#avatar-rigging

1 messages · Page 17 of 1

urban shoal
nova shard
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specifically to the head bone

pale pumice
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you might be able to just rename the vertex group if it was painted to a previous armature but the vertex group name doesn't match the current one

urban shoal
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Thanks you guys!

urban shoal
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Hi everyone again, progress has been made, but im curious about, why does the shoes change position from object to edit mode? do i need to fix this? if so how?

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I might know why, I merged the shoes to the foot armeture which is not exactly straight?

balmy delta
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its posed so when entering edit mode it resets it to rest pose

pale pumice
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possibly you have shape keys set to non-zero?

balmy delta
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or the shapekeys

pale pumice
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pose would do it too, absolutely

balmy delta
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🤝

urban shoal
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sorry for the noob question how would i fix it? do i straighten out the pose before i put the shoes on?

balmy delta
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apply pose as rest pose

urban shoal
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okay done, i then re applied the shoes. Thanks for the help

twin garden
pale pumice
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pro tip: .mp4 files can embed

twin garden
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Forgot to render it in mp4 lol

pale pumice
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looks like the weird part is weight painted to a different bone

twin garden
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What should I do

pale pumice
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fix the weight painting 🙂

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I know that's not a great answer

twin garden
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I painted the fin, how do i fix this

urban shoal
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Hi everyone, i clicked apply pose at rest pose any my avatar does this, would anyone know why? or better how to fix it? I was recommended this action as my Edit Mode was in a slightly different position as Object mode when i had the Bones Selected

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Between Pose Mode or Object Mode to Edit Mode, why does the Armeture move slightly into differnt positions

pale pumice
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do you mean the cats thing?

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the difference between pose/object vs. edit means you have an active pose - go into pose mode, hit 'a' to select all bones, then alt+r to reset their rotation.

nocturne bear
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Im no expert but i dont think this is right..

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Legs look messed up and dont work in game

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They are stuck still in game

pale pumice
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Yeah - the legs which the game IK drives really should be straight down, like a human's

nocturne bear
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Anyway i can make it that way?

pale pumice
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sure, you can rework the armature

nocturne bear
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Theres no simple fix?

pale pumice
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Seems you have two sets of legbones - presumably to try to do a digitgrade thing, this is pretty complex to get working nicely

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the simple fix is to use a standard humanoid armature

nocturne bear
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How do i do that? only way i found is vrc fury and it doesnt have the option for me that it says to use

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Nvm its already a humanoid one just checked

pale pumice
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oh, you rework the rig in blender or similar

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I was assuming you were creating this if you're in this channel

nocturne bear
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Welp thats $50 down the drain

pale pumice
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is this a purchased avatar? I would assume it'd work then

nocturne bear
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So i looked into the avi and saw this warning

shell marsh
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I think this is where i ask this?? but would anyone be willing to help me try and make it so i can use vr chat as an avatar?? i can explain better over a vc. but not through actual vr, since i can play vr chat on just desktop

vernal onyx
shell marsh
narrow vortex
# nocturne bear Im no expert but i dont think this is right..

https://youtube.com/watch?v=yY_gnDVhyHQ
The “fake” legs are what you bind to the unity rig. Then you use rotation constraints to make the real legs bend the same way. Upper leg and heel bend the same as the fake upper leg, lower (I guess middle?) leg bends with the lower fake leg

I Highly Recommend turning subtitles on as they fill out some missing details and say exactly what bones I'm referring to.

Heyo! This tutorial explains how to make a rig that will give you accurate digitigrade tracking for your avatar. The effect is super neat and is known about in part due to DragonSkyRunners RnD on the topic. This video will...

▶ Play video
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Your rig is already set up so skip the blender part of the tutorial and go straight to unity

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It takes less than 5 mins to fix

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I’m making an avatar with digitigrade legs in the same way so I recognized the set up

river ingot
tender flame
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Hi everyone! I am wondering is there is a way to limit a constraint's movement to, say, only positive X rotation. There are so many settings and things that seem like they could work, but don't. This is after hours of experimenting 💀

rare moon
pale pumice
rare moon
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if you describe your end goal it may be easier to come up with an alternative solution

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because even if the way you were going about it isn't possible, there may be another path to the same result

tender flame
rare moon
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but if you have a lot of bones on the skirt that would be a lot of contacts

tender flame
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yea, I was just thinking about contacts and proximity as well

rare moon
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what we really need is a way to use transform data as parameters

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that would be the best thing ever

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you could easily make a setup to change the weight based on the leg transforms that way

tender flame
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it would just be on the first bones, and just on 3 at that.

rare moon
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also the physbone angle parameter really should have a way to tell which direction it's going

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because it doesn't discriminate between left and right

tender flame
rare moon
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i was trying to make a hat that you can flip around but also has corrective blendshapes based on the angle, but i had to end up using contacts to tell if it was on the left or right side

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i had a physbone with an hinge limiter so you could rotate on one axis, but i couldn't tell if it was rotating clockwise or counterclockwise

rare moon
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it's held together by blendshapes

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it was for a commission, and they wanted 4 outfits and a hoodie that could be toggled on on top of the other outfits (even though they didn't fit) plus a cast you could enable on the arm, the hoodie being able to be pulled up over the head, and the hat being able to be turned around and worn with the hoodie

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i have so many blendshapes for like 'if you have x and y toggled at the same time' or 'just x but not y' etc

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oh also the cast has an option to "freeze" your wrist so that it actually functions like a cast

tender flame
rare moon
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i didn't want to just freeze the wrist and it's supposed to be quest compatible, so i couldn't use IK, i have this stupidly weird setup for the arms now so that you get the most accuracy you can with placing your hand while having the cast freeze on

rare moon
tender flame
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ah, gotcha

rare moon
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and also the outfits don't just disable when you put the hoodie on

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it's supposed to look like you're wearing the hoodie on top of them

tender flame
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wait, toggled outfit on Quest??

rare moon
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so like you can see them through the neck and coming out of the sleeves depending on the outfit

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yeah and it's all one mesh and one material 😭

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it would be medium if not for the poly count

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on quest

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it's good on PC

tender flame
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there is a limit of 2 skinned meshes, would that have helped?

rare moon
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and it's only like 10k over the medium poly count

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and only because of outlines tbh

rare moon
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it's less optimized

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i'm pretty used to doing blendshape-based clothing swaps at this point

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the cast setup though broke the imposter so one arm is always tposing

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i'm trying to fix it with custom imposter settings but apparently imposter generation is backed up rn so it wouldn't let me generate one

tender flame
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2 skinned meshes its still medium rating, which is visible by default.

But I gotta say, hats off to a fellow optimizer! 🫡

rare moon
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it pains me so much that this avatar is ranked as very poor

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it's just the poly count

tender flame
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yea, with so many outfits. I can imagine

rare moon
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i've gotten it pretty low already but the main thing killing the poly count is the outlines

tender flame
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ah yes

rare moon
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there's no shader-based outlines on quest

tender flame
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yea thats pretty low-poly, already. The outline shells will just pile on the polys just for the sake of the effect

tender flame
tender flame
# rare moon

is this using one contact? Like would he head of the bone be at the center of the circle?

rare moon
tender flame
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I am a noob at contacts, would the one sender and one receiver count as 2 contatcs for the sake of rankings?

whole rune
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exactly

rare moon
tender flame
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I see... 😞

mental hamlet
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why do so many models have "Twist <bone>" bones? Can I safely delete them?

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it's extra bones on arms and legs

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no idea for what

pale pumice
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Twist bones help with limiting the amount of weird deforming you get when rotating joints like wrists. They're great, but you have to actually setup rotation constraints for them in unity.

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I wouldn't delete the bones without dealing with weight painting though

rare moon
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model will work fine without setting them up

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they're easy to set up of you want though, just a rotation constraint with only the Y axis enabled, 0.5 weight on the other bone in the joint (the one it isn't parented to)

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like for example, wrist twist bones will usually be parented to the forearm, then you just add a rotation constraint at 0.5 weight with the source being the hand bone

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and set the freeze axes to just Y

mental hamlet
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oh nooo I deleted the leg ones... xD

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but thank you for the detailed explanation! was always wondering

pale pumice
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you'll probably have to fix the weight painting now

iron tree
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why is it that when i removed armature/bones from my model in blender from meshes i don't have it breaks the rest of my model ?

balmy delta
iron tree
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how would i go about removing those armature pieces wirthout breaking my model ? seeing its adding alot of extra bones i don't need

balmy delta
iron tree
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someone who's actually willing to help?

balmy delta
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I literally just told you how to not cause the issue

arctic sundial
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dont unpack the model to begin with

tender flame
iron tree
strange yarrow
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Still working on, but I've meet glitches

strange yarrow
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I think I made the equivalent function using VRC constraints, but why am I encountered with this?

