#avatar-rigging

1 messages · Page 13 of 1

brazen island
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ah i believe you also need to enable auto normalize

dark glacier
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What's that

brazen island
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otherwise you can have vertex painted both 1 or smth to different bones instead of its wights acros the bones being 1 total

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so without normalization its not guaranteed that if your vertex is red on some group its blue on all other groups

river ingot
cedar violet
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Hello! I was wondering, how to use parent constraints to dress up an avatar

brazen island
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why would you need a parent contraint for this. unless its a grabbable hat or smth.

cedar violet
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I want to add the clothes to an avatar but the only way i know of doing it is putting the bones of the clothing on the same bone on unity and i want a different method rather than that to make it look better and to not break the bones

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And i heard about u can do it by using parent constraints

coarse pond
fervent mantle
coarse pond
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ima bomb

brazen island
# cedar violet I want to add the clothes to an avatar but the only way i know of doing it is pu...

you want to keep all your bones in one armature. parent constraints are used when you need smth more than just attach a to b for performance reasons (usually, to attach partially, to change parent by animation, to attach inbetween multiple sources). if your clothes use some extra bones, merge them with main armature and make sure bone names on body and cloth are the same. and that should be it.

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and slapping parent constraints would be way more work than renaming bones too

cedar violet
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Yeah but how do i merge them thats the thing, im still very new when it comes to armatures

lapis nova
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hello! speaking of constraints, my arm twist constraints don't seem to work in vrchat at all, while they work just fine in unity... can anybody help figuring this out?

lapis nova
lapis nova
cedar violet
lapis nova
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add the modifier "data transfer" to the clothes, set as target the body, enable "vertex data", inside it "vertex groups", method "nearest face interpolated" or "project face interpolated" (both should work but one may be a bit better than the other for some use cases)

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then apply the modifier and you can use weight paint to improve the weights if needed

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if you set the armature in pose mode and click the clothes in the outliner you can use weight painting and move the bones at the same time

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shift+click a bone to choose it

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you don't need substance painter for any of that, all you need is to edit the UVs so they don't overlap, maybe all you need is to use the new "pack islands" functionality in blender 3.6, in the "UV" menu

cedar violet
leaden zinc
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hi.... kind of new to blender, but there is a slightly tricky question:
I neatly painted the weight of my mesh, but somehow afterwards I accidentally unparented the mesh with armature, so the bones won't control the mesh any more but the vertex groups in the mesh are still painted. How do I re-parent the mesh to rig again without clean out all the previously painted vertex group?

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thanks a loooooooot

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ah ok, solved! Select Armature deform works!

river ingot
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make more save points so u can revert to a prior save 😄

leaden zinc
river ingot
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I use cats plug in, theres an option on it that makes the parentign process easy

versed sphinx
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thats im made smthing wrong when transfer or my rig is too bad ?

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1st time try to add into VR

balmy delta
versed sphinx
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well, i try transfer my character from blender to Unity, tried creating a rig just like I saw in the video

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But I got a large number of errors

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And just wondering from knowledgeable people what could be the cause?

balmy delta
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Ah ok

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Your first message was incredibly broken english

versed sphinx
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wrong name of the dice or the hierarchy is wrong, maybe the rig isn't right at all

versed sphinx
balmy delta
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I assume export settings or parenting issues in heierchy

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Like the bones not being parent and child of the correct bones

versed sphinx
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i was using Auto rig pro

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maybe in this problem

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well, then ill try to remake all hierarchy

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thx for help

balmy delta
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It normally has hips as the top most parent
Hips > spine, tailroot, leg L, leg R > and so on

leaden zinc
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for vrchat, making eye blink, is it better to rig the eyelids or use shape keys?

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i already made rigs for eyelids, but then on an official avatar tutorial its using shape keys

river ingot
leaden zinc
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ok i tried both: blink shape is much easier! for whom might be wondering too

dim veldt
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How do I rig a league of legends model so they can be able to do perform emotes from league of legends game?

lusty storm
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Can someone rig an avatar for me? It'll need to be rigged for Quest 2. Nvm, I've found someone

upper imp
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@lusty storm @lusty storm DM

balmy delta
tired marten
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I'm pretty much totally new to avatar creation, I want to rig a Ghostface model but don't know how, I tried using an auto-rigger but it confuses the sleeve with the thumb so it basically scuffs the hand, can someone show me how to rig this thing?

kind mortar
brazen island
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or accurig, also free and it allows to map fingers

surreal jewel
trim nexus
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hey whats that key in blender to fix the jank ass camera

trim nexus
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period on numpad only

vestal condor
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Can someone correct me on this, feel like I'm wrong. I always thought with weight painting, each vertex shares a value up to 1 with the bones. and so if you make a vertex to 1 on a specific bone it'll remove the weight from other bones. but even after I maxed a weight to one bone, the other still moved it slightly. whats happening?

brazen island
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@vestal condor theres Auto Normalize option for this behavior, you need to enable it, otherwise weights per group are independent

narrow vortex
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advanced(ish?) rigging question; kitbashing a critter (thus colors not final), and I want to make it so the shoulder blade glides across the surface of his body when the shoulder bone is moved. Specifically, if I rotate it forwards/backwards it rotates from the center of the body like normal. But when I rotate the shoulder up/down, the shoulder doesnt rotate, it just moves up and down, parallel to the spine

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current set up (will symmetrize once everything in the arm is rigged)

narrow vortex
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figured out I need constraints, but advice on the exact set up would still be helpful

river ingot
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constraints for that part would be done in unity under the bone rigging section, the second part of it is where u can customize how far the bones move in given directions. Easy setup, just a little time consuming.

narrow vortex
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gotcha

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kinda wished I could do it from blender but I understand why I cant

harsh dew
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Ive weight painted one set of feathers on a character I've modelled, is there a way I can quickly like mirror them to the right side as well?

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the mesh is identical

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fixed it dw, just had to like delete the non painted half and apply a mirror modifier, you can create vertex groups with opposite side in the name. Wing.L -> create Wing.R

river ingot
wraith vapor
cold totem
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can somebody remind me how to transfer weight painting from my body onto a bikini?

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ping me if you respond pls

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or dm

narrow vortex
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oh frick its 4 am I'm so sorry for the ping

narrow vortex
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nevermind bud, after testing in game turns out the clavicle behaves just how I needed it to - like a clavicle. who'd've guessed?

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thank you for the help though

tough plinth
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Hi: I just have a quick question, is rigging more fixed/segmented/mechanical joints like this possible, rather than usual "ball sockets"? Im starting on my first vrchat character model and I'm unsure what's possible

river ingot
river ingot
tough plinth
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Yes, just needed confirmation that bone constraints were possible thx 👍

brazen island
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*on pc only

copper halo
sand charm
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Hi

twin halo
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I'm trying to add a piece of clothing to an avi and the clothing isn't rigged at all- nor is the clothing for the specific base, how exactly do I rig it to the avi? Is there a simple way to just fit it to the avi and then take the avi's armature and place it on the clothing?? dm or reply with ping plez

balmy delta
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If it isnt rigged at all then you need to rig it in blender

twin halo
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And how exactly do I do that?

balmy delta
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Weight painting and sculpting

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Its not simple at all and you would probably need to learn the basics in blender first

twin halo
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Thank you^^

brazen island
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@twin halo you can always start with transfer mesh data modifier - vertex groups - nearest face projected or interpolated (4th or 5th option, try both), for pretty tight stuff its usually enough

twin halo
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Well I'm having a problem with the mesh turning invisible once it hits unity-

brazen island
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thats was still blender

river ingot
twin halo
twin halo
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Some parts are visible but some aren't-

kind mortar
copper halo
flat osprey
winged moat
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can someone please help me rig my model?

nimble quest
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help

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my mesh wont parent to the armeture with vertex groups

tribal basin
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im having trouble trying to get the avatar rig open so i can fix the spine issue im having?? idk how to get to it 😭

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it doesn't help that the avatar i'm working with has a preset rig and doesn't seem to allow me to access the avatar mapping tab

surreal shale
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Does anyone know what went wrong with my rig? (This is when i enforce T-pose).

river ingot
river ingot
# surreal shale

ankles need to be swapped, their on the wrong sides. You may have too many arm bones, there shouldnt be one in the middle. But it looks like its more of a problem that a lot of the bones are on the wrong side of the body

surreal shale
fading verge
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new to unity so i want someone to figure out what to do here

fading verge
torn igloo
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also to rerig it, you need blender

fading verge
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also yes the rig is humanoid

torn igloo
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looking at the prefab, there is no armature?

fading verge
torn igloo
torn igloo
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?

fading verge
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do you also have to rig it for pc

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for non vr mode

torn igloo
fading verge
fading verge
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so you said i needed blender to rig it correctly?

brazen island
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when you on desktop it plays some default animations like walking looking etc. humanoid avatar shouldnt have any difference between pc/vr/fbt its just what is controlling it parts, animation or tracking

fading verge
brazen island
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unless im too cooked i explicietly mentioned it. you either a rock/chair/cardboard box or a humanoid that will (should, you can still break it) get all the benefits of vr/fbt

fading verge
brazen island
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for every humanoid avi theres default set of animations that you run depending on your tracking. rig=skeleton definition and its relation to mesh, it doesnt change between modes, it just flatscreen user cant move their hand and nonfbt cant lift their leg without some animation.

