#avatar-rigging

1 messages Ā· Page 14 of 1

nocturne quiver
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adieu!

placid trail
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I already had a dream about rigging avatars Jesus Christ

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Fastest dream ever

cerulean temple
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sometimes i have a hard time sleeping cause ill think about the solution to my problem

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and then i try it and it doesn't work

nocturne quiver
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so i figured everything out

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it's basically completely rigged except for one damn thing 😭

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if i put the hand out and bring it towards me a little bit with the wrist pointed up it deforms pretty bad and i cant figure out why

placid trail
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That’s tough

nocturne quiver
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😭

nocturne quiver
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haven't tried this out yet but in case anyone needs some help with weight painting: https://youtu.be/rG82fogtuCg?si=XhMJ-6yCmI4YO3mR

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

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

If you enjoy...

ā–¶ Play video
placid trail
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I’ll check it out

placid trail
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That’s an excellent video

nocturne quiver
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it really is

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also ithink i fixed my problem, it didnt actually have anything to do with weightpainting lol

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i'll have to check in vr later, but basically i just moved the bones around in the humanoid rig settings in unity

placid trail
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I have like 350 bones

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Is that normal

nocturne quiver
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ummm i just closed blender for now but i think so

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i had around 250 but the avatar doesnt have anything that needs dynamics

placid trail
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The video had the dude with just like 12 or something

nocturne quiver
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im not sure why that is tbh

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that doesnt seem normal lol

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it might be because he's not rigging for vrchat

placid trail
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Gotcha

placid trail
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What’s the separate function again?

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For armature

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I wanna delete some unwanted armature pretty much

nocturne quiver
placid trail
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Ok

river ingot
astral warren
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Does anyone know why some avatars have ther feet IK shuffle around when they stop walking and some do not? I've ruled it down to bones, not controllers

placid trail
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I can’t seem to click on any of the individual bones when I weight paint. I do the ctrl+left click, but it doesn’t seem to select anything

river ingot
astral warren
river ingot
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then its a default animation problem possibly.

astral warren
modern crystal
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thanks for the parenting tutorial! Itll be very useful in the future, but it still doesn’t help the link issue, I want both ends close to each other link without one bone having to look off

nocturne quiver
river ingot
# astral warren I've ruled out animations, it's not animations, because another avatar with the ...

nvm, I went through all the proxies, theres the speed you can multiply it by how fast he's walking but the duration would be on another animation thats not listed in sdk where I'm used to finding the proxies. I checked the controllers and couldnt find "walk" which is one of the proxies, or "run" or "strafe' so it may be on another controller folder I haven't gotten into yet, or they wouldn't exist.

placid trail
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Or I’ll catch myself playing BG3

pale pumice
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oh damn I was scrolled up, sorry.

mental hamlet
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Is there any way to shorten the physbone?

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when I change the endpoint it just creates a new thing

pale pumice
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It can only go as short as the actual bone is

river ingot
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You can adjust the radius in unity..

mental hamlet
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I see! thank you

nocturne quiver
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update: i finally fixed the hands just now!!!

mental hamlet
# mental hamlet Is there any way to shorten the physbone?

I still need help with this if anyone can enlighten me in some way. I shortened the bones in Blender, they are now so short that they don't even leave the model. But imported in unity nothing changed? They are still super long for no reason
I understand correctly that the white line+radius are the grabbable parts in the game? So technically players can grab the "air" around my avatar if I don't shorten them no?

fervent mantle
mental hamlet
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the white line doesn't even appear if I uncheck it

fervent mantle
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well you need at least two bones in a chain to add physbones

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so i would either subdivide the ones you have or add a small bone at the root and reparent

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that way you can turn off leaf bones and still have enough to animate

mental hamlet
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Alright I will give that a try, thanks alot! vrcLove

robust crescent
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add tiny endlength its a free 'bone' to move stuff , when its just one (doesnt count as a transform)

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way easier to find a radius that fits - then adding one blender

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only one bone ends at the green arrow / middle ish of whatever its going to move

mental hamlet
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I see! I will try both things and see what I prefer, but I still have two questions.
So the white lines (bones and radius) are the interactive parts in the game? And also couldn't I just add a physbone component to the chest bone and just put the Multi Child Type on ignore and add the rest to "Ignore Transforms" ?

steady hinge
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is there any way to fix this? i'd like to keep the skeleton connected

limber tulip
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Looks like the wrist is also weighted to the whole arm, try removing that influence

steady hinge
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should i just make it the bottom half?

steady hinge
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ok so i found out the weight paint was suuuuper weird but i fixed the right side and it still looks strange

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i was kinda trying to go for like a minecraft feel where it bends in the middle

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could it be that i should lower the weight paint overall? cuz right now its one on the joints

hasty cloud
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i dont know why but when i try configuring the humanoid rig of my custom avatar in unity, it automatically deforms it. I remember when it didn't do that before, so idk if i did something wrong, or if i pressed something, but it just deforms it before i do anything

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the first pic is the actual model, the second pic is right after i press "configure" in the rig tab

arctic sundial
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Well, the bones dont seem assigned right

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It tries to display bones where they theoretically go

hasty cloud
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yeah but even then, is it supposed to deform it like so?

arctic sundial
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Assign the bones correctly into the slot

balmy delta
hasty cloud
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i tried before, i didnt do all the bones, but the ones i assigned didnt have effect at all

arctic sundial
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Remember this is a guessing preview

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Preview. Not how itll be in scene

hasty cloud
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i see

steady hinge
balmy delta
steady hinge
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alright, i'll try and do research on how to add verticies, since the models directly imported from roblox, thanks!

balmy delta
arctic sundial
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loop cut

steady hinge
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for some reason it didn't go around the arm

arctic sundial
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Thats due to the weird topology

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Try removing the triangular edges first so you have squares on all sides

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Worst case go into xray mode, view straight and cut with knife (a for horizontal guide)

balmy delta
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to be fair
roblox models are incredibly awful when it comes to an actual usable mesh

quiet fern
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also did you got rid of extra vertices while importing to blender? because there are some (which I noticed after a while)

balmy delta
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none of the vertices are actually connected

arctic sundial
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Ew

steady hinge
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yeah i thought this would be super easy

balmy delta
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no

steady hinge
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but clearly not

balmy delta
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every roblox model with bendable limbs use a mesh that was made from scratch

steady hinge
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because currently, my only other option is a super buggy, unoptimized, mess that is an mmd model

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like, suuuuuper bad

balmy delta
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the best you can do is make a very jank humanoid rig with no bendable limbs

steady hinge
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i mean im fine with that

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at least for my first time doing this

robust crescent
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2 cubes, merge at middle , it can now bend..somewhat (can remove the face that faces eachother, explaining in text ratl bleh)

balmy delta
steady hinge
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yeah i wish there was an actual tutorial that wasn't just "Steal this mmd model and put your stuff over it!"

quiet fern
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@steady hinge If you're fine with replacing body mesh with mine I can send you the files

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extra vertices are deleted & edges are fixed

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i forgot that the vertex groups are kinda messed up tho while I was tryin to make the rig humanoid ._.

steady hinge
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yeah like i just wanted it to be semi simple

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minecraft has it down with two optimized models that you just replace the skin for

quiet fern
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welp, at least the plugin makes some good attempt at exporting r6 & r15

steady hinge
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yeah, ig thats true

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god i don't even know how to do the dege cutting jesus christ this is the second time i've had to scrap an entire model

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šŸ˜“

quiet fern
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I've send you files on dm @steady hinge hope that'll help with next attempt

queen granite
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since this is about rigging and bones i'm not sure

faint cypress
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Does anyone have the humanoid rig template armature?

golden kernel
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I'm curious about the same thing, I didn't see an updated optimal rig for fbt

steady hinge
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im gonna semi try to salvage this, but how do i make a new dot on here?>

robust crescent
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mostly to avoid bendy legs gotto straighten em

golden kernel
steady hinge
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cuz im trying to get rid of these damn lines, but idk how

robust crescent
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tab toggle edit / object mode, if you accidentally made a hole you can use fill - hit f after selecting (uv might be wierd)

steady hinge
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but that still makes the double triangle?

