#avatar-rigging
1 messages Ā· Page 12 of 1
it's already in the default pose so im trying to just move it manually
where did my layers go!?!?!?
what do you mean layers
do you mean the outliner? the list of objects in your scene?
you can also just drag in from the top left corner
you can split/collapse the UI as you wish
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.
any idea why? im stumped
Might be a long shot but try a different idle animation? Maybe it could have messed up keys
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
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
in your FBX import settings, go to the Rig tab, click Configure, and go to Muscles & settings. in there, change Lower arm twist from 0.5 to 0.05
your twist bone rotation constraint should only have the Y axis checked, and the weight of the constraint should be around 0.5
ill give that a go when i get off vr, thanks
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?
that's the only place I seem to have issues with clipping really, so the overall topology of the suit is pretty okay
Simple-ish but stupid fix
Make a blendshape that shrinks the vertices hidden by the clothing
yeah I've tried correctional shapekeys in the past, but they don't transfer over to Unity, unfortunately
so I'm looking at other methodologies now
What are your export settings? Blendshapes should import fine.
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.
if the body isn't showing blendshapes for some reason, make sure there isn't a modifier on it in blender besides the armature. Some of them like subdivision, even when disabled, may cause it to do the equivalent of apply>Visual Geometry to Mesh on export and lose the blends.
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
yes, aligning the loops to match the body would help a lot
š cool thanks
also, what is up with the geometry around that leg band?
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
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
Noted in case I do that in the future or feel like going back to fix it
how can I fix the arms clipping into the body? Is it a rigging issue or a general avatar issue?
Youād just need to change the idle animation in Unity
where can I find the default idle animation? I haven't worked with the vrcsdk since before the creatorcompanion
found it by searching for "Samples"
perfect
thanks a lot!
Reset the pose in unity
It's happening because you flipped the model and reimported it
And unity saves the pose of how it was before
ive done that
but it gives me problems with some bones and the arms are behind the model
Just set it to use the sample pose and you should be fine
Might be dumb but quick question, Does vrchat support bone restrictions?
like the ones you set up on your avatar
Constraints? Yes but only on PC avatars
ya I ment object constraints
constraints in unity work differently than in blender, and do not carry over from blender, but you can use them on PC avatars
can you show your rig?
ya sure
I dont have it in blender yet
i wanna add a wrist bone to help with the rotation of it
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
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.
this looks like a model that is from a game
and what is the poly count on that thing?
Actually it was a commission do by a friend of mine
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
And it was not rigged probably
did you specify that it was intended for VRC?
Yes he did
did the person making the model have experience making VRC models?
Actually the person said he has an experience in making avatar
But everything was a mess at the end
where did you find this person that you commissioned? did you seek them out, or did they approach you?
He approached me, when I was looking for someone to commission the avatar
you 100% got scammed then
if you ever get approached by someone in DMs after asking for a commission in here, it's a scam
VRC traders is the only place you should go to for commissioning avatars
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
I tried some many times to join VRC trader but it's not working
they need you to have your discord account verified with a phone number I believe
Is there any means I can fix the model
yes, anything is possible. it's just a matter of how much effort it'll take to fix
Literally I don't have any experience in doing it myself
the armature is probably salvagable, just a matter of deleting useless IK bones that are not needed for VRC, and merging other extra bones
also, what is the poly count of that avatar?
Can you help me please
Can I send you the file to check
I can pay you for your time
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
I actually don't have any experience in doing it myself but if you have someone who can do it, I don't mind paying the person
Can I dm you
sure
Thank you so much
sorry if thisis a silly question, but rotation constraints can be locked to one axis and at a specific weight? is there anywhere i can look for more info on how to do this? i want to play around with it for things other than twistbones
^ in unity?
thanks!
For medical emergencies, please call your local emergency number
Oh, well then specifying the type of help is better for getting help. "Avatar wise" is like 3% more useful.
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
I figured out the color
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
If your mesh is already rigged and weighted, you can just delete the faces of the arms
š„²I don't know
Does it have an armature? Does it move when you move the armature in pose mode?
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?
Okš„² thank you
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?
weight paint needs to be more rainbowed..