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This is the thigh bone before and after rotation

urban shoal
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hi there, i am trying to rig a draw string on a hoodie, I added an Armeture Deform Without any Weights, but for some reason theres weight there anyway but the problem is that its catching on the hoodie, and i cant get it off

I do Subtract and i do Add with it on 0 and nothing removes it?

river ingot
urban shoal
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oh i see okay, thank you that wont be a hassle

river ingot
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Sometimes it might be another object thats painted over it. Now and then I can't figure out what it is either and I've deleted all vertices to it and repainted it and it fixed it heh.

wanton owl
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can someone rig this thing for me idk how to do it and ive been stuck on it for a while, i also dont know how many poly gons are on it and im scared

tender flame
pale pumice
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you can select a vertex in edit mode and in the panel that toggles with 'n' you can see which weights are on it

tender flame
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👆 this too

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@pale pumice hey how much do you know about skirt rigging?

pale pumice
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kinda? I've done it badly a few times 🙂

river ingot
tender flame
robust crescent
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tried it on a few some days ago, it can do funny things when you sit so i had to make a radial to tone down front one

pale pumice
strange yarrow
pale pumice
strange yarrow
pale pumice
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oh I meant pick the one that's the right one for the movement in unity, and it might not be the same one as in blender

pale pumice
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ok, not sure why that's weird then, I use twist bones and they generally work. There's a few editor bugs, but if you disable the constraint, reset the twist bone's rotation, then re-enable, those can be mostly worked around.

strange yarrow
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And once I lock the constraint setting and click Activate, those values still change

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And if I click Zero

pale pumice
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huh

strange yarrow
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And the values here still change, even I already set them to 0

pale pumice
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they should change when you activate it

strange yarrow
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What makes it even more weird is that, if I rotate X at this point, the leg will no longer twist

strange yarrow
pale pumice
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I'm not sure, I don't have this problem with mine

strange yarrow
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Yours has the same config as mine?

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Oh, how do you set constraints step by step? I think that would also be a problem

pale pumice
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I don't do a twist bone on the upper leg, but otherwise, this looks about how I do it

strange yarrow
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I'm always confused on setting Unity's constraints

strange yarrow
pale pumice
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I do them mostly on arms

strange yarrow
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Ohh

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Still thanks for help

river ingot
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yah, i dont even use twist bones. Could delete them there and solve the problem =d

river ingot
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Do you have trackers on your knees? If you can't track whether your knee is bending sideways it will only bend forward and backwards on default thus not needing a twist bone.

jaunty spindle
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Help I got no arms

strange yarrow
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@pale pumice Oh I uploaded my project folder to Mega, and would you mind taking a look? If yes I'll DM you the link, cuz putting Mega link here is not allowed?

strange yarrow
pale pumice
urban shoal
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Hi everyone, do i have to have a Head bone exactly? the head seems moves fine without it. This also includes the Hip bone which i also dont have

tender flame
urban shoal
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i did glimps that kinda

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i am a PC non VR player anyway but i was hoping to get the avatar correct and proper as much as possible

tender flame
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Unity has its own humanoid skeleton system. It requires certain bones to be there even if the avatar design doesnt need them. The head is one of the must-haves

brazen island
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and vrc on top of that requires shoulders chest and neck

tender flame
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Afaik the optionals have dotted circles

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(wait, are shoulders optional???)

pale pumice
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for Unity but not for VRChat

scenic grail
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I'm having issues with my arms on these level of proportions on avatars. Either they twist in weird ways or they're just stuck inside the body and don't bend at all. I was curious if people had some rigging suggestions for the arms themselves. Am I missing something basic with this?

river ingot
scenic grail
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okay thank you I can try that. If anybody has any other critiques feel free to respond here haha

pale pumice
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mm I agree about the shoulders

tawdry crow
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Yo can anyone a dexter morgan avi for me

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For quest and pc

pale pumice
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head over to the VRC Traders discord to commission people, way less likely to get scammers

tawdry crow
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Ok

wheat crater
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having a bit of trouble figuring out how i should rig this head to the neck

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was thinking i could have an extra bone that the middle joint is weighted to and use a constraint (dont fully understand constraints atm) or to weight most of the middle join to the head except for the bottom of the joint would be weighted to the neck

pale pumice
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I'd weight the head and the outside of the joint 100% to the head bone. But do you have a joint for the neck? It looks like it could just be a ball joint?

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in which case, 100% of that section to the neck bone 🙂

wheat crater
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okok

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thanku! I'll try that out

rare moon
# wheat crater having a bit of trouble figuring out how i should rig this head to the neck

Yeah I'd use constraints for that. What i would do is create a neck bone and have the bottom joint weighted to it, then create a head bone, and have NOTHING weighted to it. Then extrude from the neck bone again to make one bone for the middle joint and one for the camera. Then in unity use a VRC rotation constraint on both the middle joint and camera bone, and set the source to your head bone. Activate both bones, set all the weights to 1, and then on the middle joint disable all freeze axes except for Y, and then do the same on the camera joint, but with X. I would also select the middle joint in unity and add a VRC headchop component. Make sure to add a transform and set it to the middle joint. Now it should hide the head from your POV so it doesn't block your veiw.

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Also just be aware that this will limit the motion of your character's head to 2 axis, and it won't be able to tilt its head side to side

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It will be able to look up/down and left/right

wheat crater
flat musk
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Hey everyone, i have a question about creating animations in unity.
When I animate in blender, my animations look ok, but when I export to unity, its as if my avatar is being suspended by the hip bones. Their feet do not stay anchored in one place.

And im puzzled as to what i need to look into to fix this.

pale pumice
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that's really cute btw

flat musk
pale pumice
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oh, that makes sense, I forgot those were there

flat musk
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is there such thing as a "default" vrchat base avatar armature that I could build animations upon?

balmy delta
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its just the humanoid rig requirements

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the vrcsdk comes with a physbone example that is just the default robot but with hair and tail

brazen island
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mixamo provide/creates good fbt compatible ones

winter axle
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What’s the best way to rig this hat? I haven’t done anything in Unity like this before. So I was curious.

pale pumice
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what do you want it to do?

winter axle
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Just kinda flop to the back or side. Like a typical Santa hat would do.

pale pumice
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bone chain going up to the point, parent to the head bone. Maybe 3-4 bones?

winter axle
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I gave it bones already. There’s about 5 of them. I’m wondering how I go about making it so when the ball part flops down to the side of the hat. How I make it so it doesn’t just clip through itself.

pale pumice
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I'd just use limiters on the physbones

winter axle
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Any tutorials you’d recommend for learning about phys bones?

pale pumice
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I don't have any links offhand

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but start by reading the docs on VRChat's site if you haven't

winter axle
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I’ll look into that abit then.

river ingot
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You could add colliders. And have colliders on the root bones of the hat. that associate with the ending ball bone. there are different angles that you can assign to the first bones. and or ways that it will pivot etc.

pale pumice
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I'd go with limiters first though, they'll get you most of the way there

manic viper
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im a bit new to editing avatars and i cant seem to get my avatar from unity to blender, i have checked like every folder but its just not there, is this a common issue, and if so, how do i fix it?

nova shard
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in unity find what folder the .fbx is in then just navigate the path in blender to that folder

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you could use unity's search bar to find the fbx quicker too

manic viper
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it doesnt show up in blender, i can find it in unity but it just dissapears in blender

celest warren
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Hiiii, I'm having a few issues with the bones for my avatar. In the video, I was mostly trying to show that her ears aren't moving, but I also saw this issue I've been having where the applied physbones make parts jitter and glitch a bit, which I don't know how to fix.

I've double checked that her ears are weight painted properly in blender, and that isn't the issue. As far as the jitters, I've deleted and reapplied bones multiple times only for it to start affecting other bones instead.

Can anyone help please? I'm dying a bit and I'm not very technically savvy

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Sorry the video quality is so bad, unity just about makes my laptop take flight every time

tidal summit
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Could somebody please help me? I've been fighting with the weight paints and the rigging for this creature, but no matter what I do, every time I bend the creature over or turn it, one of the spikes on it's head tail just refuses to move with the model and warps everything. I've weight panted it to a bone to keep it from doing so but nothing I do is working.

candid solstice
pale pumice
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ah I should have read to the bottom before commenting, sounds like you've got it, Sondalyn 🙂

candid solstice
river ingot
river ingot
candid solstice
clear star
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can somone help me this avatar wont become humaniod every bone is map execpt hands and idk how to get them to map or work so its just stuck in a t pose in game

urban shoal
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Hi everyone, i really cant see why the back side is so defformed when sitting like this i have messed with weight paint quite abit already

pale pumice
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ah this area is so much fun to weight paint.

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are there any hidden bones? You could also go into mesh edit mode, select a vertex you think is weird, and see which weight groups it's painted to in the 'Item' tab of the 'n' popup on the right

urban shoal
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ill have alook

pale pumice
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lots of avatars add extra bones for the behind, moved along with the upper leg via rotation constraint, to help prevent the behind from deforming weirdly. Great technique.

urban shoal
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its jsut i have fixed it before in an older save and i have that older save up now, copied the paint as close as i can and it still messes up

urban shoal
pale pumice
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yep

urban shoal
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oh my gosh yeah you are right i missed that

pale pumice
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some people use them for jiggle, but that can get weird.

urban shoal
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thats is a smart fix

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haha i have seen

pale pumice
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can't unsee, etc.

urban shoal
pale pumice
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there are lots of ways to do it badly, probably you'll end up doing a bunch of it manually anyway

urban shoal
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i think i go it, i made an extrude and then CTRL P > with AutoMatic Weights?

