#avatar-rigging

1 messages Ā· Page 16 of 1

eager geyser
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(the oval represents the avatar head and the lines my left and right hand)

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it's like there's an offset between real life and avatar

rare moon
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probably not an armature issue, try moving your viewpoint up

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it's likely just the proportions of your avatar's head

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that your avatar's eyes sit lower on your head than your irl eyes do

north crypt
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Any ideas to what might cause the arms to bunch up so much? I thought it was a proportion problem, but when I go to tweak the bone scales/assignments, it still has the same issue. Note: I originally didn't export the FBX in T-pose, since you can enforce it in VRC

river ingot
north crypt
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yee, I have some gravity set on separate physbones at the end of the hand. I'll see if removing it fixes anything

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Nah wasn't it. I'll try playing with the muscle and settings limits

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Yuhhh still lost, I'll come back to it later. Any tips or pointers would be appreciated :]

visual arch
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The only thing I could suggest Is maybe the arm bone is somewhat pushed forward, causing it to snap backwards like that?
Besides that I have no idea

river ingot
north crypt
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hecc it's not due to physbones, it's something armature wise that's causing issues

quiet stratus
river ingot
north crypt
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I'll look into it too

fallow ember
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So Unity is telling me that my avatar isn't imported as a humanoid rig right now. That doesn't make sense since it's rig is set as humanoid, I assigned all the bones in the correct spots, and I enforced it into T pose. I've tried changing the animation type, then changing it back to humanoid and it still hasn't fixed itself. I didn't have this issue before with this avatar, but something with this update I'm making has made Unity hate the rig. Anyone know how to fix this?

balmy delta
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drag in a new copy of the fbx into the scene

rare moon
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and use pumpkins avatar tools to copy everything over

river ingot
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Or just start a new one

sonic badger
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I need help with rigging...
The hands are messed up, the face is stuck in a funny pose, the eyes are not even there, and the hand have four fingers???

pale pumice
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re: eyes, sometimes you have to drag the right bones into the slots, like if they're named weird things. Also eye bones are optional anyway.

sonic badger
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There are no eye bones.

pale pumice
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oh then of course the slots are empty

sonic badger
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Would / can I make new bones in Unity itself or do I have to make a new set of bones in something like Blender?

pale pumice
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can't do it in Unity

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Blender will do. But eye bones are still optional.

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ah though your avatar looks kinda human, you probably do want them

sonic badger
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I'd like eye bones
Don't want Dr.Kell to just look zoinked 24/7
...Would be funny though!

river ingot
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cats plugin creates eye bones, or it used to. Usually you need 2 bones for each eye

trim vortex
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why do my avatars legs tilt back like this sometimes

river ingot
tribal fog
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sorry if this is irrelvant, but what is a good addon for rigging bones to hair?

tacit rune
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i need help with my rig ( i have it set to humanoid and everything is fine but the vrchat SDK doesnt detect it as a humanoid)

brazen island
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@tacit rune rename head mesh/bone to smth else, 2022 dont like them having samw name

tacit rune
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Oh okay thank you so much

river ingot
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vrctrader channel has people who do that

rare moon
wanton wedge
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hi! is anyone familiar with maya rigging?

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i have gotten a rigged model from an artist and i want to try my hand on it. however

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i get this error thrown at me

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now i assume this is because of the multiple spines that vrc has problems with, since shoulders and neck are children of the chest

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is there any way to go on about this or do i need to rerig the whole thing ?

pale pumice
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looks like you have a lot of spine parts there, you could probably combine those

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I couldn't tell you how to do that in Maya, I haven't used it in 20 years šŸ™‚

wanton wedge
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sounds good i will have to look into that

pale pumice
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yeah it shouldn't be too bad, I doubt you'd need to do a full re-rig

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Blender lets you merge bones, I'm sure Maya would too

wanton wedge
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i hope so finding maya ressources is quite hard and i cant think of another solution from the top of my head :D

pale pumice
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if not you could always just say "ok chest is now a child of spine_02" but you'd need to deal with weight paint if you go there

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Or...... export it as an FBX and import into Blender šŸ™‚

wanton wedge
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i will keep that as plan c

subtle gate
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What is the best method of rigging to make my wrists twist nicely?

pallid surge
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Can someone help me put a chest hierarchy into a model for me?

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I think it might need extra rigging but I'm not sure. It's all unity stuff I'm having trouble with.

pearl lily
final pivot
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This is set-up correctly right? (I haven't made an avatar in a long time so I'm not sure how to name them)

rare moon
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the names also don't matter

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just make sure you don't have any meshes that have the same name as any of the bones/humanoid tranform names

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like a common issue people have is naming their head mesh "head" and it prevents the avatar's rig from working in unity

final pivot
final pivot
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I left them out mainly because the shoulders on the avi aren't meant to deform

rare moon
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and you can make them really short

final pivot
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Aight

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Might I ask what the shoulder bones are used for?

rare moon
final pivot
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Beside that I mean

rare moon
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they are non-optional humanoid bones

final pivot
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Ah

rare moon
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it's just the way it's set up

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if you don't have it set up the same way, it won't recognize your avatar as being humanoid

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so then it won't play animations like walking, jumping, crouching, running

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or any emotes/dances

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so your avatar will just permanently T-Pose

final pivot
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No thanks

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I set-up the shoulder bones

pale pumice
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Can you show us what it looks like now?

river ingot
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looks like your missing the eyes too

civic elm
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Unity it's bad, in blender it's fine.

rare moon
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vrchat models can only have a max of 4 bones weighted to them

civic elm
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what do you mean delete unnecessary weights?

rare moon
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likely you have some at 0 or near 0 that come before your leg weights, so unity discards them

rare moon
civic elm
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Still confused

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In blender I limited it to a max of 3, then it looked weird. So I went in and smoothed it out and now it's still doing it.

rare moon
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see how many weights it has

civic elm
rare moon
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for the first one

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for the 2nd one you'll need to sacrifice one of the bones

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you can only have 4 in unity

civic elm
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is there a way to do this faster?

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or do I legit have to do it vertices by vertices

rare moon
balmy delta
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You can select the section with issues and then go to the green triangle icon and remove the weights there

random mortar
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you could do limit total and it should default to 4 bones i think

civic elm
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Why?

vernal bane
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does anyone know why the tips of my finger bend in vrc and when i try to rig them, they seem fine in blender and in unity beforehand\

limpid bridge
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this is most likely a scammer, be careful

balmy delta
cyan veldt
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can someone help me with the rigging thing im just trying to set it to the default humanoid rig, is my first time and I can't figure it out

pale pumice
# cyan veldt

click model file, go in inspector, in rig tab, set it to humanoid, apply. Then click "configure" to review it. This is detailed in most of the basic avatar setup video tutorials.

cyan veldt
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yeah I don't see the rig tab though

pale pumice
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you are clicking on a prefab, not an actual model file

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by model file I mean like a .fbx file

cyan veldt
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how do I get/find fbx file? I only got the single unity package, do i have to 'unzip' it someway?

pale pumice
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no idea without seeing the project, I'd assume it's in there, but some creators do really strange things

cyan veldt
tidal roost
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I'm wanting to modify one of my VRChat avatars to have tentacle-like legs, and my plan was to animate them via this method
https://www.youtube.com/watch?v=GVEI36F-bj8
However, it requires that the legs be only 4 bones, and the legs I'm trying to rig have about 8, not inlcuding the toes. Someone in the comments of this video asked about how to solve this kind of issue, and the response was "You would need to simplify the legs to 4, or have invisible legs with 4 bones each and use those are guides for your 7 bone legs. You can then use CCDIK or FABRIK on the 7 bone legs and target the foot of the 4 bone legs that are using VRIK."

If I go with this method, how would I go about setting up the invisible legs mentioned in that reply?

In this video I go over how to create a spider-like avatar in VRChat using Final IK. Most of the Unity work is automatically done via an editor script that is provided further down in the description. If you run into any problems during the process, feel free to join the discord and ask for help!

Time Stamps:
0:00 Introduction
0:47 Blender Star...