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eveb fbt ones use animations to run around (tho its disableable)

fading verge
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im just hoping i can import it to vrchat now

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i dont think theres any rig i wanna add to it

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for now i just wanna see how it looks in game

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although one thing im concerned about

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the models hands look like gloves

brazen island
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lemmy say it the other wsy aroundm if it can perform default emotions - its ok. without the proper rig itd be a solid object like pvc anime figure independent of your platform

fading verge
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not enough bones to create human avatar

tribal basin
fading verge
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is there a way i can insert a default animation?

brazen island
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@tribal basin theres no such thing, its either efit mode with an armsture selected or weightpaikt with mesh selected

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@fading verge make unity recognize your rig as a humanoid, done

tribal basin
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i found a video just now, i'm gonna try and make a rig from scratch for the first time 🤞

brazen island
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@tribal basin you can always use mixamo/accurig as a starting point

fading verge
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this is what im looking at

brazen island
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@fading verge yep. 17 is the bare minimum for vrc i believe, fix your armature

tribal basin
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i think my problems are stemming from the fact that the model i'm using isn't a complete character model but i may be making up excuses

brazen island
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blenddr time

fading verge
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nooooooooooooooooooooooooooooo

round wasp
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is there any specific naming of joints i have to follow?

brazen island
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no, unity tries to guess it from the hierarchy

round wasp
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alirghty, thanks

brazen island
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@round wasp tho if youre going for physbones etc name it like z_bonename (z_boob.L) or smth so the humanoid bones would be the top children.

round wasp
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ah alright, i'm just doing a normal humanoid avatar so i def won't be needing those

round wasp
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do i have to IK anything for the rig? or just skeleton binded to model?

umbral fossil
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Hey quick question
There are two models that I really want to rig, I'm broke and don't want to pay anyone else to do it so I want to learn how to do it myself
I know there are a lot of rigging tutorials out there but like which one is the best for beginners who have never done anything like that
I know a bit how Blender works but that's about where my knowledge ends

delicate kelp
umbral fossil
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But more complicated poses

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They are humanoid but their poses don't really lend themselves to ''it's clear which bone goes where''

delicate kelp
# umbral fossil They are humanoid but their poses don't really lend themselves to ''it's clear w...

t-pose/a-pose are ideal for the best deformations, but other poses will "work" (though if this is for an avatar it may turn out poorly). If you want to test it out you can still pose the rigify bones in the same pose which is still pretty simple. But depending on if the model's topology or if it was even built for deformations at all it may be "not good" to "really bad". You might have to make modifications to the model to be more deformation friendly before rigging

umbral fossil
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Hold on I'll send a few screenshots so you can get an idea of what the model looks like

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This is the 2nd model

delicate kelp
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Oh that's not too bad, you should be able to rig that with rigify. Again results wont be perfect without modifications, but it may be serviceable at least

umbral fossil
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hm

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You said there was a quite easy tutorial for it, do you have a link for me?

delicate kelp
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I didn't mention any tutorials, but it's so easy to learn you can find one under 10 minutes no problem. I didn't watch this one but here's the first result on google, it should cover it https://www.youtube.com/watch?v=snvlZcQUoXs

umbral fossil
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oh

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Alright

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I have another question as well, how does rigging props to the model work

umbral fossil
# umbral fossil

Cause if everything goes well this model would have three props that you can activate and deactivate : a staff in the right hand, a wand in the left hand and a hat

delicate kelp
umbral fossil
delicate kelp
umbral fossil
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Oh

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My bad

delicate kelp
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Np

umbral fossil
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I didn't watch it yet cause I thought I'd need to install it first

delicate kelp
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Yea totally understandable

umbral fossil
umbral fossil
balmy delta
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To be humanoid yes

umbral fossil
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Whyu does it give me this error when I generate the rig

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Never mind

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Fixed it

umbral fossil
balmy delta
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my main question

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why isnt it in tpose

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or at least a pose

umbral fossil
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Because I rigged it directly from a game itself

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It's nowhere to be found online

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So it's still in the same pose as when I rigged it

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ripped

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I mean ripped

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Not rigged

balmy delta
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its much easier to rig it when its in tpose

umbral fossil
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May be but there is no t pose of this anywhere

balmy delta
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then edit the mesh into a tpose

umbral fossil
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I don't know how without messing things up

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I'm very new to this stuff

balmy delta
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the entire body is one mesh correct?

umbral fossil
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Yeah

balmy delta
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just click it and enter edit mode then just pose the arms

delicate kelp
delicate kelp
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You can delete your current rig and unhide the metarig to do the adjustments

umbral fossil
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Don't I have to do the weight painting on the rig itself though, not the metarig?

delicate kelp
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the metarig is the bones

umbral fossil
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I know

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The bones look like they're in place though

delicate kelp
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ah I see what you mean. It requires both the bones and the mesh

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each bone has its own weight paint values. Weight painting just determines how much each bone affects the mesh (from not at all, to completely, and anything in between)

umbral fossil
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This is pretty much how it should be right?

delicate kelp
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yup perfect

umbral fossil
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NEat

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So now I make the rig and do some weight painting?

delicate kelp
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you already have the rig (the bones), but yea weight painting is next

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for the drapes you probably just want to have 100% influence from the root bone (pelvis) unless you plan on making physics for it. I don't have experience on physics though so I couldn't help there

balmy delta
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the best you would get with the current rig is the hip down being completely red

delicate kelp
umbral fossil
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Ah, alright

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So how do I know where goes how much weight paint

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Especially on stuff like the fingers?

river ingot
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fingers should have a rainbow coloring, red for middle, then yellow, green, blue. green/blue can overlap other bone weights. Just measure them by the bone length. Also I noticed while weightpainting one bone, you painted over something beyond that bone which was causing something else to move when moving that bone. Like the fingers, weight paint away from the body next time so it won't spray onto the body too. Also the hand and pelvic bones may not be connected which would cause them to not move with the upper body when moving it.

umbral fossil
fading verge
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tyyoo whats the rigging template?

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nvm i found it

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do i need hands ?

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i have rec room like hands in my character

balmy delta
fading verge
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ok phew

leaden solstice
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nvm

solemn lintel
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I've consistently had this problem with a variety of different rigs within Blender, and after a lot of googling I can't find a solution to my particular problem...

The issue is that when I rotate an avatar's head to look down or look up, the eyes and teeth poke out of the head the further the head is rotated. I have the eyes and teeth fully weighted to their own bones. Their bones are parented to the head bone. Is there some kind of weird bone parent / weighting hierarchy that I'm doing wrong?

solemn lintel
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^ I solved my own problem

The issue was that some random bone unrelated to the head had a barely-perceptible amount of vertex weight influence over the head, so once I removed that influence entirely it stopped the bad eye and teeth movement

eternal kernel
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Is there a good "Stretch To" constraint in Unity that is compatible with VRChat? In Blender there's a Stretch To constraint that is useful for rigging pistons for example, and 3dsMax and Maya have bone settings, bone node trees, and other methods to allow them to stretch to a certain target.

The best option I can think of for Unity is using a PhysBone that stretches to it's child "end" bone. And that end bone has a parent constraint to another bone, like the forearm.

river ingot
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there is a stretch option on physbones..true..

eternal kernel
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I did use the physbones for these head cables and it worked out pretty well after playing with the settings
This used a similar setup, allbeit multiple bones for the wires. I just wasn't sure if there was a better way to get a Stretch To rig in Unity without the use of custom scripts

eternal kernel
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I'm adding on to this, it seems like my method doesn't actually work. The thing I'm trying to get is this bone to scale on the y axis to the opposite blue piston. I thought maybe the PhysBones might work, but nothing I'm doing seems to actually make it stretch to get to it's child bone and work. Are there some sort of optional stretchy bones vrchat can do? I could make a script to do what I'm wanting but of course VRChat wouldn't use it.