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ok

pale pumice
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I do suggest setting up rotation constraints in Blender so you can see things move properly

urban shoal
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ok

rigid cradle
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heyyy so i got an avatar that is having some problems and i am thinking its weight painting where they put the weight painting on the twist bones and not the bones themselves

pale pumice
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you're supposed to weight paint twist bones though, that's how they work

rigid cradle
pale pumice
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huh works just fine for all cases I've done twist bones

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what problems?

rigid cradle
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yeah when i use fbt it puts my feet trackers inside the knees..

pale pumice
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that sounds like something else quite wrong

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show your rigging upper-leg down?

rigid cradle
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well my point is in blender the upper and lower leg doesnt have a vertex group or weight painting and they are just empty bones

pale pumice
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oh, that's wrong

rigid cradle
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yeahh... it was a pain and the actual creator of the avatar said otherwiseee

pale pumice
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huh. I tend to use Feilen's Blender plugin to add twist bones to already-rigged avatars, it works quite well

rigid cradle
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the creator's fix for it was just changing ik to height but that brings its own problems

pale pumice
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I'm not sure that's going to fix the lack of proper weight painting

rigid cradle
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so am i gonna have to redo the weight painting?

pale pumice
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I couldn't say without actually seeing it, I'm just guessing based on what you said

rigid cradle
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here is all the vertex groups

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there is only the twist bones but not the legs bones

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the bone list in one of the legs

pale pumice
rigid cradle
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the bone starts at upper leg but that has nothing on it and it is just an empty bone

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no weight or anything

pale pumice
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yeah I don't know why that would be

rigid cradle
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im assuming thats probably the problem

midnight dust
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Can anyone help me upload a Roblox avatar perchance? It's my first time making one, the videos I saw are all outdated, and I don't mind if you don't help right now. Later works just fine for me. I just want help from someone experienced if possible. Also sorry that I'm kind of cutting into your conversation.

pale pumice
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This channel is for rigging avatars

midnight dust
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Which one should I go to?

pale pumice
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#avatar-help, assuming you're talking about uploading to VRChat.

midnight dust
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Okay. Thanks.

sacred juniper
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Rigging is always easier if you split your avatar into diffrent vertex groups for where you want the bones to be and affect. Such as middle index L and all that. I like to before even attempting to weight paint do correct vertex groups for each asset

urban shoal
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are you supposed to have a Root Hair Bone that the hair is Weight Painted to and then have that connected to the head as a Child?
As now i have my hair weight painted to the head bone which stopes me from seeing it so thats great but when i walk, it doesnt exactly move with the head in the walking animation
or maybe i need my hair weight painted to neck and head bone?

frosty gorge
robust flare
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This is a longshot, but does anyone have a reference on how bones should be laid out for steam VR input 2.0? I'm having slight issues with my fingers kinking to the side when using the new input and index controllers.

candid solstice
celest warren
robust flare
candid solstice
robust flare
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I'll give it a try.

pallid jay
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oh i suppose it would be more accurate to ask here, 1 second

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does the spine bone generally move around a lot? i got something rigged to it and its bouncing around like crazy

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i just wanted it to rigidly follow the body

worldly shadow
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I think I should ask here.

How do I change the origin of my model in blender? I resized the model in unity before importing to blender so I'd like to be able to fix the origin.

pale pumice
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oops I just answered you in the other channel 🙂

worldly shadow
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Lmao

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I was about to say however

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Idk what that means cause I just started using blendwr

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So...if you could walk me through like a 5 year old?

pale pumice
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the 3D cursor is really great, make friends with it 🙂

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er, no I'd say find yourself a tutorial video on blender basics

worldly shadow
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Not a bad idea

pale pumice
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The Donut Tutorial is decent, though not specifically for VR stuff

worldly shadow
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Yeah I...may have just leapt off a cliff thinking this would be easy lol. It was in fact, not easy ;u;

pale pumice
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nope!

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it gets easy though

worldly shadow
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I hope so!

pale pumice
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here, this one is easy: in object mode, shift-s brings up the radial menu for the 3D cursor, do "cursor to world origin". then select your object and in the object menu, Set Origin -> Origin to 3D cursor

worldly shadow
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Will do. I think I found the doughnut videos you mentioned too

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Is it by Blender Guru?

pale pumice
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I don't recall, hang on

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yep

worldly shadow
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Danke

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I'll give an update when I get home from my shopping trip, eta 30 minutes

worldly shadow
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I was able to set cursor to world origin

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am having difficulty finding Set Origin in the object menu, I'll keep looking

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think I found it

pale pumice
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You have to first select an object

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Also I'm assuming Blender 4.2, which is the latest.

worldly shadow
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yep

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select the avatar in the menu in the top right, ya?

pale pumice
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select whatever object you want to set the origin for, via whatever means you like

worldly shadow
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I have to be doing something wrong

pale pumice
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So this won't move your object, if that's what you're trying to do

worldly shadow
#

Maybe

#

I'll come back to this later

#

thanks for trying tho ;u;

pale pumice
#

Sure, happy to help again, I'd just need to know exactly what you're trying to do 🙂

royal phoenix
#

anyone know why my avatar's chest is crooked when i calibrate fbt tracking with it, but its perfectly fine everyway else?

pale pumice
#

is the bone roll zero? You'd need to check in Blender.

royal phoenix
#

bone roll? do i reset it? or recalculate it?

pale pumice
#

for a humanoid bone like that it should just be 0

royal phoenix
#

okie, i can test it. Thank you!!!!!!!!!!!

royal phoenix
#

that fixed it!!!!!!!!!!! now my avatars proportions are wrong, like when i go to calibrate my height to my avatar isnt equal

#

like when i go to calibrate, it has the avatar in a t-pose well below where my head and arms are

#

like in calibration the arms are too low for where my controllers are in t-pose, and when calibrated, my arms are all the way down on my side, yet the avi's arms arent. i dont know what is the cause of that

lofty horizon
#

anyone got tips on weight painting fingers? I got a model from Space marine 2 (specifically the cadians) and holy shit is the finger joints hard to get right, especially the first thumb joint
can send the rig and the arm mesh I’m trying to weight paint rn if needed

sorry if this is the wrong channel-

pale pumice
#

right channel, but I've got no real tips other than paint until you like how it looks 🙂

arctic sundial
#

I usually manually assign vertex groups as selecting the edge rings between joints is easier that way and then smooth it once or twice.

native phoenix
#

Hi, Im importing a model from Blender to Unity, and.. It didnt work, im just wondering what broke here?

pale pumice
#

is this an overwrite or a first time?

native phoenix
#

first time

pale pumice
#

hmmm, bone rolls for humanoid bones not at 0? Weird parenting?

native phoenix
#

you mean this?

pale pumice
#

what even is that

native phoenix
#

Thats the hierarchy?

#

Im sorry

#

im kinda confused here

pale pumice
#

yeah I'm confused, is that your armature?

native phoenix
#

I believe so, each "polygon" connects to a different part of the model. i.e the arms, the head, etc

pale pumice
#

ah ok. So, pro tip: label them reasonably so you know what is what, and with some kind of .L and .R extension so symmetry works.
Also, you really want this to be an actual hierarchy with parenting, so the spine's parent is the hip bone, and the chest's parent is the spine bone, and so on down.

#

without the parenting there's nothing that would say, have your head follow along when you move your chest

native phoenix
#

Ok, thanks!

native phoenix
#

i might be starting to cook here!

#

I got the camera to work properly!

#

And the model isnt.. THAT bad

#

How do i change this though?

tidal summit
#

I was able to fix the spike problem, but now I have a new problem

#

basically I'm trying to add physbones to the long tendril here, but when I select one bone, the rotating tool is on the wrong bone and instead just turns the entire object

#

I just don't know how to rig this thing to act like a tail with physbones, and I can't find a tutorial that's helpful

#

it does the same thing when I try and move the head

pale pumice
#

you seem to be in rig setup for some reason?

tidal summit
#

Also for some reason when I select the armature, it highlights the head spikes??

midnight dust
#

If anyone is available, I have a question about the current rigging setup.

#

Here's the old and new versions.

#

I have no idea how to use the new one because it's not specific AT ALL with these bones, and I don't know which ones to use for the arms and legs.

#

I'm doing a Roblox avatar, for context.

#

I don't mind DMS if you prefer answering that way. Please and thank you.

tidal summit
#

I came across yet another problem. I added a physbone component to the root bone, but the white line that detects the armature only shows the end half of the tail. Is this normal? Because even when I try to move the tail, nothing wiggles

tidal summit
#

It's only applying physbones to half of the tail, I don't get what's going on

#

I think it has something to do with the horns, for whatever reason

#

I was right lmfao

#

fixed it

tidal summit
#

Okay so the physbones are working good, however the end part of the bones keep tweaking around whenever I move the avatar

pale pumice
#

yep, way too much movement, try turning up "immobile" or down the pull

tidal summit
pale pumice
#

maybe show the current settings? those were a guess based on not enough information

tidal summit
pale pumice
#

usually pull and spring would be higher for that kind of effect, interesting. though are you trying to make it sit on the floor without using a floor collider?