ā–¶ Play video
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Here's a pic of the leg I'm trying to rig

rare moon
tidal roost
rare moon
arctic sundial
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They should have a proper size branching off the hip like normal legs

arctic sundial
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Im unsure whats confusing about that

tidal roost
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What is defined as a proper size lol

arctic sundial
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Okay

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So, later, you will put the human invisible legs into the rig tab in unity

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Imagine what happens when your tentacles want you to realistically be like 2 meters off the floor but your pseudo legs are only 1 meter long

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Your avatar will sink into the floor until the pseudo feet touch the ground

tidal roost
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Oh, so you're just saying I need to make sure the length of the invisible legs matches that of the visible ones?

arctic sundial
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Basically, yes. The invisible legs should be as long that your base height is covered

rare moon
tidal roost
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sweet

civic elm
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So I have an avatar that has a "leg" snapping problem.

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Basically, in full body if you stand up, the legs will sort of "snap" in the knee area. Sort of like how the arms will snap if the avatar has short arms.

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Is there a way to fix this?

rare moon
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I'd recommend making sure your playspace floor is correct, and then in your tracking/ik settings in vrchat, make sure to set the measurement to "height", and set the height measurement to your irl height

finite sparrow
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why is the tail on my character moving in unity but when I am in the game it does not move and the ear's have contact point's on them but can't interact with the ears or anything on the character can I get help fixing this please

pale pumice
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wow how many channels did you post that in

river ingot
# finite sparrow why is the tail on my character moving in unity but when I am in the game it doe...

I know you need physbones for the ears to move when someone tries to grab them. For the tail, it would need to be a physbone too. There are 3 main bars with sliders on them, one of them is gravity. I think the one above it would keep it moving if you slide it to the right. It requires some trial and error. Also to check the weightpainting on the tail, to make sure that each segment is painted to the conjoining bones and not to the same bone and more technical jarble.

finite sparrow
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Alright thank you

amber basin
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Does anyone know if shoulder bones are actually being moved by VRC, or do I need to use constraints?

Because I keep seeing shoulders collapsing in, when I move my arms up.

pale pumice
river ingot
amber basin
pale pumice
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elbow trackers are totally unnecessary but pretty nice

opaque cloak
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They're great for doing the chicken dance

river ingot
amber basin
river ingot
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If your sure, your sure.

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If your able to do that with the trackers, shouldnt your avatar be allowed to do that too?

finite sparrow
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How do I fix arm's streched out on my model in vrchat on oculus

river ingot
civic elm
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I have this weird specific problem

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Im trying to figure it out

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I got this model thats a humanoid model and rigged, but when I calibrate the chest feels way more forward then it should.

rare moon
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Look at how the chest bone is backwards in the mesh

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Try adjusting the rig to fit the model better

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I would personally move the bottom of the chest bone and the hips forward

river ingot
zealous jacinth
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I want to connect these bones (highlighted in pink) to make a tail for my avatar.. how-? I'm all new to this stuff so I have absolutley noo idea abt anything lol

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((I mean like have it as one peice or something-? So the bones aren't just disconected, I'll put them in the right spot later

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hope this makes sense SCREECH

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TLDR: How do I add a tail (I used a premade rig from rigify for the body)

river ingot
zealous jacinth
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It's only letting me turn the orange part into a rig, how do I fix this//what do I doo-??
(Everything that's not orange is gonna be turned into phsybones if that helps)

pale pumice
river ingot
zealous jacinth
pale pumice
zealous jacinth
rare moon
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Basically what this does is join thearmatures, then connect the tail to the hips

vast nimbus
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sooo im stuck

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put phys bones of the hair of this model attached to a root in the head armature

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but i cant get it to actually affect the hair

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i am missing a step but idk what to do

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i want it affect the Main Hair one

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ive tried parenting

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ive tried putting the stuff right onto it but it doesnt show up at all when i do that it only works if i add it to the root one

vast nimbus
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ok i fixed it

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i redid it from the blend3er lvl

finite stratus
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hey i had a small question for avatar toggles.
can int toggels have mutiple buttons/toggels on? if so how would i set this up?

rare moon
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unless you mean multiple buttons that do the same thing

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but if you want a separate toggle you have to make a separate toggle

pale pumice
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but you can have a menu items which set your int to different values

finite stratus
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ok thank you for the answers

copper halo
rare moon
copper halo
rare moon
copper halo
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Have an animation that toggles both things….. you have 255 slots for animations…. Thats well enough to do all combinations of all toggles you could possibly have on an avatar

rare moon
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Also having a different control for every combination of toggles sounds like hell to set up and navigate in game..

fading verge
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hello there! encountering an interesting issue that i've had for a while here , when i sit down in full body my avatar sorta like "hunch backs" i believe the term is ? could that be a rig issue or something else

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and when i try to lay down my hip is like , below where the rest of my body is

fading verge
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here's my skeleton , and what happens in game

copper halo
fading verge
gritty latch
fading verge
gritty latch
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also i have a question about hand pose, im a little confused. when i import my model, unity complains that my character is not in t-pose only because of the finger bones. i usually fix it by selecting "enforce t-pose", but now im working on a new model and i wanna fix this problem in blender so unity doesn't even start complaining. how do i need to create the hand so that unity sees it as correct t-pose? is there like a sample skeleton that i need to build my model's hand around? or maybe this doesnt even matter and i can make my hands in whatever pose and then enforce the t-pose?

gritty latch
vale merlin
gritty latch
vale merlin
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Nope, I use it with my recent avatar bases incase if enforcing tpose breaks the finger bones

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while it complains only 1 bone is not in tpose

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sampling bind pose is just the reason why it does that, i believe it puts the bones placed to what it looked like on export.

glacial pollen
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It should work just fine if so

pale pumice
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Make sure all your humanoid bones have roll = 0 (except thumb), and if you can see how Unity moves it to enforce the T-pose, you could move or pose the bones in Blender to be similar. At a glance it seems your finger bones are a little weird and the fingers aren't straight

pliant plank
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Can vrc quest use twist bones?
If it can how many twist bones would be too many twist bones

rare moon
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twist bones require constraints, which are not allowed on quest BUT this month a vrc version of constraints are planned to release that will be allowed on quest

pliant plank
# rare moon not yet

Second question
How many twist bones would be too many
Might try and port a guitar hero model soon and might as well use the entire skeleton

rare moon
arctic sundial
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Wrist and elbow

rare moon
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but twist bones do work differnetly than your actual arm

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your arm has two bones running paralell, so when you twist one around the other, it twists the skin all the way down without having the pinching issue that you run into with 3D models

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your wrist itself actually cannot twist

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just bend

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the twisting motion actually originates at the elbow

pliant plank
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So three per arm would be too many?
Bicep twist top
Bicep twist mid
Wrist twist

rare moon
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there's no need for bicep twists are there?

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i would only think twist bones would be necessary on your forearms and shins, since those are the only limbs that actually do twist

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and your shins don't twist much

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other twisting in your arms and legs comes from your hips and shoulder

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i guess you could have twist bones on the thighs and bicep, but it wouldn't be accurate to the way your body twists

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because twist bones replicate the twisting of the radius in your forearm

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which your shoulder doesn't have

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since it's a ball and socket joint

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i guess i'd just place the actual twist of the twist bones closer to the shoulders then

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otherwise your whole upper arm would be twisting, which isn't how your actual arm functions

pliant plank
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assuming I should just trash the thigh twist bones?

eternal bramble
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this is more of a "does this exist" question rather then a "i need help" question but is there a download for 3 finger gestures?

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like custom gestures that fit avatars with 3 fingers better?

high carbon
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im doing weight painting right
and this problem keeps happening

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when the right arm moves, it keeps deforming the left, but i cant find anything on the left

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ope nvm i figured it out

steel halo
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So I'm having an issue with the humanoid rigging. For some reason it keeps bending the fingers incorrectly

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How do I keep it from doing this?

wild gull
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Since they're single finger bones you could offset the rotation in blender (edit mode not pose) I'm no expert tough

river ingot
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I keep having problems with this hand. 1,) I've recently reweighed every single bone on both hands, this hand was still the one with the problem. 2.) In blender, I'll go to pose mode, and move every major bone in circles etc, I fixed something one time. But nothing else is causing a problem thats weight paint related. 3.) It thus only shows up in Unity, then in game. It's as if its weights are changed at some point in the upload to unity, or some preference may cause it? Anyone know what would cause this? btw, it can randomize from something this small to multiple vertices.

river ingot
fading verge
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Yo could anyone set up the bones on my avi if I send the file

steel halo
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Also their roll values, if that's what you're referring to, are Z up as is standard

wild gull
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It looks like you need to pull the middle of the thumb back a bit, because its bending the wrong way

pliant plank
jolly granite
tidal cosmos
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does anyone know how to fix this?