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like how do i remove the edge?

slow trout
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have you tried just dissolving the edge

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in edit mode click the edge dot or face you want to dissolve, right click then select dissolve

steady hinge
steady hinge
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i tried just uploading it, and the body and legs work, but the arms just...?

slow trout
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can just click (alt J) in edit mode

slow trout
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And ik It's a bit harsh to say, but if you don't know know how to do that just look it up lol, can get most answers that way, I like this server tho since there's always little issues that can be hard to look up the answer for, but my best form of advice for avi editing and making, is try just looking up the issue first cause A, you might learn some cool new thing's, and B there tends to be videos on the common issue you may have so a visual guide can help a lot

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I'm just saying this in hopes it helps ya in future issues

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tis the thing I do lol

patent ether
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How should I rig my model because of the neck? ( The model isn't finished btw but i just wanna know what i should do for when it's finished )

hasty cloud
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does unity automatically assign weights to the rigged model or does it use the weight painting data of blender

brazen island
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2nd ofc.

balmy delta
patent ether
steady hinge
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after semi just going the lazy route, the only real issue i have now is the head body moves way farther back then the head for some reason

slow trout
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she makes really helpful new user vids for just getting started

slow trout
steady hinge
slow trout
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glad I was able to help a little lol

steady hinge
river ingot
balmy delta
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Considering the fact none of it can actually bend I see nothing wrong with it

river ingot
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pov..you could lower the dot to where the nose would be, or..below he glasses.

fading verge
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Is there a smart way to fix tears like this in Blender?

brazen island
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merge, fill, merge by distance

fading verge
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I was just about to comment that I got it, but thank you for the help anyway. Hopefully someone else gets help from this aswell! vrcSquidCat

silent fulcrum
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Should my models be in A pose or T pose, which is better to use?

hasty cloud
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t-pose 100%

silent fulcrum
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thanks

brazen island
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@silent fulcrum a pose better for clothes modelling

silent fulcrum
hasty cloud
hasty cloud
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np

brazen island
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@silent fulcrum an A pose considered now more or less a standard for modelling stuff, so rigging is done in A pose as well since you cant change poses until the model is riggedšŸ¤”. unity/vrc does not require tpose, it can just enforce it, but A posed avatar can be uploaded just fine.

brazen island
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then again, a pose is better for cloth, so if its body made separately, body can be made and rigged first in t pose which is easier to work with, then reposed to an a to make cloth. so anything goes.

pale pumice
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A pose is such a pain

outer lance
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t pose is so much easier for weight painting imo

hasty cloud
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however, a pose is better for shoulder weight painting tbh

languid zealot
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can anyone tell me the naming for a vrchat humanoid rig's hand bones? I'm having some trouble with only the index finger being bendable in gestures and my only guess is the naming

balmy delta
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Since in unity you put the bones in the slots when changing to humanoid rig

languid zealot
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i've never seen any slots 😦

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i import the rig, set it to humanoid, and nothing else appears ui-wise

languid zealot
languid zealot
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oh my god thank you

balmy delta
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Which asks you to save if you havent already
Then opens a menu for you to edit

humble cedar
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Hi, I have an issue with the rotation constraint used to create twist bones in the forearm. In the video, you can see the problem: it's locked on the Y-axis, but when moved, it also rotates and breaks when raising or lowering the hand. It works well in Blender applying the rotation constraint with the same parameters. I've tried searching forums, but I haven't found much information. Does anyone know how to fix this?

slow trout
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why are you using a rotation constraint on the hand? are you wanting more than one arm/hand kind of avatar?

slow trout
river ingot
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Adjust the numbers accordingly for the hand constraints, they work great via unity too.

weary kettle
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(not my picture)

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hi ive been tryihng to find

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where this is for the past 10 min or so

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and i cant find this page at all

brazen island
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@weary kettle select model in assets - import settings (inspector, right panel) - rig - humanoid - configure

weary kettle
brazen island
weary kettle
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yeah. i dont see that

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this is what my inspector tabs look like

brazen island
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thats prefab, not fbx model

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model is somewhere inside

weary kettle
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my model was never fbx to begin with

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trying to make it fbx was just too complicated

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my guess is the non prefab version is probaly in one of my folders so ill look this

hasty cloud
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you know you can look up a tutorial on youtube...

weary kettle
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thats logic enough

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when your research amounts to nothing. you ask others

hasty cloud
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ur struggling on how to make a file fbx, just convert it or export it as an fbx

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also sorry

hasty cloud
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could be a rigging issue, im not the best at explaining it tho...

hasty cloud
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i think i figured out why, the bones for your forearms r too long

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The elbow joint isn't bending at the right spot, you can tell from your model that the joint is bending a bit higher into the upper arm

loud barn
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how would i go about rigging an avatar with four arms? I thought about parenting the main arms to the bottom arms but it ends up weighting oddly in pose mode, i want the main arms to move with the lower, any ideas what i might be doing wrong? I tried using both connected and offset but when i move the forearm bone it breaks the lower arms

split wing
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first time working with rigging anything really, just working with a few tutorials and a dream, so would this work? or have i missed something
sure hope i didn't (probably has)

trim nexus
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untwist

brazen island
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@loud barn in unity you use rotation constraints on each and every bone from one set to another. pc only.

mental hamlet
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hey, if I put two chest colliders like this only 1 of the 2 capsules shows up when I paste them as Collider into my hair

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did I do something wrong?

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I thought when I make an empty game object under the Chest and put these two collider components they should work as one

brazen island
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just make two objects. physbone references the object itself and grabs the first fitting component on it, my guess

mental hamlet
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yeah I can make two objects but then they count as 2 colliders, and I try to not go over 8 since I want my avatar to be rated green still

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but if there is no other way then I have to I guess!

brazen island
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i mean two colliders is two colliders, its two object it needs to count collision with. if it was possible to evade thatd be a bugšŸ¤·ā€ā™‚ļø

mental hamlet
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yeah for some reason I thought it could kinda work like the physbone itself where it has so many objects all in one if that makes sense

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but okay thanks for the explanation!

wise brook
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Im having an issue In game where if i move my avis head her chest moves as well how do i fix that?

whole furnace
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Is there something about physbones that could cause the wrong parts of the mesh to move? Because I've double checked all my weight paints and everything is correct in blender.

split wing
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okay so
after some messing around this HOPEFULLY looks good
but how do i unnasign those hair bones from being incorrectly connected to stuff like the jaw and eyes (and what to i do to impliment the physbones for that hair

river ingot
split wing
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anyone know why my arms are doing this?

azure cradle
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Help?

arctic sundial
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Whats unclear?

azure cradle
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in the rigging everything looks normal

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I converted a pmx model to fbx

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I don't f see it

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sorry if it's japanese I'm also pissed why is it in japanese

arctic sundial
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Aside from the fact that i cant read japanese, what about the neck?

azure cradle
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that's the neck

arctic sundial
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Hit apply AND re-dragged the fbx into your scene if you changed anything there?

azure cradle
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alright

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still the same

robust crescent
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This fbx need to go back to blender , so many dummy bones ratl names all wierd (cats can translate em)

arctic sundial
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End end end

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I just saw that as well

azure cradle
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I don't know too much the Cats

robust crescent
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probably some tutorial out there , need blender+cats version that works with whatever blender you going to use , import pmx or fbx into it, hit translate, 'fix' will remove all useless bones (rare cases it wont like it , not seen a pmx fail with it)

azure cradle
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not sure if it did the right thing

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help ;~;

arctic sundial
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Jesus christ xD

azure cradle
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sssssssssshhhhhhhhhh

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I don't know anything much in Blender

robust crescent
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pmxs like to have wierd bones straight up in blender, fix should remove em (blender 4.0 + cats likely fail) these are all useless

arctic sundial
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I cant even tell you what caused all your bones to make babies

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I decimate manually so ye

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Why does it have those though if theyre useless

arctic sundial
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I use 3.6 with the dev version of cats, that works

azure cradle
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aww come on

azure cradle
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I swear today I'm not lucky

arctic sundial
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Cats is not ready for blender 4

azure cradle
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what do i check/uncheck here

arctic sundial
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Looks alright as is. I assume the funky bones are zero weights bones

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Maybe not join meshes

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Your pick tho

azure cradle
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I prefer not join meshes

arctic sundial
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Connect bones could also give you a meh-moment

azure cradle
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what's next?

arctic sundial
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Check the bone hierarchy to make sure you wont get the same issue as before

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Then export

somber cliff
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Can somebody help? I'm trying to attach this vroid tail to the hips of my character (it is originally connected to the head) but when I uploaded it to vrc, it still registered as being attached to his head. I don't think I did this right, in the picture I moved the tail to be under the hips...

