#avatar-rigging

1 messages Ā· Page 12 of 1

sage patio
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Pose > Reset in the bottom right

rain mountain
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it's already in the default pose so im trying to just move it manually

steady lily
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where did my layers go!?!?!?

sage patio
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do you mean the outliner? the list of objects in your scene?

steady lily
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nvm i got it

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had to reopen without ui ticked

sage patio
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you can also just drag in from the top left corner

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you can split/collapse the UI as you wish

steady lily
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oooooh didnt know that

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ill keep that in mind for next time

south minnow
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when in blender, i add a plane then put mirror and subdivision modifiers on it on the mirror mode i turn on clipping and then edit the plane i just made then shift click 2 of the 4 corners to combine the plane on both sides, but instead of just moving the 2 points selected, It moves the whole plane.

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any idea why? im stumped

rose wagon
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Might be a long shot but try a different idle animation? Maybe it could have messed up keys

dim pond
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completely stock rig with no animations swapped out, this is just what default is doing to this guy. hasn't happened on my other uploads

half stream
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hey so im trying to figure out bone constraints, and i've set up a twist bone in the wrist, everything works fine in unity, but in game my wrists quickly become entirely dislocated in a horrific fashion, and im just completely baffled

sage patio
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your twist bone rotation constraint should only have the Y axis checked, and the weight of the constraint should be around 0.5

half stream
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ill give that a go when i get off vr, thanks

cold totem
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having a problem with clipping in the lower abdominal region, do you think just straightening out the topology of the suit mesh and matching it to the placement of the vertices of the body would help fix this if I did that and reweighted the vertices of the suit?

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that's the only place I seem to have issues with clipping really, so the overall topology of the suit is pretty okay

balmy delta
cold totem
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yeah I've tried correctional shapekeys in the past, but they don't transfer over to Unity, unfortunately

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so I'm looking at other methodologies now

steady lantern
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Though personally, if you use Poi 8 and up, you can make a separate UV map and use UV tile discard to essentially alpha out the clipping. Less intensive.

dim pond
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if there's other blendshapes on the body in unity and it's just refusing to do this specific one, it may just be a matter of closing your unity file, updating the FBX while it's closed, then opening again. Did the trick for me once recently, where an object refused to update its blendshapes and still showed a bunch of old ones I removed

sage patio
cold totem
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šŸ‘ cool thanks

sage patio
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also, what is up with the geometry around that leg band?

cold totem
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✨Thigh squish✨

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lol

sage patio
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I see, but you shouldn't do it quite like that. you're creating a ton of ngons around the boundaries of that subdivided area, which can cause weird shading in unity. not only that, but it's adding a lot of useless geometry. all you really need are horizontal loops

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what you should have done is:

  • Tris to Quads in that leg area to convert the geometry to quads
  • one or two horizontal loop cuts
cold totem
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Noted in case I do that in the future or feel like going back to fix it

thick verge
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how can I fix the arms clipping into the body? Is it a rigging issue or a general avatar issue?

uncut breach
thick verge
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where can I find the default idle animation? I haven't worked with the vrcsdk since before the creatorcompanion

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found it by searching for "Samples"

thick verge
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perfect

thick verge
fading verge
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anyone know how to fix this

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?

analog totem
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It's happening because you flipped the model and reimported it

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And unity saves the pose of how it was before

fading verge
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ive done that

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but it gives me problems with some bones and the arms are behind the model

analog totem
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Just set it to use the sample pose and you should be fine

fading verge
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did

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breaks

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this happens

paper narwhal
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Might be dumb but quick question, Does vrchat support bone restrictions?

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like the ones you set up on your avatar

quaint cosmos
paper narwhal
sage patio
paper narwhal
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darn

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My wrist bones are hecka broken

sage patio
paper narwhal
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ya sure

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I dont have it in blender yet

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i wanna add a wrist bone to help with the rotation of it

sage patio
# paper narwhal

VRChat will automatically twist the whole forearm to reduce that effect when you turn your wrist. however, proper twist bones can look even better. for a twist bone to be effective, you need a rotation constraint to the wrist (only Y, 0.5 weight), and you want to lower the allowed lower arm rotation through the muscle & settings tab in your rig config. default value is 0.5, I suggest 0.05

quaint cosmos
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I mean, that is how those rotations work. If you try to flip over your hand without using a forearm rotation, you're not gonna have a lot of success. Twist bones can be helpful, sure, but I prefer to focus on how the model looks during deformations that will actually occur.

untold shell
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My rigging is messed up, can someone explain to me what to do

sage patio
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and what is the poly count on that thing?

untold shell
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Actually it was a commission do by a friend of mine

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He commissioned someone the model but when we open the fbx file the avatar was found in this state with some much bone on it

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And it was not rigged probably

sage patio
untold shell
sage patio
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did the person making the model have experience making VRC models?

untold shell
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But everything was a mess at the end

sage patio
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where did you find this person that you commissioned? did you seek them out, or did they approach you?

untold shell
sage patio
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you 100% got scammed then

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if you ever get approached by someone in DMs after asking for a commission in here, it's a scam

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VRC traders is the only place you should go to for commissioning avatars

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what those scammers do is they will claim that they can do anything, and then just pay some person on fiverr to put something together, and overcharge you for it

untold shell
sage patio
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they need you to have your discord account verified with a phone number I believe

untold shell
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Is there any means I can fix the model

sage patio
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yes, anything is possible. it's just a matter of how much effort it'll take to fix

untold shell
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Literally I don't have any experience in doing it myself

sage patio
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the armature is probably salvagable, just a matter of deleting useless IK bones that are not needed for VRC, and merging other extra bones

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also, what is the poly count of that avatar?

untold shell
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Can I send you the file to check

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I can pay you for your time

sage patio
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I can take a look at it and give you an idea of what will need to be fixed, but I currently don't have the time to fix it up

untold shell
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Can I dm you

sage patio
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sure

untold shell
reef surge
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^ in unity?

reef surge
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thanks!

tribal swallow
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Help

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Please

quaint cosmos
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For medical emergencies, please call your local emergency number

tribal swallow
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Not that kinda help

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Avatar wise😭

quaint cosmos
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Oh, well then specifying the type of help is better for getting help. "Avatar wise" is like 3% more useful.

tribal swallow
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Ok so I'm working on a ybot [my first time] and I'm trying to remove the arms so it only has hands, and also change the color

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I figured out the color

untold charm
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Some help fitting this belt (with a radio attached) to my model armature? watched tons of videos and read the documentation (albeit very very confusing) and been stuck at this point for quite a while now.
unsure how to do this

sometimes the belt rotates with the hip bone perfectly, but then the chest movement will get stuck. in any other case, the belt will start rotating twice the angle its supposed to

quaint cosmos
tribal swallow
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🄲I don't know

quaint cosmos
tribal swallow
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I still don't know🄲

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It's my first time

quaint cosmos
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Well, then I would look into that. If you modeled it yourself and you don't know if it's rigged, it's not. But if you got it from somewhere, maybe look up a rigging video on Youtube?

tribal swallow
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Ok🄲 thank you

half stream
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having this deformation issue with the upper thighs, i've been in and out of blender trying to get it to look right, any tips?

river ingot
river ingot
untold charm
river ingot
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If the belt should just move with the hip bone/waist. Then just pain the entire beltin red to the hip bone.

half stream
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ill keep trying things, but im thinking it might be best to figure out some sort of constraint or something

untold charm
river ingot
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yah..i can do a vc call

untold charm
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tried separating the meshes of the belt and didnt work as well, maybe it could be an issue with the parenting...

river ingot
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yah..maybe parent them to the spine instead of the hip.

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There is a way to modify the rotation I'm sure. I'm no college grad at this though so I don't know where it's at heh.

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or maybe even just try it in game and see if it really needs to be adjusted.

dim pond
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hey, I'm helping a friend transfer a purchased outfit onto his model. The outfit was in T-pose, while the model's rest position is in A-pose, but was posed in T so I hadn't noticed this disparity til I went to transfer weights. So, if I parent with automatic weights while in T, it will lift the arms as if they were bound while it was in A-pose.
Also, if I apply the T pose as the new rest pose, the body mesh will lift its arms in offset instead.
What's the procedure to get it to respect the current pose? I don't want to A-pose the outfit as the bulk of the character will cause the armpits to intersect real bad and that'd be a nightmare to clean up

EDIT, fixed! Solution was a convoluted mess of making a copy of the armature, manually entering the opposite rotation values to force it to line up, then ctrl+A > visual geometry to mesh to bake the already weighted geometry into the A-posed form. It sits correctly now! HGHDFhf

fading verge
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hi, i'm having trouble finding videos on how to rig a tail for movement. any help would be appreciated

short mica
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Is there an ideal distribution of spine bone length for best results with the beta ik ? Currently I just have them all equal length (includes upperchest bone)...

copper halo
dim pond
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That's effectively what I ended up doing, yeah. Hadn't though of just applying the armature modifier though

harsh kindle
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Would anyone be able to help me recreate this

quaint cosmos
harsh kindle
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I am

stray zodiac
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Hello

orchid echo
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@dim pond can you walk me through applying visual geometry to mesh? I’ve fucking wanted to do that a million times and every fucking time I wind up doing something way more stupider than what you just did. Does ā€œVisual Geometry to Meshā€ like that preserve blendshapes and… things? Is it possible to use this command badly and wreck things?