#

also I'd use an angle limiter too

tidal summit
pale pumice
#

have you read the documentation on physbones?

tidal summit
#

I tried reading the manual but the page don't exist anymore

pale pumice
tidal summit
#

ohhhhh THAT one

#

this was what I got from another link lol

river ingot
#

gravity should be in the middle ..not far right,

tidal summit
pale pumice
#

yeah you'd want it to the right so it drops to the floor

river ingot
#

shouldnt multi child type be on? since their all children of one bone?

#

i usually set my radius to .0001

river ingot
# midnight dust

why cant you stay with the old version? I'm still going to use the old one unless the new ones some requirement I havent discovered yet. It has been a few weeks since ive updated my avatar..

pale pumice
river ingot
#

ah, scales at 1.0

pale pumice
#

sorry, misread the decimal

#

.0001 is very small, I'm surprised it does anything

midnight dust
#

There must be some confusion here. I just got Blender. This is the version I'm STARTING with.

#

Like, I'm NEW.

river ingot
#

it makes tye cylindrical radius large enough to reach out of the ears and chains I use it on.

pale pumice
#

yeah seems like weird scaling to me. Interesting.

river ingot
# midnight dust Like, I'm NEW.

if you go into unity, and go to the rig section, it'll show the bones labeled like the older versions you were showing. So its best to use those names instead of the new ones you brough tup.

midnight dust
#

So instead of Blender, continue the process using Unity.

river ingot
river ingot
midnight dust
#

Literally just upload a roblox avatar to Vr Chat. I set up the bones, but I have to give them all their individual function, right?

#

Problem is I'm 99% sure I can't just use ANY limb bones.

river ingot
#

ah yah let me see if i can get a screenshot for you..

pale pumice
#

no bones = no armature = no avatar

river ingot
#

in blender, rename them so they read out like these and it'll be easier to fix them accordingly when you have to set them in the slots if ones missing

#

Like my "chest" is missing so I'll have to open up the circle button and go through the drop down menu to apply the chest bone to insert it in the slot

midnight dust
#

I'll try this tomorrow and tell you how it goes.

tidal summit
pale pumice
#

I didn't say that would prevent the random motion, it's more that realistic tails have limits, so you need limits

tidal summit
#

Gotcha, ok

#

Well hell, idk what's going on with this

#

Could it maybe have something to do with the amount of bones there are?

river ingot
#

too many bones is a bad thing in vr in the 1st place

#

you could try making the bones about 3/4 the size of the tail/head if not bigger.

tidal summit
#

I'm gonna try re-rigging the tail in Blender, and use less bones and hopefully that helps

tidal summit
tidal summit
#

I decided to just say screw it and upload a test model, and it turns out the jittering doesn't happen in VRChat, so that's good!

fickle quartz
#

While I am here....I might as well try and debug some other stuff.
I have a question about eye-look. How would you get this to work for multiple sets of eyes?

pale pumice
#

Rotation constrain the extra sets to the primary bones

fickle quartz
#

I was originally thinking have one set defined within the Eye Look for the Avatar Descriptor, and then syncing the rotation to the extra set, but I'm- yeah...

#

That'll work to animate them?

pale pumice
#

what are you animating?

fickle quartz
pale pumice
#

no I mean are you trying to actually animate these separately from the automatic eye look? In which case you'd want to disable the rotation constraint while doing that

fickle quartz
#

Mmm, it'll be good enough to sync them with the automatic eye look. Have them all try and look in the same direction and blink at about the same time.

#

Humans don't typically blink one eye at a time unless they've got something in one.

#

Closest analogy I can think of

pale pumice
#

blinking you do separate, just add to the existing blendshapes really.

#

but yeah, just rotation constraints will handle the eye movement

fickle quartz
#

Actually, I have the eye lids also mapped to bones.

pale pumice
#

ah ok

fickle quartz
#

Will it matter if the rotations are zeroed differently?

#

Or will it work by rotating relative

pale pumice
#

check the local space box

#

(assuming VRC rotation constraints)

fickle quartz
#

Yeh, its goin' into VRC

pale pumice
#

no no I mean, use the VRC rotation constraints rather than the native Unity ones.

#

(as of SDK 3.7.0)

fickle quartz
#

Oh, VRC has its own constraints?

pale pumice
#

it does now

pale pumice
#

(as of SDK 3.7.0)

tidal summit
#

So I'mma just ignore the tail bs because apparently it's a bug, but now I'm yet another issue.

So my model is posed like this in Blender, and I'd like for it to stay posed like this.

#

However, when I put a unity rig on it so I can upload it, and THEN I do upload it, the avatar is standing super straight, and it's just not right

#

So is there any kind of way I can make this pose stay when it's uploaded?

rare moon
#

if you're overwriting the FBX that you already have, go into rig configure and scroll down to the bottom and select pose>reset

#

even if it complains and says it's not in tpose, it doesn't actually matter

#

now the one other thing you might have difficulty with is the leg IK and auto footsteps. What I found works is that you need to create 2 animations of the character in tpose. One with the default Tpose animation (from the default Tpose layer) on the first frame, and then on the 2nd frame you spread your upper legs apart to create a wider stance, and disable "loop time", The second animation will be the same except with the wider stance on both frames. Create a new animation controller and add in the 2nd animation. Use this as your Tpose layer. Now in your base controller create a new additive layer and add in the 1st animation.

#

this should make your stance wider in the walking animations and have the IK for auto footsteps target a wider stance (so when your avatar "settles" into an idle stand without FBT it won't close the legs

#

this is only if you want to have auto footsteps and use the default walking anims. If you don't want auto footsteps, ignore the Tpose layer thing and disable auto footsteps on the avatar descriptor

#

if you don't want to use the default walking animations, ignore the Additive layer in the base controller, and create a custom base controller with your custom animations

#

This is also aimed at the way it looks in VR. You can do similar things with the base layer with the arms if you wish to change the way they are held for Desktop/Mobile

#

Well the way it looks with a VR player wearing it

#

I've tried editing my message to say that like 3 times and for some reason the edit isn't going through

tidal summit
tidal summit
#

ok nvm, it's all good now

tidal summit
fickle quartz
# pale pumice > (as of SDK 3.7.0)

Sorry to dip out, had to focus on work and such.

Here's another question. For phys bones, is there a way for me to dampen movement from the avatar moving in the scene, but not dampen movement from me moving around in the real world?

#

Rereading documentation on phys-bones...sounds like Immobile Type might be for me? I think I'd misunderstood it the first time around and thought it dampened movement from tracking, but not movement from moving around the scene.

rare moon
fickle quartz
#

Awesome sauce

fickle quartz
#

And theeen, to make sure, is there a way to test Eye Look in Unity before I go through the trouble of uploading and updating?

#

Including subsequently testing rotation constraints.

native phoenix
#

how do i fix this error? The model has a humanoid skeleton

dusty inlet
#

hi

#

question for avatar creation

native phoenix
#

WHyyyyyyyyyyyyyyyyyyyy

rare moon
#

go to your import settings and click rig. See if there are any messages in the import messages dropdown

native phoenix
#

Ok, Now i have a new issue. The humanoid rig in blender doesnt have a "chest" bone

balmy delta
#

spine is hip
spine.001 is spine
spine.002 is chest
spine.003 is upper chest

nova shard
#

asking in here will get you scammed

wraith steeple
river ingot
native phoenix
#

thanks, i figured that out, lol

native phoenix
nova shard
native phoenix
#

i should probably fix the polygon names too, lol

#

The model had some broken, unused shapes when imported to blender

river ingot
native phoenix
#

notice how polygon 1, 4, and 6 are missing?

balmy delta
native phoenix
#

i guess, lol

fickle coyote
#

hi, was wondering if anyone would be able to help me set up finger tracking for my model. it's a model imported from risk of rain 2, i have everything set up and i just need help with the finger tracking 🙂

balmy delta
fickle coyote
balmy delta
#

you need to enable hand tracking

fickle coyote
#

how could i do that? sorry i just started doing avatar stuff so i am clueless lol

balmy delta
#

its not avatar related

fickle coyote
#

oh is it a setting in game?

balmy delta
#

what headset are you even using

fickle coyote
#

index

#

hand tracking works fine with other avatars

balmy delta
#

did you make a custom gesture layer that disables tracking?

fickle coyote
#

no dont think so

fickle coyote
balmy delta
#

yea?

fickle coyote
#

huh

#

i guess i messed something up

#

all i did was put the model in blender to get the bones set up, put it in unity and set the avatar in the animator tab

fickle coyote
#

@balmy delta sorry to keep bothering you but is there anything im missing?

balmy delta
#

🤷‍♂️

fickle coyote
#

well thanks for trying

rare moon
#

@fickle coyote is your avatar set as humanoid?