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I feel like I'm missing something.

azure cradle
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but the thing is I don't know what I put in the viseme

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even tho it's already translated

robust crescent
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cats default when translated - then just create visemes , in unity set it default then auto detect it should input them all

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before

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(something like that, older cats/manually have different name like vrc.v_xxx)

split wing
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so i think everything's mostly ready, but how do i get hair physbones set up? new to the whole rigging thing, so be patient with me

gray cave
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yall how do i fix this lol
im trying to weight paint fix the mesh issues but this happened, the armature is symmetrized properly but when i use it to rotate the mesh's arms, the mesh moves both arms from the same point. the mesh has a mirror modifier on it too, so im just more confused as to why it's doing this

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nvm i think it just mapped the weight paint mirror weirdly, it fixes itself if i start adjusting the weight paint on the right side

gray cave
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ok new question : will a 4-fingered hand still work with finger tracking? or will this be very buggy

river ingot
river ingot
# gray cave nvm i think it just mapped the weight paint mirror weirdly, it fixes itself if i...

Looks like you have the left shoulder bone weighed to the left upper arm, AND right upper arm. That's the cause of that. The right lower arm/hand is probably weighed to something besides the right lower arm bone and tarsels etc. If you run through the vertic bone list on the right then it'll usually light up the vertices that are weighed to each bone as you go down the list. That will reveal what is messing up the right arm.

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That might help u speed up a bit.

gray cave
river ingot
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Click on add component, then type in phys bone and it'll show up..

split wing
river ingot
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I usually click on the mesh in the scene and it'll pull this up. Theres also the heirarchy which should do the same thing

split wing
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alright, thanks, i'm not at my pc rn but i'll test when i get back

half stirrup
spark pollen
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.

mental hamlet
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My model had no hip bone for some reason so I made my own, is there an easy way to apply weightpainting to only a specific bone?

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everything else is already weightpainted

lost remnant
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can anyone help me with rigging im new to making avatars and i cant understand rigging

upper yoke
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Has anyone made a guide or example for setting up FinalIK for digitigrade legs? (I've been fiddling with the stubbed version it for a few hours and haven't figured it out šŸ˜… )

hollow quartz
hollow quartz
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did you do all the parenting?

pale pumice
mental hamlet
hollow quartz
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You could paint with automatic weights but honestly you'd need to edit it yourself anyways

crimson kernel
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What am I supposed to do if their are no shoulders on a rig vrcSkull

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because uhh looks fine but nope..

mental hamlet
crimson kernel
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I don't know what it wants from me T^T

fervent mantle
river ingot
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in blender

fervent mantle
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ā˜ļø

balmy delta
fervent mantle
fervent mantle
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They definitely help make for better movement

balmy delta
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Ye

upper yoke
# pale pumice Ooh I'm very curious if someone's made that work too. I'd bet you'd need the fu...

I sorta got it working. the tracking isn't 1:1 with the planti foot (the cubes), but I've also got more default looking tracking on other leg, and might be able to make it toggleable for FBT users. I'm using LimbIK component, which only has 3 bone slots and other IK components (FABRIK and CCD) can do an unlimited number of bones, but don't have roll control and require setting up rotation limits (which are going to be even harder to figure out without the editor gui :/ ). But to get the calf to bend, I'm copying rotations from the planti skeleton (I might try an aim constraint)

pale pumice
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I need to download this and slow-mo it

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huh this is actually pretty decent. there's a few parts where the joints move too far (e.g. knee when running) but overall it's good

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huh it lags a little, is that normal with using FIK?

lost remnant
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almost done

river ingot
upper yoke
river ingot
# upper yoke I haven't tried that yet because the problem is the digi bones actually moving t...

If you put constraints into the fbx via blender, then import to unity, they won't import with the fbx Ive heard. Your using some items I've never heard of before on here so your on a higher level than the average creator on here. There is one person who I know is college educated enough to answer such a question, he may be on another section on this channel, Sacred. He hasnt been on this channel lately but he's still around somewhere.

keen fulcrum
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anyone know how to fix keyframing rotation on humanoid rig is not supported?

river ingot
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I had trouble with that too, and figured it out this year. The best trick is to put constraints on the rigging for the shoulder so they don't go too far down, and too far up. If you move your arm, you can tell how far up and down you can move your arm and modify the numbers accordingly.

upper yoke
pale pumice
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Blender's constraints are really nice. but they wont' go into Unity, where all you get is really basic stuff, unfortunately.

lost remnant
tender garden
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hey , ive been trying to rig this clothing asset so i can put it on my avatar but the bones from the arms keep affecting parts of the cloak near the chest, does anyone know how to fix that?

turbid zodiac
tender garden
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nope , this is my first time rigging anything

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i managed to get it to only attach to the right parts now but now physbones break it completely

turbid zodiac
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Usually when you rig something, you'll have automatic weights set based on how far it is from the bones

Weight painting is just refining what's been done

tender garden
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yea i used parent with envelope weights

turbid zodiac
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Expect pain and confusion throughout the process, but there are lots of guides that can help get the basics down

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I'm still learning this, it can sometimes be fun but this is definitely my least favorite part of modeling

tender garden
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yea my brain is already having a stroke

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nothing in my thousand hours of unity could have prepared me for this .-.

turbid zodiac
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Lmao get ready to spend hours refining the weight painting

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ā–¶ Play video
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The blender documentation's good to look at as well

tender garden
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oh god this is gonna be awful lmao

turbid zodiac
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To make things easier, you can go into edit mode and hide certain parts

river ingot
pale pumice
tender garden
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(ended up giving up because the entire vrchat sdk died so hard every single one of my 80+ projects can no longer upload)

robust flare
#

Does anyone have insight on how to fix the fingers rolling like this?

hybrid lion
#

Looks potentially like a bone roll issue if it's not zeroed out before exporting the fbx into Unity. I believe that can sometimes cause issues with the IK as it rotates bones into the "expected" position.

Check in blender if you can. If it's a non-zero value of considerable size, that might be it.

vestal condor
#

so watching videos on weight painting and most of them showing them move the bones as they work to see results as they go.
if I do that, how do I put it back to tpose

hybrid lion
#

Aren't they usually in a combination of pose mode and weight painting mode? If you end pose mode it should return back to the rest pose (which ideally would be your T or A pose)

vestal condor
#

end pose mode with cats?

robust flare
#

Appreciate the response.

slow trout
#

I checked the weight paint in blender and everything seems to be fine, but in unity it's stretched out as if it isn't weight painted?

slow trout
#

nvm, I figured it out, the new mesh I fixed got parented to all the other blend shapes somehow so I just propagated the finger and it's fixed now lol

river ingot
# robust flare Appreciate the response.