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i posed it to see if the boned would work and NOTHING worked

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guys

muted canyon
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darnit dude you tore the fabricc

pulsar pawn
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Can someone help me figure out how to add facial expressions with hand gestures?

terse briar
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I'm trying to figure out how to fix my rigging errors, and it keeps constantly telling me "LeftLowerLeg" not found. But I renamed a bone to it, reimported, same error.

pale pumice
terse briar
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Oh. Thank you :)

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They are specified?????

robust crescent
terse briar
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I broke something again

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I have my model raised above the floor, but it keeps stating it's below the floor?

terse briar
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I don't have two animators?!?!? If I delete the animator, it says I need a animator. Also, I'm missing VRChat/Mobile.

rare moon
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station = avatar seat

terse briar
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No

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It's a completely clean avatar besides the rig and model

terse briar
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Oh

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Thank you! šŸ™ I forgot about the main model

high carbon
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this is super basic but how do i fix the wrist twisting like this?

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and this

pale pumice
high carbon
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ill give that a spin!

terse briar
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I'll note this for later, thank you :)

river ingot
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For anyone who doesn't know, my prior problem was this. I had it on low compression. keep it off and it won't mess up anything like it did with my avis hand.

thin jay
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My avatar keeps standing like this, how could I fix that issue?

arctic sundial
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show your bones maybe so people can see the rig you got? šŸ¤”

thin jay
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I managed to sort of figure it out, the toe bones weren't far enough forward to counter his hunchback

river ingot
fading verge
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how do i oput my avi in blender

river ingot
lone pelican
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Hello! Does anyone know how to weightpaint the feathers on arms such as this? (Like the Avali avatar). I'm struggling a bit since I don't exactly know how to properly weightpaint them for them to deform correctly (keeping the feather-form while the elbow is bent)

arctic sundial
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What i would do is simplify. Id cut the feathers into two objects (upper arm + lower arm) and when done, join them into one object again

lone pelican
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That is what I do, but when the arm is bending, the feathers seperate from each other

arctic sundial
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Maybe simplify even more, do this with 2 planes and transfer the weight from the planes onto their respective part

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Separate like how

lone pelican
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Hold on let me get an example

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Like this

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Is there anyways to fill in the middle ?

arctic sundial
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hm

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bet that wouldnt happen if you took one plane for both parts and just weight that

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that makes sense tho

lone pelican
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For that it would deform the middle feathers weirdly in which I don't really want it to...

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Let me draw an example for this too

arctic sundial
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i think i know what you mean on that one

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half of the elbow feather would be weighted to the lower, the other half to the upper arm

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causing horizontal stretch

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that doesnt happen for the avali tho right

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so how did they do it

lone pelican
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Mhm

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I can't really reference the existing Avalis since I don't own any of the models

arctic sundial
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yea me neither

lone pelican
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I tried doing rotation constraints but I want this to also be quest compatible

arctic sundial
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hmmm

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notice anything?

lone pelican
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Oh the two bones there? Those are to parent the upper and lower physbones

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To optimize the amount of physbone components

arctic sundial
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im sure theyre used for even weight distribution as well

lone pelican
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That is true.. But I don't know how to correctly do that right now. Would it be okay if you could explain it more for me?

arctic sundial
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id have to see it myself but i can only guess that if you have two elbow bend points, you can make it stretch only a bit rather than harshly with one bend point

pale pumice
mental hamlet
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hello, wanted to know if there's a way to preview the default sitting animation from VrChat in unity?

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when I click on Sit/Stand in the menu, that specific sitting down animation

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wanted to see if my weight painting is good now since it's always weird when I use the default sit

lone pelican
river ingot
# arctic sundial hmmm

The best way is to use the avatar in game, and find out how each part moves and apply as you see them. If you need one of those avis, I have one saved.

hasty cloud
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when im setting the current pose of my rig as rest pose, all transforms on the model are destroyed, how can i prevent that so it saves the transforms???

fading verge
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heyyyy i need someone to help me with a avi i bought its rigged for blender and the creator said its ok to make them for vrc

pale pumice
copper halo
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Big contact on the end of the arm and the closer its center gets to a contact on the upper arm the more the upper arm feathers bend to fill that space

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Keep in mind iv bairly slept for 2 days straight and its 4:30am i might very well be wrong but i dont see how this cant work

hasty cloud
pale pumice
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oh huh, that's frustrating. Not sure how to deal with that other than recreate the transforms after

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hmm I might duplicate the whole thing, apply on that, then match it up to the original

digital sable
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can u help me find a dread head avatar

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my character just got deleted idk why and i need to find one

pale pumice
hasty cloud
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but its alr

pale pumice
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ah I was just curious what you ended up doing

rough storm
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I am getting errors in unity and I followed the pinned in this channel with parents, but it no work

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Just the bones

honest niche
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hands worked before but are now stuck as claw hands and wont move. how do i fix it?

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ive removed the mask layers and still nothing

pale pumice
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(fx, gesture, etc)

honest niche
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i have tried removing it and it didnt fix it still

pale pumice
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that didn't actually answer my question though

honest niche
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its just a new fx layer i made for the avi idk

pale pumice
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ok so you don't do humanoid bone animations in the FX layer

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you do those in Gesture

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(or action)

honest niche
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the gestures have been there since the begging. idk what made the hands break

pale pumice
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well what did you last change?

rare moon
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fx layer can mess up gestures sometimes iirc

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oh also try changing your avatar and see if the other avatars have this issue

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like avatars that you know work

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because it could just be a game issue

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either 1) you don't have gestures on or 2) you are encountering a bug that locks your gesture animations (this has happened to me many times, it just kinda goes away after a while)

dusk veldt
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hey, not sure how to put it into words, but how do you change the world view scale of an avatar? as in how big your body is in first person. some reason i've set up the view location on the avatar, and when i look in a mirror its fine, but I look down and i just feel short, can't see the entire length of my arms

granite sapphire
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Has anyone got custom hand gesture

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I'm working on a new avi

tranquil fable
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Anyone know why if I add an avatar descriptor to my humanoid, a random white line appears? There are no deleted bones, it was a VRM converted to FBX that had no issues until this

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Or is this normal-

robust crescent
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Normal, thats your origin

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anywhere else its off

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(should be near ground)

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its the vrchat descriptor that make it appear

river ingot
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what do you mean? no nude parts under the clothes?

nova shard
#

depending on where you got the model you could try asking in #1139216499123437668 but the person would have to upload it to their own account and make it public as sharing account info breaks TOS (if its a model you've purchased from someone else then ask the creator ask most avatars dont allow file sharing)

nova shard
#

if you created the model yourself thats great! but the whole "no sharing account info" thing still stands

#

its against the TOS of vrchat so you could get banned!

tiny idol
#

@fading verge why don't....you upload it?

nova shard
#

they're trying to get someone to make it vrchat compatible im guessing its completely unrigged doesnt have blendshapes etc

#

but since its a copyrighted character they cant legally comission someone to do the work so they're trying to get it done free

reef halo
#

Anyone knows how to fix this

river ingot
reef halo
pale pumice
#

they must not be weight painted to the bone right

reef halo
#

And when I put the shoes on the shoe is attached to toenail

pale pumice
#

yep, definitely bad weight paint

reef halo
#

Damnit idk how to do that

edgy ginkgo
#

Would anyone have a proper hand rig for the new steamvr 2.0 setup?

brazen island
#

it doesnt work for now with the legacy stuff so dont bother, itd be changed somewhat

brazen island
#

ye

#

current stuff is cooked

edgy ginkgo
#

yeah, kinda need to re-rigg

brazen island
#

they wont ever go with this live

edgy ginkgo
#

cooked?

