading verge
#

ok

#

ill join them all rn

sage patio
#

it can be separate from the body if you intend on toggling it

fading verge
#

ehh i dont think so

sage patio
#

also, make sure the hoodie only has one material slot

fading verge
#

my avatar is meant to be like the pfp i drew ( the one i have rn)

#

wdym?

#

bruh i need to change the head from meta sphere to normal sphere

#

ok the full body is one mesh

#

@sage patio

steady lily
#

any one here do wanna do weight painting instead of a full custom avi?

fading verge
#

wdym

steady lily
#

weight painting is hard

#

i wanna get this avi done

#

ive got the rig all made, everything else will be me, textures toggles and all

#

so i want someone to weightpaint this for me

#

for a price of course

fading verge
#

ngl weight painting just looked easy for me

fading verge
#

why do the eyes go back

fading verge
#

do i need to unrig the eyes?

#

If you have eye bones, they should be pointing straight up and have a bone roll of 0 in their neutral position.

#

Otherwise when you hit play they snap to that position and move them to somewhere weird.

#

You might have to play with the alignment to get them to move right.

fading verge
wet vigil
#

So... I took this avatar out into Blender, remodeled the feet into hooves, and the FBX is fine stationary, but during runtime evereything I've edited gets sucked up into the calves. Not a weighting issue as far as I'm aware of, since they can be posed normally otherwise. Maybe an export issue? I'm honestly at a loss here and could use some pointers.

merry gust
#

does anyone know how to delete polygons on your avatar ? i have 227 680 polygons and i need to have less than 70 000 😅

merry gust
#

is CATs plugin not working in blender 3.5 ?

merry gust
#

Thank you

merry gust
#

my sdk tells me i dont have hands feet head and upper arms but i mapped them, does anyone know how to fix this ? (dont hesitate to ping and dm)

inner quiver
#

@uncut breach you got ignored LOL

uncut breach
#

my original message was a message link, click it and it'll highlight the message with the solution to this issue

steady lily
#

is this hand rig good?

merry gust
#

Thanks

merry gust
#

If you want i can show you the model with textures, hit me up in dms

sweet dirge
#

hi yall can anyone help me fix my male avis chest physics just dm and call for a few minutes

orchid echo
#

@wet vigil it’s a blendshape issue, you’ll have to select the affected area, go to your Basis blendshape, and then select “propagate to blendshapes” or whatever it is.

#

This will make your hoof changes take effect on every blendshape or something. idk. I forget, I’m tired, but it’s definitely a blendshape issue you can run into when adding edits, because it’s happened to me before.

wet vigil
fading verge
viscid whale
#

hello!!
i'm trying to weight paint my new model. however it's way too frustrating for me. there's weights where weights shouldn't be (i.e. on the left side of the model where it should be on the right, etc.). is there any advice :(?

sage patio
rotund thorn
#

Hello. I have an issue with blender and Unity

When I use the .blend file or export to .fbx, when I use it on unity, the scale does not match
I did'nt found any way to fix this on internet
Example :

sage patio
rotund thorn
#

I think I found a quick fix, but not very good
Import setting : scale factor = 0.01
And I put the avatar scale xyz at 100
And then, the component scale are the same
But I wish there is a way to fix this

rotund thorn
#

I think I fixed my issue :

  1. In blender, transform the scale armature to xyz 1.0 (from 0.01)
  2. Scene --> Unit scale --> 0.01

Conclusion : play with the armature scale, unit scale, scale factor in import settings until it's good

copper halo
fading verge
#

anybody know how to fix this to be a normal armature?

steady lily
#

how should the thumb and fingers weightpainting look if its good

quaint cosmos
steady lily
#

where my layers at

sick vessel
#

Guys, is the rigging of this model good? or do i need to change it to be able to use it in vrchat?

fathom sun
#

Can anyone help? my thumbs aren't moving properly on the model. They should be moving left to right, and up to down,

but instead they're rotating and moving left to right.

dim pond
#

if my armature is completely symmetrical and the legs aren't rotated in, is there something I need to do to get the humanoid rig to stop doing this with its breathing animation

rain mountain
#

im pretty new to weight painting, and whenever i bend the knee bone it makes the rest of the leg shrivel up. is there an alternative way to rig it or anything that can fix this?

sage patio
#

use the Smudge tool to "nudge" weights around

rain mountain
#

alr thank you

supple merlin
#

if anybody can help me rig this properly hmu
btw it is rigged but its not rigged for vrchat

rain mountain
#

uhh wtf happened to the rig??
it's completely normal in blender but for some reason when i put it in unity the main body bones are all wacky like this. the only normal parts are the legs and kind of the arms

#

i'll probably figure it out before anyone helps with this though so uhh.. yea