It doesnt even look fully weightpainted to the hip bone unless you got bones on the belt itself for physx fx.
i tried weightpainting it but nothing seemed to work (I got skill issue)
If the belt should just move with the hip bone/waist. Then just pain the entire beltin red to the hip bone.
that made it SOOOO much worse
ill keep trying things, but im thinking it might be best to figure out some sort of constraint or something
I dont think I know what I am doing... Each time I reparented the belt to the main armature to rig from scratch ended up with different results
Would you be open for a VC call?
yah..i can do a vc call
tried separating the meshes of the belt and didnt work as well, maybe it could be an issue with the parenting...
yah..maybe parent them to the spine instead of the hip.
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.
or maybe even just try it in game and see if it really needs to be adjusted.
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
hi, i'm having trouble finding videos on how to rig a tail for movement. any help would be appreciated
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)...
Pose it and apply the armature befor you parent the armour to it
That's effectively what I ended up doing, yeah. Hadn't though of just applying the armature modifier though
Would anyone be able to help me recreate this
What sort of help do you need? If you're looking to commission an avatar, google VRC Traders, they have a system for verifying creators.
I am
Hello
@dim pond can you walk me through applying visual geometry to mesh? Iāve 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 āVisual Geometry to Meshā like that preserve blendshapes and⦠things? Is it possible to use this command badly and wreck things?
Wait never mind. I guess applying the armature IS the slightly better way
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
I gave you the solution though?
bruh im dumb
for how to do the unity setup part at least
idk why i forgor 
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)
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
nevermind it doesnt fix it, i have no idea what's causing this
check your vertex data for weight paint on groups it shouldnt be
maybe your jaw got painted on your neck vertex group
so when the angle changes it warps the face
idk im talking out of my ass i could be wrong
I never tried anything weight related yet so it definitely could be that. I probably should watch a 2 hour long tutorial. Thank you for the suggestion tho!
i'm not fimiliar with mixamo unfortunately, otherwise i would help out 
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 š«”
^^b
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!
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
It was vertex groups that were named the same as other ones, so it was getting confused and merging them incorrectly I guess
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
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.
can someone help me? im just starting to rigg my first avatar ever xD any tutorial or any tip? pls
should probably clarify what exactly you're stuck on
Well, i dont know ehere to even begin
tbh
i just modeled the most basic avatar possible
and wanna rig it
search for "basic avatar rigging blender" or whichever software youre using
then just pick whichever tutorial is easiest for you to follow
is there a way for a physbone to be interactable but not affected by movement?
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
you could maybe crank up immobility to max?
just noticed we joined the server on the same day lol
twinsies
Hey folks, I'm trying to weight paint a model and I'm noticing that the toes go all distorted as I rotate the bone. Any idea what I've done wrong?
Iām trying to do weight paint, and these this weird lines wonāt go away. I tried blur but it isnāt working. :[
Are the axis for each bone all facing the same way? Mine had that issue with the hands till I rotated them correctly
Good question, I'm very new to using Blender. How would I go about checking this?
If you go to object data properties (the little green man), and then look under viewport display, then click the box next to axes
Then you can rotate them however you want :]
If that doesnāt help I have no clue, Iām only on my 3rd day using blender
Thank you, I think that's helped! Good luck on your Blender journey!
You too!
Asking again if anyone has any ideas on fixing this T^T
check if the toes happen to have any weight painting in another vertex group by accident
most likely the issue
Thanks, that kind of leads me to another question... How do I limit my weight painting to only a certain vertex group? I've tried creating a mask which hides the other verts but the weight painting still effects them anyway
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
You could make a blendshape that moved the lenses all the way down in Blender. Then in Unity when you make the animations for the expressions you can activate the blendshape as far as you would like it to go down for that gesture :)
Blendshape?
a shapekey
basically a way to sculpt your model on an extra level and have the ability to turn it off/on
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.
Hey guys, is there a limit to how many vertex groups are affecting single vertex in Unity/Vrchat?
depends. on desktop, the skinning limit is 4
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
Gotcha, thanks for confirming this
also, could you give an example of how/why you'd use it vertex groups for masking purposes?
if you're creating face tracking blendshapes, it's useful to sculpt your blendshapes using symmetry, and make vertex groups for each side of the face to split the blendshape into two
it's also useful if you're doing Data transfer for weight painting, custom normals, etc
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
thank you, very helpful info
Either the mirror point is probably off, or your bones arenāt named
How do I change the mirror point?