It could be the animation/idle proxy. You can adjust the angle that the fingers/bones will be pointing on those, then drop them into the proper slots in the bottom of the avatar descriptor in unity.

vestal condor
#

I remember seeing this in a video and I cant find it now. how do you redo automatic weights for specific bones?

hasty cloud
#

if i were to mirror a model of a wing with its armature all bone weighted in blender, how would i do that... cuz i just cannot remember how..

hasty cloud
tender garden
#

its easier

hasty cloud
#

may i introduce u to automatic weight?

tender garden
#

didnt work

#

it threw errorrss thats why i asked here in the first place

hasty cloud
#

interesting, it usually works like a charm

#

but at least we both know how painfull it is to weight paint

fervent mantle
#

So for some reason whenever i try to clean up weight painting on my model it does this, I try to clear some weight on one side it adds to the other and doesn't clear the side i need it to, I have no modifiers other than armature

#

nvm I fixed by adding it to a new project

river ingot
# vestal condor I remember seeing this in a video and I cant find it now. how do you redo automa...

Hi everyone! In about 10 seconds you'll understand everything you need to know about Blender 2.8's automatic weight paint feature!

If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial series playlist here:
https://www.youtube.com/watch?v=f6vgICNCVxQ&list=PLZpD...

ā–¶ Play video
thorn wasp
#

Should neck bones be connected to chest bones, or can they be unattached?
What's the best way to prevent chest bones shrinking downwards?

solid otter
#

not sure if anyone got an idea for that, prolly would be a way better choice tho

river ingot
solid otter
river ingot
#

a single bone, plus an end bone (end bone can be real small) Then apply physbone to the main bone.

#

You could also apply collliders to the two bones so they'll have effects when they collide..

solid otter
#

o dayum is it that simple
is there a special pattern I gotta weight paint or would that just be the surrounding bone areas?

solid otter
river ingot
#

thats their purpose. so they don't touch etc..

#

or how they touch and react etc

solid otter
#

oo gotcha
thanksšŸ‘Œ

slow bone
#

I fixed a bit the last one but the fingers are the real problem

#

I think I just have to make her in T pose but I want to know if there is another option

cold cliff
#

I'm having a situation where in desktop mode my avatar's eyes are fine, but in VR mode, one eye is fine but the other points BACKWARDS, into my head (but still rotates)........ any ideas?

cold cliff
#

I messed with settings and now the second eye is upside-down instead of backwards.....

#

ok I just kept messing with hard-coded offsets and it's now just magically working. whatever

river ingot
# slow bone Hello, this is my first time using Unity and I don't know what's going on here. ...

That's not the scene for t-pose, thats teh rigging screen where it lets you test the bone movements and adjust the constraints on how far the bones will move etc. when u hit save/done then it'll return to the normal screen that shows it in t-pose. The tab on the left "mapping" on the other hand will go to the bone labeling scene that should be in tpose..and has a "force t-pose" button u can press.

river ingot
slow bone
river ingot
#

you adjust that in blender

slow bone
#

Oh okay

#

Thx

heavy pendant
#

I’ve never rigged anything before and drew out how I was going to rig my avatar model, does anyone think this will be ok?

balmy delta
heavy pendant
#

the viewpoint will be lower, will that be an issue for the head?

balmy delta
#

not at all

heavy pendant
#

ok! thank you! this is currently what i rigged is it alright if a little bit of it goes out of the model?

balmy delta
#

why is the orange dot at the neck

heavy pendant
#

i dont know, thats where i originaly started extruding

#

is there a way to duplicate the bones to the other side?

balmy delta
#

you need the bones to already exist and then just symmetrise

heavy pendant
#

how do i symmetrise?

heavy pendant
#

Nvm I got it!

river ingot
frank jetty
#

Does VrCC handle rigs from maya at all? Or should I brush off blender?

pale pumice
pale pumice
cold cliff
fading verge
#

Does anyone know the process of attaching clothes to avatars within blender? Unity has tools made by the wonderful community that helps to automatically assign the clothing bones to the avatar bones. Is there an equivalent in Blender? I imported the .fbx of my character and clothes but I'm stuck at how to actually attach them.

arctic sundial
#

Have a go with CATS blender plugin then. However, do read the versioning tips as for example it aint ready for blender 4 yet

river ingot
# fading verge Does anyone know the process of attaching clothes to avatars within blender? Uni...

Do you mean the part where you merge the clothes mesh with the body mesh via cats? Or the part where you would weight paint the clothes to the body so the clothes moves along with the body movements? Cats plugin has the merging options on it that help for that part. The weight painting, theres a trick to copying the weightpaints of the body vertices that the clothes will be covering up, and applying them to the clothes.

fading verge
#

Ooo thank you both @arctic sundial @river ingot ! I think the CATS plugin is just what I needed. Cheers~~

sly mirage
#

help pls @_@ i need a straigh forward instructions or tutorial on how to get rig of animation data animations rigs and get all meshs into 1 body mesh under the base rig. (not the animation rig. currently this blend has a animation rig a and the base bone armarture is circled blue n red up top i need all the meshs under that that rig. and the red and orange bad rig completely gone

balmy delta
#

you go and add the bone in the menu below the second image

spring pendant
#

Anyone know how to fix this?

river ingot
#

yah, go to the drop down menu section to the bottom of the green red body. Then in that section, it will show the parts in RED that need to be fixed. There is a way to click on those particular drop down menus for each particular bone, then with your full attention, you must master the ability of scrolling down the list of bones that comes with your uploaded avatar, and select the one that matches the words on the left. Some times we name our bones differently than whats on the left, so you can edit the name of your bones to make it simplier. Or you can stick with step 1.

balmy vapor
#

The bones are not aligned with the mesh, causing deformation issues. How to fix properly?

pale pumice
#

not quite sure if it needs to be more than that

balmy vapor
#

you know anyone who can fix this?

pale pumice
#

not quite sure I understand what's wrong yet?

#

you can certainly rename vertex groups on the mesh if they're named wrong

#

i.e. they match to bones by name

golden bane
stiff rover
#

I cannt find that bone

river ingot
amber cosmos
#

is there a way to get more detailed information on this error? i tried moving the hip bone in line with the upper legs per Kung's 2020 fbt video but the error message persists

pale pumice
amber cosmos
pale pumice
#

huh!

#

Okay then, nice that it's solved šŸ™‚

amber cosmos
#

the armature is a little bit.... different than most

ive looked into why its like this and its because it was made in a program that doesnt work like blender and i would have to redo a whole bunch of stuff from scratch to convert it to a normal looking armature, so i just deal with this as best i can

left images is the hip spine and top legs isolated, right is the armature as a whole

pale pumice
#

wait, on the left, the spine isn't vertical?

#

yeah I can see why this is a problem

amber cosmos
#

everything is all sorts of things

#

it came that way

pale pumice
#

what fun.

lost remnant
amber cosmos
#

from what i was able to learn its because it was made with a program that does things that blender doesnt support, but at the same time unity has no problem with it

if i want to make it work in blender idhave to break and redo all the animations and components that use the armature as is

#

so far its less work to just deal with the wierd bones whenver something comes up in blender

pale pumice
#

Do you know which program?

amber cosmos
#

it says Maya

https://projects.blender.org/blender/blender-addons/issues/53620#1225926

this was the thread i found that seems to provide a good explanation of whats going on

pale pumice
#

yeah that's what I figured you'd say - I've seen this before but didn't connect things

amber cosmos
#

Maya/FBX bone is always displayed connecting two bone joints. In other words, the Maya visual of the bone segment is not dependent on the bone/joint local axis orientation or bone scaling in any way. It's basically just an arrow pointing to a child joint.

Blender always displays bone segments towards the +Y local bone axis.