#

and are the finger bones mapped correctly to the humanoid bones?

fickle coyote
#

it is humanoid but idk about the second one

fickle coyote
snow meteor
#

anyone know how i can add a jaw bone? onto a pre existing armature (i deleted the bone by accident without realising and now i cant go back )

arctic sundial
#

Your brst bet is to copy it from an old armature. Chances are, you wont get the original placement right and then itd deform weird

astral warren
#

I've noticed almost no avatars, even very new ones, use an upper chest bone, are there downsides to having one that I just don't know about?

river ingot
pale pumice
round shale
#

Hi all, have a question about Unity/VRC armature constraints for rigging—I have a robot avatar I'm making and having trouble getting the shoulder servo to behave in a way I'd like.

The shoulder rig uses Blender's Locked Track constraint in order to get the second bone to rotate as shown in the example video. Unfortunately, neither Unity nor VRC's constraints system includes such a constraint, and I'm struggling to find a way to replicate this kind of motion.

Any help would be appreciated. Thanks!

pale pumice
#

That moves nicely. Probably isn't going to be that nice in Unity though 😦

round shale
pale pumice
#

yeah I'm not really sure - I've tried stuff like this myself, usually I end up just simplifying

round shale
#

If it helps any, it's basically rigged to move like a gun turret, with a rotating base and then an arm that pitches up and down

pale pumice
#

nice

fickle quartz
round shale
rare moon
snow meteor
pale pumice
candid solstice
rare moon
#

okay here's a version i got working

#

it's a little complicated, i'm sure there's probably ways to reduce the amount of constraints it uses but i made most of this at like 2 AM so i was tired 😭

#

yeah wait i just realized i have an empty with an aim constraint for literally no reason

#

was a test from me using rotation constraints with it as the source

#

give me a sec and i'll clean it up

#

so the way it works is by having an empty at the end of the upper arm, which can be used to be aimed towards. Then this also has a child which "stabilizes" the rotation by having a rotation constraint to the shoulder, so it moves with the rotation of the aim point, but is offset to be in front of the first shoulder joint. Then this has a child empty which has a position constraint on the X axis to always be in front of the first shoulder joint.

The first shoulder joint then has an aim constraint oriented to keep it's up vector (pointing out from the shoulder) oriented the same as the respective axis on the main shoulder joint, while it is aiming at the shoulder target that was set up. This keeps the first shoulder joint oriented in the direction it needs to for the 2nd joint to be able to aim towards the correct location.

Then the second joint is simply aimed at the the initial aim target using the object vector up from the first shoulder joint.

Lastly, the last shoulder joint (the one that twists the arm) just has a rotation constraint with the upper arm as the source, with only the X axis checked as a frozen axis

#

So basically:

Set up an primary aim target and secondary aim target based on the primary
Aim the 1st joint so the 2nd joint can be aimed properly by targeting the secondary aim target
Aim the 2nd joint at the primary aim target
Rotate the arm to match the twist of the humanoid arm

astral warren
#

so it's an improvement even if you don't have a chest tracker

round shale
#

Oh heck, let me check this out

rare moon
#

i'm sorry, i'm going to go try and fix it

#

feel free to try and iterate on what i made and use it/any parts of it if you'd like

#

i could've sworn it was working before..

round shale
#

It's all about learning

#

and suffering. suffering together

#

constraiiiiints

rare moon
#

I think the big issue is with avoiding gimbal lock

round shale
#

@rare moon I did get a reply on Bluesky regarding this, maybe it would help? https://bsky.app/profile/lackofbindings.bsky.social/post/3l4s4jkysjp2l

Bluesky Social

Here's how I set up aim constraints on RiOT. Couldn't fit it in the character limit, hope this helps! Your rotate-y bit needs to be its own bone with no children that's a sibling of the part you're aiming at (ie: lower arm). And I recommend making an empty child as the source so you can offset it.

rare moon
round shale
rare moon
#

i think what helped was trying to think of it more like a tank turret

round shale
#

Yeah, that's the trick. I just didn't know how to rig it like a turret with the limitations in VRC

#

I've worked in Unity before, but in a way that's kind of a detriment in this case since if I encounter a problem like this my first and only instinct is to simply write a script that does exactly what I want it to do

pale pumice
#

.. I really need to play with aim constraints, this is cool stuff

rare moon
#

here's a diagram of my thought process, The blue ball is the point that needs to be aimed at (the end of the upper arm/ at the elbow)

#

in order for the arm to reach that point, you need to pivot it, but the pivot itself needs to be pivoted on one axis.

#

one rotational axis can be represented by 2 coordinates and a point of rotation, which is just basically an aim target, so I used a position constraint to make another aim target that's locked on one spacial axis

round shale
#

ah, yeah, the pink rotation. I was trying to figure out a way to do it but boy am I not good at geometry

rare moon
#

then this is what the first pivot uses to aim

#

it's just kinda projecting the 3d coordinates of the aim target onto another one by locking one axis, in this diagram it would be unity's global Y axis (up/down)

#

the rest is pretty intuitive, but something useful i learned with aim constraints is that if need be they can basically act like rotation constraints that can convert between different axis by using the "Object Rotation Up" World Up setting and defining the vectors appropriately

#

it's also a way to lock one axis of an aim constraint but have the axis be in a custom space, seperate from the way the rest of the constrain is solved

#

so for the first example, that's how i did the twist on the arm, i'm able to locally lock the axes I want while still solving the rotation in world space

#

it's aimed at it's parent and uses what would normally be a rotation constraint source (in this case the humanoid arm bone) to match the up vector

#

in the second example, i used this for the second pivot (the red angle) by setting the aim target to the blue ball and the up vector object to its parent, with the axis used being the one I want to lock

round shale
#

Okay, have a chance to check this prefab out

#

Oh damn that is slick

rare moon
#

you know though something i was wondering would be if it's possible to restrict the max rotation angle.. i mean it's not something built into constraints, but i have seen a tank avatar that points where your head is looking, but it won't ever go lower than straight out, so if you look down it's the same as looking forward, but look up does tilt your turret up

#

i'm just wondering how the hell they did that lol

round shale
#

it has components that do that exact thing

#

there may also be a way to do that with kinematic joints in Unity and colliders in the same way I think people can set up their avatars' tails to not clip through the ground, but that's a complete guess

rare moon
#

they could potentially have been using physbone colliders or constraints though, I didn't think of that

#

although I know constraints and physbones don't play nice with each other

round shale
#

well, so long as the solution order is aim first collision after, I guess?

#

Mystery

pale pumice
#

is this with the aim constraint?

round shale
#

Yep

pale pumice
#

awesome

round shale
#

Sunshine posted the prefab up there if you wanted to poke at it

pale pumice
#

yep, saw it, and probably will

rare moon
round shale
#

I would be lying if I said a decent amount of time of working on this model wasn't wasted from me just doing that in blender

pale pumice
#

haha it's so much fun to play with rigging like this

round shale
#

now to actually model this shoulder area so it looks, like, good..

compact hare
#

Hey guys

#

I could use a favor if anyone is willing

nova shard
compact hare
#

And I can’t fix it on my own and I need help

#

I can’t rigg it so I was wondering if someone else could

fading verge
#

Hey yall, if I remove vertices do I have to re-rig and redo blendshapes?

rare moon
#

just try to avoid using the knife tool

fading verge
#

Okay! So I can remove them with no problem. What if I move them with the move and rotate tools?

rare moon
#

then it should be fine

#

jsyk though editing basis also edits the other shapkeys

#

so for example, if you move a vertex 0.1m on the X axis on basis, that same change applies to all other shapkeys, it will add 0.1m to the X position in those shapekeys

fading verge
#

That way if a shapekey is activated it wont go back into the previous position?

river ingot
balmy delta
#

Thats a server not a channel

fickle quartz
#

Alright, I have a new animation problem. Seems like only one of the two animations for a prop is playing while completely ignoring all animator states.

#

Deploy animation plays on hitting "play-mode" in Unity, and then subsequently ignores everything else.

#

No phys bones this time, not yet.

brazen island
#

animator goes in avatar layers/merges with them

#

other animators are uncontrollable

fickle quartz
#

It is a layer of the same gesture controller managing an idle tail-wag animation.

brazen island
#

it animates armature bones?

fickle quartz
#

It is a different armature from the base skeleton, but yes. I also have it grouped beneath the chest (As that's where I'd like it to hang around when not deployed).

brazen island
fickle quartz
#

It involved both props, rigging, and animation, which kinda short-circuited my brain in trying to figure out how to categorize it.

brazen island
#

and most populated

fickle quartz
#

I try to avoid avatar-help so I'm not drowning out others.

brazen island
#

so youd rather offtopic here?🤷‍♂️

fickle quartz
#

What? Its quieter in the more specific categories.

#

Seems more helpful to be specific in where I direct inquiries.

#

Its that or take it to the forum.

rare moon
#

I'd say these channels are more for discussion, if you have an immediate issue you are trying to fix, #avatar-help is the best place

#

And this isn't really a rigging issue. It looks like it's an issue with your animation controller setup

sturdy hatch
#

what is an avatar that has twist bones?

