#avatar-rigging
1 messages · Page 17 of 1
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
Thanks you guys!
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?
I might know why, I merged the shoes to the foot armeture which is not exactly straight?
its posed so when entering edit mode it resets it to rest pose
possibly you have shape keys set to non-zero?
or the shapekeys
pose would do it too, absolutely
🤝
sorry for the noob question how would i fix it? do i straighten out the pose before i put the shoes on?
apply pose as rest pose
okay done, i then re applied the shoes. Thanks for the help
Why is this happening?
pro tip: .mp4 files can embed
Forgot to render it in mp4 lol
looks like the weird part is weight painted to a different bone
What should I do
I painted the fin, how do i fix this
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
Between Pose Mode or Object Mode to Edit Mode, why does the Armeture move slightly into differnt positions
do you mean the cats thing?
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.
Im no expert but i dont think this is right..
Legs look messed up and dont work in game
They are stuck still in game
Yeah - the legs which the game IK drives really should be straight down, like a human's
Anyway i can make it that way?
sure, you can rework the armature
Theres no simple fix?
Seems you have two sets of legbones - presumably to try to do a digitgrade thing, this is pretty complex to get working nicely
the simple fix is to use a standard humanoid armature
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
Nvm its already a humanoid one just checked
oh, you rework the rig in blender or similar
I was assuming you were creating this if you're in this channel
Welp thats $50 down the drain
is this a purchased avatar? I would assume it'd work then
So i looked into the avi and saw this warning
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
Vrchat as an avatar? Do you mean like a VTuber avatar?
yeah, but i cant pay for the super good ones and i dont know where to look
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...
Your rig is already set up so skip the blender part of the tutorial and go straight to unity
It takes less than 5 mins to fix
I’m making an avatar with digitigrade legs in the same way so I recognized the set up
I can take you to a few rooms in game to look at some avatars, maybe 20 rooms...send me a pm.
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 💀
what exactly are you trying to make?
I'd love to also have rotation limiters, but nope, best you can get is a constraint that only works on the X axis, without range limitations
if you describe your end goal it may be easier to come up with an alternative solution
because even if the way you were going about it isn't possible, there may be another path to the same result
non-physbone skirt that only opens outwards as the legs move. Its for an armor piece
hmm this may not work perfectly but you could use contacts + blendtrees to change the weight of the constraints
but if you have a lot of bones on the skirt that would be a lot of contacts
yea, I was just thinking about contacts and proximity as well
what we really need is a way to use transform data as parameters
that would be the best thing ever
you could easily make a setup to change the weight based on the leg transforms that way
it would just be on the first bones, and just on 3 at that.
also the physbone angle parameter really should have a way to tell which direction it's going
because it doesn't discriminate between left and right
it does, after a fashion, you can influence the direction with bone rolls
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
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
oh, thats interesting!
yeah this avatar was a little bit of a pita because of how many interactive/overlapping stuff it has on it
it's held together by blendshapes
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
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
oh also the cast has an option to "freeze" your wrist so that it actually functions like a cast
oof! would uv tile discard helped with that?
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
it's all supposed to be quest compatble
ah, gotcha
and also the outfits don't just disable when you put the hoodie on
it's supposed to look like you're wearing the hoodie on top of them
wait, toggled outfit on Quest??
so like you can see them through the neck and coming out of the sleeves depending on the outfit
yeah and it's all one mesh and one material 😭
it would be medium if not for the poly count
on quest
it's good on PC
there is a limit of 2 skinned meshes, would that have helped?
i don't like using multiple meshes when i don't have to tbh
it's less optimized
i'm pretty used to doing blendshape-based clothing swaps at this point
the cast setup though broke the imposter so one arm is always tposing
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
2 skinned meshes its still medium rating, which is visible by default.
But I gotta say, hats off to a fellow optimizer! 🫡
yea, with so many outfits. I can imagine
i've gotten it pretty low already but the main thing killing the poly count is the outlines
ah yes
there's no shader-based outlines on quest
yea thats pretty low-poly, already. The outline shells will just pile on the polys just for the sake of the effect
well, a really a crappy one if you use matcap 😄
is this using one contact? Like would he head of the bone be at the center of the circle?
one sender and one receiver. I have a contact sender that's the same size and position as the collision radius for the physbone, and one on the right side of the head
I am a noob at contacts, would the one sender and one receiver count as 2 contatcs for the sake of rankings?
exactly
yeah the contact count includes senders and receivers
I see... 😞
why do so many models have "Twist <bone>" bones? Can I safely delete them?
it's extra bones on arms and legs
no idea for what
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.