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Wait never mind. I guess applying the armature IS the slightly better way

dim pond
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Yeah, applying mesh basically takes everything and says "this is a new piece of geometry with no modifiers/blendshapes". Absolute last resort, apply armature wouldn't nuke all the other metadata

sage patio
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I gave you the solution though?

paper narwhal
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bruh im dumb

sage patio
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for how to do the unity setup part at least

paper narwhal
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idk why i forgor vrcSkull

near aurora
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Hey so i got a quick question about what's messed up with the rigging or perhaps the model i'm working with. I used mixamo for rigging and for this model in particular, everything is okay except for the face when it crouches/goes prone. It just warps the face severely and I'm unsure how to fix it. I tried moving the head/neck bones to different lengths relative to the models head and still, it warps the head. i also separated the head to a different mesh, and it still warps it. Here's some pics showing whats happening (ignore the no textures, i didnt wanna mess with them while trying to figure out the model issue)

near aurora
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actually i think i may have found the issue. seems like its a unity thing with the humanoid animator than anything else. maybe adding a jaw armature may fix it

near aurora
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nevermind it doesnt fix it, i have no idea what's causing this

reef surge
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maybe your jaw got painted on your neck vertex group

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so when the angle changes it warps the face

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idk im talking out of my ass i could be wrong

near aurora
reef surge
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good luck!

near aurora
# reef surge good luck!

It was indeed the weights! i need to optimize it some more so its more seamless but it very much was that. thank you 🫔

lethal lark
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Hi! How can I correctly merge two armatures? I'm trying to merge a hair armature to my main one, to the head bone, retaining all of the weight painting. Normally I'd use CATS but it keeps breaking the weights. Thanks!

lethal lark
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Nevermind I did it manually and still got the same issue, but I think I know what the problem is, seems to be vertex groups conflicting

reef surge
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in the case of hair that’s kind of odd

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what’s happening to the weights exactly ?

lethal lark
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It was vertex groups that were named the same as other ones, so it was getting confused and merging them incorrectly I guess

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Although saying that I still ended up having other issues with it, so maybe something else is going on. Basically it just removes the weights from some bones and transfers it into some other ones on a different hairstyle, so it goes all funny when testing posing

astral quest
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I added some clothes in blender and ported back to find this?

half gorge
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any idea how I would recreate these settings to unity? In blender I haven't set a parent for the selected bone, just using this constraint to control it. Unity's parent constraint w/ similar settings does not produce the same result.

dense lark
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can someone help me? im just starting to rigg my first avatar ever xD any tutorial or any tip? pls

sage patio
dense lark
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Well, i dont know ehere to even begin

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tbh

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i just modeled the most basic avatar possible

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and wanna rig it

broken trout
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search for "basic avatar rigging blender" or whichever software youre using

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then just pick whichever tutorial is easiest for you to follow

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is there a way for a physbone to be interactable but not affected by movement?

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I have a tuft of hair that I want to be touchable by people but not move around or be affected when my avatar moves, ONLY movable by direct interaction

opaque cloak
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just noticed we joined the server on the same day lol

broken trout
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twinsies

jaunty halo
midnight tusk
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I’m trying to do weight paint, and these this weird lines won’t go away. I tried blur but it isn’t working. :[

midnight tusk
jaunty halo
midnight tusk
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Then you can rotate them however you want :]

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If that doesn’t help I have no clue, I’m only on my 3rd day using blender

jaunty halo
midnight tusk
reef surge
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most likely the issue

jaunty halo
fading verge
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Does anyone know how I could make the lenses change size depending on the hand gestures? I'm new to making avatars but I want to make my first one good

opaque cloak
fading verge
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Blendshape?

opaque cloak
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a shapekey

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basically a way to sculpt your model on an extra level and have the ability to turn it off/on

river ingot
# jaunty halo Thanks, that kind of leads me to another question... How do I limit my weight pa...

https://www.youtube.com/watch?v=7lfPE4SCy4g I made this awhile ago,I could probably give better tips by now but it goes over how it should fix the problem

For VRChat: When you have weight paint issues, and want to know how to fix them. A quick step by step process with little tricks I learned in the process of fixing my own I haven't seen on anyone elses videos.

ā–¶ Play video
naive tree
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Hey guys, is there a limit to how many vertex groups are affecting single vertex in Unity/Vrchat?

sage patio
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you can have more than 4 vertex groups per vertex, for example if you use them for masking in blender, but you can only have 4 for deformation

naive tree
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Gotcha, thanks for confirming this

naive tree
sage patio
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it's also useful if you're doing Data transfer for weight painting, custom normals, etc

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or if you're joining multiple meshes and may need to separate them in the future, you can assign every vertex of one mesh to a vertex group before merging, so that you can just select all of that group in the future to select the vertices that were originally a separate mesh

naive tree
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thank you, very helpful info

grim wasp
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Does anyone know why the bones do this when I try to symmetrize?

night snow
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Either the mirror point is probably off, or your bones aren’t named

grim wasp
night snow
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I’m not sure my self, but I think you can change the mirror point by adding the middle point as the model, either that, or you need to set the default rotation for your armature/ model. I’m slightly new to blender, so it might be best to look on YouTube on troubleshooting

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Oh wait I see why now

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First of all, the front of the model should be facing towards the green line in the Y axis

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Not the X axis

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So delete the symmetrized bones and rotate it 90 degrees

night snow
grim wasp
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Did that, but it doesn't help

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I've figured out that it mirrors based on the little orange dot, which is the origin apparently

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So now I'm trying to move it around

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Did it. Turns out I just had to move and rotate the origin itself

copper halo
copper halo
# grim wasp

the origin point of the armature is what it symmetrize based off...

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select the armature in object mode... Shift+S (i think) to put the cursor to world origin..... hit f3 while having the armature selected... then type "set origin to 3d cursor" and apply.... then you can symmetrize and it will symmetrize along the correct middle @grim wasp

native scarab
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is there a way to configure the elbows to align with the hands? instead of rotating with the wrist?

sage patio
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it will give you proper elbow and shoulder movement

south void
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does an upper chest bone improve tracking or prediction in any way? are there any downsides to adding one nowadays?

sage patio
south void
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thank you, ill make sure to add one

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one more thing - im trying to rig spherical eyes atm but i cant seem to get the bone placement just right to the point where it doesnt clip through when turned to the side

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rn i have them positioned this way and its close but not quite there

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any way to get past it other than repositioning the eye itself back?

lethal prairie
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I'm trying to model a model from scratch but I'm really stumped with adding a jaw bone, weight painting, and creating shapekeys to make visemes. Can someone help me out?

lethal prairie
sage patio
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if you first select the armature, then shift click the mesh in the viewport and then go to weight painting mode, you can ctrl + click bones and hit R to rotate them

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while in weight painting mode

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if you pose a bone and change the weights, the mesh will move accordingly

tiny coyote
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I'm having issues with my eye tracking. My character has eyes on the side of their head, normally the eye rotation states force the eyes to be at the same angle, this makes it impossible to have characters with eyes on the side of their head have good eye tracking range.

In the past I fixed this by parenting each eye to an "eye anchor" bone, and then inverting the anchor on X in pose mode. This made it so I could make rotation states mirror on each side of the head, and to my surprise, since tracking "points" the bone at the "look target" it worked rather well.

I'm trying to set this up again, and it looks fine in Unity/blender. BUT for some reason my inverted eye keeps randomly changing position so it's deep inside the head. The Left eye works totally fine. Also It's not deforming so it's not a weights issue.

I tried googling it, and the only result I could find stated I needed to have my default eye's pointing up? this post was from 3 years ago and I've never needed to do this in the last few months... Does anyone have any insight on what might be happening? Or maybe a better way to rig eyes that aren't facing forward?

tiny coyote
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... hmm maybe I have to key the poses as a base animation? My only hunch is that my pose is somehow being changed in engine... I made sure the actual eye bones themselves have no rotations/translation/scaling... it's all on the root. but it seems that's somehow being changed

tiny coyote
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Damn, just tryed keying the inverted anchor, no change... the eye still inverts in the the Y axis, even though that's not inverted in blender...? I've only inverted the x axis

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this doesn't make any sense, in Blender the Left eye anchor is only inverted on X, but in Unity it's inverted on all 3 axis.... But when I check my previous project where this worked, the Left anchor is inverted on all 3 axis as well... so I have no idea what's causing the anchor to revert to positive values when in engine

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I even reuploaded the old avi with working "opposite" eyes just to see if something had changed in VRC recently, but that test upload works totally fine

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if anyone has any clue to what's happening or how to fix it, It'd be greatly appreciated, I'm starting to pull my hair out over this issue I thought I'd already figured out

sage patio
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could you show us what your rig and constraint settings look like?

tiny coyote
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I can try

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here was my last attempt in blender. This is the RightEye Anchor bone with x inverted

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in that image, the anchors and eyes are pointed up, because some 3 year old reddit post said to do that... I don't think it helped lol

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what specifically do you want to see? I didn't post images because I wasn't sure what would even provide context for this

sage jacinth
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Hey who can make a avi for me off of a sketch?

tiny coyote
sage jacinth
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Damn

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Hmm

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How much

tiny coyote
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requires hours of sculpting, retopo, UVs, texture, rigging, etc.

