#avatar-rigging

1 messages · Page 15 of 1

hasty cloud
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these?

pseudo trout
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Oh yeah

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I make clothing toggles all the time

hasty cloud
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basically

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have an animation where ur blade is spinning

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and leave loop time on

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then

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connect it to a new layer

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place in your animation

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and ur done lol

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welp imma go to sleep

pseudo trout
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this is what you helped me create

hasty cloud
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glad i could help!

night spear
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so does anyone know why does importing into blender causes any and all models to become corrupted? this is only on blender, 3ds max and unity it looks fine. people in the blender server are being useless

sleek apex
arctic sundial
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It has to do with the armature being rotated 90 degrees. Unparent the armature, rotate on axis by 90, then reparent in the same position

night spear
sleek apex
night spear
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precisely, it is for roblox specifically, which is why i was trying to merge the meshes

tranquil furnace
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Hey people, does anyone know if it's possible to make "2D eyes"? Like, I have a model that is heavily reliant on 2D textures and I felt that it'd be cool to animate its eyes through textures, thank you in advance

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Or in other words - 2D textures change

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Similar to this basically

opaque crag
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Anyone have any tips for rigging for a FBT rig to be as accurate as possible, I have tons of really strange issues like my knees not bending straight and weird things like that, I can't find any information on the steps to take to ensure my rig is 'perfect' for accurate tracking. the rig at the very least is proportionally correct to my own proportions IRL so there's that.

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Update : Don't solicit me. I'm not going to commission anyone for anything.

fervent mantle
fervent mantle
night spear
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the model itself is a youtuber, just need a few adjustments

warm aspen
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Hello friends, I was wondering
How to not lose your mind when weight painting ?

night spear
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so wish ai can do that automatically

warm aspen
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It does not make any sense.
I smoothed out the weight but it acts like I just colored the thing red

fervent mantle
night spear
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had a friend do it for me, saw no other way

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usually one has to be extremely popular for their model to show up in sketch fab n such

fervent mantle
night spear
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i do find it odd because on a preview in every other software besides blender, the model appears normal

fervent mantle
warm aspen
fervent mantle
warm aspen
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That's quiet enough polygons imo.
Normally with the weight I painted it should slowly lose deformation towards the center.
But here it's an all or nothing for some reason

river ingot
# warm aspen 🥲

You should have the orange up to the 3rd square, the green at the fourth, and so on. Then have it blended in with the conjoining bone so both have blue/green at the same centered column where they meet.

river ingot
# opaque crag Anyone have any tips for rigging for a FBT rig to be as accurate as possible, I ...

[Update 11/10/2021]

In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.

[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...

▶ Play video
warm aspen
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Damn, I was using Vodka

pale pumice
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oh that'll work too. I just like the taste of straight whisky more

opaque crag
river ingot
river ingot
trim nexus
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Anyone ever have to deal with their avatars tiptoeing everywhere and then settling into a michael jackson stance?

soft kite
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Hello everyone

trim nexus
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🗿

fervent mantle
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like its detecting your floor lower than it is

trim nexus
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that actually would make perfect sense thank you

trim nexus
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it helped but its still a bit off, the leaning when the legs are not locked is still a problem

covert junco
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hello guys i need someone who can help me rig my vrchat avatar

hollow quartz
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This goes for rigging in general, not just VRChat

turbid pecan
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anyone know why this keeps happening ;w;

rare moon
turbid pecan
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in blender or unity

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this is my first avatar ive made so its been confusing

river ingot
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unity

chilly badge
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hello, so im trying to upload an avi for the first time and im running Windows 11 on my mac. its running fine and should upload other than the fact that i dont knwo what this means. could anyone tell me when i need to do? i dont know the names of most things so if someone could speak newbie to me it would be appreciated ;-;

rare moon
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also this is the rigging channel, so if you're asking for help unrelated to rigging it's probably better to ask in #avatar-help

chilly badge
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oh im sorry i didnt know which channel to put it invrcTupCry

hasty cloud
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im having an issue where when i try auto-weigting a clothing to my armature, it says: "Bone Heat Weighting: failed to find solution for one or more bones"

brazen island
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i dont quite remember but i think it doesnt like loose meshes so select main linked part, separate it and auto weight, then weightpaint the chain manually or smth and combine

hasty cloud
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i separated not only the chains, but the long sleeves

hasty cloud
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ah i made it work

icy horizon
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im trying to break these into their own individual pieces and im not really sure how i would do that, would anyone be willing to help

river ingot
icy horizon
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i just need them to be in seperate pieces so quest doesnt die when i try to make them toggle individually

hard cedar
icy horizon
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Thank you but it seems that the avatar just probably won't work for quest with the toggles with how it's designed

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Thanks for the tip though :) I'll use this in the future

river ingot
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looks like what you need to toggle are already seperated on the right, their just hidden?

arctic sundial
icy horizon
arctic sundial
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Thats why i meant earlier when we spoke

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Quest requirements are insane

rare moon
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It won't perform well but I didn't think there was a hard limit for those things, or if there was that it was pretty high

arctic sundial
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As you can see, i was asking them that and didnt really get a definitive answer as to what the issue is.

brazen island
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with a lot of stuff comes huge model size, and theres 10mb hard limit

lone mural
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when im making a "happy" shape key expression in blender, can i just name it whatever i want

hollow apex
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worked fine in blender but... I have no idea why this is happening.

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not my first rig rodeo but not a clue why this is happening.

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I'm not sure... tested in blender it worked fine. i dont know what could possibly be wrong

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Ive noticed in blender after combining the amatures, that everything is completely out of order.. I have no idea how to fix the bone order? the head bone is seperate from the rest of the body. does anyone know if this can be fixed? I am not familiar with rigging but I guess I'll start there becauuse this isn't correct

hollow apex
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I fixed the rig but... no luck. is anyone able to help?

river ingot
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If you have save points its better to go back to a prior one.

hollow apex
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should i delete the blendshapes then>?

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i can try deleting the blendshapes and exporting the test to see. ill get back to it asap

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also thank you!

river ingot
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just make a save before you do..heh..I deleted all mine and now I have to make new ones to make the mouth move when he speaks..=(

hollow apex
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ok deleted the visemes but it still turns out to be this. I've never had this before im so confused.

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so its not the visemes. but.. in blender everything looks normal..

river ingot
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im not sure theres a big difference between the two?

lone mural
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Does anyone know why this could be happening?? im trying to edit expressions on my face and i wanna keep symmetrical, but any time i try, there are a handful of vertices that stay put and dont move...

lone mural
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(FIRST SLIDE: stubborn verts)

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(SECOND SLIDE: ideal verts)

lone mural
lone mural
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pls

hasty cloud
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i'd prolly recommend using sculpt tool instead

stuck mesa
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hi guys so im tryna get this guy to work and ive rigged him up, weight painted, but troubles come in importing him into unity, as the rig tool thing inside doesnt recognize all of my bones, or marks them red even if theyre correctly assigned, anyone know why this is happening? also says my model isnt in a t-pose, i thought an A-pose is sufficient?

brazen island
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you have extra bones, its hips - upper leg (with gap), also your hip bone is upside down

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also no feet

arctic sundial
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no feet

stuck mesa
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and i thought it didnt need feet because of a different rig i saw on google images

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ill get to fixing that

balmy delta
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You need feet but you dont need toes

stuck mesa
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oh okay thanks

balmy delta
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Also it being not in Tpose doesnt entirely matter

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Since in unity you can just force tpose

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Or in blender just pose it as tpose before exporting

river ingot
meager turtle
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Any tips for what I'm doing wrong rigging the hands here? They're weirdly rotated relative to my controllers, and the fingers seem to be rotating somewhat oddly as well

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In contrast, on a different avatar

meager turtle
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This is how the bones are set up on the hand in the first screenshot

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And this is how they're set up on the hand in the second screenshot

arctic sundial
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Have you checked muscle settings in unity?

meager turtle
arctic sundial
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If you do not animate your hand gestures, unity assigns default ones. Muscle settings control how far fingers bend when opening, closing the fist as well as max value rotations. They can be found in the import settings of your fbx, specifically in the rig configuration

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It may or may not be that. I cant see anything wrong with your rig in blender tho

meager turtle
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ah. well this is how its set up in the import settings. They look fine to me, as these are the usual settings I use for models and it typically works fine

arctic sundial
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Top, second image

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Go into muscle settings and close the hand, see if its weird there too.

meager turtle
arctic sundial
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Its effectively the same as moving all fingers separately, just in one slider

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You will see the values shift

meager turtle
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Yeah no this is how it looks in Unity when using the Finger Open Close slider

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In contrast to how it looks in VRChat

arctic sundial
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Interesting. Hmm

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Is it like this in play mode?

meager turtle
arctic sundial
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Yep

meager turtle
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could it be that i'm using index controllers?

arctic sundial
meager turtle
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I can test with Quest controllers in a bit, sure.

river ingot
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thats fixed in the animation proxys that are default in the sdk folder. You can change the "idle" proxy and adjust the finger positioning in it and add it in to the locomotion slot in vrc descriptor...but I havent done that in a little while so it might not be locomotion..but its one of those.

meager turtle
meager turtle
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in contrast, here's how it looks on the other hands i showed previously

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and here's a comparison of how the hand is rotated with the quest controllers

meager turtle
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...turns out it just needed a reupload LOL

hollow quartz
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unity moment

random bridge
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Hello

slate sapphire
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im editing my avi i bought, currently it only has Proximal and Intermediate finger bones, and some world interactions just dont work, supposedly since i dont have the third finger bone. for example, the sunset bar drink machine works fine with my other avis, just not this one. how would i add a third finger bone?