#

current?

brazen island
#

legacy should work perfectly

#

uh what

#

hands is beta

edgy ginkgo
#

"So on the beta, what happened to my thumb? And why does it move when I tilt my hand up and down? And hyper extend all of a sudden?"

#

no it broke

brazen island
#

beta

edgy ginkgo
#

baaadly

brazen island
#

not live

edgy ginkgo
#

yeah, and the beta will be main branch

brazen island
#

it wont

edgy ginkgo
#

so shouldnt i fix it now?

brazen island
#

when it this bad

edgy ginkgo
#

-.-

#

hmmmmm

#

i mean, woudlnt it just be better to fix it now anyways?

brazen island
#

every or 99% of avatars to ever exist shouldnt get worse, theyll fix/revert/postpone it

pale pumice
#

If you "fix" things now, how do you know what they'll be like when the next release comes out, when nobody knows what the next release will be like yet?

brazen island
#

ye, their fix probly would break new version anyway, thats my point

edgy ginkgo
#

my fix would be adjusting the thumb in a little:

#

on cough cough 300 avatars ;V

ornate scarab
#

is it normal for unity to ignore vertex weights when they're low values? I've got a bunch of vertices painted at just above 0 in blender, but when I pull it into unity they all behave like they're painted at 0

#

I thought it might be a limitation of the fbx format but I tried re-importing my fbx into blender and it still has the low weights as expected

pale pumice
#

Unity will ignore anything but the strongest four weights on a given vertex, is that it?

ornate scarab
#

hmm I dont think thats it, its only got 3 weights

#

oh wait nope you're right, thats it

#

was looking at the wrong vertex

#

is there any way to make unity use more than 4? or do I need to rethink my rig here

pale pumice
#

you can't change it 😦

ornate scarab
#

damn. managed to work around it with only a slight bit of jank haha

#

would have looked nicer with 5 bones

#

at least I know that limit exists now :D thanks

river ingot
pale pumice
#

because unity?

pale pumice
#

okay but for our purposes, it's 4.

#

not sure why you asked if you were just going to look it up anyway.

shut sandal
#

i will assume you mean anatomically
the head looks a bit big imo

#

it depends, but the face looks like they're overweight in the bottom right picture

#

not sure if that's what you're going for

#

i think you need sleep

#

as a coder i always find the dumb mistakes the day after

arctic sundial
#

The thing that strikes me is the feet

arctic sundial
#

They feel flat and tiny

#

It may just be me. I have a personal opinion and specific liking when it comes to body shapes. So let me show you what I see

#

I marked green what i think fits in propotion. I marked red what i feel is tinier, like from a smaller body

shut sandal
#

calves could be a bit bigger, they don't quite fit the thighs

arctic sundial
#

It really also depends on what style youre going for

#

anime type ones may actually have smaller feet and hands and big heads

#

i prefer realism, so my opinion is biased. hres a reference i personally like

pale pumice
#

Again, for our purposes you cannot make this number larger.

#

There is nothing misinformation about this statement.

#

I get being pedantic when it matters, but we're in a VRChat discord, what Unity can do outside of the VRChat case is interesting but really off-topic.

#

haha, 'tis true

cedar turret
#

Why are my bones suddenly inverted 😄 It was normal last time I've checked them, The bone of a parent is now the parent too

#

Nevermind, My rig has unparented itself

warped timber
#

if anyone is willing to aid me

#

then please, for the love of god and all his holy

#

tell me why IN THE HELL the rig

#

isn't WORKING

#

I tried parenting with automatic weights, failed

#

I tried weight painting manually, FAILED

#

and yet, for all the other clothes I was able to RIG THEM JUST FINE 😭

#

all except this

#

what am I doing wrong 🄲

arctic sundial
#

Depends what "isnt working" means

pale pumice
#

Yeah need much more detail

river ingot
#

make a vid of it moving, then a show of the bones and how their weighpainted. Then a video of the bones and what their parented to

warped timber
#

should I just parent it with envelope weights?

pale pumice
#

if your envelopes are setup reasonably, that's not a bad way to start

honest niche
#

for some reason the blendshapes arent transferring over to unity????

brazen island
#

you probly have some modifiers other than armature

pale pumice
#

oh yes, that's got me a few times, any modifier which won't cleanly auto-apply will break this

#

(and if you have shapekeys that's basically all of them)

honest niche
#

oh! i have a subdivision mod in blender. let me see if thats it

pale pumice
#

yep, you'll have to apply that before the export will work

honest niche
#

yup it was that. now i gotta go back and tweak all the face blends cuz they are wrong

#

ty for the help :)

brazen island
#

SKkeeper or couple other plugins allow to keep them but ye

terse briar
warped timber
pale pumice
warped timber
#

well, the shirt rig wasn't working but by using envelope weights it was FULLY FUNCTIONAL šŸ˜€šŸ‘

#

tho I can't say the same for the gradients I made in blender

#

unity fucking hates them

pale pumice
#

haha, how it is sometimes

amber basin
#

Avatar Rig Configuration mis-match. Bone-length in configuration doesn't match position in animation file:

Anyone know what this error is?
I'm not importing any animations from blender.
I also haven't changed the rig.

pale pumice
#

Probably you had different scaling settings from the previous time

#

in the Blender export window - usually set scaling to FBX All

amber basin
#

Ohh, you're right! Thanks!
This model was originally exported with All Local.
But I always do FBX All.

#

I don't like having the armature at scale 100 in unity :<

pale pumice
#

no, me either

lyric estuary
#

I'm having problems with this, the model bones are all green and then they say this, I can't upload with out dealing with this 😤

arctic sundial
#

show your armature hierarchy ;P

lyric estuary
pale pumice
#

No, show the hierarchy

lyric estuary
#

There is no hirararchy

pale pumice
#

On the left of Unity you can open up the armature and show us the tree from the root down to the head.

#

that left panel (by default) is the project hierarchy

arctic sundial
#

if the avatar is in the scene that is

pale pumice
#

oh yes, true

arctic sundial
#

if not, then just drag it into the scene no big deal

pale pumice
#

drag one there first, then we can see it easily. or show the armature hierarchy in Blender if you have that open

lyric estuary
pale pumice
#

.. that window is the hierarchy window

#

see the tab at the top there?

lyric estuary
#

Oh I see

pale pumice
#

Show the tree of your avtar's armature from the root down to the head

lyric estuary
pale pumice
#

... what is all this

lyric estuary
#

Don't ask, this is what came in the model, I did not worked on it's bones

pale pumice
#

it should look something more like this

#

If it's not in order like this, you won't be able to use humanoid animations and such in VRChat

arctic sundial
#

Wtf

lyric estuary
#

The model is frankinstined, mixed with different parts

arctic sundial
#

Still

#

I did kitbash before

#

Never ended up that bad

lyric estuary
#

I even agree, the person who did this is nut

#

I fixed it 🤩

#

@arctic sundial

#

@pale pumice

pale pumice
#

oh good

winged heath
#

Anyone able to give ma hand to set up rigging for an avatar? I have the structure all imported but i can't seem to find where to rig it?

minor tundra
#

Are you talking about rigging in blender?

winged heath
#

I have a blender project and i believe its rigged in there, but when i import it to unity it appears like all the rigging options are like not available?

winged heath
#

Yeah i dont see that when importing it unity. Its a GLT file and i have GLTFast package installed

minor tundra
#

I don't know how to deal with that tbh, I usually see people export from blender as fbx and then import into unity like that

winged heath
#

Let me try an FBX

#

When using an FBX it imports without any of the textures i guess

minor tundra
#

I think you click on the materials tab for that and mess with those settings

#

oh wait

#

yeah just drag the textures into the file I think

winged heath
#

Let me try that

minor tundra
#

worked for me at least

winged heath
#

That wroked, thank you very much šŸ™‚

minor tundra
#

np, glad it worked out

#

so the rigging options are also showing up now, right?

winged heath
#

Yeah they showed up for a bit, working on getting some textures right and finding rigging again šŸ˜„

#

So i'm able to set the "Rig" animation to Humanoid, but when i go to the actual inspector it still says "non-humanoid"?

minor tundra
#

so click humanoid, click apply, then go to configure

winged heath
minor tundra
#

that looks right to my untrained eye, maybe you need to click on the done thing in model avatar for it to update to humanoid?

winged heath
#

This is something i found but i'm not sure how to fix this?

minor tundra
#

I don't think that's your issue?

robust mantle
#

Hi, im looking for people that need help rigging their characters. I would like to rig them for you as practise.