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I'd say 500 minimum, realistically it'd be over $1500

sage jacinth
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Damn

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Ima just stick to drawing

tiny coyote
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oh wow, that's gorgeous, and from scratch I'd charge over 1500 for sure... lots of fabric sculpting etc

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it just takes a lot of time

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you might be able to get someone to modify an existing base to get something close

sage jacinth
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I ain’t got that type of money sry for wasteing ur time

tiny coyote
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fr tho, if you can find an avi to buy on gumroad that's close, you can commission someone to do it, for maybe a few hundred

sage jacinth
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I mean I can give you the rights to some of my drawings to pay it off

tiny coyote
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haha, ehhh.. that's a huge risk on the 3D artists part... now I'm banking on whether or not I can sell your design

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someone else might go for that, but I'm not interested, I have bills to pay 😢

sage jacinth
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Damn

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But that drawing I sent would be a pretty good avi ngl

tiny coyote
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also, you're asking in the riggging channel, I'd reccomend looking in avatar search. you can probably find something close

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anime avi with cat ears, long hair, and a dress

sage jacinth
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Alr

tiny coyote
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I don't think I have any constraints

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unless you're talking about the rotation states

sage jacinth
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@tiny coyote also thx

tiny coyote
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after this I tried importing the fbx with scale positive in XYZ, and then inverting ONLY X in unity.. that seemed to work, the eyeball was in the socket EXCEPT the Right eye was rotated inside the head... no idea how that happened... seems to act the same as if I had no axis inverted

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and the squirrel, which worked, had all 3 axis inverted as well. so maybe that's not the issue

amber cosmos
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FBT issue with ankles:

When I extend my foot, my model's foot will hyper extend.

I assume the reason is because the mode is in high heels, but IRL I am barefoot. I'd rather not wear heels in VR. What adjustments should I make to the rig to prevent this issue? Can I limit the ankles' rotation so it doesn't hyper extend?

nimble ledge
lethal prairie
sage patio
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I'd probably move the head of the jaw bone back a little bit, to make it move more accurately

lethal prairie
sage patio
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not really

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if anything it would only need minor tweaks using the smudge tool

lethal prairie
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how do I do that?

sage patio
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sorry, the Smear tool, and it's the 4th tool down in weight painting mode

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just up the radius a bit, set the strength to 0.2, and you can "nudge" the weights

lethal prairie
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Now the jaw looks a bit more canny

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It isn't going to move a lot but yea

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Now how do I get lipsync going?

sage patio
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for really basic mouth movement, you can technically purely use the jaw bone, which will move based on volume. however, for more precise movements, you'd want to set up multiple blendshapes for visemes

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for that, what I'd recommend doing is using the jaw bone to open the mouth the correct amount first, saving that pose as a shape key, and then editing that shape key to finish the work for that specific visememe

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rinse and repeat for the 14 visemes

lethal prairie
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I could use CATS to do most of the work for me, right?

sage patio
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CATS can sort of try to generate the visemes based on 3 shapes, you could try using that as a start

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Visemes (Visual phoneme) is an oculus standard to represent the shape the mouth makes when making certain sounds

lethal prairie
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Yeah, like if you make X sound the mouth follows suit

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I'll see what CATS does and get back to you in a bit

lethal prairie
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Had to quickly downgrade to 2.9

sage patio
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just use the dev version of CATS

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I use blender 3.5.2, works fine. 3.6.2 should be fine too, just not 3.6

lethal prairie
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absolute godsend

lethal prairie
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@sage patio given the shape of the head I might need to stick with the jaw just opening and closing

sage patio
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I mean you could still do some amount of lip movement, it's definitely a bit tricky with a long muzzle like that

lethal prairie
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I could throw on some symmetrical bones to try to make CH and OH sounds

sage patio
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sure, you could add additional face bones to make the process of making the shape keys easier, it's what I've done for two avatars for friends so far

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but you could also just use sculpting tools to create the shapes

lethal prairie
sage patio
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select your mesh, go to Sculpting mode

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or ctrl + tab and select it from there

lethal prairie
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is there like a "pose mode" for sculpting?

sage patio
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can you elaborate?

lethal prairie
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And how do I save it as a viseme

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er

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shapekey

sage patio
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if you sculpt on your basis, yes it's permanant

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you should make a new shape key, have it selected, and then do your sculpting

lethal prairie
sage patio
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these are the main ones you'll probably use

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smooth, grab, elastic deform, and nudge

lethal prairie
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Thanks! I'll see what I can do

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@sage patio Working on the OH shapekey but I can't figure out how to get the jaw to move with it, all that happens is the lips move

sage patio
lethal prairie
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Awesome! It works now
All I need to do is CH, which shouldn't be too hard

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CH and OH have been sculpted, time to create visemes!

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@sage patio The new visemes are looking good! It's not perfect but it's better than a jaw opening like a lever.
I think this is everything I need before I export to Unity!

sage patio
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optionally, you can make blendshapes to move the skin around the eyes when the eyes look up and down

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for example, when looking up, you can have the skin above the eye and the eyebrows move up a little bit

lethal prairie
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Right

So I just need blinking/looking shapekeys?

sage patio
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just for the eyelids

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the eyes themselves move via bones

lethal prairie
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Yup! I have the start of the eye bones in the eyes

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@sage patio I have blinking, looking up, and looking down visemes set up

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I think it is time to export!

fading verge
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Anyone good with blender here?

grave crow
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I'm wanting to make these twist bones work on my avi... which ones do I put the constraints on and what do I use as the source? And do I need to mess with something in the fbx import settings to make it not use the non-twist-bone twisting as much? Also any other settings I didn't mention?

#

(they're from an MMD, after a CATS fix... I've worked somewhat extensively with the model, just haven't done constraint stuff yet)

#

arm twist and hand twist, respectively

sage patio
# grave crow arm twist and hand twist, respectively

I would say the most important twist bones to have are the forearm ones (the lower bones). in unity, add a rotation constraint to each, set the source to the corresponding wrist bone, set the weight of the constraint to 0.5, under constraint settings uncheck X and Z, and lastly click Activate.

you'll also want to go into your FBX import settings, go to the Rig tag, click Configure, and go to the Muscles and settings tab. in there, set the Lower Arm Twist value to 0.05

#

for the upper arm, if you really want to use those, you could do a similar set up, but I don't think there will be as much twisting there anyways

grave crow
visual arch
#

anyone know how to fix this jitter since i cant find anything, i have all the bones all set up correctly

grave crow
#

(I think I'll go with 0.6 for now anyway, I like it a bit better than 0.5 on a test build, can always change it later... looks much better than without the twist bones)

sage patio
#

0.5 is just a baseline

#

you can tweak it

visual arch
sage patio
#

top 2 bones are neck and head

visual arch
#

Thanks!
Gonan do some redoing on the character's body since his neck goes out a little but its doable!

agile heart
#

I was in another chat about this the other day but- i uploaded a vroid avatar to the CreatorCompanion. The only problem with it is the physbones. Do i make the radius smaller on this to help fix some of those problems? i thought since its more movement stuff i should ask here.

#

I tried to shrink some of the physbones and it kinda just started freaking out. now im scared to move anything haha

south void
#

can you go into more detail about what exactly you did to shrink them? did you just lower the radius on the physbone component? also what issues in that image are you looking to fix, because theres nothing that really needs fixing for it to function in vrchat

#

also a picture of stuff 'freaking out' or just a picture of your model would be helpful (preferably in the rig config view in unity or with armature shown in blender) this is if you wanna fix the warning stuff regardless

agile heart
#

in acutal vrchat it also did this every now and then.

south void
#

you have a lot of extra colliders on that it seems

sage patio
#

you should go through each physbone component and ask yourself if a certain collider should be there

south void
#

you also dont really need the green colliders all throughout the arms, chest and head as vrchat provides some already

sage patio
#

oh god yea, the colliders in the arms could just be two long capsules

south void
#

also the physbones around the lower leg can go too unless you have a skirt or something that theyre affecting

sage patio
#

I don't know why it's a shit ton of spheres

agile heart
#

Okay thank you guys so much- This is just a import from vroid so... im new to all of this im gonna try!

south void
#

nw, feel free to ask more questions as you run into stuff

agile heart
#

will do! Thank you!!

south void
#

im so tired but ive been continuing work on my base trying to perfect the rig but now when i scale the armature, the mesh moves faster than it does. ive applied transforms and i feel like theres something really obvious im missing. ive also applied the armature modifier and re-added it, reparented everything and checked wp. everything moves with the hips in pose mode as it should

sage patio
south void
#

only one armature modifier. im scaling in object mode, when scaling in pose mode it just scales from the hips even when i select all bones

#

wait

#

...