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its a deira btw

slate monolith
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hey im looking for someone that is good at rigging (not using auto riggers) trying to get a character rigged willing to pay commision also dont want the character shared or used as its a personal avatar i have made from scratch im just not the best at rigging

arctic sundial
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You will likely get scam dms from people here

slate monolith
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sad any idea where to look? i have tried fiver and all 3 people just used riggafy and its not awfull but not what i want

arctic sundial
slate monolith
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mk thanks so much ❤️

fervent mantle
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Boo 🤮

balmy delta
radiant seal
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Not sure if this is where I should ask this or not, but I need some help with creating a snake hand puppet and not sure how to do that or rig it properly. I've seen and used snake hand puppet models in the past and I'd like to have the body trail behind the head and allow me to kinda pose the snake by moving around (i.e. if I want to coil it up into a spot and stuff manually)

balmy delta
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have the physbone set to 0 pull

royal torrent
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so I'm having an issue with my earring bone having no volume in unity (thus it doesn't swing and is kinda locked to the root ear bone). anyone know why this might be? thanks!

royal torrent
arctic sundial
still heart
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i forgot how to parent bones to the head tryin to make ear bones for this thing, i made bone groups for the left and right ear and put bones on them wight paint it to the bone groups but nah

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i hope i post this in the right chat

arctic sundial
brazen island
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@still heart you want to parent ear bones to the head? using ctrl select all immediate children, then also select parent (it is bright yellow), ctrl+p, keep offsets

still heart
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its gray tho

brazen island
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oh, you first must merge them in one armature

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ctrl+j also after selecting main armature last

still heart
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ok

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thx

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i did ctl j

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nothin happend tho

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how do i murge

brazen island
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object mode

still heart
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ok

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im in object mode how do i murge

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sorry if im bothin yall

arctic sundial
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ctrl + j

still heart
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i keep tryin it dont work but thx for tryin to help anyways

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yeee it works

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thx

still heart
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fixin waightpaint messups

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thanks btw yall

quiet socket
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So I want to know how I can add animations to my avatar but idk where to start or how. For example, i want some sort of techy mechanical arm that when I use a toggle, I want my arm to turn into a gun or something. How can I figure out how to do that type of stuff?

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it’ll be a VRoid avi too btw

fading verge
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Experienced riggers only, please

I've made a collar and need some help with understanding weight painting root bones. As you can see, the collar has 5 components meant to have physics applied (the collar centerpiece and the 4 strings of stars on either side).

In the video, the first bone I'm rotating is the root of the star strings which is meant to decrease the number of physbone components needed in unity. Next I rotate the neck bone and everything moves as intended because all the charms are parented to the neck as they should be. The problem comes when I rotate the head bone. I obviously can't have more than one parent for any given bone and I don't want to have to use constraints because I plan to release this asset pack for sale and want it to be as user friendly as possible.

I believe (I could be wrong) the solution is to weight paint the collar to the root and edit the weights accordingly, but I have no idea where to start on that. Does anyone have any ideas or tips?

https://vimeo.com/929010010?share=copy

This is "2024-03-30 03-22-08" by Whoopzee bumbles on Vimeo, the home for high quality videos and the people who love them.

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river ingot
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shouldnt it be painted to the head as it is usually weighing over the neck? The neck doesnt really need to be weight to the neck bone, mines weighed to the head bone for the most part. So maybe the necklace should be weighed with the head too?

fading verge
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especially with physics introduced

hasty cloud
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i would recommend weight painting the necklace entirely to the neck bone, and avoid the head bone

gaunt jay
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I've got a fbx where the head is tilted a bit too much down and it's very uncomfortable to use
I just want change the angle up by about 25-30 degrees
I tried just rotating the bone head in unity, but vrchat ignores it
I tried with cats plugin (apply pose as rest pose / pose to shape key), and while it works, it broke all the others blendshapes
Ex. it had a blendshape to turn on eyelashes, but they didn't get updated to the new rotation and now they're positioned incorrectly
https://i.imgur.com/lpDj2eP.png
Is there an easy way to rotate the head without breaking everything else?

fading verge
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This is a commercial project. I won't settle for something like that.

river ingot
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B.) You may have the roots of the charms parented to the top of the neck bone. But I think you can have them weighed to the entirety of the neck bone, or the bottom of it instead. OR C.) You can have the root bones "Connected" To the neck bone..so they have to move with the neck bone moves..otherwise they remain floating like they are, I think that might solve it too. I do that with some bones and it has better consecutive chain reactions.

final idol
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Hi, when putting on my avatar my viewpoint seems to be far out in front of me, even though it's set up inside the head in Unity, is there a fix ?

quiet socket
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For some reason when i try to enable an addon ive installed, i get this error and dont know how to fix it.

uncut breach
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it most likely doesn't support Blender 4.1

quiet socket
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is there a way i can downgrade my blender version? cause alot of useful addons keep giving me this error.

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but you were right. it was a 3.0 addon

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i have 4.1 currently for blender

uncut breach
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Here's all the blender versions

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you most likely will get the best support with 3.6 LTS

quiet socket
uncut breach
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that just means the code isn't signed and doesn't necessarily mean it's malicious

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read more > run anyway

quiet socket
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ah okay i got it and its working now, thank you!

hasty cloud
quiet socket
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So with rigging, how do i make it so i can get like separate parts of my arm to move and not just like the elbows and fingers and stuff? i want to make it so that the top of my arm opens up, and like a little futuristic gun pops out or something, but idk how to do any of that or where to start.

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kinda like this, but the gun retracts out of the arm.

brazen island
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noone stops you from having bones other than humanoid ones, if they are children of lower arm they all will follow it, then weightpaint stuff to them, then animate their movement

final idol
fading verge
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It's not the neck weighting that's a problem

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It's the head weighting

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Ffs I need to find a better place to ask for help -.-

hasty cloud
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im so sorry lol

fading verge
# river ingot B.) You may have the roots of the charms parented to the top of the neck bone. B...

In the video I posted there's no weighting on the root. The root is parented to the neck bone, but not connected. I'm not really sure how connecting them would change anything other than sorta screwing up the origin point of the chains' rotations. Also I'm not familiar with the ability to change the location where a bone is parented on any given bone (eg changing the parenting location from the end of a bone to the base of a bone)

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Also if I were to parent the bones to the head, they would rotate with the head and not the neck

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That would be pretty funky

hasty cloud
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doesnt the necklace also rotate with the head bone..? .-.

fading verge
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Only the base, but it does that because it won't have physics

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The problem arises with the parts of it that will have physics applied

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If I weight the parts that are meant to have physics to any bones other than the ones that are meant to have physics applied, it will have horrible morphing

hasty cloud
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dont, all i suggested was to parent the chain bones (the phys bones) to the head bone

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i mean have u tried at least?

fading verge
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There's no need. But I'll go ahead and make a video showing you anyway.

hasty cloud
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yikes yeah nope

fading verge
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Yeah I'm stumped

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I know it's possible to get this rigged properly, anything is

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but I have 0 idea where to begin

hasty cloud
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take it slow, i think the main problem is the weight painting

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dont beat yourself down over weight painting, bc no one is good at it

fading verge
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thing is, the base of the collar is fine

hasty cloud
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well...

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it is moving kinda irregularly..