Adding on to this, the "Stretch To" constraint I want I don't nesecarily need on the arm (I can't get away with it just with an Aim Constraint). The problem is that I have bones that need this feature since the rig is that much more complex in these spots

eternal kernel
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Are there IK constraints in Unity? I know VRChat uses FinalIK but it is a paid addon and VRChat doesn't necessarily recommend it's usage, so it would be a gamble to try to use it. Honestly I'm surprised Unity doesn't have any more constraints since Unreal Engine has Control Rigs you can make and animate in the engine

formal hare
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How much use do the shoulders see in-game? Ie, how poor of weight painting can I get away with on them for it not to be a big issue ingame?

rare moon
river ingot
rustic fox
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not sure what to do, but just added bones to this in blender and got everything connected but not sure how to set up the avatar for the animator, any help would be great

rustic fox
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Figured it out

devout pike
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Hi I'm looking for a way to make floating orb eyes with narrowing and changing shape smoothly, for now got 2 ideas, make each mode separate on invisible eyeballs or make red glowing eyeball and eyelids making most of it invisible making desired shapes?

fresh charm
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Hello im trying to find out how to set my avatar in Unity to A pose position (like T pose but it is A).

fading verge
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do the skeletons have to be symmetrical? i have the arm completely symmetrical however the fingers are slightly off on one side

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i tried messing with the model to make it look better but it's a robot hand so it looks weird when scaled

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would be easier to change the bones to fit it better

oblique furnace
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@fading verge The skeleton doesn't have to be perfectly symmetrical when it comes down to rotations, but both sides should at least have the same reach when fully stretched out because proportions.
In Unity when configuring a humanoid rig, you can enforce a T Pose to see how it looks when everything is supposed to be pointing in their correct directions. VRChat puts your humanoid models into an IK pose when initially loaded which you can also view, but only in play mode with an animator who's default state is the IK pose. You can also provide your own IK pose animation should yours be special. Refer to the default IK pose animation on how it should look.
iirc, you can also do the same for T pose, but there is something that can be said about deviating from standards because the defaults usually should just work

empty compass
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Hi, do I go here for rigging help or is it at the #avatar-help do i request help with rigging?

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I'm having some issues with the my hands in VR with a custom avatar

empty compass
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Sorry for the spamming of images in advance: So I'm rigging my Avatar and the hands deform to odd shapes. But my bone structure and hierarchy seem to be correct. So to make sure that this wasn't and issue with my model or rig I downloaded a clean model from Mixamo into blender and exported it to vrchat and still had the same hand deformaties.

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here is the clean mixamo model with the same issue

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Its the hand dents and curled back fingers on the oben hand that is getting me. How do I make the hands look natural lik this spiderman model?

empty compass
river ingot
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it may be more complicated than that but its a off of the top of my head way to explain it.

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garr...theres the windows u need open. At the top right is the idle pose, and the "open' button at the top right of that, click that, and it'll open the bottom left window. there you have to change the decimals around so the fingers are at the lineage that you want them to be at for the idle pose. Then you insert that idle pose into the gestures and locomotion where needed to replace the default idle.

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oh yah, then those customized gestures, locomotions etc, have to be put in the respective slots in the avatar descriptor.

untold thorn
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I'm trying to parent the bones on my character, but blender won't let me. Does anyone know how to fix this?

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When I try to parent the bones to each other, the option to do so is grayed out.

arctic sundial
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that may happen if the bones are not joined (different armatures, merge them first)

river ingot
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cats plugin also has an option that does it for u

untold thorn
zealous latch
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I'm in the process of making a custom avatar for myself and I'm having trouble figuring something out. I'm still working on the model and the armature in blender, and I can't find any guides that explain how to set up the armature for what I'm trying to achieve. This is my very first avatar so I may have bitten off more than I can chew. I'm trying to create a humanoid avatar with four arms, and I want to set up the armature in a way where I can switch between controlling each set of arms individually, or as one unit. I know it's possible because I've used an avatar with that kind of feature before, but I have no idea how to set it up myself

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The arms are both humanoid, one having hands and the other ending in large claws that do not pose or flex.

copper halo
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no need for cats. it just breaks more than it fixes

river ingot
river ingot
indigo lake
ebon elbow
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hello
I put a hoodie on my avatar in blender and weight painted it so it stays and stretches with my avatar pretty good.
the hoodie does not have any armature but it has two drawstrings for the hood.
I put my own bones on the drawstrings as separate armatures and I don't know if that's correct, but I'm just trying to make it so that the drawstrings will hang down and maybe shake around a little bit if i'm moving.
the problem I'm at right now is that the bones on the drawstrings aren't actually attached to the hoodie yet. I'm not sure how I should approach this, any ideas?

ebon elbow
river ingot
# ebon elbow

They look close to the neck, or upper chest bone,(if you have one) Parent them to either of them. Looks like they may be parented to soemthing downwards according to those dotted lines

faint crow
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Hey, i was switching from 2019-2022 unity, and my avatar's rigs dont work anymore. with 2019 everything is fine but 2022 unity it breaks them, claming the character isnt in t-pose, and, even when I use 'reenforce tpose' it still doesnt work, and jsut acts liek it never had a rig in the first place. its frustrating because i wante to be ableto use 2022 but it jsut seems unusable. Has anybody else run into this issue? ( i can provide pics if wanted as well)

turbid verge
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i’m having a hard time rigging pants

leaden solstice
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need help my sdk isent showing up in my unity

turbid verge
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i can get everything to anchor to my hips, but nothing else on the pants connect with the body, they just stay in play

celest oyster
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My model in unity is in A pose and it makes adding certain assets a pain in the ass, is there a way to make him T pose by default?

arctic sundial
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Change the rest pose to be T-pose in blender

covert summit
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should an avatars arm be as straight as possible with a sligh bend near the elbow

torn palm
river ingot
river ingot
river ingot
turbid verge
floral crystal
thorn wasp
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quick question, my avatar's spine/chest/upper chest seem to shrink into eachother when sitting.
Does having upper chest make this more common?
Does shrinking the neck bone do anything nowadays?
Is this being caused because the spine-chest-upperchest isnt long enough? or too long? in comparison to legs or arms?

kind mortar
thorn wasp
wispy agate
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Hey guys im just trying out editing the rig on the base I use for my personal and im looking at another base I got and I noticed the neck, chest, spine hips and leg bones all have a roll of 0 on this other base where mine has different values on each which is correct should humanoid bones have roll applied?

pale pumice
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you really want 0 roll on everything humanoid, and also eyes

crisp linden
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Posting this here cause i wasnt sure where it would Go
I need help fixing a Issue
its not detecting a Humanoid Rig in unity for some reason well kind of
when i enforced T Pose it works
WHen i save it doesnt save the T pose and Still shows the same error
even when i put in a T Pose Default It doesnt work.
Hope these images help but i Dont know if its a Unity issue or Blender issue.

wintry maple
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Weight painting issue
soo.. id weight paint on one bone but 1) its not mirroring and 2) if i go to another bone if just appears on the first bone i painted

or sometimes when i to paint somewhere it wont appear at all

river ingot
river ingot
wintry maple
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2 but i tried doing that

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1 also okay i didnt realise lol thank you

crisp linden
river ingot
junior goblet
#

there should be an option in unity (in the assets, click on ur model, then rig, then change the animation type to humanoid, then apply, the hit configure, scroll down on the right side til u see a dropdown menu named "Pose" and click Enforce T-Pose)

river ingot
#

Its how your bones should be positioned in relation to the body for a T-pose.

mellow nymph
#

I made custom clothing that is linked to a skeleton in blender, weight painted, and can be posed just fine, but when it imports into Unity, I'm met with this error; what's the deal and how can I fix this issue?

mellow nymph
#

Figured it out, Taking the FBX to substance and then exporting it from there sort of broke the skeleton binding, so I had to take the exported FBX back into blender and RE-Apply the armature...