#

(for free)

native vault
#

how can i fix the arms and the camera being higher than his head?

candid onyx
#

I'm trying to rig a model that doesnt have a rig attached, and the model itself has a cape. im trying to parent the capes to the shoulders because thats where the cape starts, but no matter what i do it doesnt connect to the right side of the bone. im new to rigging, and to be honest i only learned through a tutorial. what can i do to fix this?

#

the model for reference

brazen island
#

select all first children bones, then also select a parent, so children are orange and parent is yellow. ctrl+p - smth smth.

sonic ridge
#

hey so im not sure if this is a rigging problem? but im making a avatar and im using a different body with a different head and i put them together ect but when i go in gesture manger to make sure they are connected and works its just in a t-pose and wont move when i bought the body i did read through it and it is rigged but i could have messed something up? or its a different problem

brazen island
#

is it marked as humanoid for unity? new model by default is generic

sonic ridge
#

it wasn’t before but i put it as that

#

and i checked after it was still doing the same thing

#

im not sure what to look up for this problem either

brazen island
#

do you have 5 playable layer slots in descriptor ie gestures etc?

sonic ridge
#

how do ik if i do?

brazen island
#

uh look at your avi descriptor?

sonic ridge
brazen island
#

oh, its hidden by default, i see. but ye it says humanoid and has colliders

#

have you tried to test build it in game?

sonic ridge
#

i could give it a a try tho

sonic ridge
#

@brazen island sorry for the @ but i did figure out something that might have to do with it? when i go in the play mode gesture manger thing theres red circles on the sides of the hip’s stomach and knees

robust crescent
#

your animator blob things ( IK goal ) , if its way off from avatar it doesnt matter in vrchat , can be disabled in gizmo's ( animator)

river ingot
native vault
#

didnt mean to capslock

#

prob the head being connect to the arms

river ingot
# candid onyx I'm trying to rig a model that doesnt have a rig attached, and the model itself ...

I would technically weight paint it to the upper back, and perhaps the middle back where it's attached etc. It could turn into a weight paint project technically. Or you could add more bones where the cape seems to attach along the spine too. But to start, you can click the ball ends of the bones and adjust the parent/child through the green bone icons in the bottom right window which is another way to fix it.

river ingot
sonic ridge
river ingot
#

yah I'll be around tonight

past bay
#

Could someone help me setup the proper rotation constraints for twist bones?

lyric dove
#

question how do i fix this mess?

#

i just find i can just enforce t pose

#

also this

lyric dove
#

i so need help i hate rigging in blender especially and my model is hard to rig

amber basin
#

Ugh.. I hate blender and unity sometimes..

Did a small change to the armature and now the eyes are backwards.. what..

#

Wait.. I'm dumb, what a relief, things makes sense again.. they eyes got unparented from the head

sonic copper
#

Would anyone be down to help me weight paint my model because I honestly have no idea what im doing. It's all rigged I just need an idea of how stuff should bend and how the cloth on the model should bend with it.

nova shard
#

honestly just mess with the movement in pose mode (dont save the pose though!) that's what most creators do when weightpainting stuff

#

there will likely be some things you wont notice until you import the model into unity or vrchat though that you'll have to go back and fix

river ingot
# sonic copper Would anyone be down to help me weight paint my model because I honestly have no...

I've been adjusting the weightpaints on my avi for the longest time. You'll be lucky if you find someone who has a perfect weightpaint map for the body up for show on youtube or the like. There are plenty of videos on how to rainbow between bones. One of the best things to remember is to use yourself as a model with a mirror to determine if the bones are in the right place and are bending everything the right way.

sonic copper
#

Thanks! It's actually not too hard to edit them because the models only around 1k tris and it's really not as bad as I thought it would be

heady fog
#

bumping this reply, i have the same question as them

brazen island
#

contact sender on eyebone, recievers on apropriate place for each texture, animations based on active reciever

young spindle
#

help me plis

rare moon
sterile orbit
#

Is there a good example of how an avatars armature should look for tracking with a chest tracker on? Most of my avatars have the neck pushing forward at an angle which makes them unusable with chest tracker on.

gritty latch
#

is this bend in the spine allowed or should the hip and spine bone be perfectly straight?

gritty latch
#

what do you mean?

#

yeah i did, rigging it right now ^^

river ingot
# young spindle help me plis

may need to rename your bones or double check that their configured properly. Copy paste the bone heirachey of the arm thats causing problems and the bones branching to it etc..

river ingot
sterile orbit
#

so you can move hips and chest individually.

warped timber
#

SO good news and bad news

#

which one would any of you like to hear first

#

I'll take that as good news

#

bad news

#

thanks to my dumbass not adding a rig to the cloak due to me thinking the cloth physics component will do the trick when yet it's not supported for quest I can't add any physics to it

#

and the only solution is to go back to blender

#

and find a way to get THESE TWO to work together

#

however the thing is

#

the bones of the cloak rig and the body rig are now a gay fusion like ruby & sapphire

#

and whilst this is a GOOD THING in the case of the clothing being attached to the body

#

the new bones I added as compensation to the lack of physics related bones cannot function with the cloak

#

and I'm a tad worried that if I parent these new bones to the cloak it'll ruin it immensely

#

so I dunno what to doooooo HELLLPPPPPPPP

river ingot
#

did you weight paint the cloak to the new bones?

warped timber
#

probably but now

#

it's FIXED

pale pumice
pale pumice
#

(with the source bone being the one lower - lower arm -> hand, upper arm -> lower arm, etc.)

sonic copper
#

I honestly have no idea how to fix this, I don't know if the weight paints are off or what

arctic sundial
#

Your knees are likely just straight. They should have a slight forward bend so the ik knows which way is facing the front

livid cave
#

i kinda have a similar problem except mine are bent the right way but in game the right leg doesnt bend

livid cave
#

nvm fixed it

#

always make sure you bone are symmetrical!

marsh roost
#

So how do i fix this ?

pale pumice
#

show the unity rigging window?

marsh roost
#

Wheres that at ?

pale pumice
#

inspector for the model

marsh roost
#

Oh alr

#

Rn its late so ima check on it tmr

marsh roost
#

I checked his muscles and settings and tbh idk what to do with it

livid cave
marsh roost
#

Yes i did

livid cave
#

Well thats weird

marsh roost
#

Yes exactly

#

Idk how to fix it

marsh roost
river ingot
#

maybe spell the arms with spaces between words

hearty mural
#

I'm trying here
So having an issue with eye look
Like my avatar keeps randomly going cross eyed
Like one eye will move without the other and I can't pinpoint why

Most of the time they stay in sync but then just randomly don't

Anyone know how to fix it?

marsh roost
livid cave
# marsh roost Do you know how i might fix this ?

Well you can try to check if the bone are symmetrical and that the bones doesnt have any weird bone roll angles and make sure that the bone are named correctly if not that sort them out in the rigs configure and apply before pressing done.

marsh roost
#

Oh okay

livid cave
# livid cave Well you can try to check if the bone are symmetrical and that the bones doesnt ...

also what i mean by symmetrical is to make sure that that for example the center bones like hip to chest etc are set to the middle so either x or y is set to 0 and that the limbs are symmetrical. You can do this by checking if the shoulders or legs are the same xyz numbers from the other side if not just move them to be the same numbers as the other side but inverted so a Negative and reimport the rig

marsh roost
#

Alr ty

limpid bridge
outer solstice
#

how do i go about combining meshes together? i have a jacket but i want to add on these tassets, but the bones will only move when i parent with weights and if i try to connect the tassets to the jacket it still wont move

#

i just wanna get these onto the jacket 😩

#

if i connect the belts/tassets then it wont even let me parent it with weights and if i parent with empty groups then the data transfer wont work

pale pumice
#

select both mesh objects, ctrl+j

#

not really sure what you're parenting here

outer solstice
pale pumice
outer solstice
#

The hoodie onto the armature

#

All those pieces are seperate but i dont get how to get them to work together

pale pumice
#

still not sure why data transfer is needed here?