#

i know there are some on booth but i just need to know the name of one cause idk specifically a name of any one of them

arctic sundial
#

Selestia has twist bones

sturdy hatch
#

booth avi?

arctic sundial
#

Yes

sturdy hatch
#

thank you!

warped panther
#

i have a weird problem with my avatar where for some reason the glasses even tho its one whole object just dont work well

arctic sundial
#

Looks like they arent fully weight painted

warped panther
arctic sundial
#

This doesnt mean there cannot be another bone or a second armature modifier affecting it

warped panther
#

imma try something else rq

#

turns out im a idiot

pale pumice
#

I find that happens more often than I'd like 🙂

late anchor
#

Is just learned rigging fat people is easier for some reason

dire valve
#

dm me if you can make me a avi i will pay

#

dm me if you can make me a avi i will pay

pale pumice
#

Great way to get scammed around here - visit the VRC Traders discord instead, link in #1204490664637890580

hexed aspen
#

anyone willing to help me out? I rigged my model but is having issues being imported to Unity

#

I keep getting the same message for multiple different bones

nova shard
#

do you have meshes with the same name as your bones?

hexed aspen
nova shard
#

pretty sure that's what the errors complaining about (its also just something you should avoid doing in general)

#

change em to something other then what the bones are called and it should go away

hearty vessel
#

ok so i have this avi with the fingers wrong, and the only wrong thing is that i have to move the fingers a little forward or make the thing forced tpose. but when i apply that and save, even though it shows the bones turning red to green, it keeps the same error and resets back to normal.

somber cliff
#

So, I just matched a bone rig from rigify to match a mesh in blender. Is the rig automatically attached to the mesh or do I have to do some extra stuff?

devout epoch
valid canopy
river ingot
hearty vessel
river ingot
hearty vessel
#

so , i found a way to fix it-
i dont know why it did that but its fixed now for some reason,

river pike
#

Trying to learn how to do eye bones properly. The eyes move with my body in vrchat after moving the bones "backwards" a tad. Anyone really good with eye bones? xD'

pale pumice
#

bone head at the center of the eyeball, facing vertical, 0 bone roll, child of the head bone. that's about it really.

river pike
pale pumice
#

I'm not sure how vrchat's eye look thing works

river pike
pale pumice
#

I don't see why that would have changed things

river pike
#

Me neither :P

#

i assume theres some sort of formula for how far back from the mesh or something

robust crescent
#

did you edit this thing

river pike
#

ive tried both ends and middle

surreal anvil
sturdy hatch
#

probably should ask this here instead.
does anyone understand the deal with broken eye rotations on some fbxs?
I have noticed bone roll does change the direction but definitely does not always fix it.

#

like when you apply transforms to certain rigs EVEN with every other object unparented in blender and reparent, it still absolutely just breaks for some reason

#

also applied transforms to the other objects as well when they are not parented to the rig

supple gale
#

does anyone know a tool to combine physbone components within unity itself?

#

-# ping in reply

river ingot
void girder
#

How do i undo inverse kinematics so it'll become a basic rig that i can use in game

velvet hedge
#

OK so after trying to change from humanoid to generic to humanoid the error message I get now is that the spine hierarchy is wrong, but relabling the upper spine bone to "upper chest" throws "upper arm unspecified" and "head, arms and feet are unmapped" errors at me. I tried unmapping and remapping all the bones manually but that didn't do anything either. I was wondering if anyone knows what I can do to get my build test ready? If it helps to diagnose, the model has no feet (I'm going to be swapping the shoes between flat slippers and high heels and modeling her without feet felt simpler than typing the foot positions to blendshapes) <realised it might be more in lone with this topic, if not feel free to lmk and I'll delete the message

indigo kiln
#

Anyone can help, I have an avatar made piece by piece, and I don't know to rig

pale pumice
indigo kiln
pale pumice
#

Bring it into Blender, probably you need to update the weight painting

indigo kiln
#

yeah, i try that, wait im going to check again

#

if i need more help i tell in this channel

#

@pale pumice it's not rigging, I need to know how to parent the body with the head and the hair

pale pumice
#

in what, blender? unity?

indigo kiln
#

blender

pale pumice
#

do you have multiple armatures?

indigo kiln
pale pumice
#

I'd join those all together. What's your plan here?

indigo kiln
pale pumice
#

eh.. vague, but ok. I'd look at each of the non-main armatures, delete all bones that aren't specific to the parts they go with, then join them all into the avatar's armature and re-parent bones as necessary.

pale pumice
#

eh? I'm not going to do this for you

#

read that as "if I were doing this myself, I would...."

indigo kiln
#

Ohhh srry

indigo kiln
#

Srry

pale pumice
#

it's ok! I'll work on being more clear now that I know 🙂

indigo kiln
#

Nono, its my flaut but nvm

#

Thanks for explaining the process

#

If I have trouble I will type again in this channel

azure hare
#

i want to remove the original clothes that came with my model and the now unused bones. whats the easiest way to do this.

#

like is there an easy way with a plugin to remove the ones that now arent set to an existing mesh anymore

pale pumice
#

blender, delete the mesh objects, then edit the armature, select unneeded bones, delete them

azure hare
#

or how do i check which mesh they was or is set to

pale pumice
#

Hmm you'd just have to compare bone names to vertex groups on the mesh object

#

if there isn't a group for a particular bone, then there's no weight paint and thus the bone doesn't influence the mesh

#

I don't know of a script to do it but it'd be an easy one to write

azure hare
#

does the bone stuff just look difrent now or am i missing how to get into the edit mode again?

pale pumice
#

while in object mode, click the armature, select edit mode

azure hare
#

im in edit mode now mhm

robust crescent
#

unoffical cats option , seperate mesh you want / delete rest (not bones) - delete zero vertex groups/zero weight bones ratl

void girder
radiant radish
#

So I've got this one wonky vertex on both sides of the torso that I don't know how to deal with. When at rest, it behaves normally, but moving the shoulder causes it to deform in a very odd way and clip into the torso. I have tried looking at weights, but there's literally nothing there that should be affecting this specific vertex.

pale pumice
#

it's probably weight painted to one of the bones moving around there. Or possibly none - without weight paint it'd be stuck to the hip

sturdy hatch
#

I'll ask again just as a possibility. Does anyone know the reason sometimes when importing an fbx, and previewing the 0, 0, 0 to the eyes that they go in a completely different direction?
I've even checked the bones rotations on other fbx's, and even making it the same roll it just does the same thing in a different direction.
I even apply transforms when non of the meshes are parented and it does things sometimes, but if I've already applied the transform before and all that jazz then it stays the same.

cold robin
#

Can someone help me out? I'm trying to import a FBX file of a 4-legged creature into Unity and when I do the skeleton thing, it fails. Complains about spine bone length being 0 in Humanoid mode, and nothing happens in the other modes.

This is the reference model. I'd be more than happy to provide the FBX and BLEND files, but you'll need an older version of Blender (v2.79) for it to work. I use it because I sometimes experiment with logo remakes and things like that.

This is supposed to be the pegasus from the 1993-2015 TriStar Pictures logo, if anyone's wondering. I got it from another blend file that was a remake of said logo, skeleton, textures and everything.

void girder
devout epoch
#

You can't make that humanoid as it's not a humanoid rig. You would have to make it generic and if you want it to move around in game, you would need to set up a blend tree movement animation system for it.

void girder
#

damn

void girder
#

and when trying to fix it won’t work either cause some places won’t revert back to normal no matter how big of a brush i use

tender flame
#

Whats needed is a puppet skeleton fully controlled by constraints. Similar to this:
https://www.youtube.com/watch?v=isLAZ6kYr_4

The package shared on manyblinkinglights.itch.io has had very slightly reduced tail base constraint weight in the Opposite gait, and the tail's hybrid constraint/animation setup removed. Other than that, this clip is representative.

This V15 won't be pursued any further--extreme hip movements cause the hindlegs to get unpleasantly confused. It...

▶ Play video
void girder
#

?

#

wdym

#

The rig?

#

if so i can’t manage the turn it into a humanoid rig

#

and weight painting is not my strong suit

vague patio
#

Does any of the official documentation have a humanoid rig available for download? I could have sworn I saw that at one point in the rig requirements page.

uncut breach
#

VRChat avatars just follow the basic Humanoid Unity rig

vague patio
#

Ahh, thanks a mil

#

I remember the official rigging docs having one that you could just download tho

uncut breach
#

as in a model file with like a template armature?

#

I don't think that's existed but I guess you could grab that avatar dynamics robot included with the SDK and repurpose it's armature. Personally I would just make the armature myself after modeling

fervent mantle
#

Ah yes the typical Nigerian "Avatar Creator" with a fivver account that only shows subpar vroid models and only has 2 reviews both from the same person about the same model

pale pumice
#

lots of it around

fervent mantle
#

It's lazy I see dozens with the exact same description and fivver layout, whatever company the run these scams out of really needs to step up their game, same with the "I accidentally reported your discord" people

robust crescent
#

default vroid bone structure , least you managed to get it into blender

fervent mantle
#

Lol

#

Also $50 for a basic vroid is outrageous even for a scam account

devout epoch
#

Is that video not a vroid avatar? lol

#

Did you just contradict yourself? Smells like bot

#

So is it a Vroid avatar or not? lol wtf

pale pumice
#

feels like there's something lost in translation here.

devout epoch
#

Well you sure can try, but your lack of English skills and clear misunderstanding of how vroid and blender work is very much contrary to anything you say lol

#

Thought you were going to "proof it for" me, not just respond with another lol

#

🍿 I'm waiting

#

Which is vroid, right?