Iām 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. Iām slightly new to blender, so it might be best to look on YouTube on troubleshooting
Oh wait I see why now
First of all, the front of the model should be facing towards the green line in the Y axis
Not the X axis
So delete the symmetrized bones and rotate it 90 degrees
@grim wasp were you able to see this?
Did that, but it doesn't help
I've figured out that it mirrors based on the little orange dot, which is the origin apparently
So now I'm trying to move it around
Did it. Turns out I just had to move and rotate the origin itself
the bones need to be weighted to only one thing... that happends sometimes when its just as weightpainted to some other bone
the origin point of the armature is what it symmetrize based off...
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
is there a way to configure the elbows to align with the hands? instead of rotating with the wrist?
best way to get better arm movement in general is to get trackers for your arms
it will give you proper elbow and shoulder movement
does an upper chest bone improve tracking or prediction in any way? are there any downsides to adding one nowadays?
it does improve tracking especially if you use a chest tracker
thank you, ill make sure to add one
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
rn i have them positioned this way and its close but not quite there
any way to get past it other than repositioning the eye itself back?
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?
It won't let me rip the jaw vertices to make a shapekey.
I would first add the jaw bone, then do the weight painting with the jaw bone rotated down in Pose mode to see exactly how the mesh moves
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
while in weight painting mode
if you pose a bone and change the weights, the mesh will move accordingly
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?
... 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
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
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
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
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
could you show us what your rig and constraint settings look like?
I can try
here was my last attempt in blender. This is the RightEye Anchor bone with x inverted
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
what specifically do you want to see? I didn't post images because I wasn't sure what would even provide context for this
Hey who can make a avi for me off of a sketch?
I'm open to comissions, but I have to warn, creating avis from scratch isn't cheap
requires hours of sculpting, retopo, UVs, texture, rigging, etc.
I'd say 500 minimum, realistically it'd be over $1500
oh wow, that's gorgeous, and from scratch I'd charge over 1500 for sure... lots of fabric sculpting etc
it just takes a lot of time
you might be able to get someone to modify an existing base to get something close
I aināt got that type of money sry for wasteing ur time
no worries, most people don't know how much work it is <3
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
I mean I can give you the rights to some of my drawings to pay it off
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
someone else might go for that, but I'm not interested, I have bills to pay š¢
also, you're asking in the riggging channel, I'd reccomend looking in avatar search. you can probably find something close
anime avi with cat ears, long hair, and a dress
Alr
lmk if there's anything specific I should show to help troubleshooting
I don't think I have any constraints
unless you're talking about the rotation states
@tiny coyote also thx
here's a ss of my unity window with the Right eyebone selected... for some reason scale is -1 in X,Y and Z... even though I just exported it with -1 in the X
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
and the squirrel, which worked, had all 3 axis inverted as well. so maybe that's not the issue
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?
honestly id move the head (bigger end) of the foot bone down so the bones flat on the ground even tho the foot isnt
Finally got a jaw bone working, now how do I set it up into a functional lipsync? Or is there a tutorial for it somewhere?
I'd probably move the head of the jaw bone back a little bit, to make it move more accurately
wouldn't that need another agonizing session of weight painting
how do I do that?
sorry, the Smear tool, and it's the 4th tool down in weight painting mode
just up the radius a bit, set the strength to 0.2, and you can "nudge" the weights
Now the jaw looks a bit more canny
It isn't going to move a lot but yea
Now how do I get lipsync going?
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
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
rinse and repeat for the 14 visemes
I remember a few of the visemes like AA and OO, but what are all of them?
I could use CATS to do most of the work for me, right?
CATS can sort of try to generate the visemes based on 3 shapes, you could try using that as a start
Visemes (Visual phoneme) is an oculus standard to represent the shape the mouth makes when making certain sounds
Yeah, like if you make X sound the mouth follows suit
I'll see what CATS does and get back to you in a bit
Had to quickly downgrade to 2.9
no, you don't have to
just use the dev version of CATS
I use blender 3.5.2, works fine. 3.6.2 should be fine too, just not 3.6
absolute godsend
@sage patio given the shape of the head I might need to stick with the jaw just opening and closing
I mean you could still do some amount of lip movement, it's definitely a bit tricky with a long muzzle like that
Any ideas?