#

is the hoodie rigged?

outer solstice
#

So the hoodie can move with the armature

#

Yea

pale pumice
#

so name its vertex groups to match the names of the armature bones and then you're done

#

I don't see what data transfer would be useful for here, if you already have it fully rigged and weight painted

outer solstice
#

Okay, am i suppose to combine all bones or leave them

pale pumice
#

if you rename the sweatshirt vertex groups to match the avatar's bones then you don't need the sweatshirt armature at all

#

and don't need to combine

outer solstice
#

Hmm aight thanks didnt know that

pale pumice
#

yeah - a mesh object is "attached" to an armature via the armature modifier and the vertex groups matching the bone names. That's literally all.

brazen island
#

you should extrude from bone's end, not beginning

pale pumice
#

OH, how obvious.

#

I was looking at that wondering why it looked weird.

#

(also I had a cocktail)

#

but the new bone came from the head, not the tail

#

just select the tail, it's the pointier part

gilded star
#

anyone know whats going on with this? everything is green

pale pumice
#

it's worked for me a bunch of times. what happens now?

livid cave
#

Its cause you posed it you need to reset positioning the bone are already parented together you just reset the position

#

do alt g or s or R

livid cave
past bay
#

I am having a problem that is hard to describe so I'll do my best to explain it

#

I'm weight painting a dress

#

and for some reason

#

even though there is barely any weight

#

it is acting like it has 100% weight

#

Does anyone know what might be the cause of this?

rare moon
# past bay it is acting like it has 100% weight

blender weights are normalized, aka multiplied in order to equal 1 in total. If you have only one vertex group with a weight of 0.5, it will be normalized to 1. If you have 2 vertex groups with weights of 0.2 each, they will be normalized to 0.5 each, same case with if they were both 1

#

try weight painting the same vertex to another bone as well

humble reef
#

So new hand tracking yay,
all my fingers are broken aww,
Been googling around and trying to get a guide on how i should set up the fingers now,
Atm my model if i go to new fingertracking all my fingers are bent sidways,
and all off the fingers bend way to much like fingers penetrating my hands,

Any new rigging guide or pictures of how it should be set up bone wise ?

willow wigeon
#

So have a very simple question but I find conflicting sources on it so that is why I'm asking here.
does it matter if some bones on the avatar are pointing upwards?
Do I have to make sure all the bones are in the orientation of the limbs? / body parts?
The Vertex groups and weightpaint is correct and if I go into pose mode it seems to move correctly but unsure if It has any effect in VRC if I were to aline them better with the body

dreamy heron
#

Does anyone have advice or tips on weightpainting Chains?

whole sequoia
drowsy plinth
#

stupid question time: is there any way to view hand controller positioning in Unity? having a real PITA getting my avatar hands to actually line up with the controllers

whole sequoia
drowsy plinth
#

i mean, hand placement relative to the model. assuming the physical locations of the hands are within the range of the IK solver, where does it want to place the controlelrs relative to the hand joints?

#

how can i make Unity show me that?

#

shifting the wrist and finger joints and doing trial-and-error is fucking annoying

whole sequoia
#

that's what I'm talking about. to elaborate, if you adjust your in-game proportion setting it will sort of scale your playspace within the avatar. tune it fully one way and the avatar will feel tiny with your controllers potentially going outside of the hand model. tune it fully the other way and the avatar will now feel huge with the controllers looking tiny well inside the hand model

#

to other players nothing will have changed. it's only on your own side, changing the perception of the avatar's proportions

whole sequoia
drowsy plinth
#

i haven't encountered that problem. in my experience so far, if my physical limbs are longer than the avatar limbs, it just holds the arms out straight, or if they are shorter is bends the elbows with my arms straight

whole sequoia
#

what's your VR setup then, if I may ask? just 3-point or do you have full body of some sort?

drowsy plinth
#

3 point

#

pimax headset, index hands

#

i'ev got the overall scale of the avatar tuned very close to correctly, the avatar hands consistently follow my controllers, joint deflections are natural, foot/leg position solves correctly for my height, etc

#

it's just that i cannot figure a good way to fine tune the hand positions

whole sequoia
#

hmm, could depend on the length reference mode in-game as well.

either way, as far as I have gathered the hand placement is based on some portion of the height and/or arm span. for sake of example, lets say the controller placement will be 40/60 height/arm span and then 5% of that measurement will become the wrist offset. pulling the numbers out of a magical hat as I dont know the specifics, but hopefully you get what I'm saying

drowsy plinth
#

that is incredibly infuriating

whole sequoia
#

indeed it is. when I got VR and started building avatars with that in mind I started with floating hands just to get a feel for the proportion relationship quickly, then built the rest of the avatar around that

drowsy plinth
#

how do people even design avatars for general consumption if it's doing that? the hand/feet/head position would be wrong for anyone who is not both the exact same body ratios as the designer AND not using the exact same VR rig

whole sequoia
#

the first isnt much of a problem because you're the puppeteer in VR, so to that end the avatar will adapt to you.
in regards to the latter, VR setup & in-game tracking settings, you're boned

#

although one potential saving grace for full body users is how the calibration works (as far as I know). because there it will bind each tracked body part to the avatar. limb length and torso proportions can still end up a little funky though

#

the creators I hang around tend to use the meta-human rig in the case of using blender for modeling. it's supposed to be an average human proportioned skeleton you can use and seems to work well for most people

candid onyx
#

does anyone know why this thing happens, i dont know exactly how to describe it but im trying to make the shoulder the parent of the top cape bone but it keeps parenting incorrectly, its going to the bottom ball instead of the top one and i dont know how to fix that. im very new to rigging so please excuse me if i dont understand

river ingot
candid onyx
#

do you mean like this?

river ingot
# dreamy heron Does anyone have advice or tips on weightpainting Chains?

hanging from what? I put 3 bones to my chain and physbones to it with the 2nd 3rd as children bones to the 1st bone that is the only one needing the physbone. Each section of the chain has different bones, and each section is weighed to their own bone with the added rainbow affects from each bone filtering into conjoining bones.

river ingot
river ingot
candid onyx
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it still connects it to the wrong one, although i might be misunderstanding something or i just straight up did something wrong

river ingot
river ingot
candid onyx
#

The base of the bone? im sorry im very new to rigging

river ingot
#

the big end of the capes bone's ball..the one at the top.

willow wigeon
#

Was just wondering is they had any influence since they don’t line up with the armature

river ingot
willow wigeon
river ingot
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you could move them to match the pic..

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sounds like they need to be repositioned

fluid jackal
river ingot
fluid jackal
river ingot
fluid jackal
river ingot
#

many many questionable decisions

chilly pewter
#

Hey fellow creators, <3 After VRC Tracking update fucked up all of my avatars and they say check muscle settings there is the question where this settings are :) Anyone knows that?

brazen island
#

its second tab in humanoid rig (first tab is where you assign bones ie green man)

river ingot
dreamy heron
river ingot
dreamy heron
long hollow
#

does anyone know why this is happening, fingers slanting and not lining up properly

river ingot
long hollow
#

but when i animate them they still slant weird

#

its not an animation issue, unity thinks the bones' local axis are warped or something

solar laurel
#

Hey guys, I'm new here, thanks for having me ā¤ļø I'm looking for some help uploading my avatar. I've been getting stuck on the same 2 errors, shown in the screenshot of the SDK panel here. I want to fix these issues, but my model is a vrm, and I haven't been able to find where I can map the bones or access the rig like you would with an fbx. The second screenshot is what I see in my inspector when I have the prefab and the vrm selected, respectively. Does anyone know where I can go to fix these errors? I tried uploading it as an fbx and it was a complete mess, totally broken upon import, so I'm trying to steer clear of that method if possible. If anyone would be able to help me with this, it would be the best birthday present ever and I would be SO grateful. Thank you so much for your time ā¤ļø

frail elbow
#
#

basically it sounds like you import the VRM into blender, export an FBX using the CATS plugin, then import that

robust crescent
#

vrcRat you can do everything in blender - vrm tool not needed

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blender 3.6 > 4.2 , import , convert ('fix' removes useless vrm things) , optimize , atlas/bake > export done

solar laurel
robust crescent
#

unoffical cats goes up to 4.2 (im on 3.6) , has more options then old cats have

pale pumice
#

Also the VRM import/export is a separate plugin

solar laurel
#

I wasn't aware that there's a "fix" option available without CATS. Is that something that just happens upon import in 3.6? And, do you by chance know the name of the VRM import/export plugin that works for 3.6? Btw thank you for your patience, ik I'm asking a lot of questionsšŸ˜…

pale pumice
#

yeah cats has a "fix" that does a bunch of stuff you can totally do manually if you really want