#

Explain this then

devout epoch
#

Can you show me your process of making the individual parts? Say the jacket?

robust crescent
#

vroid shoe

devout epoch
#

LOL

robust crescent
#

you might have used parts from vroid thats fine

#

but those elbows scream vroid , they always look very odd

devout epoch
#

Yet they said they made if from scratch.

pale pumice
#

it's not like there's really anything secret about the process

devout epoch
#

Why would I? I have nothing to claim here. We are trying to understand how you claim you made that from scratch, yet your using Vroid assets.

#

I refer you to my last message.

#

Oof. he gone

pale pumice
#

wow, gone and deleted

trim bay
#

im making my second vrchat avatar from scratch, how would i go about weight painint the skirt?

pale pumice
#

different style than you have though.

trim bay
#

i'll check it out ty

tender flame
tender flame
pale pumice
#

I do wish for Magica cloth

tender flame
#

well, I just saved them several weeks of frustration 😄

pale pumice
#

Haha they'll have that either way

tender flame
#

@trim bay
this is the best I have without using constraints, and its specific to this style of skirt. You might arrive at a different solution.

Just know there there are a few tutorials that mix constraints with physbones. The VRC docs warn againt that. It seems there is a bug that they are aware of.

trim bay
#

thheres legs under neath it so i want it to stretch as the legs move

pale pumice
#

Oh I saw this one recently but couldn't find it again

pale pumice
#

Nice, thanks!

#

This one clips the same way my last attempt does but moves nicer overall

trim bay
#

seems to be alot of bones required eek

pale pumice
#

Yeah... It is. Expect to be Poor at best.

tender flame
#

yes thats a problem with skirts

pale pumice
#

The price we pay for fashion

trim bay
#

hoping i can get it to be quest compatiable lol, if not i might just rid her of any legs

tender flame
#

well, mine is, I just have to tweak it so it doesnt clip at the fromt

#

Its for my Nokotan avatar and all the skirt-wearing anime girls I will be making

trim bay
#

aweoosme!1!

tender flame
#

cough Momo cough

chrome rampart
#

All I need to do before I move this to Unity is to add my own cape rig, which I am struggling with. The weight paints look okay. It's just that parts of it deform incorrectly like so.

#

If anyone would like to take a look at the file, DM me. I've been scratching my head at this for a couple of weeks now.

tender flame
#

I can help with that

chrome rampart
#

thank youu!!!

uneven viper
#

Help. Rigging avatar for a friend. I use Blender.

nova shard
#

you've gotta specify your issue to actually receive help :P

uneven viper
# nova shard you've gotta specify your issue to actually receive help :P

Well I am rigging or adding bones to a model im working on. I manage to get a few things working except for the head and tail. The head will not move with the bone. As for the tail the bone in it works but its not attached to the body for some reason. I looked at a few creator companion videos and I feel uncertain to transfer it to Unity Hub without proper rigging in Blender.

nova shard
pale pumice
#

yeah, if you didn't weight paint then it's time to weight paint

uneven viper
#

I'm not quite sure. The tail was a easy fix so I appreciate that @nova shard. As for the head I'm not quite sure on how to weight paint. I'll try and see what I can do.

pale pumice
#

watch tutorials. it's got a bit of a learning curve, but you'll get it

storm forum
#

So I've edited rurune to look like this and I have fixed animations in unity to make it all work, but it breaks when using mmd blendshapes.
Whilst I am not a complete novice with how to work blender, I can't for the life of me figure out how to correctly edit the fbx to make my changes work, could someone help? Perhaps in DMs?

strong wing
storm forum
#

I didn't edit any blendshapes yet, this is right now only done with the sliders in unity

storm forum
#

the avatar itself came with it's own mmd blendshapes

strong wing
storm forum
#

This specifically is without doing anything in blender as of right now

storm forum
strong wing
storm forum
#

this is entirely modified within unity, the only thing I think I need to do, is modify the fbx, specifically the mmd shapekeys, in a way that allows me to have the eyes fully closed. Blender or any other tools have not been touched

strong wing
#

oh so you mean you changed the states of the blendshapes! if you don't mess with the blendshapes and let the model run "stock" is the "blendshapes don't let you fully close eyes" issue still a thing? cuz if yes then i guess it's an issue with the model you'd wanna do in blender. that would be ""editing the fbx"" yes.

storm forum
#

Yes, I did change the states of the blendshapes. The Animations themselves were then broken since I changed them relatively drastically, but I managed to edit the animation to fit my changes. The only thing I can't edit/influence in Unity are the MMD blendshapes which where I'd need to edit the mmd shapekeys in blender, but idk how to go about it.

#

I already attempted to edit the mmd blendshapes manually, but it didn't turned out how I wanted so I reverted my changes

strong wing
# storm forum Yes, I did change the states of the blendshapes. The Animations themselves were ...

some bases come with blender source files to make editing relatively painless. alternatively you could install the FBX exporter plugin in the Unity package manager (right click on packages in file browser -> view in package manager and switch to unity registry) but i've had issues with it cuz the whole exporting it correctly and reimporting it correctly was a thing i couldn't get my head wrapped around. i ended up not even exporting any blendshape edits to fbx and just let unity load the blend file and referenced the mesh from it in my gameobject in my scene on the skinned mesh renderer.

storm forum
#

My avatar comes with a blend file where I have attempted to edit the mmd shapekeys, but it honestly fails with my knowledge and skillset at that point

#

The base is rurune, but I opened up the eyes a ton as seen in the picture above, now I need to somehow have to edit the mmd shapekeys to accomodate those changes, but idk how ;-;

strong wing
#

you said you edited some blendshapes in Unity and that broke animations. but that shouldn't be a thing in most cases. i don't always edit blendshapes in Unity, unless I must resort to it because yeah that will break things. are the blendshapes you edited somehow also exposed to some sort of radial? cuz if yes you could probably change the default state of it to do it without breaking stuff.

storm forum
#

They don't break in that way, they work perfectly fine ingame and also after changing the animations themselves. My only issue are the MMD Blendshapes as I like to go to MMD worlds, and thats where my expressions fail.

#

Normal usage is just fine^^^^

strong wing
#

ah. yeah in that case i think the way you would wanna do it, is take advantage of two things in blender.

#

when i made a ""fennec addon"" for this avatar base i'm using, what i did is i edited the limit of the blendshape beyond a 100% in blender. which wouldn't reflect in Unity, but i only did it temporarily and set it to that absurd amount then in blender i clicked "create blendshape mix from current" and that spawned a new blendshape.
in similar logic you might be able to limit how much the blendshape is allowed to move by limiting it, maxing it out to the limit to just basically duplicate it with that limitation set as its maximum state.
cuz that's what i'm guessing is the issue here, it's moving wayy too much and breaking stuff. so this would be the way you'd use blender to modify it to move less.

#

you would set a range max to a ""safe"" amount that doesn't break it, then also set that value to the max temporarily so that when you click the little dropdown (i pointed to it with the purple arrow) you should get a "create blendshape from mix" or something like that.
just since we're doing this to fix the existing blendshapes, you'd wanna delete the old mmd blendshape afterwards and rename the new one to the exact same name so that its in its place. might need to use the arrows to reorder it so that it shows up where the old one was too.

#

it's new shape from mix not create blendshape from mix my bad.

#

here i just use one of my blendshapes as an example. i make the limit lower than 0 since this blendshape is shrinking something. i set it up so that i can clone it. and then i undo my limit change, and i demonstrate that the new blendshape was made and it works
i just forgot to turn off other blendshapes before i cloned it so that's why it also makes my body slimmer, so keep that in mind when you go about doing this. but since you're going to start out with the base blender file it shouldn't have any blendshapes changed yet.

storm forum
#

I gotta go get ready for work, I will take a look at this later, thank you so much.

strong wing
#

hav a nice day at work :3

chrome rampart
#

There's a part of an avatar I would like to be able to change its angle as well as be scalable. How would I go about setting that up?

pale pumice
#

blendshape maybe. Or rig it to a bone and rotate/scale that

chrome rampart
#

It's already rigged. I would just like those things to be toggles.

pale pumice
#

oh, sure, create animations to modify the thingy, then a toggle to activate it

chrome rampart
#

If I do it that way and use a slider toggle, will it stay in the desired position/size?

pale pumice
#

sure, if you want it to

chrome rampart
#

Still not sure how to go about it exactly... I'm new to this.

lucid charm
#

Perfect

chrome rampart
#

Flawless rig. Well done.

storm forum
strong wing
mossy zealot
trim bay
pale pumice
#

better weight painting 😦

trim bay
#

jumping in joy, a heel click

#

i hate weight paitning 😭

pale pumice
#

yep

trim bay
#

i dont know how to explain this but im trying to add bones to hat veil and its not working for some reason

the veil bones are connected to the head, the hat is on the head vertex group neither the veil or hat moves and the weight painting dosent work for them

chrome rampart
#

Is an IK rig set up in Blender before porting to Unity required for VRChat?

pale pumice
#

All you need is an armature. Any Blender IK, constraints, limiters, etc. are not used in Unity.

slim inlet
#

example:

pale pumice
# slim inlet

I'm pretty sure that means they are not rigged to the bones

fickle quartz
#

Quick question about non-humanoid avatars. To what extent will VR and VR tracking work with them? Or will they only work on desktop?