I wouldn't delete the bones without dealing with weight painting though
don't delete them as they have weight painting on them
model will work fine without setting them up
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)
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
and set the freeze axes to just Y
oh nooo I deleted the leg ones... xD
but thank you for the detailed explanation! was always wondering
you'll probably have to fix the weight painting now
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 ?
because you changed the armature
how would i go about removing those armature pieces wirthout breaking my model ? seeing its adding alot of extra bones i don't need
dont unpack the model to begin with
someone who's actually willing to help?
I literally just told you how to not cause the issue
dont unpack the model to begin with
Cats has function to delete unwanted bones. Under the hood, it assigns the weights to that bone's parent before removing. Very useful!
ive tried that, it still broke everything, i just ended up making a new fbx and starting over
Still working on, but I've meet glitches
I think I made the equivalent function using VRC constraints, but why am I encountered with this?
This is the thigh bone before and after rotation
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?
If all else fails you could delete all vertices attached to it then repaint it.
oh i see okay, thank you that wont be a hassle
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.
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
sometimes there is a weight, but not on the bone you have selected. You seen to have a chain following your selected bone, maybe its from there?
you can select a vertex in edit mode and in the panel that toggles with 'n' you can see which weights are on it
kinda? I've done it badly a few times 🙂
this isn't too bad: https://www.youtube.com/watch?v=kTYWWvWXJ4Q
There's a billion ways of solving this in a different way, but this is what i currently do with skirts.
00:00 - Making the bones + weight paint
08:06 - If you already have the bones
Theres people on vrctraders group that'll accept money for that
tried that with terrible results on mine. There is no way to limit constraints, which can look bad dependng on the skirt and body shape
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
okay cool thank you
Yeah - that's my issue too. I was doing this on a long coat and basically just gave up, it never looked anywhere near as nice as Magica Cloth does.
Could anyone help with my problem? 🥺
have you tried other axes in Unity?
Yes, they all works well, it only happens on rotating X
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
Yes it's X on Unity?
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.
And once I lock the constraint setting and click Activate, those values still change
And if I click Zero
huh
And the values here still change, even I already set them to 0
they should change when you activate it
What makes it even more weird is that, if I rotate X at this point, the leg will no longer twist
Ohh okay... So what should I do orz
I'm not sure, I don't have this problem with mine
Yours has the same config as mine?
Oh, how do you set constraints step by step? I think that would also be a problem
I don't do a twist bone on the upper leg, but otherwise, this looks about how I do it
I'm always confused on setting Unity's constraints
You set the twist bone on the knee side?
I do them mostly on arms
yah, i dont even use twist bones. Could delete them there and solve the problem =d
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.
Help I got no arms
@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?
Have you set your fbx rig config to humanoid?
I'm not currently taking commissions like this, sorry
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
you may have missed this bit....
i did glimps that kinda
i am a PC non VR player anyway but i was hoping to get the avatar correct and proper as much as possible
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
and vrc on top of that requires shoulders chest and neck
for Unity but not for VRChat
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?
maybe elongate the shoulders to reach the chest.
okay thank you I can try that. If anybody has any other critiques feel free to respond here haha
mm I agree about the shoulders
head over to the VRC Traders discord to commission people, way less likely to get scammers
Ok
having a bit of trouble figuring out how i should rig this head to the neck
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
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?
in which case, 100% of that section to the neck bone 🙂
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.
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
It will be able to look up/down and left/right
oo okok I'll try that too! tysm
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.
that's really cute btw
thanks! Found the fix!
I had to click the animation file and check these boxes...
oh, that makes sense, I forgot those were there
is there such thing as a "default" vrchat base avatar armature that I could build animations upon?
its just the humanoid rig requirements
the vrcsdk comes with a physbone example that is just the default robot but with hair and tail
mixamo provide/creates good fbt compatible ones
What’s the best way to rig this hat? I haven’t done anything in Unity like this before. So I was curious.
what do you want it to do?
Just kinda flop to the back or side. Like a typical Santa hat would do.
bone chain going up to the point, parent to the head bone. Maybe 3-4 bones?