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for example, the weight painting is causing what i suppose are metal rings/holes to bend

fading verge
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I mean yeah, but that was something I planned to address after figuring out the parenting issues because that is a simple weight painting issue. As for the parts that are meant to have physics applied, I know that's not weight painting. I'm thinking my only option for this might be constraints

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I wanted to avoid that because this is a commercial project and I wanted it to be as user friendly as possible, but if that's that way it has to be then so be it I suppose

hasty cloud
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i see

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well best of luck!

river ingot
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are there bones on the charms? I have earings with chains, the chains have no bones and they move freely when I move the head around bu tare still attached to the ears.

fading verge
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yeah there are

fading verge
river ingot
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I'm working on chains hanging from the legs myself, its a similar problem.

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But the ear chains work correctly and they have no bones on them..

fading verge
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Yeah that's why I think it's a parenting issue that can really only be solved by constraints

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I know if I removed the bones and weight painted accordingly, the problem would solve itself

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buuuut I want physics xD

robust crescent
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not seeing a dotted line are they connected to anything

river ingot
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Bunch of trial and error, its the scientific way to solve the problem

river ingot
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You can change the parenting easier using the drop down menu in "relations"

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Also in that category, try out the "inherit rotation"

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Along with the featured "inherit scale" with another drop down menu of customizable options

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Also..there is supposed to be an "end" bone after the last bone for physbones..or there used to be.

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You can also change whether its parented to the head or tail in this window on slightly different tab

fading verge
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That is honestly really useful information

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Next time I open up my project I'm gonna toy around with it a bit

harsh dew
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not sure if showing the topology helps

balmy delta
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that looks pretty normal for automatic weights

harsh dew
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its never usually this bad tho

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like, it cant tell which leg is which?

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I move the arm, and the entire body and head moves?

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like ive done something wrong with the mesh, im not sure what tho

river ingot
brazen island
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use mixamo as a starting point for humanoid, autoweight usable only for lesser stuff

honest obsidian
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Create a another duplicate of the mesh

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Use remesh modifier and use voxels

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And the apply modifier

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And then auto weight paint the skeleton to the duplicate voxalized mesh

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After that transfer the voxalized mesh to the rig

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The non duplicated one

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Then bam

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At college rn so I cant show

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@harsh dew

slow trout
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I have the z axis facing forwards in blender for the leg's, would that be what's breaking the avi?

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Here's the blender photo's

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my goal is to make it so the leg's go forward when crouching a little instead of out to the side's

harsh dew
lilac frigate
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I'm struggling to figure out what to do about this issue I ran into. I prefer using IK both lock as it feels the best to me, but my avatar's spine seems to squish a lot. It didn't bother me until recently when I noticed that it deforms my clothes in a strange way, and I can't figure out how to fix it. I can't seem to recreate it in blender, so I'm not sure what to do to fix it. Ideally I'm looking for a way to prevent my clothes deforming while still using both lock.

river ingot
lucid fulcrum
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How can I link their system For vrchat? I explain, I have an ammunition belt, I would like to make it dynamic. Are there any options?

honest obsidian
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Like it connects to the hand?

lucid fulcrum
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I didn't understand

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I want to add kinematics for vr chat in unity itself, so that the tape dangles when you move your hand.

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Or I'm a fool and I'm doing the wrong thing...

river ingot
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you want the belt loose when you move the gun around?

lucid fulcrum
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Until I came to a decision, I spent the whole damn day

river ingot
# lucid fulcrum yep

Try removing the bones on it and just weight paint it to the two ends that it's attached to. it'll move where those move etc..

torpid burrow
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any idea on how i should weight paint this to prevent this sort of wierd warping

pale pumice
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not sure I see the clipping?

arctic sundial
torpid burrow
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no clipping but the back end of the weight paint was bending really wierdly

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dont really know why it happend

torpid burrow
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i kinda fixxed it now

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i think

river ingot
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I've had that happen, its normal. got to play around with things a lot on blender.

rustic fog
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So I've suddenly got this error, and I cant continue without fixing it. The issue is Im certain that the head,hands,and feet bones are mapped, as well as the upper arms. There are some risidual bones from the porting process that I should probably get rid of, but Idk if thats what is causing the issue.

rustic fog
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Ive already tried digging through the server, I cant figure it out for the life of me. Ive tried the trick of adding and deleting a second model, tried using CATS, I cant get it to not do this.

cobalt condor
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unless it says auto fix u should be fine

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have u tried just uploading it?

rustic fog
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It does not let you upload or test with this error

cobalt condor
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oh

rustic fog
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🥹

river ingot
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u namef them wrong

cobalt condor
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how do i fix this

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i am trying upload it so i can test it out

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nvm

cobalt condor
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its bc i didn't do the expression thing, i dont know how too 😭

river ingot
# cobalt condor how do i fix this

wow..300k! thats like ultra high tech vr equipment avatar. I think you need like 32k for quest to see it max, and under 70k is something to try for. Your not the first one or the last to have one that large.

cobalt condor
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yeah it was very messed up

river ingot
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the expression thing is in the sdk asset folder in creators companion..

cobalt condor
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i tried to fix it but i couldn't

river ingot
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its usually set at default but you can drop a customized version into the slot

cobalt condor
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someone is doing the avatar rigging for me

river ingot
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oo..

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do you got like a bunch of toggles?

cobalt condor
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i have gogoloco and a few toggles on it

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i believe i have a ss

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not all of them where showing up

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and not all of them were working

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so yeah

river ingot
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oo...that'll be complex to figure out. You'll have to like double check all the toggles and the whole nine yards to see where the error is. That could require learning how to make toggles the right way and or getting someone else to do it for you..

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There are different creators who make youtube vids on the subject. I'd check a few different ones cause some will be out dated before 3.0 and won't function the same as the current version.

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I could post up some examples of mine but I need to go to sleep early tonight 😦

cobalt condor
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ur fine

mental hamlet
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I added some accessories to my avatar and scaled them perfectly to my model but now when I merge armatures it rescales them to the same height like my model which is really annoying and I realized the accessories have their own "height"? I don't know how to get rid of that, any idea?

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the orange lines are the floor level of the accessories which is higher than my model's

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I can simply delete the lines but then it also rescales everything >.<

mental hamlet
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nvm found it

brazen island
#

you better to just apply all transforms (ctrl+a) so your scale is also 1 1 1 on everything. it would tp origin point to 0 0 0 i believe

gloomy bloom
#

How could a set up an avatar with no Arms to take controller rotation for the hands?

mental hamlet
#

try VRC Traders discord server, you'll have more luck over there

brazen island
#

@gloomy bloom use humanoid rig anyway vrcAevSip

gloomy bloom
mental hamlet
#

hello, I am using Physbones for my tail on my avatar and it looks near perfect, the only thing I am missing is a little bit of "shake" when I stop moving? the tail comes to a full halt and I wish it would still jiggle a little bit after moving, could someone help maybe? here are my settings. I have to leave the gravity at 0.6

#

I am trying since an hour and nothing comes even close to what I want :/

river ingot
balmy delta
#

Set it to closer to .9 instead of .3

mental hamlet
#

okay will try it out, thank you!

fleet knot
#

Mlem

faint lantern
#

Hey, I guess I don't really understand how weight paint / rig works

I have like tried millions times on different clothes and always end with poor result / buggy, I think I don't understand something,

Is someone able to vc to like teach me what I'm missing ?

#

Like this is what happen, but strangely my vertex group seems to be fine ?

#

and the paint job seems good ?

arctic sundial
#

What makes you think the chest is the culprit? Is the weight painting copied from the body or painted manually?

faint lantern
river ingot
#

I could screen share and see if I could help u figure it out, maybe sunday evening or after.

faint lantern
#

Hey sure why not feel free to dm

safe schooner
faint lantern
safe schooner
faint lantern
safe schooner
faint lantern
honest niche
#

ok im trying to rig a model with digi legs, do i make the bones follow the legs like this or make them flat normal human legs?

#

(put this in the wrong channel the first time mb)

loud storm
#

anyone know why my avatar's hands are looking like this when they look normal in the armature configuration view?