#

Why would I post this in rigging? Because there's two ways I can think to rig a non-humanoid avatar with some limited tracking.

1: An invisible humanoid rig that constrains certain bones in the non-humanoid rig that serve as the substitutes.

2: Exclude the humanoid rig. Configure the avatar to work with limited tracking options. (Since some of those bones simply don't exist or are displaced)

brazen island
#

you cannot have a partial rig, it must have all the main bones even if unattached.

pale pumice
#

I'd probably do #1 unless it wasn't possible, then do it all non-humanoid somehow

#

but probably need more info

fickle quartz
#

Trying to think of how to explain it....I mean its a bit awkward to explain the model itself?

More closely resembles something like a snake? Or a naga? I think they're called?

#

I only need to track the head, hands, and hips.

#

The only other hang up I have is, it'd almost track better in like a prone position for the hips. Maybe the hands as well.

#

But I'm not sure how much VRC would like that.

nova shard
#

just bones weightpainted to certain areas and given the phybone script

pale pumice
#

yeah naga. paint the upper body, make the tail all physbones from the hips down. refine.

fickle quartz
pale pumice
#

The humanoid skeleton is to match you. You can do whatever you want otherwise

fickle quartz
#

Also, I'm wondering how it'll interact with tracking from more of a prone position (belly-down on a reclining chair).

#

I only have tracking for the head, hands, and waist. But I think laying on my belly will make the movement track better and be less confusing to my own brain.

#

I could trick it into doing it depending on how I calibrate things. I worry that having the irl me rotated 90 degrees forwards is gonna try to rotate the model 90 degrees forwards.

#

Actually I guess that'd be fine too. But wouldn't it also try to slow my movement speed because it thinks I'm kneeling?

pale pumice
#

yup

fickle quartz
#

Any way for me to bypass the speed part?

balmy delta
#

by being higher up

fickle quartz
#

Or adjusting the irl height?

balmy delta
#

technically yes but also no

#

you could but that fucks with tracking

fickle quartz
#

Daaaamn

balmy delta
#

just use playspace mover

fickle quartz
#

Here's another question I have: How does the game figure out how much to scale the headset POV?

#

Some way somehow, you always feel like you are the appropriate size for the avatar and the environment. The left eye and right eye are seemingly always at just the right position to give everything the appropriate scale.

#

How's it figure that one out?

pale pumice
#

floor-to head height, but also it doesn't really? Try playing a super-short avatar like an Avali

fickle quartz
#

Floor-to-head height irl or in-game?

pale pumice
#

unless I misunderstand what you mean

brazen island
#

@fickle quartz distance from neck is fixed despite you been visually able to move it in unity, so you cant be a giraffe or crane

#

so ratio is always the same

#

neck to viewpoint i mean

#

forward

fickle quartz
pale pumice
#

oh I see

fickle quartz
#

Its somehow configured itself so that I see myself at the appropriate scale, but the scale of the world around me is variable.

mental hamlet
#

do I have to have something weighted onto my toe bones or is it okay if my shoes are fully weighted to my feet bone?

pale pumice
mental hamlet
#

okay thank you!

fickle quartz
#

Depending on how it works, I may or may not be able to manipulate it for a desired effect.

#

But i don't know what to tinker with or alter to scale the POV

brazen island
#

@fickle quartz like i fail to see the quiestion. game knows your floor to eyes, it knows model's, it just scales everything else to that ratio.

#

else i mean hands etc, ofc overall it is you scaled to the world

fickle quartz
#

I'm working on something that doesn't have humanoid proportions. I can map some of the tracking to different places, but I don't know how VRC is going to handle my POV on the model.

#

My fear is that I will feel absolutely tiny like I am a speck stuck to the front of the model.

rare moon
#

if you want it to be consistent I would maintain an equal proportion between the height (based on eye height) and the armspan. The reason this choice is given is since the average human body has an equal armspan and height, but this may differ with avatars. Typically armspan feels more comfortable for 3pt vr (since your arms being the correct length feels more comfortable) although this can make the floor in VR considerably distant from your IRL floor while standing upright). For FBT though, height typically feels more comfortable, since your legs and torso length should match better, and the floor will alway be in the correct location

fickle quartz
#

I think the scaling of the avatar arms will be the way I regulate POV size from the sounds of it?

gloomy badger
#

the player can choose whether to have the scale depend on the floor to eye height or on arm length. so you can't predict which method the player will use. you'll have to account for both

sharp chasm
#

Anyone got guides on how to set up digi legs?

#

I especially need info on the constraints used

round shale
# sharp chasm Anyone got guides on how to set up digi legs?

I Highly Recommend turning subtitles on as they fill out some missing details and say exactly what bones I'm referring to.

Heyo! This tutorial explains how to make a rig that will give you accurate digitigrade tracking for your avatar. The effect is super neat and is known about in part due to DragonSkyRunners RnD on the topic. This video will...

▶ Play video
#

constraints info is at about 20:00

#

this was made with Unity constraints, but VRC Constraints are more or less a 1:1 reimplementation

warped panther
#

anyone willing to help me rig this?

arctic sundial
#

Blocky stuff is really easy, a yt tutorial should do it

warped panther
#

cus its made out of blocks and i want nothing to bend. just want the blocks to shift

pale pumice
#

So each block should be 100% weight-painted to the bone, that way it doesn't deform

warped panther
#

o okay

#

gocha

warped panther
#

i have problem with weight painting

pale pumice
#

I feel this, I have such problems regularly 🙂

limpid bridge
warped panther
#

the way its build and exported from blockbench i will have to completely remake the model..

pure onyx
#

Can someone help me fix this

#

The belt part

#

Thanks

rare moon
fickle quartz
#

Kinda went with avatar arm-scaling to adjust POV size.

On an unrelated topic, can you constrain bones to output values based on changes on rotation?
Eyelook w/ bones --> Texture offset too move 2D eyes

balmy delta
#

technically yes

#

you just need to convert analog inputs to animation parameters

#

or just completely ignore that and convert rotation to position and have physical pupils that are just barely in front of the eyes

fickle quartz
balmy delta
#

then use contacts

fickle quartz
#

To act as makeshift stencil rendering?

balmy delta
#

to turn analog inputs like eye movement to parameter values

fickle quartz
#

Ooooh, if I'm remembering correctly, the contacts have a parameter for how close to the center the target is.

#

Something along those lines

balmy delta
#

sure

fickle quartz
#

Mmm, that's clever, I forgot about that aspect.

rare moon
rare moon
# fickle quartz Kinda went with avatar arm-scaling to adjust POV size. On an unrelated topic, ...

and yes you can, i did this for my spookality avatar. Line up 2 contact recievers attached so that they are exactly at the same Z coordinate as the head contact.

Now line up one so that on the X axis, the head contact is at it's furthest point, halfway between the outside edge of the contact and the center of the contact. Do the same with the 2nd contact but using the Y axis instead. set the coordinates of one of your eye bones to be the same as the head contact. Then add an empty transform on the eye bone that is offset on the Z axis forward by half the radius of the contacts.

Add a VRC position constraint to the contacts, with this empty as the source, and after activating and locking the constraint, uncheck some of the "freeze axis" boxes so that the contact offset on the X axis only has the X axis enabled, and the Y-offset constraint has only the Y axis enabled. Make sure these contacts are set to proximity contacts. Now set your eye look settings to rotate 90 degrees in each direction.

If this makes your eye look not sensitive enough for you, create a new eye bone to replace this one in the eye look setup, and set the eye look to what you'd prefer. Then add a rotation constraint to the original bone, with this new one as the source. Enable "Free edit" on the global weight. and then set the weight to 90/x, where x is the value you set the eye look to rotate in each direction.

Preferably it'll rotate the same in each direction, but if you'd like to do this separately for each axis, add two rotation constraints instead and do 90/x for each axis, and lock them to their respective axes.

Now all that's left is to add the animations. Set up the parameters in the contacts and FX controller, then add a new layer. Also make sure to create your animations for the different eye positions. Now create a new state from blendtree. Set the blendtree type to 2D, and add your parameters in. Add new motion slots and position the animations in their respective locations.

fickle quartz
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Interesting...I think I get the gist of what's being described. Thank you!

fickle quartz
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All signs point to: this should be working

normal flicker
somber cliff
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Hello, can someone help me? When I join meshes on an avatar in blender, it merges everything into one texture slot. How can I fix this?

fickle quartz
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While I struggle against animator parameters not wanting to link to other parameters, anyone have a good reference for the mouth shapes for VRC's visemes?

arctic sundial
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I used the oculus guide but mainly just a mirror

fickle quartz
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Oculus guide?

arctic sundial
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Youll find it using google

fickle quartz
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That's a maybe. This is the first I have ever heard of such a thing.

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nvm, found it after digging