#

(literally just googled for "blender vrm import")

river ingot
#

..."fix" used to be not recommended to use on Cats. It would ruin a lot of things instead of actually fixing things.

solar laurel
#

I just imported my vrm into blender 3.6 with the new plugin and it completely ruined it :(((

#

I will keep messing around, hopefully something works out

#

thank you guys

river ingot
tidal summit
#

Hi y'all! I'm new to avatar making on Unity and I got this model I've been trying to set up. I was trying to add some emotes and saw that the hands move all wonky so I went to the rig and found that the finger bones are all the way back into the palm, and the index finger and thumb bones are completely switched in the rig. I was able to fix the finger rigging,

But I'm at my WITS END trying to figure out how to adjust the finger bones so they aren't all the way in the palm.

#

I would appreciate any advice because I'm about to rip my hair out 😭

pale pumice
#

Blender, probably.

#

I'd want to see what the bones look like there

tidal summit
pale pumice
#

oh it's possible it guessed wrong, check which bones it has in the hand slots in the rig setup

#

usually naming those hand bones as "hand" or "palm" makes it not pick them as fingers

rare moon
#

don't your finger bones need to be direct children of your hand bone?

pale pumice
#

no

rare moon
#

i've never seen an avatar that has bones like that for fingers..

#

what do they even do??

pale pumice
#

as far as I can tell, nothing

tidal summit
#

I really wouldn't know, I copped this model from another user to just mess with it and test it out for an avatar

#

They rigged the base model

#

(with their permission, btw, they posted it publically for others to download)

#

Could I maybe try just unparenting these bones or deleting them?

pale pumice
#

yeah you could probably just re-parent the fingers to the single hand bone (keep offset!) and delete those extras

tidal summit
#

I'll give that a shot, thank you!

pale pumice
#

I mean, it's fine to leave them too, just make sure the rig setup in Unity uses the right bones for the finger bones

tidal summit
#

I have tried deleting the bones in Unity but it ends up completely warping the model's hands

pale pumice
#

yeah you do NOT want to delete bones in Unity

tidal summit
#

Is there a way, maybe, to just lock bones in place on Unity, without needing to delete them? Meaning, keep them from moving at all?

#

Just in case I run into a brick wall in reparenting the bones on Blender

pale pumice
#

no, and you don't need to anyway

#

Which bone is the index proximal in the unity rig setup? Is it the hand bone or the actual first finger bone?

tidal summit
#

The hand bone was made into the index proximal on Unity

pale pumice
#

right, so put the right one in there instead

rare moon
#

constraints and physbones both can do that if you set it up correctly

tidal summit
#

basically I put the proximal bone name where it should be

#

maybe I could try putting the problematic handbones where the wrist bones are?

#

I think I'm just going to unparent the problematic bones on Blender, that seems like the way

pale pumice
#

you only have to do this once

tidal summit
#

Good god 🤣

#

I oughta slap whoever rigged this

tidal summit
#

Okay, good-ish news. I unparented, deleted the problematic bones, then reparented the correct bones and re-rigged the model on unity

However, now some of the hand mesh is stretching 🄲

#

Bc this model will NOT go down without a fight

pale pumice
#

that's a weight paint issue

tidal summit
#

I was afraid of that

pale pumice
#

that vertex isn't painted to one of the hand bones

tidal summit
#

okay, well I'm sure it's an easy-ish fix

pale pumice
#

yeah that's not bad at all

tidal summit
#

The thing is I don't really know where to repaint it if it all looks like this, evenly painted

#

(reminder: I'm new to 3d stuff )

#

ok nvm I think I'm figuring it out

pale pumice
#

Select armature, then mesh, then go into weight paint mode. ctrl+click on the bone you think that should be a part of, rotate around and you'll probably see the vertex stick out. Paint it.

tidal summit
#

I did it! No more stretching!

pale pumice
#

yay!

tidal summit
#

Thank you so much, you saved my sanity

pale pumice
#

glad I could help šŸ™‚

heady scarab
#

Hey, does anyone here know what is the best way to rig a dress that is so long that it goes down to the floor.
I'd like to avoid using anything that makes the avatar too heavy to use. Like gravity physics.

#

I've been told the best way is to make a ring of bones around the hips bone and make another ring of bones around the knee bones.

pale pumice
#

if you want it to flow, well... that's going to be hard work. There are a bunch of okay videos out there.

#

not sure about the ring of bones method, that's a new one for me, not sure how it'd work

heady scarab
#

Downside is that it might just look bad when legs are crossed

pale pumice
quiet shoal
#

How do I rig this model from Portal 2 Source Engine to VRChat? I'm aware that it needs a head, but this guy doesn't have one. I saw that there was a pretty good avatar of this and wanted to try it out so that I can customize it.

candid solstice
quiet shoal
candid solstice
#

Ah ok, I see. I thought you just wanted to learn how to rig the model in general, unfortunately I wouldn't know the best way to tackle that issue

pale pumice
#

you need a head bone but you don't need to have mesh weight painted to it.

fluid plaza
#

😭 I'm having a couple problems with my model, this is my first time using unity/ uploading an avatar to vrchat so I'm not sure if I'm like being silly or something but I can't figure out what's wrong help would very much be appreciated

#

Oh and this model still has some other stuff I need to mess with like making the spikes on the body toggleable along with the clothes and the sandwich so rn the spikes on the body are clipping through the clothes but I'll fix it later (I don't really need help with that part :))

river ingot
fluid plaza
river ingot
#

It could be a locomotion proxy fix.

#

Or make sure your viewpoint ball is between the nose and eyes if its not

fluid plaza
fluid plaza
river ingot
#

there's a folder in the SDK folder that has all the default proxies for animations. Walking would be one of them, or idle. Either might affect him leaning forward like that. You can adjust the animations and save them then drop them into the avatar descriptor so it'll work to your liking.

fluid plaza
zealous sonnet
#

i need someones help in Adding the Phone Menu to my Avatars Menu ive been reading the step by step for it and im struggling on the last step because its saying The Last Step is that you Add the Phone Menu to your Avatars Menu in the simplest
way: Add a Slot in one of your Radials, Choose the Option ā€œSubmenuā€ and add the
ā€œPhoneMenuā€ in the right Slot. U don’t need a Parameter to select on that. If u want u can
Add the Include Phone Icon to your Menu that user can find it. and idk how to do any of that radial menu stuff

gritty latch
#

how do i find the correct placement/angle of this bone?

arctic sundial
#

Enforce tpose should do it

nova shard
river ingot
gritty latch
river ingot
#

o thought u meant the thumb bone angle

gritty latch
#

this doesn't really help either, this pic has 2 bones in the thumb instead of 3... and no specific angle, how do i make it perfectly aligned with that unity wants?

#

i did align them perfectly in blender, with the "align bones" function...

pale pumice
#

That looks pretty good. This is kinda a pain though, I'd probably see what it'd take to get it right in Unity and then try to convert that to Blender. I don't have a cheat really

river ingot
#

that works for mine

ornate scarab
#

Does vrchat support using more than four bones per vertex? I was told that was a hard limit in unity but I just found an import option that lets me use more? šŸ‘€

ornate scarab
#

damn ;-;

river ingot
#

Try it and find out?

light moon
#

I'm confused as all hell about this new skeletal input thing.
The first image is the identity pose of the bones - the way they are in blender.
The second image is how I have to orient my finger bones in the importer for them to be straight in-game. The mapping is Index, Middle, Little

What is happening, why is this happening, and how do I even begin to fix this? Why do I have to purposely mangle the rotations of my fingers for them to appear straight in-game when the model already has them straight?