#

its like the finger bones are too far in the hand

#

they also do this weird thing in animation mode too, i am very unsure of what to do

spice badger
fading verge
#

does anybody know how to fix this ?? only the top of the sleeves move with my avi

fair thorn
fading verge
fair thorn
fading verge
#

this is how the jacket came and im not sure how to weight paint the sleeves

#

im new to making avatars :,)

fair thorn
#

I would try to give other helpful tips but I’m as just as bad at Blender. At least, that’s what I think.

fading verge
river ingot
fading verge
#

I followed the weight painting tut and it still does the same thing

river ingot
zealous kayak
#

What if the model already has a rig

fading verge
honest niche
#

ok i asked this id a dif channel but realized i should be in this one. the legs are giving me issue. in unity the pose is right, but in game one foot was off. so i was told to fix the rig to how i wanted it and when i did it did fix the stand but when i walk then stand still the legs spred weird for a second before fixing. how do i fix this?

trim nexus
#

I cant seem to click any specific bone in weight paint mode in blender, I can only get them through the vertex groups and then some are missing

#

trying to select these with ctrl click or shift click in 3.6 doesnt seem to work

robust crescent
#

depends on your settings , mine is right click

#

(blender 3.6.9 but im still using old keymaps)

trim nexus
#

yeah ive got it on shift click but it doesnt do anything it seems

#

actually it selects the body but no bones

robust crescent
#

you arent in pose mode, whenever im i weight paint mode that activates

trim nexus
#

is that something that you customized yourself then?

#

I cant seem to enter pose mode while in weight paint mode

robust crescent
#

object mode > select weight paint its now in pose mode

#

or select bones in edit mode, then mesh > weight paint

trim nexus
#

pose mode and weight paint mode are two seperate modes

#

at least in 3.6

robust crescent
#

depends what you have selected

#

(edit mode) bones ? it wont show weight paint, bones + mesh it will

balmy delta
#

isnt normally where you press R if I remember correctly

trim nexus
#

what is

balmy delta
#

after selecting the bone/weight paint I mean

trim nexus
#

R doesnt seem to do anything

balmy delta
#

not selecting

trim nexus
#

shift r toggles weight paint mode though

#

okay through assigning automatic through bones I have been able to include one more bone into the vertex group

sweet forge
#

question!!
these finger chains are made to be parented to the middle of its corresponding finger but it breaks those fingers as well, any tips on how to fix this? tysm!!

rare moon
rustic fog
#

Anyone know what might be going wrong with the thumbs here? Ive been trying to rotate the bones in blender to get them right but I just cant figure out whats going wrong

#

I can rotate them to proper positions in Unity, but it yells at me about the avatar not being in a T-Pose

rustic fog
#

Ok I fixed it, not really sure how, I just redid the importing process in blender and CATS and stuff

river ingot
# fading verge The jacket comes with a skeleton.. should I delete that?

Make a backup save of the file. Then, using the trick shown in the video, copy the weights from the jacket bones to the body bones, then delete the jacket bones. Or you'll have to manually weight paint it where it needs doctoring. But it shouldnt have two skeletons like that. That may be from the jacket belonging to another avatar, or as a seperate asset that was already preweighed for this intent but they didnt clean it up for you fully.

sullen arrow
#

I got a Final IK tracking question........... What if I dont want 2 legs with 4 bones each, but 10 legs and 7 bones each?

iron hill
#

Is it possible to constraint a bone's length to another bone's rotation in pose space in unity ? I'm using it in blender as a elbow helper bone, but I don't find such a constraint in unity , I only find rotation to rotation, or scale to scale

tepid umbra
#

I'm having a minor but annoying problem: I scaled the arm bones on this avatar to match my real arms, as they were too short at all arm/height ratio settings previously. I think I got it right, but I think there's something not quite right about the shoulder. When my arms are straight up over my head, the controllers are further out than the avatar hands, and when the arms are straight down at my sides, the avatar's elbows are bent.

#

Does anyone have any clues from looking at this as to why that might happen, and how I can adjust it? I'm not 100% sure it's the shoulder, but as far as I can tell the arms reach the same spot spot at the hips (when they're correctly extended in posing) as mine do irl.

Adjusting the arm/height ratio only straightens the elbows but at expense of the controllers getting further out over my head, or gets them in my hands over my head but makes the elbows more bent when my hands are at my sides, so I'm pretty sure I've got that right.

tepid umbra
#

is it that it's incorrect with respect to the shoulders?

balmy delta
#

one being where the view point is because it doesnt stretch the distance of your tracking points

#

if you lowered the view point it would for the most part fix the hand issues but now also cause your view point to be off relative to the avatar's face

#

its generally a balancing act with stuff like this

robust crescent
#

id straighten that arm , see if theres any difference

tepid umbra
#

oh damn that looks useful as hell, thanks

manic marsh
dusk fractal
#

is this bad?

mint solar
#

am I able to use an existing rigged model to rig one that isn't?

river ingot
# dusk fractal is this bad?

looks like your dino has some weight paint issues. I'm also suffering a problem with my avis hand that i cant seem to fix so hopefully it may be a system thing and not our fault at all.

dusk fractal
#

does it have to be humanoid? because my model isnt humanoid

brazen island
#

@dusk fractal unity avatars are supposed to be humanoid, since their whole point is to play generic animations on any human-ish model, otherwise youre in a funny world of making your own animation controllers

#

with generic rig you can do almost anything (without fbt/vr), just with how much effort compared to humanoid?

#

@mint solar what? you can reuse an armature but autoweighting kinda bad for the whole model. if you need to rig smth, start with mixamo, then do manually other things (physics stuff etc)

dusk fractal
#

so your saying is that i should stay in generic rig?

brazen island
#

if youre desktop user and you already have all the animations (ie its game rip or smth), yes.

#

tho its still plenty of work to make it run around etc

dusk fractal
mint solar
#

I made a new rig and whatnot, but whenever I try to attatch it with automatic weights it doesn't work

brazen island
#

humanoid if for what at least reminds of a human, generic is for chairs, four legged cats, headcrabs etc. you can rig dino to a humanoid, it wont be 1:1 but its doable

dusk fractal
dusk fractal
brazen island
#

i have no idea what your model is.

dusk fractal
brazen island
#

@mint solar use mixamo , it will give you decent vr capable rig

brazen island
#

also i used f4 model and it worked fine without rerigging iirc so why even do this?

mint solar
mint solar
#

it keeps on saying this

brazen island
#

youre supposed to remove whatever aramture you already have

#

should be just mesh

mint solar
#

I managed to get it to be able to be rigged

mild temple
#

How can i fix my fix my rig?
I forgor to apply mirror modifier before the weight painting, so now every bone on the left side, has weights on both left and right sides

robust crescent
#

ratl either remove weightpaint manually , or seperate ear temporary and remove the vertex group (does that work ? - tested yes)

crimson kernel
#

Good lord.. I don't wanna rerig this-

#

is there a way I can just yk put them together?

rare moon
crimson kernel
#

let me try it out..

#

I'm unable to locate the option to merge

rare moon
crimson kernel
#

what is this about

#

I'm going to start over very fast

rare moon
burnt nebula
#

Is it possible to have an avatar with two armatures, each armature with its corresponding skinned mesh?

balmy delta
#

thatd just double the amount of bones but sure

#

only 1 of the armatures will be the humanoid bones

burnt nebula
#

changing the unity-avatar config? (maybe this is not needed?)

balmy delta
#

you cant change what armature you are controlling

#

however using constraints you can constrain an armature to the humanoid one BUT that is pc only and really jank

burnt nebula
#

so, if there is a second armature, I will have to animate it bone by bone?

#

like a horse for example

#

or a dragon

balmy delta
#

its never going to work how you are wanting to

brazen island
# burnt nebula like a horse for example

both vrc ik or unity avatars are meant to run bipedal humanoids only. if you manage to get one nonhumanoid avatar run in a desirable way, it is possible to merge it with a humanoid one for sure. if you have no idea where and how to source an animations of a horse or a dragon or you want them to properly follow hand controllers, reconsider.

burnt nebula
brazen island
#

head - constraints ie pc only. whole body - shouldnt be a problem

#

well, following root in vr

#

not head

river ingot
#

A few months ago there was a thing to have 2 armatures, one mirrored the other one and they were both different colored meshes.

solid panther
#

oops wrong chat mb

low otter
#

guys, how much joint bones i can add maximum on a vr character?

wheat surge
#

do I need wing bones If they are opened by blendshape?

devout epoch
wheat surge
#

gotcha

thorn quiver
#

hey was merging a hair onto an avatar and its doing this any idea how to fix?

devout epoch
#

It's not in the collection, just drag and drop it on

fading verge
#

Okay I have found like no tutorials how do I rig a phys bone onto something, do I just straight up put bones where I want phys bones to be or do I have to install that wiggle plugin

river ingot
#

yah, you have to extrude a bone, deconnect it from the parent, then weight paint it onto the mesh that you want it controlling.

fading verge
#

Ok thanks man

honest niche
#

ive realized i asked in the wrong channel again. what would be the best way to rig these legs?

sterile whale
#

So i have this cloak model, and i want to rig it. or atleast give some kind of physics to it. Whats the easiest way to do so?

river ingot
sour hare
wheat surge
#

Do I need to setup IK in blender or will VRChat make it automatically?

fallen whale
hearty slate
#

hey! i'm trying to attach a piece of clothing to a rigged avatar, i've mostly gotten it to work. in some poses it stays attached and in the right place during, but in some other poses it goes off-center and weird. any ideas? are there specific offsets for certain poses?