Follow up question: Anyone know if it's possible to prevent substance from breaking the pose/losing the bone weight data?

white needle
#

does anyone know how to fix this im fairly new to blender so i don't know what this is or how to fix it

#

alot of the bones are paired to the hips

bold field
wintry maple
#

my avatar is actling like the legs wont work? as in theyll be in the right place and stuff but they dont move at all.
i cant find where to check the armature rig in unity either

#

i dont know if this js the right channel for this or not

arctic sundial
#

The legs dont move in play mode or ingame? (big difference)

wintry maple
#

both

#

in play mode (using gesture manager) they stay scrunched up

in game they stay straight down even if i move around

arctic sundial
#

Yea sounds like maybe the leg assignm,ent wasnt done right in unity

#

Find the fbx file of the avatar in your asset folder

#

When you click on it there, you will see there are import settings in the inspector. That is where you will find the rig tab

wintry maple
#

i know how to find it usually but im not seeing that in here

arctic sundial
#

Lets try a picture because otherwise i can only guess what you are/arent seeing

wintry maple
#

feel i should not that the avatar changes body types and all the files i see in here for models arent any fbx stuffs?

arctic sundial
#

That looks like the separate meshes

wintry maple
#

the only other thing i see aside from these mesh is the prefab for the avatar

arctic sundial
#

The prefab will include the fbx it uses

#

Usually how i find this fast is i go into the avatar descriptor of my avatar and it will have an "avatar" assignes (the blue stick man symbol) - when clicking that, itll jump to where thats from

wintry maple
#

dont quesrion the avatar haha

#

shes adorable

#

what if i tried to delete that rig? would it direct me to create a new one?

arctic sundial
#

No, you create them in the import settings of the avatar

#

I have a feeling its gonna be on the body. But i dont get why someone would pluck all the parts apart like that. Its confusing af and unclear

wintry maple
#

i dont see anywhere i can do that 😭😭

arctic sundial
#

Which mesh does the body use? If you click the body and the mesh it says in the inspector, where does it lead you

wintry maple
#

does this for everything

arctic sundial
#

the heck is your inspector

wintry maple
#

lol

arctic sundial
#

Try the next one over

#

Body Typ something

wintry maple
#

all the same way

arctic sundial
#

Thats so weird, i have never seen an avatar that doesnt have a prefab. Well, you can still edit the existing "avatar" i guess

#

Perhaps duplicate it first, then open/edit it there, then assign the edit in the descriptor

wintry maple
#

i might aswell give up/redo tbh

#

thank you for trying to help me anyways though

#

💙

strange yarrow
#

I've watched something like this and below the comments one guy said there are also twist bones for upper arm twist bones, but I failed to make it in Unity with Rotation Constraint

#

Is there any ways to make it?

ashen iris
#

Realizing this is probably the better place to put it, but trying to get these earring bones to work properly. Everything deforms/poses as it should in blender, however in Unity in play mode, the only unweighted part of the mesh is completely wacked out (second photo). Moves in weird ways and isn't anchored in place, cannot figure out for the life of me why its doing this. Even the motion works and anchors properly for the rest of the bone stack, except the stud that's supposed to be stationary on the ear,

river ingot
ashen iris
#

Does it need to be? Its stationary and even trying to flip back through some other models led me to believe it didnt have to be since theres no bones or movement necessary for that part in particular

river ingot
#

weight paint it to whatever the ears weightpainted to and it'll stay in place with the ear.

ashen iris
ashen iris
#

That seems to have been the problem, cheers!

grave oak
#

Hi, so I have a question relating to weight painting. Is it possible when selecting a vertex group, that the corresponding bone of the vertex group shows up or is highlighted?

#

I figured it out, all good. In object mode you have to click the armature, then shift click the mesh, go into weight paint mode, then ctrl left click the corresponding bone for that vertex group.

turbid verge
#

Glad you could figure it out, sorry that no one was available to help

indigo nacelle
#

Are there any good guides on making you own animations for you avatar. Im talking like animate a dance or something in blender and put it into unity. I have a rigged model and i want to bring it into unity with its animations but the bone dependancies dont match up to a normal humanoid skeleton

analog quest
#

i'm trying to update to new unity version and it thinks my avatar is not rigged correctly but it clearly is???

arctic sundial
#

I saw someone say in the past to change your rig to non humanoid, save, then back to humanoid

#

Maybe that helps "refresh it"?

weak yarrow
analog quest
analog quest
weak yarrow
#

yeah no, your animator does have the avatar field correctly filled. Maybe you don't use the right one, if you can verify that.

analog quest
#

as far as i can tell that's the only compatible object

#

it seems to be inside teh imported fbx

weak yarrow
#

and when you select it, you should click on configure in the inspector

#

see if your rig is good on this one

formal hare
#

I've got this couple of vertices that seem to move with the left middle finger when they shouldn't. I fixed this in blender and unity-and everything is perfect there-but ingame i cant get this problem to go away.
How do I fix this/diagnose the issue if I can't see anything wrong in blender/unity?

arctic sundial
#

Did you give weight cleanup or weight normalization a try yet?

formal hare
#

no idea what those are haha

arctic sundial
formal hare
#

ill give it a shot, thanks

river ingot
#

u can also go to the rig section, and theres a tab for muscles and constraints. It'll let you test your avatar when it moves different bones to see if there are any weight paint issues and or bone mishaps.

peak osprey
analog quest
#

i think it was because my fbx had been unpacked and edited. dragging back in the fbx and attaching an avatar descriptor to it seemed to solve it

peak osprey
#

very new to unity, sorry for lots of questions

#

oh also this is a quest avatar im trying to make, idk if that makes a difference

analog quest
#

i literally just dragged a second copy up from assets to the heirarchy without deleting at first to test. if you have more than one descriptor in the scene the top of the sdk control panel lets you choose which to upload/edit/ec

#

once the new copy was working i did eventually delete the old though

peak osprey
#

worked perfectly, thank you @analog quest ❤️

analog quest
#

no problem. now if only i could get past this blender import issue lol

peak osprey
#

if only i could help, but alas, i am smupid

arctic sundial
#

What happens if you detach the mesh?

crisp linden
#

Having issues with my Legs when i crouch down the Legs Spread out in a V shape rather then the Normal l l shape How can i fix that?

robust crescent
#

straighten your legs (blender) or go bowlegged 🐇

crisp linden
#

can bowlegged be done in Unity?

robust crescent
#

nope

#

if they arent straight when viewed from front they either go in or out when crouching

#

closer to that less issues

crisp linden
#

Do i Change the Roll?

robust crescent
#

edit mode and just move bones so they are more aligned

crisp linden
#

and this is the Full legs

balmy oracle
#

Does my Avatar NEED chest and shoulder bones? I'm trying to rig an animatronic and its not going well.

kind mortar
balmy oracle
#

yikes, so how do I fix this?

kind mortar
balmy oracle
#

the neck and shoulder is coming out, they aren't moving together properly

kind mortar
#

Weight paint needs to be fixed then

balmy oracle
#

ive tried that but it doesnt seem to change a thing

#

guess ill just mess with it some more

fervent mantle
short spindle
#

I wanna rig this so bad but idk how to. I tried looking up a tutorial but it confused me. Does anyone have a quick rundown?

kind mortar
patent ether
#

If i wanted to rig a model that looks like this for example how would that work becuse of the neck?

balmy delta
carmine ibex
#

i just spent 10 hours rigging and weight painting a roblox avatar, turned out well

river ingot
fresh wave
#

Jeez rigging is impossible

#

Can anyone help me with my avatar rigging I’m doing horrible

short spindle
river ingot
patent ether
fading verge
#

Hello. I am looking for some help/advice in finding a way to get my SecondLife avatar into VR Chat. if anyone is knowledgable in this regard, please DM me

dreamy heron
#

Hiyaaaa, I wanna get into learning how to use blender for VRchat. More specifically rigging clothes to preexisting models and weightpainting them on. (Especially clothes that aren’t fit for a specific base I use.)