I could throw on some symmetrical bones to try to make CH and OH sounds
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
but you could also just use sculpting tools to create the shapes
now where's that
is there like a "pose mode" for sculpting?
can you elaborate?
Like is the sculpting permanent?
And how do I save it as a viseme
er
shapekey
if you sculpt on your basis, yes it's permanant
you should make a new shape key, have it selected, and then do your sculpting
I see
And where are the sculpting tools I need like extruding/subtracting etc
Thanks! I'll see what I can do
@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
go to Pose mode, select everything, and do Pose > Reset transform > All to make sure the pose for every other bone is reset. pose the jaw the way you want, and then go over to your Armature modifier in the modifiers tab, click the little menu, and click "Save as shape key". then you can reset the jaw pose, and now you have a shape key of the jaw open that amount
Awesome! It works now
All I need to do is CH, which shouldn't be too hard
CH and OH have been sculpted, time to create visemes!
@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!
nice, make sure you also have a combined blink shape key
optionally, you can make blendshapes to move the skin around the eyes when the eyes look up and down
for example, when looking up, you can have the skin above the eye and the eyebrows move up a little bit
Right
So I just need blinking/looking shapekeys?
Yup! I have the start of the eye bones in the eyes
@sage patio I have blinking, looking up, and looking down visemes set up
I think it is time to export!
Anyone good with blender here?
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
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
Anything special about 0.5 or is that just the number that typically looks best?
anyone know how to fix this jitter since i cant find anything, i have all the bones all set up correctly
(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)
Also I do have shoulders bones and waist bone but they're small for the model.
I have a thought of making the waist bone bigger
you want your spine to be something like this
top 2 bones are neck and head
Thanks!
Gonan do some redoing on the character's body since his neck goes out a little but its doable!
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
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
Yes all i did was lower the radius. Im not sure how to fix the physbones. I have to get the quality better for a rp- they dont allow poor quality in their game because of how many people they have.
in acutal vrchat it also did this every now and then.
you have a lot of extra colliders on that it seems
the collision check count depends on how many colliders you have specified in the collider list on each physbone
you should go through each physbone component and ask yourself if a certain collider should be there
you also dont really need the green colliders all throughout the arms, chest and head as vrchat provides some already
oh god yea, the colliders in the arms could just be two long capsules
also the physbones around the lower leg can go too unless you have a skirt or something that theyre affecting
I don't know why it's a shit ton of spheres
Okay thank you guys so much- This is just a import from vroid so... im new to all of this im gonna try!
nw, feel free to ask more questions as you run into stuff
will do! Thank you!!
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
are you scaling in object mode or in pose mode? and check that you don't accidentally have two armature modifiers on the mesh
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 
toss me the blend file via DM and I'll look at it
I'll find the issue and let you know
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
all good, glad you found a fix
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
Is adding the GoGo Loco to a avatar easy to do?
pretty sure vrcfury can do it for you in a single click
thank you!
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
Thank you!!
it works! thank you very much!
Okay i got my problems down to just physbones but im not sure what else i can do..
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
Fixed it, i had duplicated vertex groupes
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?
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?
do you have your selection mode to "invidual origins"?
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 doesnāt move when her mouth opens lol. Would anyone whoās good wanna be commotions to re rigg her and ad more face expression to the blend shape
I can send u a link that shows weightpainting at the shoulders. but im not working on face expressions yet. takes surgical work.
Ok thanks
Do people use the third bone that's in the chest area on that image? :o idk what the bone is called but
UpperChest helps with spine IK, especially with full body. I wouldn't do it in the exact proportions like in that image though
Do you have any recommended proportions?
these are mine. I find it works quite well in FBT with 11pt tracking.
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
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
LittleFinger3_L (1, 2, 3, end) Mine are named that for the fingers, accordingly etc. I just checked out mine weren't even straightly aligned and now I got to repose it to a default with them all straight.
i got it, i just moved the bones in blender to a good spot and ignored the tpose warning
question, does this channel also include things like setting up colliders properly?
its dynamics ig
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.