(i'm using poses from GoGoLoco)

dapper crescent
#

Are you attaching the clothing in blender then bringing it to unity to test poses? Or solely unity

honest niche
#

ok so im editing this model to make it into a oc of mine (havent done textures yet) but for some reason in game this single strand of hair is just floating off by the head even tho its weight painted right and right in unity. any ideas on how to fix this??

river ingot
idle cape
#

my turn for a question! :) does anyone have any idea what the best way to rig a set of wings for a vrchat avatar is, without using a million and a half physbones? XD

honest niche
#

ok i can help with that question! so look at ur arm, make the bones as u would for the arm then add like 1-3 bones for the long feathers at the end if u wanna give it little more of a wiggle

#

i like adding 3 cuz i like the wiggle

idle cape
#

cool! do you usually have the feathers as separate pieces, or are they all connected in the mesh?

#

idk if that question made sense haha. i have set up my model with each feather as a separate mesh for now, and intend to join them all together into one mesh after they have been individually rigged. its not working so great atm 😅

honest niche
#

i like doing them sep personally but i guess it depends on the style u want to go for

idle cape
#

yeah, that makes sense! ill do some more messing around. glad to know im at least heading in the right direction! thanks so much!!

honest niche
#

OK NEW ISSUE!! at some point along the way i had messed up the expressions and now it only works on the lashes. the animation is still right and the blenshapes on the face still work in both unity and blender

#

it all looks right to me??? why did it break if i wasnt even messing with that only weight paints

#

fixed it never mind!

waxen sapphire
#

Hello! I'm new here and am actually looking for someone to help me rig and texture my avatar

balmy delta
waxen sapphire
fading widget
#

How tf do bones work??

tawdry meteor
#

Herro Happy VRC friends! I think rigging is the right place for this... I'm looking for a bit of advice around.. foot rigging! In fbt, when I roll my feet a bit, the avi's foot looks like the pics.. Is this normal? ... Do I need to shorten the legs a bit to better match my tracker locations?...or a bit of weight paintin? Anyone know if there's any way to optimize this to look better, or am I just being too picky? iris

river ingot
livid vault
#

I unfortunately bought a model with not so good weightpainting, what could be causing this issue? because i've been trying to paint it in so many ways but the upper arm still clips with the sweater when i twist the arm.

balmy delta
#

the sweater isnt influenced by the arms enough in the shoulders

tawdry meteor
livid vault
#

and if you mean it by adding more weight to the highest point in the upper arm, it's full on red.

balmy delta
river ingot
#

technically all you can twist are the elbows and beyond

livid vault
#

how do i add constraints? This is new territory for me when it comes to weight painting

river ingot
#

in unity, under the rigging section, there's a secont tab up top for the muscles etc..

#

it solve sa lot of problems..

livid vault
#

ooooh, i have to give that a look, thanks a lot for the tip! ❤️

river ingot
#

yah, it was a real problem solver for me when i was figuring out the shoulders too

gloomy bloom
#

Help
The other digits have the same bone Rotation
The other hand is mirrored and is completely fine

tawdry meteor
river ingot
#

yah, theres the slider bar for the different bone angles. You can slide it and it'll show what it does in the avatar window at the top with a gemoetric angle showing what your controlling etc. If you need a vid i can make a short one.

river ingot
gloomy bloom
gloomy bloom
#

I just found what's wrong
The Index is the Thumb and the Thumb is the Index

It's all labeled in Chinese that I can read so I didn't know

obtuse spire
tawdry meteor
river ingot
#

I think I'd just lower the weightpaint from the lower leg and into the foot so it won't bend where the bones meet at. I did try the bone in unity via the rig section, and they didn't have a constraint for the angle your having problems with.

#

You could also lower the trackers and put them on the top of your feet.

#

Ive seen them also on the side at the anklebone.

vale kettle
#

so weird issue, its hard to explain, but for some reason my avi i just finished acts as if its always in fbt spine lock hips mode, and it doesnt matter what i do its always like that. and the weird thing is ive used and worked on tons of avis with the same base and they have never done it, but this one does and its weird, when i stand up straight then move my head down the avuis head stays in place but mine moves till i start leaning foward, its very odd to me, the avi base is a deira (alt version aka maruchi hands) if that help

dusk veldt
#

my avatar started having this weird problem where its head tilts to the side and its neck kind of twists with the body when walking sideways, after I added blend trees to toggle 'flight mode' animations with a parameter. i have a parent constraint rooted on the head for a flight platform toggled on during flight, but it shouldn't move the head when its turned off. what should I do

nova shard
ornate scarab
#

When rigging a basic jiggle bone pair, do you weight paint to the first or last bone?

river ingot
ornate scarab
robust crescent
#

whenever i see those end bones, i remove em (or merge them to parent - incase they have a tiny weightpaitning ) , you dont need em to use physbone - endpoint act the same way

turbid valve
#

Hi guys, I am trying to create a full body rig avatar please let me know ways to implement that. I am using OVR so please suggest me ways to implement using that

dusk veldt
river ingot
# ornate scarab oh so the paint should be on the first bone?

yessir. as Thulen was saying, you can delete that last bone if you want to. If you got the settings set the right way it'll automaticaly create an end bone when you export I think. You could actually, Copy the vertices for the end bone and paste them onto the first bone so you dont have to weight paint it all over again etc.

ornate scarab
turbid valve
#

Hi guys, I am trying to create a full body rig avatar please let me know ways to implement that. I am using OVR so please suggest me ways to implement using that
Can someone help me with this

balmy delta
#

A full body rig is just a humanoid rig

#

Also ovr wouldnt be impemented into avatars at all

turbid valve
#

No I want to the avatar to move his head legs and hand when I move in real

balmy delta
frank osprey
#

Hey guys! just wanna know if there's any resources for Full body VR using Meta XR in Unity. Anyone help :(?

copper halo
grand dome
#

I'm been trying to figure out how this person animated their OC's eyelids in blender. https://twittervx.com/Tr0xaz/status/1740201915470975436/video/1

If anyone could help, that would be awesome.

can't find the original tweet but I'm still flabbergasted by how much this one blew up

Quoting vonix 👻 (@vonixskulls)

since its the end of the year, what's your most popular art?

▶ Play video
#

Getting the shutter eye open is one thing, but trying to make it move around and make sure it keeps a consistent shape is what I'm trying to figure out.

balmy delta
#

think of it like how an actual shutter works

grand dome
balmy delta
#

so for one thing

#

a shutter moves by rotating triangles not shifting like how you are trying to

grand dome
#

I got that, but that doesn't really help me understand how I would get the open part to move around and not split up/merge into other panels.

balmy delta
grand dome
balmy delta
#

an aperture shutter works by rotating very thin triangles on top of each other

#

in order for it to move to the sides

#

it needs to either rotate each triangle (like move it to the left you rotate the left side out and the right side in) or just slide the entire mechanism

#

moving the entire thing would be easier

grand dome
#

Problem is that I'm trying to work with a specific stylized model, and there isn't really space to move the entire mechanism around unfortunately

balmy delta
#

you can fit the entire thing onto a sphere

balmy delta
#

or if it is is just blendshapes that face the look

civic elm
#

Question for those who weight paint

#

VRChat only allows a maximum of 4 groups per bone

#

I've having a lot of problems working with this

#

I can go into blender and "limit the total" but when I go to make my changes and fix the weight painting it causes the problems again

#

Is it possible to always limit weights in blender?