#

this is helpful at least in making sense of the madness

pale pumice
#

yeah

amber cosmos
#

apparently some guy made a tool to fix it but im hesitant to mess around

pale pumice
#

it's really silly, this stuff should just work these days, but here we are

amber cosmos
#

its 14 dollars

#

id be more willing to spend money on it if i was confident id know what to do with it when i had it but i dont understand this at all so ill wait

pale pumice
#

yep, agreed

amber cosmos
#

idk the documentation seems pretty confident that it makes it easy im gonna put a pin in it

#

or idk if it's documentation

#

who knows

#

the blurb on his blog suggests its as simple as importing it and then exporting it

pale pumice
#

it ought to be that simple, yeah

#

(based on my understanding of the problem)

#

Blender was SO young the last time I worked with Maya at all

amber cosmos
#

maybe ill take one for the team and buy it hehe

amber cosmos
#

unrelated question

this avatar (im using a schematic becasue we saw what the armature looks like in blender)

has two physbones components for thigh jiggle. and thats neat! but it's worth not two physbone components neat.

i assume it needs two physbone components because each thigh bone is connected to a player controlled bone

but is there a clever way i can parent these into another component, or are they off to the chopping block?

#

like maybe i could have a unified jiggle bone and then put parent constraints on the the two thigh bones

pale pumice
#

I suspect that'd make them move weird. Though you could try making the root bone immobile with all of the curve options in the physbone component

shrewd trout
#

Hi, so I'm new to avatar creation and I had a question about the facial rigging I haven't been able to find an answer to. I've always heard that bone/joint-based facial rigs are preferred in games, but VRC only uses blendshapes, right? Is there a reason for that? Is it more performant to use blendshapes over joints now for expressions and visemes?

pale pumice
#

best you can get in vrchat is jawbone movement when speaking

#

can't really answer the rest

shrewd trout
fervent mantle
marble echo
#

hey does anyone know how to parent two different rigs? wanting to attach a bell i rigged to a avatar in blender

marble echo
#

im thinking that attaching it to the chest bone is prob the best way to go but i dont know how to parent the two things together

shrewd trout
arctic sundial
hot turtle
#

I'm having some problem with my impostor, it looks like every single separation (arm and forearm for example, that are loose on the impostor as well other members) are "down sized" for a single pixel, looks like every bone is down sized to 0.1 and you can only see a pixel or every arm/leg/head/body moving

for some reason the avatar tail haven't this problem

was something like it reported before?

scenic cliff
#

so I was referred here and will just post the same message in hopes someone can help: so I am currently trying to learn how to weight paint, and I've weight painted my avatars hands about 4 times and they continuously look terrible in game. What exactly am I doing wrong? I'll just post what one finger looks like since I dont wanna spam with multiple pics

balmy delta
#

Theres not exactly a right or wrong way to weightpaint

#

But you can try this video

#

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

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

You can find my entire Blender 2.8 Speed Tutorial series here:
https://www....

ā–¶ Play video
river ingot
# scenic cliff so I was referred here and will just post the same message in hopes someone can ...

The bones could be edited, and moved around so their directly in the middle of the fingers to start. The mesh of the hand looks a bit jagged on a few fingers. you may need to reset them via pose mode, then when they look straight, set as default pose. 3.) You could resculpt the fingers a little bit to make them straighter too, like the ring finger maybe. Or just pull and tug via edit mode on the vertices. 4.)The root of each finger is too far beyond the root of the fingers. They should be aligned with the base of each finger, not so far into the palm.

patent ether
#

Dose anyone know how i can rig my model avatar becuse of how the neck works?

balmy delta
silver hawk
#

I'm having some issues with my Avatars eyes, i thought i added the bones correctly but they do not move as i expected in unity :,)
I have not messed around with getting all eyes to move (That's another thing i gotta find out lmao) because i just want to get one pair to work for now..
Here's how it's set up rn

patent ether
balmy delta
warped flower
#

does inverse kinematics work with vrchat?

fierce rose
#

Couldn't move your limbs ingame without it

warped flower
#

I meant, if adding my own inverse kinematics will hold the same affects in vrchat?

#

I'd appreciate your candor and patience with me

pale pumice
vestal condor
#

is there a way to move weights from a bone to it's parent? I want to delete bones that aren't necessary.

arctic sundial
#

CATS has a button to do exactly that

warped flower
warped flower
brazen island
#

still to find out what usefull for us been added in 3-4 blenders

warped flower
brazen island
#

only thing i found is unintuitive modifier and geometry nodes search in 4.0

warped flower
#

Yea, geometry nodes can be quite useful though, especially with the repeating zones

brazen island
#

ye but they existed in 2.93

#

maybe to the less extent

arctic sundial
warped flower
# vestal condor is there a way to move weights from a bone to it's parent? I want to delete bone...

This is one of those little tricks that goes a really long way. Took me a while to figure this one out, but it comes in real handy when rigging - Hope it helps :)

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

If you enjoyed this video, please don't forget to like and subscribe!
You can find my entire Blender 2.8 Speed Tu...

ā–¶ Play video
warped flower
#

To use the plugin, simply download it and install it into your Blender installation then, open up Blender and go to the Add-ons tab, it should be under the edit in the top left, and select preferences. Under the Import-Export section, you should see an entry for the Cat Blender Plugin, enable the plugin and restart Blender!

#

If you can’t find it in your preferences, you can also search it

astral warren
#

I noticed if you set your hips to "Armature" in bone config instead of your real hips, it doesn't seem to create any problem with animating your avatar - are there any downsides to this?

fading verge
#

I was re rigging this skirt to make it have less bones, but I mess up somewhere and now one part of the skirt trim is not getting picked up when I move the bones

Never mind! I just didn't expand the weight painting far enough

balmy vapor
#

what to do when multiple bones in a tail happens to be in same place?

drowsy plinth
#

Yo, stupid question time. Google is failing me hard on this one. Is it possible to display the values the game sees for GestureLeft/Right and GestureLeft/RightWeight from my Index controllers in Unity?

#

I'm having a weird issue where some of my blend-trees based on the left/right weight values are not behaving as expected, and it would be really useful to see what numbers the engine is seeing in real time to troubleshoot

brazen island
#

@drowsy plinth radial menu - debug console

#

also not rigging

simple verge
#

not sure if this is the right channel to ask, but i have a character that has animation recorded for it using an avatar, and while on a human it looks fine, as the character the head is turned to one side a bit. can't figure out why! there's some sliders in avatar configure to adjust things like how the neck is turned, but none of this seems to actually affect it.

drowsy plinth
brazen island
#

@drowsy plinth you can always use #avatar-help for any avatar creation questions

drowsy plinth
#

thanks!

frank palm
#

How does one make an avatar that should move robotically? It needs a chest bone but the chest bone should not move any of it's parts. Since Unity's Humanoid Rig requires to have a chest bone I can't just simply make a spine that is parented directly to the shoulders.

balmy delta
#

just dont add weight painting to it

#

or do the opposite and make both the spine and chest share an identical weightpaint

rare moon
frank palm
patent ether
#

Dose anyone know a really good tutorial on how to rig a vr chat avatar?

vague dagger
#

yeah sure

brazen island
#

@patent ether take mixamo, fix the rest

patent ether
brazen island
#

@patent ether no, it rigs itself any humanoid

#

theres also accurig but mixamos rig itself is more vrc compatible

patent ether
#

@brazen island and you said I didn't need a rig....

brazen island
#

you dont. maybe if you already have an aramature you need to remove it first

patent ether
brazen island
#

huh guess hevc cannot be embedded?

patent ether
brazen island
#

I honestly dont know how to answer to that. If rigging an armatureless model in one minute doesnt help, I have nothing.

patent ether
brazen island
#

and you want what

#

well ofc you should download it back, i omitted that step

patent ether
balmy vapor
#

how come vrchat needs a chest bone but not a spine bone?

brazen island
#

@balmy vapor what it needs both

#

the upper chest is optional

balmy vapor
#

im confused then

brazen island
#

thats without the upper chest. fingers are optional everything else is not

#

uh, feet/toes probly optional as well

past bay
#

I'm getting bowing legs and I've figured out it is because my knees and legs and slightly not flat, how would I flatten them?