#

ok yeah nvm

#

everything is parented correctly

#

im out of ideas

#

when exporting as fbx and re-importing into a new .blend it works fine sippspeen

sage patio
#

toss me the blend file via DM and I'll look at it

#

I'll find the issue and let you know

south void
#

i really appreciate the offer but im not sure im comfortable sharing these files. it does work when exporting and reimporting as an fbx so im assuming i broke something in the .blend

sage patio
#

all good, glad you found a fix

south void
#

um

#

so

#

i also figured out it works fine if i unparent the mesh from the armature

#

but it makes no sense bcs the mesh doesnt even have an arma modifier rn

#

so im assuming there is somehow a 2nd one i cant view?

#

and now it works normally even with the added arma modifier. no mysteries were solved but ig that confirms its blender being blender

agile heart
#

Is adding the GoGo Loco to a avatar easy to do?

south void
#

pretty sure vrcfury can do it for you in a single click

agile heart
#

thank you!

golden jolt
# agile heart Is adding the GoGo Loco to a avatar easy to do?

very easy you just install first the vcfury repository using the vcc repository option, when it's set up open your project then insert the gogoloco package in the assets, after that open it and select the one you want if full or beyond and drag it to the hierarchy

visual arch
agile heart
#

Okay i got my problems down to just physbones but im not sure what else i can do..

opaque wind
#

help pleeeeeeeeeeease

#

weight painting is messed up in unity but not blender

#

seems to be attachted to the chest in unity

#

but there is nothing on the head thats attached to the chest

real nexus
#

is there a way to move these without moving the whole armature

#

nvm

opaque wind
river ingot
#

I've been having problems with my avatars hands and gestures. In blender the hands and fingers are straight and in line etc. But when I go in game, the fingers are slanted in a sideways angle. I rearranged the "idle"proxy setting and they adjusted the fingers some but it still looks messy. Would there be something to cause this I can get into?

bleak sapphire
#

Currently trying to fix Kyle after accidentally wiping my whole drive and I'm running into some issues with the hands, can someone help me make these fingers function normally?

reef surge
#

do you have your selection mode to "invidual origins"?

slate monolith
#

Hey I have a rigged model I had made but some of the weights are off making the shoulders funky, she only has a few face movements and jaw doesn’t move when her mouth opens lol. Would anyone who’s good wanna be commotions to re rigg her and ad more face expression to the blend shape

river ingot
slate monolith
#

Ok thanks

fading verge
#

Do people use the third bone that's in the chest area on that image? :o idk what the bone is called but

sage patio
fading verge
sage patio
#

these are mine. I find it works quite well in FBT with 11pt tracking.

vale kettle
#

so i have been trying to fix this for a while now, cant get it to work, and when i enforce tpose it breaks . any ideas? ill edit in blender for the 10000millionth time if needed i just need some guidance

#

am i able to ignore this? never tried before

buoyant trout
#

the avatar doesn't need to be in a TPose, tbf my nardo edit has the anknles turned 180 I just rotate it and it works

deep jewel
#

can anyone tell me if this looks right?

river ingot
vale kettle
amber lintel
#

question, does this channel also include things like setting up colliders properly?

brazen island
#

its dynamics ig

slow trout
#

Im having troubles with my head rotating upwards in vrchat and I've been trying to change the rotations of the neck and head bones around but still not luck.

cerulean vapor
#

I'm having major gripes with my pelvic region on this model. I'm trying my best to make the legs move freely from the crotch without creating a weird twist, and I've been at it for days just trying to figure it out. Downloading reference models, but none have similar enough geometry to infer anything from 😦 I feel like such a fool for being daunted by this of all things.

edgy ginkgo
#

can someone explain this?

#

It's litereally named "RightLowerArm"

sage patio
# cerulean vapor

topology matters a lot for proper deformation. your model has very strange geometry in that area, not to mention overly high poly count. it also appears that the leg bones are quite high up, which would cause the mesh to get crushed a lot more

sage patio
cerulean vapor
#

do extra bones make fbt behave poorly?

sage patio
#

no, quite the opposite. proper implementation of corrective bone makes FBT much better

edgy ginkgo
#

ive never seen this before

cerulean vapor
sage patio
#

on the contrary, I don't think more geometry is the answer lol

cerulean vapor
hard shore
#

ok, im running out of ideas so ima ask here, been working on re-working one of the avatars i bought, due to armature issues i had to 'fix model' in CATS, i finished my avatar, everything looked good, then i saw this, not 100% sure what the issue is but no doubt was caused by the CATS plugin, i dont wanna start everything again and everything else works, any ideas?

#

arm bones structure in blender

#

i just need to know whats wrong, i can prob work out how to fix it beyond that

#

gets pretty bad in game lmao

#

does appear to work normally in blender tho, i dont know

sage patio
hard shore
#

good shout, let me check

sage patio
#

you also have forearm twistbones, which you should probably put to use if you intend on keeping them. they can drastically help the rotation of the forearm

hard shore
#

seams right to me

sage patio
#

check in unity if any of the bones have constraints. they may be set up incorrectly

hard shore
#

once unity stop crashing, i will do that

#

lmao

#

there is rotation constraints

#

it inherited it from the base model it seams

#

should i just remove it and see?

#

ok, removing it defo helped, but i imagine i want it, i just need to work out how to make it not... do that

#

certainly looking better tho

#

ty so much for the help, i prob wudnt have found that one

#

i was convinced it was a blender issue

cerulean vapor
#

@sage patio what extra bones shoud I add?

sage patio
cerulean vapor
#

what would be the parent of belly bone

sage patio
#

the first step is to make the twist bone follow the wrist rotation, the second part is to make the forearm not rotate with the wrist due to VRChat's system

sage patio
cerulean vapor
#

but you say that the leg movement influences it

hard shore
#

so this is what the model had (before i threw it though blender)

#

just change the value in y to what was in z ?

#

i wont lie, this is the first time ive touched rotation constraints, and im not 100% sure what the visual impact is, so im not rly one to guage the meaning

#

the contraint is on the twist bones

LowerArmTwist (parent: wrist)
UpperArmTwist (parent: elbow)
i assume this is already correct as it was cloned from the base model

sage patio
#

are you sure it's parented and not simply a sibling of it?

hard shore
#

hand being wrist

#

diff armatures

#

on the old model its hand, new its wrist

#

looking at the 2 side by side, looks like blender flipped a bunch of things

#

so i assume thats why the constraints broken

sage patio
#

yea, Fix model usually breaks more than it fixes unless you're using it on MMD or VRM models

#

since that's the only things it's really intended fof

hard shore
#

yeah, sadly it had to be done, since exporting it directly caused a whole host of other issues

#

like hips being on the base of the avi, incorrect bone rotations etc

#

pre 'fix'

#

the blue being the hips

#

apprently

sage patio
# hard shore new

interesting, so CATS did properly align the twist bone Y to be facing the wrist

#

I mean you could try just changing the axis on the constraints over to Y

hard shore
#

it should be as simple as something like that yeah, its rotated and flipped, so finding the right values might hurt my brain

#

lmao

sage patio
#

probably still want to turn down the Lower arm twist in the rig config

hard shore
#

yeah its all 0.5 atm, so set to 0.05?

#

same for lower and upper arms?

#

i rly apreciate ur help btw, i dnt wanna spend another hole weekend debugging lmao, normally i try to just 'work it out' but this has been dragging out, i thought i was 'done' until i got in game which made me sad lmao

sage patio
#

give it a shot

hard shore
#

kinda surprised it dnt just, work exporting normally from blender

#

especially as the model came with the .blend files

#

lil upsetting

#

roughly what should i set the Y value to?

#

or just leave it default and lock to Y

#

ok yeah, simply locking it to Y seams to have done the trick, initially i was confused as i thought i was defining constraint parameters but thats not the case

#

\o/

#

time to upload and hope it works

cerulean vapor
hard shore
#

@sage patiojust uploaded and tested in game, that was indeed the solution, everything is perfect now, thank you so much, u saved me an entire weekend no doubt

cerulean vapor
#

welp I worked weeks on this model just to find out the topology is so awful I can never rig it right

hardy drum
#

What are twist bones

#

And can quest use them

dapper hedge
# hardy drum What are twist bones

Hi,
Twist bones are used to gradually increase the twisting motion of the mesh along a bone.
For the lower arm for example, if you don't have twist bones and roll your lower arm, it will twist the mesh starting shortly after the elbow already. But using twist bones you can have the mesh don't twist at the elbow and gradually increase towards the wrist, which is much more realistic. to do that you can add one or two additional bones to the lower arm that are parented to the lower arm and have rotation constraints to the upper arm. but you would also need to weight paint those.
I'm not sure if constraints work for quest like that.