#

This way I can work with the limit in place

wheat surge
#

Hi! Does anyone know why my bones in unity are messed up? I used youtube tutorial from Kaideart to make digitigrade legs, and in blender bones are parallel, but when I setup it in Unity it messes up. On tutorial they didn't do so. All scale applied in blender (unless I should somehow apply scale/transform on bones too). I resized avatar in blender and reimported it, but applied scale and did "non/human" unity ritual.

rare moon
sturdy pond
sturdy pond
#

yeah im talkin to the VRLabs folks rn, it must be 1.9

#

VRC should really list that in the docs somewhere, bit of a shitty thing to try to figure out as an end user

#

ah, that can apparently be done if your fork the docs. time to go make a PR

wheat surge
rare moon
#

Same menu

#

Pose>enforce tpose

wheat surge
#

now works okayish, next time will definitely sculpt in T-pose

#

maybe even will remodel tshirt when I have will to do so, cause now it looks shitty with arms up

#

anyways, thanks for help!

main ore
#

anyone know how to rig a r6 blocky roblox avatar 🥺

patent elk
#

Anyone know why when I try to export a blender file from blender as a vrm file why the bones don’t line up correctly

main ore
#

hi commisioners send me a friend request and a message request pls

devout epoch
patent elk
#

Can someone help me fix this

river ingot
patent elk
river ingot
#

Right there..

patent elk
#

Thank you

river ingot
#

👍

patent elk
river ingot
#

yessir

patent elk
#

Thank you again

river ingot
#

you can ask anytime on here, theres all numbers of people who'll help.

patent elk
river ingot
#

Ah, click on the wrist bone, 2.) click on the relations tab in that bottom right window. 3.) choose the forearm or whatever bone your connecting the wrist to. 4.) click the 'connected" button so its on. 5.) If you haven't already, you should drag the wrist bone and all parts of it to the forearm bone where it should be. Maybe it needs to be put in T-pose mode too..thats usually required for unity

patent elk
zenith olive
#

im not sure what happened here im so new to blender and well unity i learned already but im not sure how to fix this

brazen island
#

probably missing/wrongly named vertex group for toe, check weight painting

river ingot
#

If you add-on the "cats plugin" it has a pose mode that makes it easier to turn on and off. Otherwise theres a default one on blender.

main ore
#

any commisioners? dm/friend req me

balmy delta
#

You will only get scammers here

obtuse spire
#

(all of which have horrible grammar for some reason)

orchid cloud
#

Greetings! I'm currently building an Avatar from the ground up for someone and I have a question about animations:
Is it possible to have in-between animations?
Such as; You toggle the Avatar to sit down, but instead of instantly snapping to the sit-down pose it plays a sit-down animation first.

#

Huh... is this the right place to ask such a question, or would Avatar Help be more appropriate?

balmy delta
#

youd just add another animation in between the different states

#

well 2 animations

#

one for down and one for up

#

itd work very weird in vr tho since its not an instant movement

orchid cloud
#

I would just play the sit-down animation in reverse.

balmy delta
#

one playing forward the other playing backwards

orchid cloud
#

Right. This can be done with custom animation trees? I'm pretty new to Unity.

balmy delta
#

sure

#

the default looks like this

orchid cloud
balmy delta
#

youd make it this instead

#

I would also add one for standing to prone tho so it also has ones for that so you dont have to go through 2 transitions

orchid cloud
# balmy delta youd make it this instead

Yeah, as soon as I saw the picture of the animation tree and paths I knew it'd probably be something like this. Very similar to Godot.
So, exporting a character as an FBX file from Blender and then importing the asset into Unity will have the animations/actions exported with it? So this will make them selectable in the animation tree?

balmy delta
#

well youd have the animations but youd need to extract them or make duplicates of them to use them

#

since the animator layers are done in unity

orchid cloud
#

Right. I'll have to figure out how to do that. At least I know it's possible now.

balmy delta
#

just look at the default transitions and copy them

patent elk
# river ingot

Thank you so much for all your help you saved me money, someone was trying to get 100 dollars from me just for them to rig it 😓

balmy delta
#

exit time will delay how the transition so you cant just instantly do the next animation
changing the transition duration will let you instantly go to the next transition effectively skipping to the next animation

patent elk
orchid cloud
patent elk
# orchid cloud Post away. I'll take anything that helps.

https://youtu.be/XqtSg6_W07Y?si=8NH8QXlzyNQb_9l6 this helped me learn how to use the toggle system

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Welcome to my updated tutorial on creating toggles for your 3.0 avatar! This video goes over using bools to toggle a prop in your hand, and using ints to swap through accessories! Hopefully this helps you make your avatar more customizable!

0:00 - Intro
0:15...

▶ Play video
orchid cloud
#

Thank you, both of you. ^^

patent elk
dusk veldt
#

it's like the fifth time I've had to relearn how to export an fbx from blender, since every time i forget how it works and end up with a faceplanting avatar in unity. My guess is I messed up the armature parenting. any ideas?

#

Didn't have this symbol before, what does this mean

arctic sundial
blissful island
#

This popped up when I tried to generate a humanoid rig on my kitavali, does anyone know what smoothing groups are and how I can fix this?

honest niche
#

idk where to ask this, but im trying to make clothes for a avi and pressed a button and now the mesh looks like this?? what does it mean and how do i put it back?

pale pumice
pale pumice
honest niche
#

I've tried undoing it. It only messes with the messhes I've edited and not whatever the heck happened

river ingot
honest niche
#

Nope so u know how normally everything is just a mat gray? The chest/shirt bit is like a metallic almost gray and idk how or why

river ingot
# honest niche Nope so u know how normally everything is just a mat gray? The chest/shirt bit i...

There are 4 spheres at the top right of that window which changes the mesh appearance. B.) If you click on a seperate mesh, the unclicked on meshes will be a different shade/color while in an edit mode. c.) there could be other buttons you could press or unpress to see if it'll change it back, trial and error till you find out what button it was. Just save it before hand incase you do something to make it worse.

honest niche
#

omg that worked. and yea i need to find the button

lunar tangle
#

no idea what this means

#

Nvm Fixed it, Apparently if you name a Mesh "head" it confuses Unity

honest niche
#

again idk where to post this, but even with symatry tool on it fucks up the other side??? idk how to explain this other then it just doesnt pull all the dots like it does to the side im working on

obtuse spire
#

ifk but that model looks cool

#

idk*

river ingot
# honest niche

would need a screenshot of the top right corner of that window with all the mirroring buttons on it

river ingot
#

nothing different than whats on mien

honest niche
#

I was able to finish the avi with the weird whatever it was doing. I'm working on a new model now, how would I go about making the 2nd pair of arms to move for pc? I haven't gotten to that part yet, still modeling. But I haven't the slightest clue on how people make them work lol

pale pumice
knotty mural
#

are you excited for constraints on quest i know i am (i only have one avatar that will probably use them if i ever get the inspiration to do that)

honest niche
#

Rotation constraints? Where would that be in unity?

#

Wait they are coming to quest???? Omg that's so exciting!

pale pumice
#

I'm excited for constraints that work in local orientation vs. only world space

honest niche
#

Oh! Omg ty!

honest niche
#

i dont want to use too many bones for the hair, do u guys think this would work ok?

#

how im thinking of weightpainting it

balmy delta
#

you could do it in 3 but it good

hasty cloud
atomic harness
#

how do you rig the inside of the mouth? how you paint it?

river ingot
burnt flame
#

I'm working on my first model, just to see if this is something I can feasibly do, so it's fairly simple. About to start rigging today, and I wanted to know if I'm meant to rig my physbones in Blender, and if I can like, mark them as physbones in Unity or something, or if they get added in Unity or what. This is all very new to me and I'm teaching myself, and haven't gotten to the Unity side of stuff yet, so this might be a very ??? question, but I don't want to add a bunch of bones and ruin the model or something... ^^;

river ingot
burnt flame
#

Alright, thank you.
Can physbones have animations, too?
My model has wings, which I'd like to give a little animation, but I also think it'd be cute if they could be bumped around a bit and stuff.

honest niche
#

asking this here instead

ok so im making a angel dust avatar. i want to make a toggle for the gloves on the second pair of arms so u can have the gloves on or off, but i also want to make a toggle to remove the second arms. how would i go about making a toggle that disables to gloves if the second arms arent active? cuz at the moment i have a toggle for both separately which is kinda annoying.i hope that makes sense

opal bluff
#

how to you rig digitigrade legs? im making an avatar with them and i realized its probably not as simple as id think. youtube tutorials are a bit confusing too

weak thorn
#

Hi is there an up to date video tutorial on how to create and rig a model then upload it to vrc from start to finish?

pale pumice
hasty cloud
broken matrix
#

Does anyone have any recommendations for rigging a hood on a hoodie so that it can be up and down, but still properly move with my head? As far as I understand, if I weight paint it to the head (for when it is up) it will still move with the head, even if I make a shapekey for it to fold down behind me. I thought that weight painting it to bones that I set up with physbones could work and I could pose/snap it with constraints in unity, but the weight painting seems like it would cause the hood to move a bit odd if I did it that way. So I wanted to ask if anyone has rigged a moveable hood and would have any advice for going about doing that.

river ingot
broken matrix
river ingot
#

just for the hoodie, not the entire sweater, just the hood part

broken matrix
#

Oh, I see what you mean. I was hoping to make it interactable for others, so I've been messing with rigging the hood with bones to see if I can get nice movement so I can use physbones with it.