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.
I'd just use limiters on the physbones
Any tutorials you’d recommend for learning about phys bones?
I don't have any links offhand
but start by reading the docs on VRChat's site if you haven't
I’ll look into that abit then.
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.
I'd go with limiters first though, they'll get you most of the way there
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?
in unity find what folder the .fbx is in then just navigate the path in blender to that folder
you could use unity's search bar to find the fbx quicker too
it doesnt show up in blender, i can find it in unity but it just dissapears in blender
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
Sorry the video quality is so bad, unity just about makes my laptop take flight every time
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.
You have to specifically import it. Im guessing you just tried to click "open" and thrn navigated to the fbx. But you gotta "import", click fbx, then navigate to it
what do you mean "disappears"? What exactly did you do to load it into Blender?
ah I should have read to the bottom before commenting, sounds like you've got it, Sondalyn 🙂
It might be random weight paints on unrelated bones? Grab all the spikes and separate them from the main mesh temporarily, then go through vertex groups and remove any that arent supposed to affect it. Then remerge. Dont forget to merge vertices by distance (if needed)
I'll try this, thank you!
Looks like the bones don't go all the way to the end of the ears. Maybe add another bone that goes to the tip of the ear too. You could also experiment with the 'Pull/spring/gravity" bars to see which will make htem flop around more. Like lower gravity, slide pull/spring farther to the right etc..takes some trial and error to make it just right
yah, another way would be to delete all vertices from that spike, then reapply weights to it.
Might also just be no leaf bones. So they can just add endpoint position
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
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
ah this area is so much fun to weight paint.
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
ill have alook
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.
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
oh dam like ass bones or what i thought they were
yep
oh my gosh yeah you are right i missed that
some people use them for jiggle, but that can get weird.
can't unsee, etc.
sorry, i have added the bone, is there a way to automatically weight paint or i have to do manually?
there are lots of ways to do it badly, probably you'll end up doing a bunch of it manually anyway
I do suggest setting up rotation constraints in Blender so you can see things move properly
ok
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
you're supposed to weight paint twist bones though, that's how they work
it has caused problems with my ik and fbt
yeah when i use fbt it puts my feet trackers inside the knees..
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
oh, that's wrong
yeahh... it was a pain and the actual creator of the avatar said otherwiseee
huh. I tend to use Feilen's Blender plugin to add twist bones to already-rigged avatars, it works quite well
the creator's fix for it was just changing ik to height but that brings its own problems
I'm not sure that's going to fix the lack of proper weight painting
so am i gonna have to redo the weight painting?
I couldn't say without actually seeing it, I'm just guessing based on what you said
here is all the vertex groups
there is only the twist bones but not the legs bones
the bone list in one of the legs
that looks reasonable
the bone starts at upper leg but that has nothing on it and it is just an empty bone
no weight or anything
yeah I don't know why that would be
im assuming thats probably the problem
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.
This channel is for rigging avatars
Which one should I go to?
#avatar-help, assuming you're talking about uploading to VRChat.
Okay. Thanks.
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
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?
No, the Hair needs to be a child of the head bone. 
okay thank you!
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.
I think you have to mess withthe muscle settings in unity
Found out the file of the ears I downloaded was corrupted and it caused the weight painting to stop completely, I'm using different ears and they work a lot more like they're supposed too. Thank you for the help though !! (>.<)/♡
I just can't find any good documentation of how the hands should look in unity. Sadly the documents just say use the muscle editor, but they don't provide anything further than that.
Its pretty intuitive to use it. You just mess with some sliders that limit it and then preview those limits.
I'll give it a try.
oh i suppose it would be more accurate to ask here, 1 second
does the spine bone generally move around a lot? i got something rigged to it and its bouncing around like crazy
i just wanted it to rigidly follow the body
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.
oops I just answered you in the other channel 🙂
Lmao
I was about to say however
Idk what that means cause I just started using blendwr
So...if you could walk me through like a 5 year old?
the 3D cursor is really great, make friends with it 🙂
er, no I'd say find yourself a tutorial video on blender basics
Not a bad idea
The Donut Tutorial is decent, though not specifically for VR stuff
Yeah I...may have just leapt off a cliff thinking this would be easy lol. It was in fact, not easy ;u;
I hope so!