#

Hi everyone,
does anyone know if there is a good humanoid rigged model in existence that works great for vrchat?
I'm looking for something as a guideline that offers a great immersive body feeling with FBT and doesn't do funny stuff like arms snapping, knees being off, chest sticking out or whatever.
I'm trying to optimize my own avatar and find it difficult to have to create so many test versions to find the best joint positions.
Ideally I would hope VRChat would offer a default rig like that as part of their documentation. ^^

gray forum
#

hi my breast clipping through the new clothes i get i know there is a easy fix for that can someone help me

lunar night
vagrant current
#

manual rigging in way easier than auto rig pro

quaint cosmos
#

If you say so, I'd rather get decent results in 2 minutes and have to do a little clean up than having to handle all the weights manually.

cerulean vapor
#

he swim!

whole nimbus
#

Hey, I have an issue
When I reimport my fbx, the avatar becomes invisible in the case when the bones are different, for example I've added the new ones

Is there a way to fix this?

quaint cosmos
whole nimbus
#

It doesn't make sense in a context of a game engine

#

In this case every reimported edited character for a game should be redone from the beginning

#

It's counterproductive

brazen island
#

dont unpack your prefabs and it will work most of the times

quaint cosmos
#

Yeah, there are ways to make it work better but the best way is to just design your workflow so you aren't spending a bunch of time in Unity before finalizing fundamental elements of your rigging like number of bones. It should be possible to get your rig sorted before going into Unity at all but if you need to test how it moves in VR, just slap on a quick avatar descriptor, see how it moves, and make any major changes at that point before you've spent a ton of time on animations and controllers.

sage patio
#

@whole nimbus reimports of models is totally doable, just make sure you:

  • never unpack the model prefab
  • use the same export settings (the main important one is Apply Scalings, which should be FBX All, but you should also uncheck Add leaf bones)
  • you override the file either via file explorer or directly when exporting from blender (you can bookmark the folder in export window)
whole nimbus
sage patio
#

if you're unsure of the export settings previously used, or you encounter a strange issue, you don't need to fully start from scratch because you can use Pumkin's avatar tools to copy all components and objects from the old model to the new one using its Copy components feature

whole nimbus
#

Understood, I appreciate your response

sage patio
#

after reimporting the model, go to the Rig config in the import settings, and do Pose > Reset

whole nimbus
#

I've had an issue with Pumkin tho

sage patio
#

and optionally, Pose > Enforce T pose

whole nimbus
#

When i copy the components, I can't apply the changes to the new avatar for some reason

sage patio
#

are you sure that you're dragging the new fbx into the Avatar slot, and the old one in the Copy From slot?

#

and not the other way around accidentally

whole nimbus
#

Yep, there was some conflict where i was suppose to revert something, but i didn't figure out what

It was a test avatar, so I can't remember what exactly i did wrong, probably copied something that i shouldn't

sage patio
#

and if you want to copy materials, you'll need to expand Skinned mesh renderers and enable it manually

#

Select All only selects the main options, not the sub options

whole nimbus
#

Got it, thank you so much for your time!

naive sparrow
#

how did oyu fix it? i am having the same issue rn

shell onyx
naive sparrow
#

idk what the issue was XD but i fixed it

mystic blaze
#

Dumb question but I have the rigging and bones setup where 90% of the body bends correctly but when I bend the forearms the wrists texture/mesh stretches but stays glued in place, same goes for the feet when the knees bend.

shell onyx
south void
#

i mean yeah it definitely sounds like weight paint but im wondering if its because it isnt weightpainted or if its because its weightpainted to multiple bones

mystic blaze
#

Here's just a quick pic but it recognizes that it should bend to some extent

south void
#

bones dont seem parented

mystic blaze
#

I'll double check on that

south void
#

does the foot move when you move the foot bone

mystic blaze
#

Yeah, when I move the ankle the foot moves as expected, it's just the leg to the ankle that doesn't want to connect, and same for the arms and wrists

south void
#

then ur ankle isnt parented to ur lowerleg

#

check these on the ankle/foot bone

#

connected isnt necessary but usually used on stuff like the legs, arms and spine

mystic blaze
#

Ah yeah that's the problem. When I used Cats to tidy some stuff up it had those major joints set to the hip for some reason

south void
#

cats usually breaks more than it fixes, i dont really recommend using it

mystic blaze
#

Yeah, I've noticed it's handy to make the skeleton really accurate with tons of joints but it messed up a chunk of things

sage patio
#

CATS is a fantastic toolbox, but you should almost never use Fix model

mystic blaze
#

Lesson learned lol. I did the smarter choice and just copied the Armature to a previous save and set it up. Question though, I noticed unlike others I can't select the bones when in weight paint mode. Do I need to enable or check anything to do that?

south void
mystic blaze
#

Sweet, thank you!

ocean tundra
#

I need help, i dont know how to fix it.

#

Like if i go the the rig it looks good

#

But it says that the rig is non humanoid

#

Resulting in a t pose in VRC 😐

mystic blaze
#

@ocean tundra since you haven't gotten an answer yet i tried seeing what I can find and the only possible answers I have is did you accidentally put the Avatar descriptor on the mesh instead of the whole model and the second being this line I saw someone say "Try reimporting your FBX into your Hierarchy after you set it to humanoid. Then essentially redo your avatar but as simply and quickly as possible, just to see if the error message still appears." IDK if any of this will work or if it's relevant so sorry if it's not helpful.

ocean tundra
#

Ok thanks ill try it later šŸ™‚

mystic blaze
#

No problem, and good luck

ocean tundra
#

Yeah is not the mesh thing so wish me luck

quaint cosmos
ocean tundra
#

I found the problem, the reason it wasn't working was because in blender the rig hierarchy, the head was in the wrong place, so I fixed the rig and that worked.

ivory radish
#

i think im having an issue

#

these shoulders look fine but ingame when i try to use my elbow tracking it doesnt work very well

#

they just kinda rotate very slowly

sage patio
# ivory radish

try adjusting the shoulder movement range in your Muscles and settings tab of your rig config

sage patio
#

Left arm and Right arm

#

try doubling the upwards range, and halfiing the downwards range

ivory radish
sage patio
#

yep

#

perhaps try something like -10 and 50

#

and adjust from there

sage patio
#

seems fine

ivory radish
#

and that should fix the shoulders behavior?

#

are there any other settings i can tweak in here to make things like the chest behave a little better

sage patio
#

it depends what kind of issues you're experiencing

#

also, does your avatar use forearm twist bones?

ivory radish
#

nope

#

it doesnt need them i think

sage patio
#

twist bones always help but if you don't have them then it's fine

ivory radish
#

its relatively simple rig and doesnt look noticably bad

ivory radish
#

and my legs also are a bit strange if i stretch them too far

#

but i think thats maybe an issue on my end

#

with calibrating poorly

sage patio
#

is your User Real Height in game the same as your real height?

ivory radish
#

i recal my floor every time i start steamvr with OVRAS

#

cuz its always in the wrong height

sage patio
#

also, when calibrating, stand in a T pose, look straight, but don't try to "stretch" too much. you want to be relaxed, so that when you stop T-posing, your head doesn't come down

ivory radish
#

as for ingame it says 5'7" i think

sage patio
#

and are you 5'7"?

ivory radish
#

i used the 'measure me' button

#

i think im more around 5'8" but theres some inconsistency in steamvr i think with my setup

ivory radish
#

i have scoliosis so keeping a straight spine and arms for calibration isnt very natural

#

and if i dont stand up all the way i sink into the floor a little

sage patio
#

my point is that you shouldn't stand too straight

#

just straight "enough"

ivory radish
#

if i dont stand straight enough my feet sink into the ground and my hands become off-center, such that when i bring them to my hips, one is clipping into the body

#

i try to reach a sort of middle ground but Chest tracking only works in Lock All mode so i dont have many options

#

ill try this avi and see if the shoulders are any better tho ty

sage patio
#

chest tracking works in all modes, but only has 1:1 positional tracking in lock all. Lock head should actually have some amount of chest position now too

ivory radish
#

i like using it for like moving my neck around and turning around although on some avatars it kinda breaks it

ivory radish
#

when i calibrate the avi does something super odd

#

the chest moves back

#

u can see it in how the spine bends

#

this happens immediately after calibration

#

only way i found to fix it was to fbt adjust and bring the chest back

#

does this happen if your spine isnt like 100% straight?

quaint cosmos
#

Not really VRChat-related but is anyone familiar with weight painting with bendy bones? All of the tutorials I say just say use automatic weights and don't get into it but how do you handle weighting bendy bones when the chain isn't distinct actual bones? Or can it be done with multiple bones and does that require multiple controller bones between them?

brazen island
#

bendy bones is not a unity thing so why even bother

quaint cosmos
#

Sometimes animating in Blender is fun

quaint cosmos
#

Seems like it just isn't a system with fine controls, you just assign the whole vertex group to the one bone and you get what you get.

tidal roost
#

How do you set up an avatar with non-standard body proportions to work well with FBT?

sage patio
split obsidian
#

Does VRChat support custom Skin Weights? I want to influence verts from more than 4 bones.

sage patio
#

you'll have to make it work with that

split obsidian
#

Thanks for your reply. I'll try to keep it down to 4.

toxic venture
#

how would i go about rigging something like the sleeves hanging off the arms on this outfit? im creating something similar to it and i cant figure out how to rig them

sage patio
late escarp
#

just taking a nap

strange forum
#

Question : Do " Bone Drivers " in Blender work with VRChat?
https://www.youtube.com/watch?v=cNyGd3K72DA&ab_channel=RoyalSkies

We are now taking our first step into deep territory. I did my very best to explain things as clearly as I possibly could. If you didn't quite understand, don't worry. The code still works even if you don't know what it's doing, and you'll be very familiar with it by the end of the week - Hope it helps :)

Female Body Model Link:
https://www.yo...