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 š¦ I feel like such a fool for being daunted by this of all things.
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
these legs are too high?
I'd probably lower the start of the leg bone a little bit. you could also potentially use extra bones and constraints to get better motion
do extra bones make fbt behave poorly?
no, quite the opposite. proper implementation of corrective bone makes FBT much better
ive never seen this before
do you think more vertical incisions along the perimeter of the crotch could be helpful here?
on the contrary, I don't think more geometry is the answer lol
where should I put these sacred bones?
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
you might have the incorrect bone set as the lowerarm in your rig config
good shout, let me check
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
seams right to me
i wudnt know how to do that
check in unity if any of the bones have constraints. they may be set up incorrectly
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
@sage patio what extra bones shoud I add?
you could add a "belly" bone that rotates up when the legs move up, as an average of the two
what would be the parent of belly bone
forearm twist bones should have a rotation constraint with only the Y axis enabled, source set as the wrist, and a weight of ~0.5. after that, click Activate.
you should also go to your FBX Rig config, go to the Muscles and settings tab, and set Lower Arm Twist to 0.05
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
probably hips or spine
but you say that the leg movement influences it
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
that's pretty strange that LowerArmTwist is parented to Wrist
are you sure it's parented and not simply a sibling of it?
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
old
new
so i assume thats why the constraints broken
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
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
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
it should be as simple as something like that yeah, its rotated and flipped, so finding the right values might hurt my brain
lmao
probably still want to turn down the Lower arm twist in the rig config
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
give it a shot
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
I'd pay you to show me how to rig this boi nice and smooth
@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
welp I worked weeks on this model just to find out the topology is so awful I can never rig it right
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. ^^
hi my breast clipping through the new clothes i get i know there is a easy fix for that can someone help me
go to ready.playerme, make an avatar, download the .glb import into editor, use the Armature
I have FBT and it works good for a base.
weight painting
manual rigging in way easier than auto rig pro
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.
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?
Easiest option is to just start from scratch with a fresh import than trying to replace an existing asset in the scene.
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
dont unpack your prefabs and it will work most of the times
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.
@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)
I'm talking about a very specific situation. When the skeleton is somewhat different. Is this doable in this case?
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
this is also totally doable
Understood, I appreciate your response
after reimporting the model, go to the Rig config in the import settings, and do Pose > Reset
I've had an issue with Pumkin tho
and optionally, Pose > Enforce T pose
When i copy the components, I can't apply the changes to the new avatar for some reason
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
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
when using Pumkin's, make sure to use the Show All tab instead of Show common
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
Got it, thank you so much for your time!
how did oyu fix it? i am having the same issue rn
Lmao idk dude that was 3 years ago
all good i managed to fix the issue ^^"
idk what the issue was XD but i fixed it
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.
can you provide a picture ?
Might be a weight painting or rigging issue
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
Here's just a quick pic but it recognizes that it should bend to some extent
bones dont seem parented
I'll double check on that
does the foot move when you move the foot bone
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
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
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
cats usually breaks more than it fixes, i dont really recommend using it
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
CATS is a fantastic toolbox, but you should almost never use Fix model
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?
you press the armature, then shift click your mesh, then enter wp mode and then you can select the bones with ctrl + left click
Sweet, thank you!
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 š
@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.
Ok thanks ill try it later š
No problem, and good luck
Yeah is not the mesh thing so wish me luck
You need to set the rig type in the inspector by selecting the FBX in your project tab.
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.
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
try adjusting the shoulder movement range in your Muscles and settings tab of your rig config
where is that?
Left arm and Right arm
try doubling the upwards range, and halfiing the downwards range
this?
seems fine
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
it depends what kind of issues you're experiencing
also, does your avatar use forearm twist bones?
twist bones always help but if you don't have them then it's fine
when i calibrate my chest goes a tiny bit forward (i use chest trackers)
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
is your User Real Height in game the same as your real height?
i recal my floor every time i start steamvr with OVRAS
cuz its always in the wrong height
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
as for ingame it says 5'7" i think
and are you 5'7"?
i used the 'measure me' button
i think im more around 5'8" but theres some inconsistency in steamvr i think with my setup
i have to like stand up straight but its difficult for me
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
its complicated
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
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
i like using it for like moving my neck around and turning around although on some avatars it kinda breaks it
but i noticed basically
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?