Does anyone know a good source of materials and or videos I could use to learn?

urban nymph
#

if anyone could help me, Ive been going at this for hours trying to rig this skirt to work with physbone but no matter what I do/changes I make, it keeps colliding with the thighs. Could someone help me? 😭

spiral pecan
wheat geyser
#

Does anyone have experience in making a short legged avatar work with FBT without the legs folding weirdly when going into a crouching position? I know it can't be 1 to 1 tracking because of the body proportion but there must be some way to make the legs at least not go crazy and act normally.

wheat tulip
#

What external collidors do is force the dress to stay within the external collidors radius.

modern crystal
#

question, what are the REQUIRED bones for a humanoid rig?

robust crescent
#

these , toes and fingers not needed

stone swift
#

how many bones should i have for this hair

river ingot
# stone swift

they look divided into a few thick segments..maybe just one on each shoulder portion and maybe one or two in the back at the ends

slow trout
# empty compass I tried that :/ oh well. I'll keep at it then. Thank you anyways, honestly

ik this is a very late reply to ya post, but you can try just adding a gesture layer on the avi, and then going into each hand pose animation, and fixing it by slightly adjusting each finger. Here's a reference vid https://www.youtube.com/watch?v=Ql-FTv5ujgU

First find one of the default VRC gestures, their properties have "Animator." with all the fingers' stretches etc.

Then edit it with a temporary controller (preferably on a duplicated/backed up model)

Edit to your liking

Lastly, make sure it's in the gesture controller of your Model, in the Avatar Descriptor.

Need more help? Contact me! Una...

▶ Play video
short spindle
#

Does anybody know how to rig something like this? All the tutorials I found didn't really help me and everytime I try to rig it, the model breaks. Also Mixamo doesn't work with this model either so that's out of the picture.

hollow bronze
#

Jus rig it without fingies

#

That what i did for my avatar

#

It only needs the minimum requiremenys

short spindle
#

it still breaks though

#

i'm trying to do vector rigging but I have no idea how to do it properly

#

well, I think that's what it's called anyways

short spindle
hollow bronze
#

I can do it for you

#

Shouldnt take long

short spindle
#

thanks, i'll send the .blend file

hollow bronze
#

👍

short spindle
neon compass
#

I made this Blender Addon that helps you attach objects to the mesh, it generates weight paint and shape keys automatically
It greatly speeds up the work of putting piercings or earrings on your avatar
https://vxtwitter.com/DX_Nacca/status/1743387640685113694

I'm working on this little tool

Addon to Automate Rigging Piercings and Earrings on Mesh with Weight Paint and Shape Keys

#VRChat #Blender

💖 0

▶ Play video
hollow bronze
#

ouu

#

i'mma have to use this for things outside of VRChat 😂

wise brook
#

Im having an issue with unity 2022 when i try to add phys bones nothing happends i
see them or anything and i know there there idk what the issue is help plz 🙏

pale pumice
wise brook
#

its weird cause it works for some but not everting like the butt root it wont do anything nether the thigh

wise brook
robust crescent
#

add endpoint (y)

wise brook
clear barn
#

Unity Avatar armature config has slots for Chest and Upper Chest. It seems like most avatars don't use or have a bone for Upper Chest. Is there some reason for this, some reason it still shouldn't be used in sdk3?

robust crescent
#

you can use them , older avs we just unmapped/merged them

limber oasis
#

do i need to get the fingers, skirt ends, and toe ends streightened out? if so how precise do i need to be?

safe bane
#

would anyone be willing to rig a model for me for 10 bucks

pale pumice
#

ha

kind mortar
safe bane
kind mortar
kind mortar
open night
#

hello i need a person that will make a spiderman avatar for me

robust moat
#

any idea why this would happen?
Pops up when entering paymode after setting up physbones

balmy delta
little lark
#

Could I get some help with rigging an avatar? If their's a video or something I'd really appreciate it. I am starting with just a simple cube man, so it shouldn't be too difficult right?

wintry maple
#

what is this message trying to tell me???

brazen island
#

@wintry maple rename your mesh from head to smth else

#

or the bone? probably the bone to not mess up expressions?

wintry maple
#

i just imported it

#

just rename it to anything???

brazen island
#

so theyre not the same

wintry maple
brazen island
#

and the hierarchy looks like?

wintry maple
#

please please please ignore the huge boingas 😭

brazen island
#

hierarchy. just screenshot the whole screen, hierarchy and green man included

wintry maple
#

oooo ok

#

i really hope thats what you mean

brazen island
#

would help if i could see anything related to the head bone🫠

#

both panels omit right informatiom

wintry maple
#

aarrgsgg im sorry

brazen island
#

and you renamed what

#

i see Head

wintry maple
#

uhhhhh hold on let me do it in blender and re import

#

i had to rename it in blender

#

says its finer now

#

thank you most!

brazen island
#

np

#

also if you know blender you can merge head and body now, it should ne more optimised for 2022. unless youd have to redo the animations.

#

tho im not sure about memory usage with blendshapes

pale pumice
brazen island
#

@pale pumice i mean would body+head take more/less/same vram against combimed

pale pumice
#

i can't see why

#

I mean, I can't see why it'd be different

#

(I don't know for sure)

slow trout
# little lark Could I get some help with rigging an avatar? If their's a video or something I'...

Everything I taught you about Armatures 2 years ago is no longer valid, I want you to take that information, wrap it up in toilet paper and flush it. Treat it like how you treat your Least favourite sibling and only be nice to them when you want something.

Throw your whole armature away and pay attention. I got ahold of Full Body Tracking and m...

▶ Play video

Let’s be honest, most people take one look at weight painting and think “This looks like what happens when a drunk unicorn stands on a train track and an unfortunate passer-by happens to be a little too close after the resulting collision.”

I promise you once you get to understand certain repeated patters and recognise them. What was once a pot...

▶ Play video
waxen gulch
#

anyone know to to add shoes to an avi that has the feet like this? im new to adding clothes and wanted to add these to my avatar and never have used blender b4 for this.

modern crystal
#

is having one bone for the hands fine?

balmy delta
balmy delta
modern crystal
kind mortar
# waxen gulch AHHH Thank youuuuu

Honestly what I do is just pose the feet flat, then set it as the rest pose, then you can edit the bone to go back to the way it was. it seems complicated but it's really easy and takes not even a minuite

river ingot
deft tusk
#

i wonder what makes some avatar lift their heels and stand on their toes when floating midair using spacedrag (like the one in OVR Advanced Settings) while others dont

#

is that related to rig settings?

river ingot
#

in vr descriptor you may need to double check what your dropping into the idle and locomotion boxes, then check the customizations your dropping in there to make sure their all set the way you want them.

little lark
slow trout
#

no worries lol

astral quest
#

does anyone know why my edit mode and object mode for this mesh differ, I want to make a shape key but without the two being the same I cant really set the key? when in pose mode everything looks like the first picture

slow trout
#

what you can do it make extra bones on the avatars legs that aren't the main leg and knee or ankle bones, and weight paint the legs to the extra ones instead and have then parented to the bone closest to them, I what I did for my titan avi's so the legs would keep there bend without straitening out, you also want to try and make the foot/ankle bone and toe bone flat on the ground in blender

slow trout
#

In Object Data Properties, enable Rest Position. Don't forget to re-enable Pose Position once you're done.

#

you can also try this

slow trout
astral quest
slow trout
#

if you turn that off and go into pose mode on the model, the bones might not move with the mesh anymore

#

oh wait

slow trout
#

btw in the vid he apply's the armature in the modifier menu, you don't need to do that

astral quest
#

I need to make the objest sit at a certain location when I turn on the shape key and the position would be different if I editied it in rest

slow trout
steady loom
#

Anyone know why an aim constraint might be doing this?

#

The Aim constraint looks like this,

#

Each hand has an empty, which is aim constrained to an empty in the other hand.

Unchecking freeze rotation axis seems to cause some serious issues with it, but i can't find a way to stop it rotating in the hand.

slow trout
#

oh wait, you just want it to rotate in only one hand at a time?

steady loom
#

I want the sword to not spin weirdly when i move it in certain angles,

#

the wrist of the "main" hand holding it (in this case the left one) should control the roll of the blade

#

but instead the sword seems to spin bizzarely,

slow trout
#

try this vid

#

I haven't watched the vid in awhile but it should have a solution to ya problem

#

hopefully😅

steady loom
#

yeah i saw that and tried it but it doesn't stop the rotation

#

especially as it's basically how i've got it set up already

slow trout
#

only thing I could think of would be to use an Ik setup using final ik

#

would mean you would have to redo the constraints tho lol

#

plus the whole unity package to get final ik is like 60$ sumthin US I think

steady loom
#

I do have final IK

#

but

#

that is some real suffering

slow trout
#

lmao, I feel ya on that one

steady loom
#

I just want it to lock on one axis and "look at" with the other two, this should be relatively simple,

#

but for whatever reason, it just... isn't.

slow trout
#

unity go buur

#

I only know how to do that set up using final ik so me is not much help, Im sorry

#

Ig just try reposting later if ya still stuck on it and someone else might know

#

sorry g😅

charred kite
#

Hey, I'm trying to port this model to vrchat but realized that the arm orientation is facing outwards instead of downwards, so the animations look messed up, what would be the best way to fix this?

deft tusk
crimson roost
steady loom
orchid breach
#

Hey, its my first time trying to setup assets (clothes) ment for specific avatars to other ones in blender... i have absolutely no experience at all in blender but somewhat decent in unity and ive been following a yt tutorial for setting up clothes which do not have premade armature.