ā–¶ Play video
sage patio
waxen lynx
fading verge
#

bro can nipple twerk

hollow apex
#

hello ā¤ļø I was wondering if there was anywhere I could find out how to make a spine a parent of the hips? I'm not sure what I did wrong but yeah, It's required to make the model work ^_^

#

I assume it has something to do with this, but I'm not sure how to do it. I am still learning so, apologies. ā¤ļø

#

I don't know if this is the reason but, this is what I see in unity.

brazen island
#

also hip is upside down you want to flip it first

#

alt+f

hollow apex
pale pumice
#

I'd been doing that the hard way

neon raven
#

hi! is there a special proceedure you're supposed to follow to delete unused / unnecessary bones? my avatar had 3 redundant bones controlling the same eye vertices, so I tried to delete two of them in blender. but when I reloaded the avatar in unity, i end up with this:

#

(bone weights are all screwed up, when i uploaded it somehow the leg had been attached to the bell on my neck??)

#

if i take the same .fbx file and drag it into the scene again it looks fine though

coarse slate
#

I think it's good like that

opaque cloak
sage patio
#

it will only break if you unpacked the avatar. otherwise, you can update the fbx just fine. I've explained this multiple times in the past, just do a search for my messages containing "fbx".

if you deleted bones, yea things will break. you'll have vertices with vertex groups that no longer correspond to any bone. what you want to do is add the weights to other groups, you can do this by using the Merge Weights button in CATS to "merge" the bones rather than deleting them

#

@neon raven

#

(specifically, Merge weights> To parents or To active)

orchid echo
#

omg SHIN. thigh and SHIN

#

You’d need four total, one Sender and one Receiver per leg in this example.

neon raven
#

I just wanted to fix my eye tracking 😦

#

and yea I did receive the project in an unpacked state, so that makes sense. pumpkin tool sounds promising though, I'll look it up later and see if it works!

#

(and maybe I can transfer everything to the still-packed .blend file so that I don't have to deal with this in the future :))

sage patio
neon raven
sage patio
#

setting a shortcut to export as fbx and having an export preset makes it extremely easy and fast to export

#

you also don't get control over export settings if you just import the blend file

#

and also, if there's stuff you don't want exported from the blend file, because it's in another collection or something, you don't control that if you just put the blender project in unity

#

if you're in the habit of hitting ctrl S often, which is a good habit to have, it could cause you problems

whole kestrel
waxen lynx
fading verge
#

Im trying to make my first avatar and Im making it from scratch, is this how to rig it?

#

yeah maybe I give up Ill get a person on Fiverr to help

sage patio
#

aim for something like this,

#

for the spine, maybe only do 2 small bones at the bottom (hips, spine) instead of 3

obtuse spire
#

hey uh

#

I need some help

#

can someone rig my avatar and put it into vrchat?

#

or should I post this to help

river ingot
next axle
warped hatch
#

does anyone come across with rotation constraint issues? I've been playing around with rotation constraints and trying to make eyes on palm of hands rotate and have eye movement exactly like the eye bones on the head., in unity it works correctly but when uploaded and in game it doesnt. why is that?

mellow nymph
#

My first Avatar is made from a base; but it feels like a dice roll on wither or not the Mesh is going to connect to the armature...

It's got an applied armature modifier in blender, and I can post it just fine, In blender.

Once it gets to unity though it's like it just changes its mind and doesn't want to react to the armature anymore. I set the rig to Humanoid in unity, but still nothing

Is anyone free to go over this with me?

brazen island
#

@mellow nymph you dont apply armature modifier

#

you just keep it

mellow nymph
#

Bizarre; I'll readd the modifiers and get back to you with the results; thank you!

brazen island
#

ye armature is like the only modifier that doesnt need to be applied and doesnt mess with shapekeys

mellow nymph
#

About that; I made a coat for the base as well, but can't apply solidy modifer without removing all the shapekeys, is there some technique people normally use for things like this?

brazen island
#

@mellow nymph ye theres a few blender addons for this skkeeper i believe one of them

#

grab from github

#

or just detach cape, remove shapekey, apply, attach it back

#

unless you have shapekeys on the cape itself 🫤

mellow nymph
#

Some shape keys modify the anatomy of the base; so I'm hoping for a solution that allows the clothing meshes to keep them as well

brazen island
#

ok

mellow nymph
#

Alright so even if I add a fresh armature modifier, it still won't work; So I just start the file from scratch (the base) and it breaks immediately after I remove some verticies that shouldn't be important for the skeletal mesh to work; I imagine it HAS to do with the exporting at this point

mellow nymph
#

Would this be contributing to the problem? I get this error every time for no reason

#

I usually write code and work in Unreal Engine, so this has been a bit of a new experience for me - Any chance you know what's going on?

quaint cosmos
mellow nymph
mellow nymph
#

Somehow the blend file would remove every vertex group from the body mesh, after entering edit mode in blender, even If no edits were made

Why that was happening, I have no idea yet, but the new file doesn't seem to have the same issue..

balmy delta
#

What did the old file look like heiarchy wise

tiny violet
#

ran into this really weird issue last night, the mesh moves like its weighted in pose mode but not in unity and the weights dont show up in weight paint mode

river ingot
# tiny violet

Those would be weighed to the individual fingers, they show up in the vertex groups box as you click on them. So they do exist. the 'Right wrist support shows up though..wierd. Might be a setting that can be changed to let the other show up. Unity has the rigging part for bones and muscles. If you go to the selection for "Muscles and settings" then you can use it to test your fingers individually etc to see if their weight painted and functional.

gloomy ether
#

when it comes to attaching a head armature to a body armature, which head bone takes priority? Which one stays and which one goes?

sage patio
#

but the one from the head is likely the one you want to keep

gloomy ether
sage patio
# gloomy ether Gotcha, thanks!

just make sure that if the body mesh has a vertex group for the head, that you make sure it has the same name as the new head bone after you join the armatures

#

if you have CATS, you can just use the Merge weights button to "merge" the bones, which will also add up the vertex groups

agile heart
#

So im just trying to get the pants to work with the legs and im not sure what im doing. How do i do things? (I'll be up for a few hours if anyone wants to help)

neon raven
halcyon mist
#

Hi, It's there any way to have 2 different armatures and select wich one you want to use with a toggle or something like that?
I want to do a transformer avatar with robot and dino form
And will do a toggle to change between them but of course the armature don't fit quite well

balmy delta
#

the best you got is constraints which is pc only

halcyon mist
balmy delta
#

unity

halcyon mist
#

But it's there any tutorial or something? Should I have different rigs for one and the other leg like I'm doing now or it will just adjust the humanoid rig and move it to the side?

halcyon mist
#

It will be something like this? and select as source the humanoid legs?https://www.youtube.com/watch?v=B_1K0n7Acpo

Hi there!
If you have dragon/bat wings, you can use Unity's Rotation Constraints on your middle and pinkie wing fingers, so they'll always make a pretty arc based on how the rest of the wing is posed. You can use this strategy to simplify your animations (you now only need to animate the main wing arm and its index finger), or, you can use it h...

ā–¶ Play video
balmy delta
#

You just have toggled rotation constraints that copy your legs

pseudo saddle
#

Is unity capable of replicating blender drivers?

river ingot
#
halcyon mist
river ingot
#

Ther'es a way to make a parallel bone to the leg bones for that purpose. Each bone has a mirroring bone. There is a video about it in royal skies that shows it but I couldnt find it heh, But I do recall him having a short video showing it.

balmy delta
#

Rotation constraints

#

In unity

halcyon mist
#

Added the constraint and it's working, Thank you!

gentle sand
#

Hey cuties ā™” I need some help connecting the armature of my head and body and since it's 5 am my brain has melted and can't remember how to do so. Googling doesn't help much. If you can send me a dm I don't come in here often for a bit of help I'd appreciate it ā™”

river ingot
sage patio
#

can you screenshot the hierarchy?

empty bluff
#

i shortened my arms in blender but if i don't apply rest pose in unity the arm bones will have non-uniform scale which is apparently a bad thing. but if i apply rest pose, the meshes snap back to original locations. normally when fitting clothes and stuff i just apply the armature modifier and that fixes the mesh location. but for my full avatar some meshes have shape keys so armature modifier can't be applied.

i'm using the newest version of blender and haven't ever used CATS. is my only option really to downgrade blender, get CATS just to apply the rest pose and have meshes follow that?

sage patio
# empty bluff i shortened my arms in blender but if i don't apply rest pose in unity the arm b...

applying a pose as rest pose while having the meshes change accordingly isn't something blender can do natively. one way you can do it manually is by duplicating the armature modifier, applying one, and then applying pose as rest pose. to apply the modifier however, you either need to not have shape keys, or use an add-on to let you apply the modifier when you have shape keys. using CATS is definitely the simplest way here, the dev version works up to the latest 3.6, no reason not to use it

#

to do it with cats, just go to pose mode normally (not with cats), then use the Apply pose as rest pose button

empty bluff
#

ok, i'll get that dev version, thanks!

crystal sinew
#

hi hi, made my first avi, and I was wondering what I need to change with the bones in Blender to avoid the legs crossing?