If I set the model to T-pose or sample its original pose, the fingers are crooked in-game.

river ingot
#

this seems to be a recurring problem this week.

light moon
#

Er, no, this makes little sense. I assume I instead provide a custom Gesture layer with some variation of AV3 Demo Assets/Animations/Controllers/vrc_AvatarV3HandsLayer. I use an Index so I have never actually seen how this layer applies to anything at all lol

light moon
#

There, like this.

earnest charm
#

Does anyone have a guide on building a rig that works perfectly with fullbody? Mostly interested in proportions and hip position

pale pumice
earnest charm
river ingot
steel solstice
#

So I ran into a weird but funny issue šŸ˜‚ I'm rigging a gown for my avatar and everything works perfectly up until she sits down, then it uhh... Shows everything underneath. Anything I could do to fix this? Thanks!!

#

At first I thought it was because the dress was set to her hips and the bones were attempting to stay there when she sat down but they go past her hips when she's standing without any issue

pale pumice
#

@trim finch also there's a pin with a pic of what a humanoid rig should look like

trim finch
#

can someone help me rig something? each attempt ive tried failed and i promised my friend id rig a model for them and upload it (ill post image in a second.)

trim finch
#

let me open blender

pale pumice
#

also describe what "isn't working" means here.

trim finch
#

im not even sure myself, its just each time i click the generate rig its all small instead of the same size

#

im gonna try something

pale pumice
#

what's "generate rig"?

trim finch
#

its in blender

pale pumice
#

hmm I guess i've never clicked that

trim finch
#

ughhhh how do i even line this up

pale pumice
#

not sure what those angled ones are for but also you might have to explain a bit more, I've no idea what is going on here

trim finch
#

trying to rig out a character from yokai watch, the body is weird as hell so i think thats why the rig isnt working

#

here let me pull it up

pale pumice
#

ok that seems reasonable

trim finch
#

rig is small again (orange thing)

#

im going to try 2 things, try to resize it and try it small

pale pumice
#

what are you doing that makes it small?

#

it's probably a matter of object scaling

#

click object, apply all transforms, that usual stuff

trim finch
#

hmm

trim finch
pale pumice
#

I have no idea what that button is

trim finch
#

some thing from

#

rigify

pale pumice
#

ahhhh

trim finch
#

do i even need to generate it

#

or will i be fine

pale pumice
#

I have no idea, I've never used that tool

trim finch
#

what do rigs usually look like in blender, is it orange or no color?

#

let me try somethin

pale pumice
#

orange = object is selected

trim finch
#

yea

#

mightve figured it out

candid solstice
pale pumice
#

that's a great video. Still far from perfect though.

candid solstice
#

I haven't seen anything better out there personally

pale pumice
#

oh I agree, it's about the best we can get without something like Magica Cloth

steel solstice
#

Actually I think I figured out the issue, the dress rig is with the body rig and it might need it’s own armature

#

Still need to test it

#

That way it can flow freely without getting confused with body movements

pale pumice
#

there's really no need for those armatures to be separate

solar laurel
#

Does anyone know how to find the bone map for a VRM in unity so that you can fix any errors?

river ingot
stray swift
#

Can anyone rig my avatar

balmy delta
#

all you will get here are scammers

stray swift
#

Ok thank you

#

What is vr traders

balmy delta
#

discord server for commissions n stuff

#

they actually have a verification system so you can find actual verifed creators

stray swift
#

How do I join

balmy delta
stray swift
balmy delta
#

avatar commissions or free requests

steel solstice
steel solstice
hallow parcel
#

Okay, so ever since the development team released the constraint update, I have to rework the twist bones in my rigs. Has anyone worked with the new constraints and figured out how the wrist twist bones need to be setup now?
Here's the rig's arm armature, the constraint as I have it, and the result of said settings:

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These settings used to work for Unity's constraints, and now I need to retune them for VRChat's set, but I do not know where to start. Any tips / advice / idea where to start?

pale pumice
#

I didn't find I had to change anything, but I do check "solve in local space"

#

I mean, one I have here looks literally like that. What I'd do is uncheck Is Active then also Lock, and go to the twist bone itself and revert its rotation. Then click the Activate button and it should be good.

you can revert if you didn't unpack your avatar prefab. If you did.... welp, good luck, and I'd undo that šŸ™‚

hallow parcel
#

Heyo, thanks for responding and offering advice! I've tried your solution, and unfortunately it didn't work. The bones are in their native place by default (I just imported the bean from blender to unity and did bone setup first) so this might be a weights thing now.

pale pumice
hallow parcel
#

Oh, you misunderstand; the twist bone does have weights, but I think the unity constraints had the weights setup one way and now the VRChat version needs the weights setup another way by the looks of my experimentation. Thanks for this plugin though, I'll look into it!

pale pumice
#

ohhh

#

the weight should be the same, since it's just a percentage of movement transfered

#

I recently switched and the only thing I changed was to use local vs. world orientation

#

yeah checking over a scene I still have with unity constraints and it's the same

pale pumice
#

(I really wish they would)

orchid echo
#

I’m getting a weirdly high ā€œconstraint depthā€ on my avatar, even after converting to VRC constraints. Is the constraint depth tooltip still bugged?

hidden hound
#

got back into unity for making an avi but I realized today that the VRChat SDK package doesn't have the "vrcsdk" folder shown in assests. Has it been moved somewhere else?

uncut breach
hidden hound
#

@uncut breach just ooking for an expressions 3 folder. Just trying to get the basic expressions into it

uncut breach
#

I'm guessing you're watching an older tutorial, it's in Packages/VRChat SDK - Avatars/Samples/AV3 Demo Assets

hidden hound
#

Thanks I'll check that out

hidden hound
#

alright took a nice break. Your info helped me out but I'm looking for "vrc_AvatarV3HandsLayer 1.controller"

#

trying to get face gestures attached

hidden hound
#

I found it

fading verge
#

My shoulders for some reason are sagging, and the chest is pushed foward. any ideas?

pale pumice
#

ooh I like the model

#

Is that left pic in Unity, and if so, is that in play mode?

fading verge
#

The right is what it looks like in blender in its rest pose

pale pumice
#

Huh. Weird rest pose in unity? Bone roll not 0? Not sure.

fading verge
pale pumice
#

right, I get that, I'm offering ideas of what's weird

tacit condor
#

Hey all, I am soooo so close to finishing this avatar, but I am just stuck on what seems to be the simplest thing, THE TAIL// How on EARTH do I rig the tail without getting all of these weird deformations? Any youtube vids or help would be so so so nice n i cant thank you enuff

fading verge
tacit condor
#

@fading verge laughing because... wow i dunno why i didn't try that after all the other weight painting PFFFFFFF THANK YOU KINDLY

rare moon
fading verge
gritty latch
#

idk why but when i move myself down with playspace mover my knees start turning to the right šŸ˜“ leg bones are perfectly straight in blender from the front view, only the ankle joint is moved back slightly on the side view. roll of all IK bones is set to 0

river ingot
gritty latch
gritty latch
#

ok the problem was a locomotion animation that was pushing left knee in and forward (one leg forward animation while going down with your avatar)

#

this. top avatar has the problem, bottom one does not, cause it doesn't have this "one knee forawrd" animation

mental hamlet
#

does anybody got a good tutorial or tips what is the best way to have an avatar have high heels in the game as a toggle? I am not sure where to do it, in Blender as a shapekey or in Unity as an animation?
currently I am in blender with my flat feeted avatar (no boots) and my high heels clipping into my legs and I am not sure how to combine them but have the flat feet option still in case I wanna undress the shoes

vernal onyx
#

what happens is in VRC the shoulder bones are always sloped down somewhat, so if the bones are straight in blender, they will droop more in-game

#

so to fix it, you just slope the bones in blender

#

When the model is in an A-Pose (like yours is) the shoulders should slope. Only T-pose should have straight (level) shoulder bones

river ingot
urban shoal
#

hi everyone, it seems as though my head isnt actually attached to the bone but the mesh did merge. How would i go abouts fixing this?