My Question now is, is there a way to merge armatures if the asset already contains some additional bones?

(The Asset is made for Rex and im trying to use it for Magpie, but the Asset has additional bones to use physbones on) (Also tried to use CATS but i cant seem to get it to work on blender 4.02, and my downgrade fails.)
Thanks in Advance! 🧡

crimson roost
#

I mean the actual model its self, not a layer or anyrhing. They are seperate fbx files just to be on their toes or not

#

Same for panda base and many orher bases

deft tusk
#

i see...i thought you meant Locomotion layer

crimson roost
#

No worries, and to answer the original question, there is unfortunately no way as far as my knowledge to make them flat foot without editing the mesh itself, whcih you may aswell just make a new avi at that point

deft tusk
#

so unless i do something about changing the fbx it's impossible to change that default settings?

crimson roost
#

As far as im aware yes

deft tusk
#

oof i see...so gotta edit the meshes then

crimson roost
#

Which is why avatar base creators make tak seperate fbxs

crimson roost
deft tusk
#

surprising to know such simple thing isnt customizable outside rebuilding the prefabs

crimson roost
deft tusk
#

some avatars have blendshapes to toggle high heels at the body, but even that still doesnt prevent the spacedrag pose

crimson roost
#

Indeed, some avatars do have blend shapes, it all depends on the base

#

ZINFIT and Panda base v1 do not have blend shapes on feet

deft tusk
#

so i guess its natural to make the default as high heel because it should work ok for FBT players

crimson roost
#

I suppose, whats the avatar you are refering too in all this?

deft tusk
#

many examples

#

like ones from komado seems to be all in default

#

while some like manuka or mizuki or others are always fixed as flat foot when in midair

#

i wonder if the latter have problems to make tippy toe poses in FBT?

crimson roost
#

Ahh right, yeah im pretty sure they are just using different fbxs. Because when i create my avis i use mostly flat foot 95% of the time, and when i use fbt in them they never tip toe with playspace so im unsure

deft tusk
#

that figures

#

so it all boils down to whether you need tippy toes pose or not

crimson roost
#

Thats my best guess

deft tusk
#

if you dont need it then making it flat would work

crimson roost
#

Im still fairly new to creation so i cant be 100% certain, but thats my somewhat educated guess

deft tusk
#

if you need it then leave it as default, then it would be possible to tippy toe while FBT but will also force it when space dragged midair

#

thus always needing a solid ground to maintain a flat foot

#

...i tried to bypass this by adding ground pb collider and applying it to foot pbs but it still didnt work, so i guess im out of ideas now

crimson roost
#

Sorry i coulsnt be more help mate, hope you figure out what you need

deft tusk
#

no need to be sorry, thanks a bunch as it was enlightening enough for me and i wish you a good day or night

river ingot
#

It used to be, if in blender, the avis flatfooted with the xyz plane. Then when you drop it into unity, and reset the position so its centered in the xyz plane there, then that would technically solve the problem. But I've been creating for over a year, and do my own avis and this seems like a recent glitch in the vrchat system more than anything else. I've seen other avis experiencing the same problem, so it might be a system techinical issue until they fix it.

undone beacon
dapper moon
#

does anyone know how to fix joints twisting? I tried to fix with copy rotation constraints but those don't work in Unity

modern crystal
#

is the bone for the head optional or no?

kind mortar
modern crystal
thin jay
#

I rigged my model but his legs both bend weirdly in one direction when standing idle

#

Even tho in blender, they are perfectly straight

devout epoch
thin jay
south tendon
#

Had fun riggin another military avi. Guns being added as I post this

modern crystal
#

so when i parent them, the line goes like this and doesnt go on the other end, how do i fix this?

kind mortar
modern crystal
kind mortar
#

Move the bone over there, then parent it conncted

balmy delta
#

You can also merge the points

modern crystal
modern crystal
river ingot
vestal condor
#

I need to remove a couple bones from an armature and need help.
how do I transfer the weight to a different bone?

vestal condor
#

To phrase better, I want to transfer the weight of a bone to its parent

river ingot
#

I do it the basic way. But theres a college way to go about it with the shortcuts..

fading verge
#

Okay so I rigged a model to be used in Unity. I rigged the eyes so they and look around but when I try to put it in and applied the eyes they roll in a weird position. They look fine in blender but crooked in Unity, how do i fix that?

brazen island
#

@fading verge eye bones (not the eyes themselved) should be perfectly vertical in blender in default position, not looking "forward"

fading verge
#

Okay, let me try that

soft kernel
#

can some one help ?

river ingot
copper halo
river ingot
#

also, the legs look to be weight painted badly, thats what she sprobably referring to. Maybe someone weighpainted the arms and the legs at the same time from the same angle. You'll have to set the weightpaint to 0 on the legs on the arm/hand/finger bone vertex groups, then repaint them to the leg bones.

nocturne quiver
#

i set up a model ripped from a game and ive got everything pretty much figured out, but for the life of me i cant fix the wrists. when they bend up and down they sort of cave in on themselves and it's really bugging me. does anyone have any suggestions?

balmy delta
#

you dont have a head or shoulders bones

stable oyster
#

Anyone know any addons to auto rig a model im too lazy to do it myself

arctic sundial
#

Rigify, auto rig pro

#

Not perfect tho

stable oyster
#

👍

brazen island
#

@stable oyster mixamo

#

web service, but whatever

placid trail
#

Ok so I want to transfer this head rig into the other head rig. How would I do that?🍝🦅

robust crescent
#

select those 2 then ctrl+click head_m >>> ctrl+p - keep offset

placid trail
#

(And then ctrl+click on the Head_M)

placid trail
#

So how do I solve this problem?

nocturne quiver
nocturne quiver
# placid trail So how do I solve this problem?

this video really helped me with moving bones to other rigs, you can follow the steps for any area you want to move https://youtu.be/Fb2zcAWaij8?si=En7FHLD065mhSK2Z

There are very few tutorials that show you how to move bones from one armature to another in Blender - It's really easy, so let me show you exactly how in the next 60 seconds-!!

If you enjoyed this video, I have a small 1$ Member perk available for anyone who would like to help us save up for better tools to improve the content here like Hardwa...

▶ Play video
placid trail
#

I’ll check out that video, thanks!

nocturne quiver
#

yeah, you'll want to do just p instead of control p to separate the bones and then there a short process to move them over, then all you have to do is make sure the parents are in the correct order

nocturne quiver
#

im currently attempting to replace the rig's hands and wrists with a different model's to see if it'll maybe stop it from being wonky ratPeek

placid trail
#

Awesome!

#

I hope it works out for you, I may cross that path some time

nocturne quiver
#

thank you, i really hope so too lol, it's been really bugging me

#

i just learned how to do anything in blender and unity (didnt even know how to upload) like 3 days ago and i figured everything else out except for these damn wrists 😭 i even learned weight painting

#

but yeah i hope that works for you! happy to help :)

placid trail
#

Same 😂

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I’ve been at this for the past 5 days now with no prior blender experience

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I’m at least a novice now

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Still an ocean to swim through though

nocturne quiver
#

same here, i swore I'd never touch avatar making since it was way too complicated for me to understand, but then i couldn't find an avatar of a model i really wanted so i ended up learning everything somehow

placid trail
#

Same same!