#

:3 I figured it out!

mental forge
#

I have like a million featheres and it's making weight painting a nightmare. Does anyone have any suggestions / techs on how to deal with something like this? Automatic weight painting fails with the featheres and actually makes a difficult mess to correct

#

I'm thinking about separating feathers from body, painting the featheres then rejoining under the same armature

sage patio
#

you can even transfer weights from the body to that simple mesh, tweak it, and then transfer to the feathers

mental forge
#

oh hi sacred

sage patio
#

hello

mental forge
#

I wasn't sure if it would transfer well

#

but I'm not sure what you mean by simple mesh

sage patio
mental forge
#

let me try that

mental forge
#

worked out well thanks sacred

sage patio
boreal cosmos
#

So im trying to add bones to this shirt so i can put it on my avi but whenever the arms move the bottom moves with it, so how do i fix it?

livid arch
#

check the weight painting of that bone and see if the bottom of the suit is showing any colour besides blue

#

can anyone help me with general setup of Materials in blender? I already have baked textures but cant seem to get them to work

boreal cosmos
#

How would I make it blue there?

livid arch
#

set draw brush to 0 weight and just go to town on the spots that are moving that aint supposed to move

#

are you creating an avi from scratch?

boreal cosmos
#

I’m just trying to get that part on the suit to not move when I move the arm

livid arch
#

yeah

#

does your avatar have an existing skeleton already?

boreal cosmos
livid arch
soft compass
#

idk if this is where i ask this but im very new to making avis and i dont know how to put things together and ik that probably sounds like im slow but i dont know how to put it so i was just wondering if anyone could help me out

waxen lynx
#

this is very non-specific and doesn't really give anybody a base to work with. i'd recommend just watching some blender tutorials and then asking more specific questions here

river ingot
#

I made some booboos, I added in some objects, and misparented some objects etc. Anyways, some original weights are still painted on the legs, but the harness I added over the legs won't let me paint them, and the legs won't let me paint them anymore either. Any idea how to let it weightpaint on the objects again?

sage patio
#

also dear god that poly count and topology wtf

quaint cosmos
#

Yeah, you're gonna have a bad time weighting that regardless of what you do with the rig. You might be able to get something semi-acceptable for a posed character with some shape key adjustment but that should not be on an avatar

river ingot
#

Thanks for the tip on the faces, that did it. thought I was going to have to go to a prior saved version. -bow-

reef coral
#

i was resizing some parts of my avatar in pose mode per usual but when i hit apply as rest pose (with cats) i got this error for the first time

#

what's the cause of this?

#

i'm doing this on 2.82 btw

#

well i resized it again and it didnt happen this time so idk what that was

robust crescent
#

thats bit old try 2.9x for one on github 3.5-3.6 for indev on discord

reef coral
#

cats and vrm export/import plugins don't work in never versions

#

so i can't

#

and i read that apply pose in 2.9 is broken as well

robust crescent
#

im using it?

reef coral
#

cats?

brazen island
#

dev cats do work, apply pose works

robust crescent
#

yes

reef coral
#

is there a new version?

robust crescent
#

2.9x > 3.5 > 3.6

reef coral
#

oh

#

šŸ¤·ā€ā™‚ļø

robust crescent
#

theres a few annoyances on the newer with matcombiner failing misserably trying to combine materials why im still on 2.9x (also its faster to start ratl )

#

2.1.2.7+ will just go hurgh

#

the indev one for 3.5+ is in their discord or floating around as a link in here somewhere

brazen island
#

always just downloaded this. tho im on 3.4 and havent updated nothing recently

robust crescent
#

tried up to 3.6.3 (funny errors but work)

#

but that seems to run like a slug vs 2.9x startup

brazen island
#

idk, nvme starts fast. tho i have like 4 plugins total🫠

robust crescent
#

have 6.5 tb on m.2 7000mbs

#

2.9 start in 1 sec~ , 3.6 start in 3+

spare kiln
#

How do i fix the model stretching/breaking like this? (For the legs and elbows i took a picture of what it looks like bent and what it looks like straightened out)

brazen island
#

weight painting

spare kiln
#

Alright thank you

river ingot
#

make it rainbowy

spare kiln
#

um is it supposed to only semi color in weight paint?

brazen island
#

red - completely follows, blu - completely ignores. everything inbetween affected more than 1 bone/smoothed for organic feeling

spare kiln
#

Ah ok

#

Just to be sure I’m getting this right if I don’t want the fingers to distort when they bend i color the top side of the finger joints red yes?

spare kiln
#

Nvm figured it out

amber basin
#

Does anyone have any tips on how to rig a necklace? Can't make a closed loop of bones, right?

fading verge
#

does anyone know how to fix this?

brazen island
#

@amber basin chain of 2-3 bones in the middle, both sides painted to it symmetrically

amber basin
spare kiln
#

I tried to weight paint him and it only got worse (besides the legs it fixed those i just need to fix the ankles now) also the weight painting on the elbows is being weird and doing this weird streaking where i can only paint certain segments of it and if i wanna pain all on it i have to clip through the model to paint the ends and even then it still only partially works (if needed i can send what the current weight paint looks like)

river ingot
# spare kiln I tried to weight paint him and it only got worse (besides the legs it fixed tho...

Click the double square icon at the top righ of the window for x-ray vision. You can also change so you can paint at the verticies, or the faces individually, which helps in some cases. If those don't work you can try the "smearing" tool to smear the weights from one end of the arm to the other. And if none of that works, you can zoom in super close, increase radius to fill most of the screen and it should cover the polygon..

#

Oh yah, you can always add some polygons to the arm etc too..

mellow nymph
#

I edited my Basis blend shape to resize something, now all my shapekeys revert that change... I can't just propagate to shapes because it'll destroy the visemes, blinking... etc. How can I get the new size safely into the other shape keys?

brazen island
#

@mellow nymph you can propagate while selected desired verticies only (given your visemes etc dont affect it) or you can convert your base edit to shapekey (so your base looks as it was) and create mixes from two

harsh rapids
#

im really new to avatart creation - im using rigify in blender for a plantigrade character, can i get away with adjusting the foot bone to fit the character's bottom leg segment or do i have to do something more advanced to rig plantigrade movements? i have screenshot examples of what im talking about if my wording is confusing or something

valid sun
#

Plantigrade?

tranquil quail
#

Does anyone know why the lower body doesn't want to work properly?

robust crescent
#

not without seeing the rig - guesswork , those ones tend to not be connected right, back to blender and parent bones

tranquil quail
#

This is the rig

robust crescent
#

Blender ratl

#

easier to see whats parented to what

#

(black dotted lines)

tranquil quail
#

Idk if this helps?

#

Not the best with Blender, sorry

robust crescent
#

seems fine, if you are using any controllers in your playable layer test without it ( base controller / locomotion ect)

#

cape looks like its not connected to your chest though since its way up there

#

these things

tranquil quail
#

I'm not using any controllers

river ingot
#

It could be in some lowered, "crouch" position. The cape does look like the weight paintings off if its in the air like that. Could reset place on grid to make sure its centered correctly. And in blender that the feet are exactly on the horizontal axis etc..

craggy surge
#

i have an issue where i believe something is controlling over my idle animations and causing the legs to rotate in-game. is there a way to turn this off? the second pic is more normal for comparison.

prime sage
#

can anyone please help me with my avatar's rig? its very crappy and works bad in-game. this is my first time ever in making rigs, pls help!

pale pumice
#

oh I didn't realize you posted in both places

daring quiver
#

oh is that a miitomo mii

#

can't really tell if the way I rigged mine is good ( my mii got weird ankles or something in vrchat ) but I'll see if I can find its file

#

i dont think i really understand the issue enough though, and the skeleton i used was one i downloaded in the description of some random tutorial

gaunt sparrow
#

Could someone assist me in understanding how to get a particular area of my avi to bend with the weights properly in blender

prime sage
#

my character just becomes like its not standing on the floor

#

my arms go behind the body

#

and i cant stretch them fully

prime sage
#

@daring quiver can you please accept my friend request?

#

i want to dm u

river ingot
# gaunt sparrow Could someone assist me in understanding how to get a particular area of my avi ...