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?
bendy bones is not a unity thing so why even bother
Sometimes animating in Blender is fun
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.
How do you set up an avatar with non-standard body proportions to work well with FBT?
you make a rig with standard proportions, and then use constraints to drive the real bones to move with the proper rig
Does VRChat support custom Skin Weights? I want to influence verts from more than 4 bones.
no, you are capped at 4
you'll have to make it work with that
Thanks for your reply. I'll try to keep it down to 4.
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
probably just physbone chains with high gravity
just taking a nap
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...
no, constraints or drivers from blener of any kind do not translate to Unity. in unity, you can use things like rotation/position/parent/aim constraints to drive the motion of bones based on other bones, and for more complex things you can use contact senders/receiver pairs to drive animations
would you happen to have any examples where contacts were used to improve the look of a rig in-game? possibly text examples/documentation too, or just a short explanation
bro can nipple twerk
BUSSIN
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.
select spine, shift select hips, ctrl+p - keep offset
also hip is upside down you want to flip it first
alt+f
thanks ā¤ļø
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
I think it's good like that
normally replacing an fbx in unity with the armature changed WILL break it. best would be to use pumkins avatar tools to transfer most stuff from the old fbx to the new one
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)
If you put a Contact/Receiver pair on thigh and shit positioned so that contracting the leg changes the float value, you can use that float value to do a wrinkle animation (blendshape) on your latex thigh highs or stockings that responds to how you extend and contract your delicate anime woman leg. I saw an example of this and it looked really noticeably nice.
omg SHIN. thigh and SHIN
Youād need four total, one Sender and one Receiver per leg in this example.
ah sorry maybe I didn't explain well enough, I'd ended up with three bones (Eye_L, LeftEye, and bad_eye_l) that were all bound to the exact same set of eye vertices. The LeftEye and Eye_L bones were both set to use the LeftEye vertex group, while bad_eye_l was set to use the Eye_L vertex group (which was just a duplicate of LeftEye as far as I could tell)
I just wanted to fix my eye tracking š¦
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 :))
I'd recommend you export as an FBX (with Apply Scalings>FBX All and Add leaf bones>Off), and then use Pumkin's to copy everything from the old version
hmm, any reason for that? i thought that fewer import steps would be better, and ctrl+s is more convinent than exporting every time š
because you don't always want to "commit" changes right away. imagine this, you temporarily unparent the hair root from the head, save the file, and you click on unity by accident before reparenting. now every component that was attached to the hair is gone
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
thank you! this was really useful
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
close, but not quite
aim for something like this,
for the spine, maybe only do 2 small bones at the bottom (hips, spine) instead of 3
alrigh thanks
hey uh
I need some help
can someone rig my avatar and put it into vrchat?
or should I post this to help
that could be asking a lot. We'd need details about it, then an option to stream help, or pay someone to do it for you if its complex. etc..
Yes sure
Can I DM you please
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?
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?
Bizarre; I'll readd the modifiers and get back to you with the results; thank you!
ye armature is like the only modifier that doesnt need to be applied and doesnt mess with shapekeys
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?
@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 š«¤
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
ok
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
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?
Are you trying to remove geometry after rigging? That generally should be fine if you aren't changing the vertex order which simple deletion won't but ideally it's preferable to finish your modeling before you start rigging.
Someone recently was able to jump into a discord call w/me; Essentially they sent me a file that was 'damaged' and I was given a new, working one - I guess the person who gave me the first file likes pranks or something
What do you mean by broken?
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..
What did the old file look like heiarchy wise
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
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.
when it comes to attaching a head armature to a body armature, which head bone takes priority? Which one stays and which one goes?
it doesn't really matter if they're going to be in the same position
but the one from the head is likely the one you want to keep
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
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)
poor lexis avi
she's in a better place now š
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
the best you got is constraints which is pc only
I tried parenting the dino leg,knee and toes to the humanoid leg, nee and toes, but it didn't work very well in side axis, How I could make those constraints?
unity
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?