#

they are pointed slightly inward

#

causes my legs ingame to do this

#

the knee also decides to lock out if I go to any side

atomic temple
#

That's awesome

brazen island
#

bone roll

past bay
brazen island
#

"blender bone roll" in google, its accesible from at least two places

past bay
past bay
#

Do you have any other fixes?

brazen island
#

it is on zero now?

past bay
leaden swan
#

i am trying to add bones to the beak on my penguin avatar but for the life of me i cant get it to work properly can someone help?

fading verge
#

Need some help with this guy, please. Everything seems to look right but I ain't sure what to do.

dusty heart
#

The Mesh that is selected doesn't move with the arm and I don't know how to attach it, Can someone help me.
The mesh does not have its own rigg and it is apart of the body mesh, its just not assigned to a bone

arctic sundial
#

Weight paint it to the lower arm.

fringe knoll
#

Hello, I was hoping someone would have some input on this; im trying to add some physbones to these headwings so I added 2 bones in blender and weight painted the bones to the mesh. in pose mode in blender the wing's mesh moves with each of the bones as intended but when i exported it to unity and add a physbone script there is no motion at all. did i miss a step in blender?

brazen island
#

move the bone outside of playmode. mesh moves - should work

fringe knoll
brazen island
#

theres end point length parameter or smth for such cases. ye, for unity bone is only its position/rotation, it has no idea about its length unless theres a child

harsh cloak
#

Hm.. Say i'm trying to rig up some animations to control bones positions, and i've got it in Gestures with a proper layer mask

why would a blend tree not be able to move said bones in play mode even if individually playing the animations works when not using a blend tree or setting the params

brazen island
#

is it generic (non humanoid) bones

harsh cloak
#

no

#

specifically, i'm trying to set up a ventriloquism system using a fake head bone

#

said fake bone is what i've set as the "head" bone for the model. there is a duplicate which houses the model weights for the head and is rotation-constrained to the fake headbone (which is the voice source)

#

theoretically it should be possible to just move this bone using a gesture FX animator controller layer

sleek galleon
#

Good freddy fazbear avatar vrcRat

winter heart
#

any tips to make the eyes not clip through the face? I want this avatar to have eye movement but even slightly turning the eye bones causes clipping

mental hamlet
#

Hey, since a few weeks I am stuck with a problem about hand gestures.
I want to have face expressions connected to my right hand gestures, while my left hand should not change my expressions.
But my left hand should still work as intended, meaning when I make a fist with my rl hand it should be a fist in game.
After many fails and tries and guides I could never make it work, right now I am stuck with my expressions working with my right hand, but my left hand is moving together with my right one? I make a fist with only my right hand and it transforms my left hand into a fist as well for some reason.
Please if anyone could help me that would be amazing ā¤ļø
this is my Animator Controller which is selected when I upload my avatar

pale pumice
#

you'd probably have to show some of those transitions, not much useful in that image

bleak plover
#

does this look correct?

fading verge
#

can a single mesh be properly rigged?

#

or does each part need to be separate

#

rigging is a huge blind spot in my blender experience

brazen island
#

yes a single mesh can be properly rigged, it uses vertex groups that tell to each vertex in it to follow some bone to some extent. in fact you must have separate meshes only for stuff you toggle on/off ingame, everything else should be one mesh and as few materials as possible.

fading verge
#

ohhh thank you

#

that makes sense

fading verge
#

unnamed rigs be like (i'm very stupid at rigging)

arctic sundial
#

good grace

steady loom
#

yo, does anyone know why Final IK might be drifting for the local user, but appears to be perfeft dor remote users?

fading verge
#

how make mesh deform to rig ~w~

arctic sundial
#

Weight paint it

fading verge
#

hm

#

i Dunno how to do that :3

arctic sundial
#

youtube has plenty tutorials. parenting with automatic weights will give you a good base to start

fading verge
#

ehhh didnt work

arctic sundial
#

I'm not going to beg you for details

fading verge
#

there we go ouch

arctic sundial
#

Well, i said it will give you a good base. I never said it will be perfect. You will always have to touch it up after any automated process

fading verge
#

yeah fair

arctic sundial
#

It looks like the arms are different meshes than the body though

#

Same with the head

#

So parent them to the armature the same way

fading verge
#

actually gonna be merging them together once done so

lone mural
#

hi yall!!! im super new to blender and all this. Im trying to make a naga avatar for myself. (A snake with an anthro torso (picture for example)) and i couldnt find any tutorials on how to rig the bones for the tail, or how to have it selected in unity

balmy delta
#

after which in unity you just have a floor collider plane and add the tail sway as an animation in the fx layer

narrow vortex
#

Or just, make the tail physbones and super sensitive to movement

#

Did that with my snake guy personally

narrow vortex
lone mural
balmy delta
#

the only thing about the whole rig is you are required to at least have the bones there

#

they dont need to actually affect the model

lone mural
#

okay thats what i was wondering, i really appreciate it!!

narrow vortex
balmy delta
#

the tail sway is really up to your personal choice
I just suggest it so when moving it looks less like you are just dragging along a tail

lone mural
#

is it okay if i dm you about this? i originally thought about just haing it drag along

#

but now im finding out you can have it animated :0

balmy delta
#

in the physbone component just enable is animated

#

after you just have an animation that just turns the tail left and right

lone mural
#

that sounds very easy but i literally have no idea how to do any of that

#

again i started like last night

balmy delta
#

•°-VRCHAT AVATAR SDK DOWNLOAD -- https://vrchat.com/home/download

This tutorial does require the general basic knowledge of Unity, but if you need a step by step, explanation, do not be afraid to personally DM me! My Dm's are ALWAYS opened ! (If I don't respond, don't be scared to spam me, I have a bad habit of mentally replying)
Had requests f...

ā–¶ Play video
#

you just use the locomotion layer parameters instead of a toggle

lone mural
#

wha

lone mural
balmy delta
#

then make it slower?

lone mural
wintry maple
#

why am i only able to select the bones by clicking this little thing at the top?? never seen this before and its very unconvenient

wintry maple
#

it was 4.0

pale pumice
#

'cause in 4.0+ you have to ctrl+shift click bones, in <4 you have to ctrl+click them.

wintry maple
#

eeww

#

thank you

pale pumice
#

that one got me too when they updated

lone mural
#

how would i do a tongue flicking animation?

pale pumice
#

got tongue bones?

trim nexus
#

are twist bones like this any good or should I swap it out for the normal rig

pale pumice
fading verge
#

how to get a tail to flex properly

pale pumice
#

that seems very vague and open-ended. Maybe show what you have for model + bones now?

fading verge
#

you're not wrong, this is what happens :P

pale pumice
#

probably smooth out the weight painting

fading verge
#

probably just a weight paint deal but i frankly dont know how weight painting works, at all

pale pumice
#

it's pretty simple really - for each vertex, there's a 0-1 which says how much it moves along with the bone.

fading verge
#

zero seems to be less resistant, up to 1 which is very resistant...

#

but no setup seems to fix the issue

balmy delta
#

multiple bones can be affecting the same vertices

fading verge
#

that's not right

#

guess i should set vertex groups

#

or something

bright geyser
#

can some one help me with bones that do this?

fading verge
#

https://www.youtube.com/watch?app=desktop&v=SCWZr-It1bE

I'm trying to do this bone-by-bone weight viewing but it isn't working

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pale pumice
#

Which blender are you using?