#

Nobody made any BG3 Avis so:

cerulean temple
#

As someone who's been doing Blender for like 2 or 3 years. There is a lot to learn about it.

nocturne quiver
placid trail
cerulean temple
nocturne quiver
nocturne quiver
nocturne quiver
cerulean temple
#

I also do alot of programs but most use Ctrl Y to do redo

#

Blender does ctrl shift z iirc (i go zombie no think mode when im in blender)

nocturne quiver
#

all my programs use ctrl shift z so i was really confused why i couldn't redo in unity lmao

cerulean temple
#

Switching from Blender and PaintDotNet I'll always hit the wrong combo when I first go from one to the other lmao

placid trail
#

I didn’t see the title

nocturne quiver
#

gotta head out now, hope the info helped!

placid trail
#

Yes! Thank you!

nocturne quiver
#

np!

placid trail
#

Does a character really need to be in a t-pose, or is it optional?

placid trail
#

A-pose is when the arms are down a bit right?

nocturne quiver
#

yup

placid trail
#

Ok, is there a way to specify the A-pose with Unity?

nocturne quiver
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messes everything up otherwise

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that im not too sure of sorry

placid trail
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Ok

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All good

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Thanks!

cerulean temple
#

afaik it should know when it's T or A

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and it'll auto put it in a t-pose

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(i forget specifics. i haven't made an avi in a year)

placid trail
#

Yeah, that screws up my model when it autos

nocturne quiver
#

the model im workin on came in a

#

pose

placid trail
#

Mine came in an A pose

cerulean temple
fair thorn
#

Could someone help? I’m trying to edit a rig, and when I entered it, the Hips bone was created weirdly. It didn’t exactly look like a hip bone should. Anyone know a way to fix this?

pale pumice
fair thorn
#

One sec…

pale pumice
#

you've got 'extrude' mode selected on the left there - pick the arrow in the box at the top

#

otherwise it looks like a bone. Though I'd probably correct the roll, it looks non-zero.

fair thorn
pale pumice
#

in the tool list on the left side

fair thorn
#

Is it the gizmos one?

pale pumice
#

the one you've got active is for doing bone extruding, if I recall correctly. I'm guessing that's why the bone looks funny, with the yellow plus and the circle

fair thorn
#

I pressed the arrow and bow box whats next

pale pumice
#

did it change things?

fair thorn
#

All it did was hide the gizmos for me. Idk if im looking somewhere wrong or what

pale pumice
#

I guess I'm not sure what it is you think is incorrect here

fair thorn
#

I thought there was two bones for hips naturally, and that they were sideways. 😅

pale pumice
#

ohhh

#

generally there's just a single bone for hips

fair thorn
pale pumice
#

doesn't look broken to me!

fair thorn
#

Oh ok thanks for your help

placid trail
nocturne quiver
#

im just trying to assign bone weights to my mesh but the option is grayed out 😭

placid trail
#

Oh good heavens

#

That’s frustrating

nocturne quiver
#

so i can do it on the same model that i havent edited the bones in a certain way for

placid trail
#

Gotcha

nocturne quiver
#

so i tried to take the mesh from that one and add the bones to it

#

and it grays out 😭

#

so there's something wrong with the bones

placid trail
#

On my end of frustration, I uploaded my avi to vrc and the body mesh was turned around, but the joints were inverted so it looked like it was facing forward from its back, and then the clothes were not attached to the body mesh.
I tried a some different things and the body is facing forward now, but the arms are flailing up like a boogie monster, and the clothes are still not attached to the body rig even though I parented them🫠

nocturne quiver
#

that all definitely sounds frustrating

#

did you weight paint the clothes with the rig? that's what im trying to do atm

placid trail
#

I don’t think so, I was just trying to get them to stick to the skin

nocturne quiver
#

yeah, parenting is a different thing from weight painting afaik

#

there's an auto mode which mostly works but it can get messy sometimes, to avoid that i've just been selecting groups of bones at a time and doing them one by one

#

but i managed to mess up the bones so im trying to do that now 😭

placid trail
#

Do you know what CATS is?

nocturne quiver
#

this entire folder is me trying to figure out a single model

placid trail
#

Oh man

nocturne quiver
placid trail
#

I can’t use it on 4.0 🥲

nocturne quiver
#

when i used it it messed up the bones so im going in and fixing everything myself

#

it was very helpful for visemes though

placid trail
#

I saw some methods in this thread ill try tomorrow

#

I’m gonna play vrc and lament not having the avi ready when it should have been done by now

nocturne quiver
#

im supposed to be asleep 😭 been staying up way too late the past few nights trying to get this done

placid trail
#

I really really didn’t want to play it without having the model done, but I’m starting to grow grey hairs from this shit

placid trail
#

I need a break haha

nocturne quiver
#

im not gonna be able to sleep if i dont make at least some progress

#

i hope you're able to figure yours out!!

#

i got in trouble for using all caps woops

#

but i figured it out!!!

placid trail
#

Lol

#

Yeah, you too

#

You figured what out?

nocturne quiver
#

my issue

#

if you run into the same problem in the future, make sure your mesh's object is set to the correct armature

placid trail
#

What problem was that for?

nocturne quiver
#

if i did all this and the wrists still dont work im gonna scream 💀

placid trail
#

I really really hope it’s fixed

nocturne quiver
#

thank you man, me too

placid trail
#

What happened with your wrists?

nocturne quiver
#

and i hope you're able to fix your problem

#

so basically they bend really weird and it's bugging the shit out of me

#

like they cave into themselves when i test in vr

placid trail
#

Hey that’s my problem too haha

#

My arms are bent to shit upwards

nocturne quiver
#

thankfully it's only when i bend them, but it's very obvious and it's annoying me so bad lmao

placid trail
#

Oh I was just testing it on desktop for now

#

I haven’t even tried using my arms in vr, lol

nocturne quiver
#

getting into vr is a whole nother ballpark

#

crunchy fingers, broken wrists, wonky angles

#

this shit is hard 😭

placid trail
#

Almost thinking I should pay someone to do it

nocturne quiver
#

i was considering it and i've done it before for a more complex game model, but this one is from a 2014 game so i figured i could do it

#

i'm basically done, if the wrists are fixed then all i need to do is shading and im good

#

and i will never touch an avatar again lmao

placid trail
#

Hey, I’m doing that too lol

nocturne quiver
#

it is a very tedious process indeed

placid trail
#

I thought it’d be easy peasy since the model was already made, but NAWWW

nocturne quiver
#

i knew it wasnt going to be that easy but good lord, how do people do this with really complex models?? lol

placid trail
#

Every turn has been a left turn

#

There’s always something

nocturne quiver
#

indeed

#

every time im like "ok finally, this is the one"

#

nope

#

i have so many test builds 😭

placid trail
#

I know😭

#

I have like final 1, final 2, final with armature 1, final with armature 1 and material bake 5, etc

#

The worst part is that idk if I made a mistake or not way back. I don’t think that’s the case, but it still haunts me rn

#

So how exactly did you fix your wrists?

nocturne quiver
#

i just tested it and if it didnt work i'd go through all my other tests and find a better version and then start from there again lol

nocturne quiver
#

i grabbed another model that i know works properly

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stole its wrists

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reparented everything

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and am hoping that it works

#

if not then i will lose it

placid trail
#

Gotcha

#

My arms were working, now they’re not

#

I’ll try in vr and see what I should do

nocturne quiver
#

if you like slightly look at a bone or weight paint the wrong way the entire model blows up lmao

placid trail
#

Lol

nocturne quiver
#

ive been getting by with a lot of googling

placid trail
#

Lots of forums

nocturne quiver
#

yes

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and videos

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that i cannot sit through if they're longer than 5 minutes

fading verge
#

𝐖𝐬𝐠 𝐠𝐮𝐲𝐬

nocturne quiver
#

hello

placid trail
#

One thing I didn’t know is how the bones had to be joined in the same rig to swap around

nocturne quiver
#

losing our minds over rigging 😭

fading verge
#

𝐘𝐨𝐮 𝐤𝐧𝐨𝐰 𝐰𝐡𝐚𝐭 𝐠𝐨𝐭 𝐦𝐞 𝐝𝐢𝐬𝐚𝐩𝐩𝐨𝐢𝐧𝐭𝐞𝐝

placid trail
#

What’s that

nocturne quiver
fading verge
#

𝐈 𝐝𝐨𝐧'𝐭 𝐤𝐧𝐨𝐰 𝐡𝐨𝐰 𝐭𝐨 𝐦𝐚𝐤𝐞 𝐚 𝐚𝐯𝐚𝐭𝐚𝐫 𝐚𝐧𝐝 𝐈 𝐫𝐞𝐚𝐥𝐥𝐲 𝐰𝐚𝐧𝐭𝐞𝐝 𝐭𝐨 𝐟𝐢𝐧𝐝 𝐚 𝐯𝐞𝐥𝐯𝐞𝐭 𝐚𝐧𝐝 𝐯𝐞𝐧𝐞𝐞𝐫 𝐚𝐯𝐚𝐭𝐚𝐫 𝐟𝐫𝐨𝐦 𝐭𝐫𝐨𝐥𝐥𝐬 𝐛𝐮𝐭 𝐧𝐨 𝐨𝐧𝐞 𝐡𝐚𝐬 𝐦𝐚𝐝𝐞 𝐢𝐭