Hey everyone new Blender 2.8 tutorial! In the 5 minutes you'll never have to wonder how to weight paint ever again! Hope it helps you guys and don't be afraid to leave comments and questions below if you have them!

Song: [Chill]aKu - Love Shine
https://soundcloud.com/akuofficial

If you enjoy...

ā–¶ Play video
daring quiver
#

it seems the arms i got for my mii are rigged to be functional in vr but when the mii i have walks in vr it kind of floats looking like this

#

i can't really test vr so i wonder whats the issue

#

my bones are set up like this

#

if i recall i dont think i got the toe bones set up on the rig on unity

daring quiver
#

I think the mii is stilting?

#

we tested our avatars ingame and mine could use their arms fine but the other one's arms kind of bend back into its head or something ( but it doesn't seem to be having a stilts issue )

#

it would be nice to learn how to get both halves of a mii's body ( arms and legs ) to rig in vr successfully, since either one works but the other doesnt

daring quiver
river ingot
daring quiver
river ingot
#

when you drop it into unity, in the top right window, theres the colored triangle, right-click and "reset" so it'll drop it in the center of the scene. that might be it

daring quiver
#

will this fix the weird walking issue or the arms

daring quiver
#

i can kind of see signs of jank on the legs from how it rests right after i sprint on desktop but the leg ik(?) is worse in vr

#

is it a bone proportion issue?

prime sage
#

hello hello

daring quiver
#

I think the sdk called my avatar short even though its said to be around 5'6 ( probably counting the antenna height )

daring quiver
river ingot
#

hmm..did you configure the eye tracking dot so its in front of the eyes?

daring quiver
#

yeah

river ingot
#

did you calibrate it?

daring quiver
#

our viewpoints

river ingot
#

in game?

#

correct

daring quiver
#

my viewpoint seems fine, haxi0 said theirs kind of just made their arms bend more when they changed it

river ingot
#

u can calibrate it in game, it'll set it to t-pose then you set your trackers in place

daring quiver
#

idk if this helps at all but this is what they look like standing idle in desktop i think for comparison

vestal condor
#

trying to get a mesh to correctly display below the armature, I don't remember how I merged them before to were it would do that

vestal condor
#

made a video to better explain my issue.
Trying to merge to armatures together to add hair to a avatar. Using cats it merges them fine and works, but the hair mesh itself isn't below the armature. It's like it's greyed off and linked, but I want it under it properly

pale pumice
vestal condor
#

can't

#

nevermind, omg. it wasn't in the collection was why

copper halo
fervent mantle
#

True only think i use cats for is to generate the rest of my mouth movement

ornate scarab
#

Is there a template armature that has all the unity humanoid bones in it that I could just drop into my blender projects instead of having to build it myself every time

arctic sundial
#

Make your own just once and reuse it?

ornate scarab
#

yeah I'm probably gonna do that haha was just curious if there was any "standard" one people used

brazen island
#

god knows why mods forbid us from uploading fbx but there you go, used to be every 10th post in this channel #avatar-rigging message

#

@ornate scarab

#

oh. its still allowed

#

but having mixamo do most of work for you still probably faster.

ornate scarab
#

oh awesome thanks :D

ornate scarab
brazen island
#

rig any humanoid more or less. no extra bones like eyes/hair/boobas ofc and with some problems often but still way less work for most cases

ornate scarab
#

ooo nice

#

ill have to give that a try

brazen island
#

theres also accurig if anything tho i found mixamo proportions to be better. but probably accurig can be better with fingers.

ornate scarab
#

oh that looks cool too

hardy delta
#

how do i begin creating an avatar rig in unity

wise brook
#

what did i do when i go into edit mode the eyes lashes and teeth are gone why?

arctic sundial
#

Try alt+h to undo hiding (hotkey h to hide)

river ingot
dim pond
#

got a question about the humanoid rig stuff- If I move a bone in blender and reimport things to the unity file I've been working on, it looks fine in the scene view, but the t-pose set by the humanoid setup will be incorrect. In this case, I moved some finger bones up closer to the knucke, but the t-pose still thinks they should rest a coupld cm low, so when I load into the game, the fingers are crushed downward from the hand

PREVIOUSLY, I've been told to just clear the humanoid to 'none', save, then change back to humanoid and save to cause it to set the T-pose correctly. This, however, throws out all of the constraints and physbones on the rig and requires a total redo on all of that, which I'd rather avoid.

How do I tell it the new t-pose should match the import, without resetting everything? There's no "right click > reset rotation/position/scale" function within the humanoid setup

brazen island
fading verge
#

hello guys, i need some advice when trying to import an altered fbx (previously from an avatar that i bought) that is already been rigged into unity. I have no idea how to set the bones exactly the same way as before. I had tried pumpkin tools for the armature but majority of the bones or physbones aren't in correct places or gone missing. I'm assuming i didn't properly export the fbx but i have no idea on how to check.

river ingot
fading verge
#

so i techinally use that but

#

bones arent entirely all there

#

and i hadnt touch the fix model option at all in blender

river ingot
balmy delta
#

No one will make avatars for free
Also not the place to ask as this server is full of scammers

terse hearth
#

Ok

rose wagon
#

So I have a humanoid avatar with really long arms (don't know if that's the issue but that's the only thing out of the ordinary)
And when I use it on desktop it's fine, but when I use it in VR my head spins and freaks out all over the place whenever I move. Anyone know what causes this or how I can potentially fix it?

trim nexus
honest niche
#

if my avatar doesnt have fingers do i still need to put the finger bones in? (this is my first time making a avatar from scratch)

#

(discord is being buggy, if anyone knows plz @ me lol)

honest niche
#

new question cuz ive been working on thus for hours. ive done everything in the video and it still wont move the head

arctic sundial
#

Is it weight painted?

honest niche
#

not yet but in the video she hadnt weight painted yet

#

all she said is if it doesnt move then i did it wrong

honest niche
#

i would like help with what i was asking about

arctic sundial
#

Check your vertex group name for the head?

honest niche
#

everything is right

#

should i just weight paint the head onto the heabone then?

#

cuz it is just a static mask

cerulean vapor
#

#avatar-help message
Very simple question, just learned i could use 3 vertebrae with my avatar. Does this look like good bones?

river ingot
river ingot
honest niche
#

new question

#

even tho i have the mirror tool on, its still not mirroring

honest niche
#

figured it out

honest niche
#

i doubt im gonna get any help, but how to i separate the mesh so i can texture paint without it overlapping

cerulean vapor
cerulean vapor
honest niche
#

I dont have substance painter 🄲

cerulean vapor
#

unity is t posing my thumb into this obtuse uglyness, what can I do to make it look like the bottom image?

sudden thunder
#

also hi! i'm trying to add FBT support to my model, but the stylized proportions are making it a bit difficult... long neck, long arms, and short legs seem to be a fun combination of difficult rigging issues.
it seems like people suggest making a non-weighted, human-proportioned rig and using constraints to drive the weighted bones.
but before I try it, I wanted to ask if anyone has experience working on a model like this, and if there are any helpful resources or setups I could look into before going down this rabbit hole..
(or, if it's even worth pursuing FBT on this model at all.. it seems like a big headache)

river ingot
# sudden thunder also hi! i'm trying to add FBT support to my model, but the stylized proportions...

I've done a lot of weightpainting, and have adjusted bones in my avi quite a few times to see what works best. Off the top of my head (you can always comit to trial and error tactics) It looks alright. What kind of problems is fbt giving you? It could be merely adjusting the weight paints to certain bones to make them move better. Maybe the hip bone could be enlarged and lowered a little. Not sure what those two dark grey bones are beneath it but I assume their for jiggle affects

river ingot
river ingot
fervent mantle
robust crescent
#

seperate with cats make all meshes get named to whatever material is - blender just do main mesh name and adds 001-> after , easier to see with cats - just a tool for shortcuts

timber stump
#

Keep getting deform issues with the legs, where exactly should the leg bones go?

clear violet
#

To fix the deformed legs, you may need to adjust the weight painting of the mesh, which determines how much each vertex is influenced by each bone. You can also use shape keys to correct the deformation for specific poses.

runic wagon
dark glacier
#

Need help with wrist bone, should I weight paint the whole hand? Or just enough and avoid painting over fingers?

brazen island
#

@dark glacier weightpaint distributes between bones, up to 4 bones can affect same verticie in vrc. so unless youre going to paint your finges after this you should avoid painting adjacent regions. if you painting from scratch then ofc its ok to start from root more freely and override previous stuff when painting down the hierarchy.

dark glacier
#

So like, dont paint over fingers if I plan to weight paint them individually?

brazen island
#

uuuuuuuuh

#

if you painting from scratch

dark glacier
#

Hand and 5 fingers

brazen island
#

you can go from top to bottom and paint over whatever comes after

dark glacier
#

I paint the hand, for the wrist and paint the fingers individually?

#

Also how do I mirror my weight paints?

brazen island
#

since when youll start painting fingers youll override whatever youd done before

dark glacier
#

Oh I see

brazen island
#

you need mirrored bones