#

I might use that as a fallback plan if I can't get anything else to work though

rare moon
#

so duplicate the neck and headbones and weight paint to that instead. If you've already done your weight painting, just seperate the hoodie object and change the names of the neck and head vertex groups to match the new bones

#

then you can join it again

#

and then also make a physbone the goes in the direction that you want to grab from and either use stretch or squish parameters to determine how far pulled it is then use motion time on an animation that controls the constraints

broken matrix
# rare moon so duplicate the neck and headbones and weight paint to that instead. If you've ...

I'm kind of doing something like this at the moment. I made a set of bones attached to my neck (should change it to my chest in hindsight) that I have the lower part of the hood weighted to so that when it folds back it looks clean and then I have a single bone with the rest of the upper hood weighted to it at the moment. But I'm finding that (with the hobkin head being so big) I think i'll need a couple bones for the top so that I can fold it in on itself a bit to make it look better.

rare moon
#

alright i'm glad you're figuring it out ^^

broken matrix
#

Thank ya! It's interesting to mess with since I haven't done anything like it before haha.

soft belfry
#

Hi I do have a model with this armature and somehow in tracking when I seat instead of sitting the model crouches. I´ve been unable to identify the problem.

#

Supposedely is something here in the legs but I dunno what

valid canopy
balmy delta
soft belfry
dusk veldt
#

how do i rig an avatar such that some parts will move along with the bones, but no deform with the bones, for something like armour? thanks

balmy delta
#

Like make the entire panel share identical weights

#

Rather than each vertice having different weights

dusk veldt
#

ah ok

ruby anvil
#

I downloaded this avatar online and I really want to use it for the game. Should I fix the bones or should I start from zero?

#

Also out of curiosity, since his model has texture instead of the standard face rigging, how should I set up the visemes?

#

Also, I'm sorry if this isn't the right terminology, I'm new to most controls on 3d programs

balmy delta
#

youd have an easier time using sprite sheets

fading verge
#

anyone know how to separate the eye texture from a face mesh?

ruby anvil
#

But I did end up finding a solution for the joints so I'm happy

umbral summit
#

dumb question, but is the end bone for the neck required? i only see an end bone being used if there's a dynamic bone or physbone being used on a neck.

brazen island
#

what. neck ends up with head

umbral summit
#

the base i have, has a neck bone, then neck end bone.

brazen island
#

neck end bone=head

umbral summit
#

this is what id assume, however this base has a neck end bone without a head.

brazen island
#

well it doesnt matter to unity what you call it. its still considers next bone after neck to be head

#

you must have at least hips-spine-chest-neck-head for humanoid

umbral summit
#

yes, im just headswapping so im going to use the head as the next child bone.

brazen island
#

no you cannot

#

oh wait you can

#

since head is the last one so it wont matter

umbral summit
#

ye

brazen island
#

but unity will be considering neck-end or whatever to be the head. maybe would affect auto generated contacts or smth

umbral summit
#

we will find out, im mainly just using this as a learning curve so whether something breaks or not then it wont bother me.

river ingot
river ingot
# ruby anvil

visemes won't be necessary unless you really want the lips to move when you speak. Then you'll need to work on blendshapes.

river ingot
# ruby anvil

Bones should be up and down, not sticking out forward like yours are

ruby anvil
ruby anvil
radiant carbon
#

I understand you can configure the shape, size and position for PhysBone collider components, but is it possible to do so for the collision of the PhysBones themselves? It seems it’s only possible to configure the radius of the collision and nothing else. I’m trying to configure my avatar with PhysBones but I’m having difficulty with the collision aspect since I am unable to reposition it. I do not want to redo my entire armature for this unless strictly necessary.

Apologies in advance for the confusion. 🙏

brazen island
#

you can only set radius and curve to scale it inbetween joints

river ingot
#

are you asking if one physbone can be an element to collide with another physbone?

#

I can't even get my sdk to work right now let alone the collider elements to show up under the collider drop down menu..this software is kind of shitty.

radiant carbon
river ingot
#

the radius?

#

you can adjust the radius to do that.There's also versions of the radius so its different shapes..

rare moon
# umbral summit dumb question, but is the end bone for the neck required? i only see an end bone...

you don't need end bones (leaf bones) in most situations, even with physbones. for physbones you can just use endpoints on the physbone component. This is more optimized anyways. The only situations in which you need end bones is if you 1) need different lengths of bones at the end of chains which are on the same physbone component or 2) you need to have something weight painted to the end bone (like for stretch)

radiant carbon
#

Just an update, I might’ve found a workaround to my issue. I duplicated the bone I wanted to attach the PhysBone component to, put it into the correct position, removed the original’s PhysBone and put one on the duplicate, parented the duplicate to the original and set the root bone to the original.

It seems to work in Unity but I have yet to try it out in VRChat. Wish me luck 😬

radiant carbon
radiant carbon
# rare moon Use physbone curves?

Yep! I used them to reduce the radius of the root bone’s collider to 0 while allowing the leaf bones’ position (and therefore the collider position) to be edited.

atomic harness
rare moon
radiant carbon
steady eagle
#

Greetings, I need some help with a Gordon Freeman avatar I'm making. The model has already been riggred properly before and, and I needed to fix it for VRChat, stangly. Once I click apply, and then done. The model reverts to its "Pre-fixed state" as I call it.

astral scaffold
astral scaffold
#

Rename your mesh, it can't have the same name as your bone (spine, neck, head, etc...)

steady eagle
#

Is it with the actual model itself, or just when I import it into unity?

astral scaffold
#

I've only had this error once, and i renamed the mesh in blender and reimported into unity and that solved it

burnt flame
marble echo
#

hey does anyone know how to put bone poses in shape keys? like have a bone move in a blendshape/shapekey

nova shard
#

when getting an avatar to use a humanoid rig does it require the optional bones to be rigged up aswell? (fingers,toes,upper chest etc)

brazen island
unreal sluice
#

Question, Is A-pose a valid starting pose for rigging in Unity?

robust crescent
#

rigging in unity? does not compute ratl humanoid in unity works with A or T

unreal sluice
#

Oh!

#

That's what I meant, sorry I'm still learning terminology

#

I'm learning to use the companion thing

copper rover
#

I am looking to rotate 2 different bones. They live in different location but I would like to rotate them on their own axis. If I parent them then the child would rotate on the parent's axis, which isn't what I want.

Essentially, I would like hands and the hands should mirror in their behaviour. Is this doable without using rotation constraints?

fading verge
#

Um unity is giving me the error: the angle between the pelvis and thigh bones should be close to 180 degrees (this avatars angle is 0.0) your avatar may not work well with with full body IK and tracking can somebody tell me how to fix this?

nova shard
#

if its yellow it can be ignored

robust crescent
#

Likely did a vrm convert in unity ratl (euw)

civic elm
#

Is there a better version of cats blender plugin?

river ingot
meager zealot
#

any idea how to fix this error?

balmy delta
#

You have something else also named that

meager zealot
#

all the names are unique :(

#

ah, i had a mesh with the same name oops

civic elm
rare moon
dapper path
#

Any idea what it could be? Its a humanoid rigid body

mortal mauve
#

Hello! I am very new to VRchat. (i.e. haven't played the game. don't even have a headset yet)

So I have a model I'm working on and he's got these claw feet, and I was wondering what I should do for them. Ideally I want them to open and close with only one or two bones. I was told that usually for Unity you want to have a single mesh. I was going to use drivers and shapekeys for this, but apparently drivers don't translate to Unity. Of course I could just rig every single claw on the feet, but I'd like to avoid that if possible.