#

in 3 you ctrl+click a bone but in 4 you ctrl+shift+click bones

fading verge
#

oo

#

neither of those work lol

#

but doing it in the bone menu does

pale pumice
#

weird - you've got an armature modifier and you selected the armature, then the mesh, then went to weight paint mode?

fading verge
#

yep

#

blender is weird sometimes tbh

pale pumice
#

and you don't have masking on? top-left, little icons, or 1 to toggle

#

(sorry)

trim nexus
#

the ones not in the normal reference for VRC avatars

pale pumice
#

not sure what's going on with your upper arm there, but they don't seem unreasonable otherwise

pale pumice
#

looks like you have two upper arm bones? Or is the second one the twist bone and the main one doesn't go all the way to the elbow?

trim nexus
pale pumice
#

now that I look back at the original message, is that what you're asking about?

#

usually a twist bone is not actually part of the path from shoulder to elbow, I wouldn't be surprised if that confuses Unity, but in theory it should work

trim nexus
#

this is just how these models come so I was wondering yeah

#

other than being a little shorter than my normal arm, they seem to work fine

pale pumice
#

yeah haven't seen it this way for vrchat but it seems like it should work

trim nexus
#

thanks

bright geyser
#

the right hand despite being seperated from the left it still moves when i move the left hand even when i got rid of parenting

molten pond
#

Something with mirroring maybe?

fading verge
#

Clearly i kinda suck at weight painting lol

nocturne ivy
#

aaaaaaaaa

narrow vortex
#

Also your parenting is wrong, those dotted lines show you how the bones are parented, and the entire left arm is parented to the hip/base

narrow vortex
rancid dust
#

is it possible to import the hand mesh (already separated, but in the same fbx) as a different fbx and connect it to the main armature (without importing another armature for the hands)

hasty cloud
# rancid dust is it possible to import the hand mesh (already separated, but in the same fbx) ...

I might be dumb, but I'd say no, cuz I already tried once. From personal experience, Unity doesn't recognize the fact that a different mesh from a different fbx file is actually weight painted to the armature you are trying to connect your mesh to. Unity basically sees it as a fbx file containing a mesh that doesn't have anything to do with the main armature of your avatar. BUT like i said, im not sure, maybe there's a way.

pseudo meteor
#

Hey, I'm working on my first VRChat avatar. I'm confident in my modelling ability but I'm not very good at rigging. Is there anything I should look out for during the modelling process that won't mess with the rest of the pipeline?

pale pumice
river ingot
# rancid dust is it possible to import the hand mesh (already separated, but in the same fbx) ...

Your making that sound complicated, are you saying that you want to import a hand mesh that has its own fbx, and add it to your main fbx. Then connect it with the main armature? If so You could A.) Use the hands armature tha your replacing for the new hand mesh, and weight paint it onto the hand+fingers. or B.) Use Cats plugin to merge the bone/mesh of the new hand to the main armature (which is a lot easier) Using B.) it will also add a bone to the hand mesh which will be used to join it to the arm bone, which you may need to identify as what your joining the hand fbx to etc etc. Or just merge it, then delete the new bone after it does the merging.

rancid dust
dreamy heron
#

Hi hiiiiii
So I’m new to blender and I made a model for myself. However when I brought the model over to Unity, the head just slightly looks down. Like the character looks depressed cuz it’s looking down.
I think My armature in my avatar’s is messed up but I’m not sure exactly how to fix it ?

(Sorry for the bad quality screenshot, discord doesn’t work on my PC)

river ingot
dreamy heron
#

But the model itself, the fBX, it is set in a TPose mode

river ingot
#

oh, gesture manager has different poses it sets them in, like idle, standing, etc etc. it is also where you can edit the proxy positions to your preference and added in at the avatar descriptor.

river ingot
dreamy heron
river ingot
#

roh, in the sdk there are sample folders with them labeled as proxies. all default animations, positions etc are hidden in those folders.

rancid dust
dreamy heron
#

Oh I see thank you

lone mural
#

how do i rig a model?

torpid burrow
#

is this ok

#

my avatar is a slight bit off centred anyone know an easy way to recenter it all?

#

im really struggling to figure out why this isnt symmetrizing correctly

#

i have no idea why this isnt symmetrical

#

i mirrored it all

#

ididnt do any of the symmetry by hand

lone mural
#

Help please!!!!! im beginning to rig the tail and i dont know how to rig the lower part... i was thinking of just dragging my hip bone all the way down so it doesnt move... I just dont want my tail dragging unrealistically far behind my body so it just looks like my torso is floating..

#

thats what i mean

balmy delta
# lone mural

Just make that part not be affected by the physbone?

lone mural
river ingot
#

usually instead of legs and feet, the hip bone could be extruded several times into linked extensions to the end of the tail..

river ingot
arctic sundial
#

I'd make the hip as normal and then extrude however many joints you want for the tail. I assume you want some physics to apply to the first bone of the tail (1 below hip) but not the "space drag" thing - so lets remember how physbones have actual graph settings that would allow you to make the root of the tail stiffer and the rest gradually more movable

cold cliff
#

there's no way around the "four bone weights per vertex" limit, is there?

uncut breach
#

It's a Unity limitation

cold cliff
#

it isn't, you can disable it in the project settings... but, I'm assuming that VRChat itself is set to use the 4-bone setting

brazen island
#

its unity project limitation and you cannot set settings for vrchat's main unity project, yes.

calm totem
#

I know this is fairly old but can I dm u as I also have some issues as well

hoary compass
#

In Unity 2019, I used to be able to go into Play Mode, enter an animation (e.g., Prone), edit something Blender, overwrite the fbx, and the changes would immediately reflect. This was good for testing weight painting.

Since 2022, it doesn't seem to work anymore, and I have to exit and reenter Play mode to get the new weights to reflect.

Is there a setting or something I can change?

hasty cloud
#

now if i wanna do a modification, i have to fukin restart the damn thing

hoary compass
#

It's so annoying ( 恤 Š” `)

rose wagon
#

Wait what's different?

#

You can't do that anymore?
I just switched recently so I guess I'll be finding out

proper thunder
#

My avatar has an extra lower pair of arms, should I have the second pair rigged with it's own bones, or figure out how to make each side of arms share similar deformations to the same skeleton arm?
I'm pretty sure the lower pair is the thing preventing my rig being classified as humanoid.

pale pumice
#

Rig the second set, and you can use constraints to have them duplicate the primary set's movements.

#

(if you want)

bold stag
#

anyone got a yt tut on how to rig the , ears , hoodie and hair so it has physbone compatibility

pale pumice
#

basically make bones to move the parts you want, and in the case of hair, use a common root bone. Otherwise this is just like any other rigging.

bold stag
#

alright then thanks

pale pumice
#

yeah really nothing to it, physbones are really just bone chains with the script applied in Unity.

pure onyx
#

can anyone help me with weighting skirts/dresses without physbones please

pale pumice
pure onyx
#

idk if this looks ok now but i want it to bend more properly

pure onyx
pale pumice
#

I'm not sure what I'm looking at, but probably the answer to "bend more properly" is better weight painting šŸ™‚

pale pumice
#

can you show the whole avatar? It's hard to make out what part this is

pale pumice
#

yeah I know you said that several times

pure onyx
#

havent added the head or hair

#

wanna fix this first

pale pumice
#

ah! now i can actually see what is going on here, thanks

pale pumice
#

Yeah I'd bet on just "weight painting" based on that

pure onyx
#

like 5 dollars

pale pumice
#

sorry, not interested

pure onyx
pale pumice
#

I'm happy to help if I can in here, but I'm not looking for a commission

pure onyx
#

its as much as i can do

pale pumice
#

I can't tell you how best to weight paint it from here

pale pumice
#

?

pure onyx
#

how best to weight paint

#

then tell me

pale pumice
#

read what I said. You'll have to paint it so it looks how you want it to look

pure onyx
pale pumice
#

yep, practice

pure onyx
#

ah ok

pale pumice
#

it's not easy

pure onyx
#

ik

#

im good with so much but except weight paint

hasty cloud
pale pumice
#

haha absolutely

hasty cloud
#

look what i have to weight paint:

pale pumice
#

hard surfaces are a lot easier though, likely most of the parts have the same weight

hasty cloud
#

well ill be honest, the model was already weight painted (thank GOD), however i do have to modify some of its components to be separable like some bits of the arms and then add bones to them

pale pumice
#

the flexy parts in the joints though...

hasty cloud
pale pumice
#

I tend to join at the end

hasty cloud
#

yes but ive once worked with a model...