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...
You just have toggled rotation constraints that copy your legs
Is unity capable of replicating blender drivers?
You could try using the non-human rig option and experimen with that heh. There is a video that touches on what your doing in blue skies library of videos, but I couldn't find it in the quick 10 minutes I tried to search for it. On another note, he's added a lot more videos since the last time I checked a year ago..
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@river ingot the only problem I had it's that it will be a humanoid the most part of the time and only need to change the legs and head bones for the Dino form
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.
Added the constraint and it's working, Thank you!
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”
Parent head bone to chest/neck bone?
can you screenshot the hierarchy?
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?
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
ok, i'll get that dev version, thanks!
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!
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
make a really simple mesh out of a few quads, do the weight painting on that, make sure it deforms well, then transfer weights to the feathers
you can even transfer weights from the body to that simple mesh, tweak it, and then transfer to the feathers
oh hi sacred
hello
I wasn't sure if it would transfer well
but I'm not sure what you mean by simple mesh
let me try that
worked out well thanks sacred
np š
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?
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
Ok
How would I make it blue there?
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?
Not really
Iām just trying to get that part on the suit to not move when I move the arm
yes
I made the parts that shouldnāt move fully blue but it still does the same thing
i recommend parenting the shirt to ur avi skeleton then and forget the seperate bones
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
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
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?
you have face masking enabled with no faces selected
also dear god that poly count and topology wtf
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
yah, I should bake it, I've been editing it for years, when I bought it it had all sorts of problems.
Thanks for the tip on the faces, that did it. thought I was going to have to go to a prior saved version. -bow-
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
thats bit old try 2.9x for one on github 3.5-3.6 for indev on discord
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
im using it?
cats?
dev cats do work, apply pose works
yes
is there a new version?
2.9x > 3.5 > 3.6
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
)
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
tried up to 3.6.3 (funny errors but work)
but that seems to run like a slug vs 2.9x startup
idk, nvme starts fast. tho i have like 4 plugins totalš«
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)
weight painting
Alright thank you
make it rainbowy
um is it supposed to only semi color in weight paint?
red - completely follows, blu - completely ignores. everything inbetween affected more than 1 bone/smoothed for organic feeling
Ah ok
Just to be sure Iām getting this right if I donāt want the fingers to distort when they bend i color the top side of the finger joints red yes?
Nvm figured it out
Does anyone have any tips on how to rig a necklace? Can't make a closed loop of bones, right?
@amber basin chain of 2-3 bones in the middle, both sides painted to it symmetrically
I was thinking something more advanced, that's grabbable, and has somewhat accurate colliders..
But I might just fall back on your solution if it's too complicated, thanks š
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)
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..
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?
@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
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
Plantigrade?
Does anyone know why the lower body doesn't want to work properly?
not without seeing the rig - guesswork , those ones tend to not be connected right, back to blender and parent bones
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
I'm not using any controllers
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..
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.
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!
oh I didn't realize you posted in both places
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
Could someone assist me in understanding how to get a particular area of my avi to bend with the weights properly in blender
can you send it?
my character just becomes like its not standing on the floor
my arms go behind the body
and i cant stretch them fully
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!
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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
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
I had that happen when I bought mine and rigged it. You can add constraints in unity in the bone/rigging section, there's a tab for the muscles or something with sliding bars you can use to prevent the arm from going behind the head etc. You'll need to weight paint the arms so they both look like the good one does.
i wonder why one of them has a floating standing issue in vr while the other mii has an issue with its arms instead of legs
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
will this fix the weird walking issue or the arms
haxi0's mii had an issue with the arms going into the head, mine is the one that floats and the legs barely acts connected to the ground while walking
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?
hello hello
I think the sdk called my avatar short even though its said to be around 5'6 ( probably counting the antenna height )
the arms seem to rest like this in vr?
hmm..did you configure the eye tracking dot so its in front of the eyes?
yeah
did you calibrate it?
our viewpoints
my viewpoint seems fine, haxi0 said theirs kind of just made their arms bend more when they changed it
u can calibrate it in game, it'll set it to t-pose then you set your trackers in place
idk if this helps at all but this is what they look like standing idle in desktop i think for comparison
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
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
drag with shift and you'll be able to drop it to set the parent
dont use cats, do it by hand... cats should be avoided for most stuff
True only think i use cats for is to generate the rest of my mouth movement
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
Make your own just once and reuse it?
yeah I'm probably gonna do that haha was just curious if there was any "standard" one people used
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
test
oh. its still allowed
but having mixamo do most of work for you still probably faster.
oh awesome thanks :D
what does mixamo do?