Any suggestions?

balmy delta
#

just use blendshapes if you dont want to use bones

#

you can do it entirely with 1 blendshape

mortal mauve
#

ty!

burnt flame
#

If I set a single bone as the root of a physbone for hair, and then have multiple chains of bones off it, can they all be manipulated independently of each other, or will they all move at once?

balmy delta
#

they are all independent but only one can be grabbed at a time

rare moon
burnt flame
brazen island
#

each bone will collide/play simulation separately yes, having one root bone for many hair strands is the intended use.

burnt flame
#

Okay, thank you, I'll do that then~

river ingot
rare moon
hearty cloak
#

Why cant I edit the scale, rotation or position of bones in the unity animation editor?

#

when i try to edit it just snaps back to its original position transformmation

#

oh wait i realized what i was doing wrong

#

Actually, no

#

is it impossible to move bones freely in an animation

dapper path
rare moon
hearty cloak
rare moon
#

Since it will convert your transform animations to humanoid

#

But you still can't transform or scale them

#

Only rotate

hearty cloak
#

repositioned

rare moon
hearty cloak
#

Oh, are there any resources for that?

rare moon
#

Only works for end bones on quest

#

But for PC you can use constraints

#

Constraints are coming to quest this year though

#

So you just have multiple rigs for these parts and constrain the bones to the humanoid rig (which isn't weighted to anything)

#

Use rotation constraints

hearty cloak
#

Hmm, I'mm not sure I understand, are there any tutorials for this?

rare moon
#

Then you just add rotation constraints onto the weighted bones

#

You can just duplicate part of it if you only need to do this to part of the rig

#

For example if it just is for the arms, duplicate the arm bones and make sure they are parented correctly (as if you had two pairs of arms)

#

You basically have a "ghost" rig that does the movements

#

And that won't be able to scale

#

Then the actual rig just copies the rotation from the "ghost" rig

#

Which allows you to scale and move them however you like

hearty cloak
#

How do I change the rig type after a rig has been imported?

rare moon
hearty cloak
#

Well, I can just duplicate it in blender I suppose

rare moon
#

If it's set to humanoid, you won't have to change it, but you might need to remap bones if you want to do what I am talking about

rare moon
#

Since it has to be in the same fbx

#

You can't edit fbx files in unity but you can in blender

hearty cloak
rare moon
hearty cloak
#

thanks

#

so the bones cant have the same names?

rare moon
hearty cloak
#

Hmm, alright, I'm a little confused right now, do i have to reimport the exact same rig with different bone names, or does it have to be just the bones I want to transform?

#

How do I tell it one rig is a humanoid rig and the other rig isn't?

balmy delta
#

just have them named differently then only apply rigging to one of them

hearty cloak
#

one is called rig the other is Rig_Other

balmy delta
#

but the bones under it are named the same thing

hearty cloak
#

Oh

balmy delta
#

you cant even have a mesh named the same as a bone

hearty cloak
#

Alright, i renamed all the bones and it imported into unity, now how do i drive the skeleton with the other?

balmy delta
#

constraints

hearty cloak
#

So the setup should be

Humanoid Rig controls the Non-humanoid rig that controls the avatar, right?

balmy delta
#

I dont know the entirety of the conversation but sure

rare moon
balmy delta
#

hm

#

you would need to parent constraint the hip

#

or really any of the bones would work as a parent/position constraint but the hip is best because it is the root of the avatar

#

I just say parent constraint as itll be 1 less constraint than splitting it between a rotation and position

#

if you dont have it track the position of it then it wont move around properly

rare moon
#

Ohh yeah I was kinda assuming you would just duplicate the parts you need and parent them to the same bone

hearty cloak
#

So do i have to mannually add a constraint to every bone?

rare moon
#

Like scale and/or translation

#

If it's just rotation you can do that without it

hearty cloak
#

I dunno, maybe?

rare moon
hearty cloak
#

widen the shoulders and shrink the head of my avatar so he appears to become more mmuscula while scaling his entire size to be bigger

#

i might also use it to interpolate between tracked movement and animated movement

rare moon
#

The head you can use a child bone for the weight painting instead since it's just on the end

hearty cloak
#

But it seems it didnt like having bones from different skeletons in the same humanoid rig, everything turned red until i had replaced all the bones

rare moon
#

Like just duplicate the bones in edit mode

#

I wish I could show an example but my computer is broken

hearty cloak
#

I'll just go through the painstaking process

#

maybe i wanna do something really crazy with my avatar later on, nothing is off-limits with Riilu

rare moon
hearty cloak
#

Sure

rare moon
#

Hello scammer

rare moon
balmy delta
#

I genuinely cant tell if that was supposed to be ironic or not

pliant veldt
#

You must be a comedian 😂🤣

balmy delta
#

why does every scam account always use "3d artist with 6 years of experience"

#

sure bud

#

sure you can

rare moon
#

Can you also get me banned?

#

For bad language

#

Because I called you a scammer

#

Aww

#

Guess I have to leave :(

#

You're really good at this

#

Okay I left

#

Dw I'm gone

balmy delta
#

you genuinely have no idea whats going on do you

#

you sure seem to care

lost narwhal
#

oop

#

"kindly remove them" their wish was granted on themself

balmy delta
#

yea lol

coarse pumice
#

question, several years ago before avatars 3.0 came out, everyone forced T pose on avatar bases in blender, so that the shoulders dont look saggy anymore in vrchat, when an avatar stands. Is it still relevant in current vrchat version? or will the shoulders look ok now even if an avatar is in standard A pose?

balmy delta
#

Its generally just easier editing the model in t-pose

#

And just going "enforce t-pose" in unity and leaving the in scene model in whatever pose

coarse pumice
#

it did though, there was a huge difference in my models

#

but thnx for the info anyway

balmy delta
#

Its not a requirement in blender because the humanoid rig is done in unity

gaunt swift
#

anyone know how to rig a vrchat model
im getting a costume model made from someone but they don't rig it so i need someone to do it, i also need blendshapes setup

gaunt swift
balmy delta
#

if you are needing someone to do it go to vrctraders

gaunt swift
balmy delta
gaunt swift
balmy delta
#

vrctraders is where you usually go when you want to get someone to do something be it either make you a model or fix it

gaunt swift
#

if you know who that is

broken matrix
#

Does anyone have suggestions for working around clipping issues for clothing that is being made to be sold for an avatar base that doesn't originally have blendshapes or anything set up on it to mitigate clipping in a typical way? I have very minimal clipping in normal scenarios, but some of the more extreme limb positions there ends up being clipping in some spots and the only way I know to deal with it is via blendshapes and/or UV tile discard. But that is not really feasible if the clothing is being sold for an avatar base that doesn't already have blendshapes set up for it already.

Am I in a scenario where I should just leave the clipping in those more extreme scenarios as is, or is there a good method for me to get rid of those clipping areas without having to utilize blendshapes/tile discard?

river ingot
#

Are the clothes optional? i.e. does it have a naked option without the clothes? If it doesn't need to be naked, you could delete the flesh mesh beneath the clothes so only the clothes exist, and there won't be anything to clip through.

digital scarab
#

hhhow would i go about rigging this thing

digital scarab
#

um

#

😓

slate ember
#

How do I add a chest rig to a avi that does not have a chest rig mainly fnaf

polar leaf
digital scarab
#

like an actual tank

broken matrix
#

I.e. clothing that others could throw on to their models with minimal effort, ideally.

hearty cloak
river ingot
broken matrix
fringe abyss
#

hello everyone here, I wonder if anyone know how to make a two-anchor rope or chains with Final IK and physbones? I'm having some problems here.. well I used FABRIK and the preview in Unity looks great, but after uploading to VRChat it just seems like Final IK isn't working at all

#

The two ends just hang down separately, making it look nothing like a cohesive unit

#

btw yes i need some gravity in physbones and have already set some colliders

digital scarab
digital scarab
#

so uh

how do i fix this 😰

digital scarab
gray cave
#

making a model with barbie-style feet since im putting him in high heels, wondering if i follow the contours of the mesh seen here when i add in the foot bones, or if i'm supposed to add in the footbones as if he has flat feet. like will rigging the feet in a high heel shape mess up full body tracking/walking animations?

rare moon
# digital scarab so uh how do i fix this 😰

This rig won't do much btw unless you animate it. If you want it to follow the motion of the head, you'll need to have a "ghost rig" aka bones in the same rig that create a full humanoid rig. Make sure the scale of it has the head where you want the viewpoint to be. Then in unity you can use a rotation constraint on the turret to match the rotation to the head

eager geyser
#

What change to my avatar armature should I change if I encounter that when I put, in real life, one hand on top of my face and another one on my chin, it looks like in the picture on my avatar?