#

that had armor bits that were all joined at the begining...

#

and the worst part

#

i had to restart the armature

pale pumice
#

hmm

hasty cloud
#

i have a avatar that had armored wings, and i wanted to have it so that the plates moved as well

#

it was hell...

pale pumice
#

ahh yep, that'd be fun.

hasty cloud
# hasty cloud

Speaking of armatures and such... is there a way i can straighten out these bones..? i got the model and it came with its pose set like this...

#

sadly, the rest pose is also like this

pale pumice
#

yeah you can just re-pose it and apply the armature modifier to all the meshes, then save the new pose as the rest pose, and add new armature modifiers

hasty cloud
#

oh boy so basically guessing...

river ingot
#

cats has an easier way to get to pose mode.

hasty cloud
pale pumice
#

Yeah that does work sometimes

river ingot
# pure onyx ik

You could also add in physbones to the skirt, and have physbones on the thighs so when the dress bones collide with the leg bones they'll react. You can also add gravity and responsiveness to hitting the legs via physbones.

#

on another note, you may need to add more bones to the skirt too make it that good..

pale pumice
river ingot
#

ur right they did, but it is the best way.

pale pumice
#

agreed

river ingot
#

maybe just colliders then haha..

#

otherwise i thikn the front of the skirt would clip through the thighs without the colliders. And or, move the skirt so its attached to the legs instead of blossomed out at the hips like that.

pale pumice
#

yeah, or it'll move kinda funny just going with the legs

hasty cloud
#

lol

pale pumice
#

but if you're at your physbone limit, well...

hasty cloud
#

thats what i suggested for a solution without physbones

river ingot
#

make it a tight fitting miniskirt would be a good option šŸ˜„

river ingot
#

Says right there (start pose mode)

hasty cloud
river ingot
#

Just dont use "fix model"

hasty cloud
robust crescent
#

rare cases model wont like it, most of the time no issue

#

you will see if you try - what ive seen - uv merged with diferent names = you now have a wierdly colored one , removed bones it still need (this is why fix have a bunch of settings you can change)

robust crescent
#

see it maybe once every 80~ model ive converted its rare

hasty cloud
#

how the heck do i instal cats

#

i downloaded it

#

how do i put it in blender

#

nvm i figured out

hasty cloud
#

question: how can i move a bone without moving the model itself...

#

it seems that everytime i try moving a bone in edit mode and then going in pose mode, the model's weight connected to the bone will move as well

#

how can i prevent that?

pale pumice
#

you can do it in edit mode if you're editing the rest position. Otherwise that's the point of weighting, to move mesh with the bones

hasty cloud
#

i mean yeah, but wouldn't it be better if the weights didn't move while in edit mode? and then leave all of the weight moving to when in pose mode??

#

also yea moving bones in edit mode despite being in the rest position still moves the weights

pale pumice
#

wait it does?

#

doesn't seem to for me

river ingot
#

Weight painting is applied to the mesh pixels/faces etc. You can have a mesh on the leg be weightpainted to the right arm bone, and that mesh will move when the right arm moves. of course this happens to newbies who unknowingly weight paint the right arm, while the leg is visible on the other end of the arm thus weighing both meshs at the same time. (an example, not related to the problem)

hasty cloud
#

that wasnt what i was having trouble with tho

river ingot
#

okay, to resolve the problem of mesh moving with bones after you've moved them, you can A.) Zero out all weights to that bone on the mesh. or B.)delete the bone, then make a new one to replace it.

#

Personally, I've moved around finger bones, arm bones, shoulder bones and the meshes never moved around on me while I was editing/moving them around, so I'm not sure how exactly your doing the problem.

hasty cloud
#

i fixed the problem

#

yea it was very weird, the model's bones moved the parts, but when i checked the bone weight, none of them were red

#

so it was moving without the bone weight..

#

tho i fixed it already

#

ty tho

pale pumice
#

Just delete the vertex group with the same name as the bone.

hasty cloud
#

despite that, the mesh was moving

pale pumice
#

huh

hasty cloud
#

ik

#

like i said

#

very weird

pseudo trout
#

OK so for some reason

#

i weight painted a single bone to some fan blades

#

but when i rotate the bone, the blades dont spin

river ingot
pseudo trout
uncut breach
#

does the mesh have an armature modifier

pseudo trout
#

i dont beleive so?

#

technically my first time rigging anything

#

@uncut breach

uncut breach
#

it'll need that for pose mode in blender to work properly

pseudo trout
#

how do i add it

pseudo trout
hasty cloud
#

wait- im just realizing that blender is now in 4.0-

#

im still using 3.6 lmfao

#

wtf am i doing

pseudo trout
#

no point in upgrading

#

i just have the version that was the newest when i downloaded it

#

i dont use the steam version

hasty cloud
#

theres a steam version?!

#

bro im living under a rock

#

ur telling me that blender is on steam?

pseudo trout
#

yeah

hasty cloud
#

omfg how did i never know that

#

lol

#

this is the first time knowing blender was on steam

pseudo trout
#

i still need help :/

hasty cloud
#

did you add a armature modifier?

pseudo trout
#

For the second time

#

i dont know how

hasty cloud
#

see the icon that looks like a wrench

pseudo trout
#

on the blade object?

hasty cloud
#

no

pseudo trout
hasty cloud
#

YES

pseudo trout
#

see

#

you knew what i meant

hasty cloud
#

i though u meant directly on your bla-

#

doesnt matter...

#

add a modifier

pseudo trout
#

what kind

hasty cloud
#

press armature

pseudo trout
#

yeah?

hasty cloud
#

not your armature

#

but the armature modifier

pseudo trout
#

yeah????????

#

i did

hasty cloud
#

show me what you see

pseudo trout
#

oops got my other monitor

hasty cloud
#

you see the little eyedropper symbol

#

lol idk what they r called

pseudo trout
#

yeah

#

what about it

hasty cloud
#

click on it

#

then click your actual armature

pseudo trout
#

alright

hasty cloud
#

show me what happened

pseudo trout
#

nothing from the looks of it

#

looks the fuck same

hasty cloud
#

it isnt

#

now

pseudo trout
#

uhuh

hasty cloud
#

forget what i said

#

before that

#

click your blade

pseudo trout
#

yeah

hasty cloud
#

shift + click your armature

pseudo trout
#

mhm

hasty cloud
#

ctrl p

pseudo trout
#

there are multipole options

hasty cloud
#

do you mind redoing the bone weighting?

pseudo trout
hasty cloud
#

if it works this time?

pseudo trout
hasty cloud
#

alr

#

then do object (keep transform)

#

then

pseudo trout
#

yeah?

hasty cloud
#

click your armature

#

shift + click your blade

#

and go in weight painting mode

#

select your bone while holding ctrl

#

and show me what you see

pseudo trout
hasty cloud
#

try and see if it works

pseudo trout
#

yeah it works

hasty cloud
#

nice

pseudo trout
#

So

#

this is actually for my avatar

#

i need the fan blades to be spinning constantly

#

how would i do that

hasty cloud
#

you can do an animation in unity

#

thats what i usually do

pseudo trout
#

well no shit bro

hasty cloud
#

lmao

pseudo trout
#

i dont know HOW to do that

hasty cloud
#

well

pseudo trout
#

oh sweet jesus its gargantuan

hasty cloud
#

damn

#

r u familiar with uh