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
theres also accurig if anything tho i found mixamo proportions to be better. but probably accurig can be better with fingers.
oh that looks cool too
how do i begin creating an avatar rig in unity
what did i do when i go into edit mode the eyes lashes and teeth are gone why?
Try alt+h to undo hiding (hotkey h to hide)
creating of the rig/bones is done in blender. to modify or assign them in unity is another terminology
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
a. you can copy constraints and everything else from old versions to new with pumpkin tools.
b. you shouldnt loose components in the first place, it happens only if you forgot to include armature when exporting fbx.
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.
did u use some "fix model" option like cats has? that used to erase bones w/cats plugin. i havent tried pumpkin yet. are you having problems setting the bones in unity or setting the physbones, rigging constraints or what?
well to be exact, its my first time exporting a fbx so i assumed the bones would be back with the model but i guess not and i only heard that pumpkin tools recovers them by using the previous model you have.
so i techinally use that but
bones arent entirely all there
and i hadnt touch the fix model option at all in blender
might have to extrude them back into place from existing bones, and reconfigure the physbones (which isn't much to do unless your creator actually had specific calculations set for the bones)
No one will make avatars for free
Also not the place to ask as this server is full of scammers
Ok
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?
did you attach physbones to it lol
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)
new question cuz ive been working on thus for hours. ive done everything in the video and it still wont move the head
Is it weight painted?
not yet but in the video she hadnt weight painted yet
all she said is if it doesnt move then i did it wrong
i would like help with what i was asking about
Check your vertex group name for the head?
everything is right
should i just weight paint the head onto the heabone then?
cuz it is just a static mask
#avatar-help message
Very simple question, just learned i could use 3 vertebrae with my avatar. Does this look like good bones?
yes, it should be weight painted to the head bone. there are two rigs to choose from for the hand bones, humanoid, and the other one, choose the other one so u wont need fingers, or try the humanoid and see if itll work anyways.
yes, you can use 4 if you want, unity allows an upper and lower chest bone
figured it out
i doubt im gonna get any help, but how to i separate the mesh so i can texture paint without it overlapping
Wait so, 4 bones between hips and neck?
You can seperate meshes in edit mode. You should probably use substance painter if you wanna make good textures.
I dont have substance painter š„²
unity is t posing my thumb into this obtuse uglyness, what can I do to make it look like the bottom image?
i don't think it looks that bad, but you might be able to change the resting position of the thumb in the 'Muscles & Settings' tab when you're configuring/importing your rig in Unity
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)
I wouldnt
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
Hip, spine, chest, (upper chest optional), neck
Theres an add-on for blender called "Cats plug-in" its very popular. It will seperate the meshes for you either by material, or loose parts etc.
You don't need Cats for this separating by loose parts and material these functions are native to Blender
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
Keep getting deform issues with the legs, where exactly should the leg bones go?
The leg bones should go along the center of the leg geometry, from the hip joint to the ankle joint. The position and orientation of the leg bones affect how the mesh deforms when the rig is posed. If the leg bones are too far apart, too close together, or twisted, the mesh may deform in unwanted ways.
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.
I've never rigged an avatar before, so take my advice with a big grain of salt, but I remember reading that the top of the leg bones should be parallel with the bottom of the pelvis bone. I don't know if that will help here due to how wide the hips are though...I have virtually no experience with Blender.
Need help with wrist bone, should I weight paint the whole hand? Or just enough and avoid painting over fingers?
@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.
So like, dont paint over fingers if I plan to weight paint them individually?
Hand and 5 fingers
you can go from top to bottom and paint over whatever comes after
I paint the hand, for the wrist and paint the fingers individually?
Also how do I mirror my weight paints?
since when youll start painting fingers youll override whatever youd done before
Oh I see
you need mirrored bones