#

𝐈 𝐡𝐚𝐯𝐞 𝐚 𝐩𝐜 𝐛𝐮𝐭 𝐈 𝐧𝐞𝐞𝐝 𝐡𝐞𝐥𝐩 𝐦𝐚𝐤𝐢𝐧𝐠 𝐚 𝐚𝐯𝐚𝐭𝐚𝐫

placid trail
nocturne quiver
fading verge
#

𝐈 𝐰𝐚𝐧𝐭 𝐭𝐨 𝐦𝐚𝐤𝐞 𝐚 𝐛𝐨𝐠𝐠𝐨 𝐚𝐯𝐚𝐭𝐚𝐫 𝐟𝐫𝐨𝐦 𝐭𝐢𝐤𝐭𝐨𝐤😭

placid trail
#

First, you need to get the model online, design it yourself, or pay for someone to make it

nocturne quiver
#

definitely get frustrated a lot though

fading verge
nocturne quiver
#

it really depends

#

every process is different so you're not gonna get an exact formula

fading verge
#

𝐈 𝐡𝐚𝐯𝐞 𝐚 𝐬𝐜𝐫𝐞𝐞𝐧𝐬𝐡𝐨𝐭 𝐨𝐟 𝐨𝐧𝐞 𝐨𝐟 𝐦𝐲 𝐟𝐚𝐯𝐨𝐫𝐢𝐭𝐞 𝐚𝐯𝐚𝐭𝐚𝐫𝐬

placid trail
fading verge
#

𝐈 𝐡𝐨𝐩𝐩𝐢𝐧𝐠 𝐨𝐧 𝐯𝐫𝐜𝐡𝐚𝐭 𝐫𝐧

nocturne quiver
fading verge
#

𝐀𝐧𝐲𝐨𝐧𝐞 𝐰𝐚𝐧𝐧𝐚 𝐣𝐨𝐢𝐧

placid trail
#

What’s up with the font

fading verge
#

𝐈 𝐣𝐮𝐬𝐭 𝐥𝐢𝐤𝐞 𝐢𝐭

nocturne quiver
#

fair enough

fading verge
#

𝐌𝐲 𝐮𝐬𝐞𝐫 𝐢𝐬 𝐧𝐞𝐬𝐬𝐢𝐢𝐬𝐆𝐨𝐥𝐝

nocturne quiver
#

im good, thank you for the offer though :)

fading verge
#

𝐀𝐝𝐝 𝐦𝐞 𝐢𝐟 𝐲𝐨𝐮 𝐰𝐚𝐧𝐭

fading verge
#

𝐜𝐫𝐲𝐬 𝐰𝐡𝐢𝐥𝐞 𝐬𝐦𝐢𝐥𝐢𝐧𝐠

placid trail
#

I’m frustrated and sassy rn

#

I wanted to kick a puppy because of troubleshooting

#

Then I backed off and watch The Walking Dead for a bit

nocturne quiver
#

something messed up 😭

placid trail
nocturne quiver
#

these damn wrists

placid trail
nocturne quiver
nocturne quiver
#

genius

placid trail
#

I was hoping you’d say rigger

#

Then I’d send:

nocturne quiver
#

fdgjksg

#

pffft

placid trail
#

Lol

nocturne quiver
#

ok i can fix this

#

i got this

placid trail
#

I thought those were sharp nails on those hands

#

This is why it’s confusing af

nocturne quiver
#

dfgkls no those are the bones lol

#

they extrude a bit

placid trail
#

Shouldn’t you just be able to pose them a different way?

#

Like straight?

nocturne quiver
#

it came like that and it works so i figured i wouldnt mess with it

placid trail
#

In the animation tab, pose mode

#

Hmm gotcha

nocturne quiver
#

yeah that was me messing around in pose mode

placid trail
#

This sure is a brain teaser

nocturne quiver
#

i can somewhat test what it'll be like in vr for bigger issues, but i gotta fully get in it to find the little ones

placid trail
#

I have multiple object and rigs, most of them have an animations folder, armature folder, and a bone folder. Do those all need to stick together?

#

I moved some armatures into another single rig

nocturne quiver
#

yeah im pretty sure they all need to be in the same parent folder or else you cant connect them with each other

#

that's likely why the arms are wonky

placid trail
#

That’s probably the problem

#

My problem is that when I went to Unity to configure everything, the head, eyes, and jaw were in a separate armature for some reason, and when I moved them, I could finally use the sdk builder, but now the arms are broken or the torso is backwards

nocturne quiver
#

i can definitely see why you're frustrated

placid trail
#

Yeah, I might have to move the armature bones in a single file then, but it might even screw it up more. Or by some chance miracle it fixed the arm issue

#

Then I gotta attach the clothing to the body beyond the parenting I was promised to work

nocturne quiver
#

what ive been doing is going back to files where parts worked to take screenshots so i can recreate the bone hierarchy

placid trail
#

If all is said and done, I can put my mats on and call it a project

#

That’s smart

nocturne quiver
nocturne quiver
#

agreed lol

placid trail
#

I took a snapshot of someone’s clothing proposal. Hopefully I can fix that problem

nocturne quiver
#

okay i fixed the downward bend

placid trail
#

Cool

nocturne quiver
#

the upward is still wonky though akjgds

placid trail
#

I feel like mark watney in the Martian. He’s like “once you solve one problem, you move onto the next, then the next, and the next, and once you solve enough problems, you get to come home.”

nocturne quiver
#

me rn 😭

placid trail
#

The end of this project feels so near

nocturne quiver
#

i can feel it coming too

#

it's so close, i cant give up now lol

nocturne quiver
placid trail
#

Lois, im _______

#

How’d you fix it

nocturne quiver
#

the parts that were protruding had bones under them so i either removed them if they werent completely necessary or just moved them around

nocturne quiver
#

basically the mesh is supposed to just wrap around the bones, so i think of it as layers

placid trail
#

How many hours of sleep you running on

nocturne quiver
#

ummm

#

lemme think

#

ive gotten like 15 hours of sleep in the past 3 days i think gdfjknsgfd

placid trail
#

Ah

#

I’ve been running on about 5-6 day as well.

nocturne quiver
#

i have a habit of staying up extremely late

#

i went to sleep around 11am yesterday

placid trail
#

Me too

#

Wait

#

No

#

I woke up around then

#

Went to bed @ 5:30

nocturne quiver
#

i woke up around 6 😭

#

in the evening

placid trail
#

Sad

#

5:30 am to 11:30 just misses the initial daylight hit

nocturne quiver
#

glares

#

that's not supposed to be there

#

rahhh

#

at least i realized i can just pose it in blender, i was hopping in vr to check every time i made a change before 😭

placid trail
#

I can’t even right now, I’ve been at it for a while now. I need new brain with new sleep for new work

nocturne quiver
#

if i stop now imma forget everything lol

#

im almost done, i can feel it

placid trail
#

I hope so

#

I still can’t figure out how to pose in blender for testing

nocturne quiver
#

i just use pose mode

placid trail
#

I do that too. It’s just like, “yeah thanks for trying”

nocturne quiver
#

was that why you were asking about tposing and stuff?

placid trail
#

Maybe? I was having trouble in Unity

nocturne quiver
#

ahh i see

placid trail
#

Separate from my troubles in blender fn

nocturne quiver
#

both come with different struggles lol

placid trail
#

Unity’s slogan: we unify your struggles here
Blender’s slogan: put your brain in the blender

nocturne quiver
#

there we go

nocturne quiver
#

the only thing that's helping me is im a fulltime artist so i have a pretty good grasp of how 3d things work

placid trail
#

Cool

#

I can’t keep my eyes open now

nocturne quiver
#

it's time to test in vr

#

and then i will sleep

placid trail
#

I’m tired and need to recoup sleep

nocturne quiver
#

get some good sleep man, it was nice chatting :D i hope you're able to get your model fixed easily

placid trail
#

You too! Maybe I’ll catch you tomorrow when I troubleshoot sheiße

nocturne quiver
#

maybe lol! see you later :D

placid trail
#

Auf Wedersehen!