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
Will do. I think I found the doughnut videos you mentioned too
Is it by Blender Guru?
I was able to set cursor to world origin
am having difficulty finding Set Origin in the object menu, I'll keep looking
think I found it
You have to first select an object
Also I'm assuming Blender 4.2, which is the latest.
select whatever object you want to set the origin for, via whatever means you like
I have to be doing something wrong
So this won't move your object, if that's what you're trying to do
Sure, happy to help again, I'd just need to know exactly what you're trying to do 🙂
anyone know why my avatar's chest is crooked when i calibrate fbt tracking with it, but its perfectly fine everyway else?
is the bone roll zero? You'd need to check in Blender.
bone roll? do i reset it? or recalculate it?
for a humanoid bone like that it should just be 0
okie, i can test it. Thank you!!!!!!!!!!!
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
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-
right channel, but I've got no real tips other than paint until you like how it looks 🙂
I usually manually assign vertex groups as selecting the edge rings between joints is easier that way and then smooth it once or twice.
Thanks for the tip.
Hi, Im importing a model from Blender to Unity, and.. It didnt work, im just wondering what broke here?
is this an overwrite or a first time?
first time
hmmm, bone rolls for humanoid bones not at 0? Weird parenting?
you mean this?
what even is that
yeah I'm confused, is that your armature?
I believe so, each "polygon" connects to a different part of the model. i.e the arms, the head, etc
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
Ok, thanks!
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?
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
put a physbone component on the root bone. you can select it in the hierarchy
you seem to be in rig setup for some reason?
only to show that the rotate dial is way off
Also for some reason when I select the armature, it highlights the head spikes??
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.
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
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
Okay so the physbones are working good, however the end part of the bones keep tweaking around whenever I move the avatar
yep, way too much movement, try turning up "immobile" or down the pull
🤞
Turning down the pull made a slight difference but turning up immobile does nothing
maybe show the current settings? those were a guess based on not enough information
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
I am using a floor collider
how would I do that?
have you read the documentation on physbones?
I tried reading the manual but the page don't exist anymore
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real.
gravity should be in the middle ..not far right,
if I have it in the middle, the tail floats up too high
yeah you'd want it to the right so it drops to the floor
shouldnt multi child type be on? since their all children of one bone?
i usually set my radius to .0001
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..
at that size you probably have your avatar scaled up weirdly, bad export settings from Blender
ah, scales at 1.0
There must be some confusion here. I just got Blender. This is the version I'm STARTING with.
Like, I'm NEW.
it makes tye cylindrical radius large enough to reach out of the ears and chains I use it on.
yeah seems like weird scaling to me. Interesting.
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.
So instead of Blender, continue the process using Unity.
what exactly are you trying to do? heh
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.
ah yah let me see if i can get a screenshot for you..
no bones = no armature = no avatar
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
I'll try this tomorrow and tell you how it goes.
Okay so I've been tweaking with the angle limiter and I still don't really understand, bc it's still bugging out
I didn't say that would prevent the random motion, it's more that realistic tails have limits, so you need limits
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?
yah you could shorten them down
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.
just to show, this is how many bones I currently have in the tail. I'm surprised that this is too much lol
I'm gonna try re-rigging the tail in Blender, and use less bones and hopefully that helps
So, good news. I lowered the amount of bones and there is a big difference, BUT there's still a lotta jittery action
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!
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?
Rotation constrain the extra sets to the primary bones
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?
what are you animating?
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
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
blinking you do separate, just add to the existing blendshapes really.
but yeah, just rotation constraints will handle the eye movement
Actually, I have the eye lids also mapped to bones.
ah ok
Will it matter if the rotations are zeroed differently?
Or will it work by rotating relative
Yeh, its goin' into VRC
no no I mean, use the VRC rotation constraints rather than the native Unity ones.
(as of SDK 3.7.0)
Oh, VRC has its own constraints?
it does now
(as of SDK 3.7.0)
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?
as long as everything is mapped correctly, there's no need to enforce tpose. You will want your avatar tposing though, so i suggest in blender that you pose your arms how you think the character should look when tposing, with x mirror enabled, then export the model to FBX
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
I think you saved my ass, let's see how it turns out
I did what you suggested aaaand it ended up showing a error robot when I tried it on in game 😭
ok nvm, it's all good now
You are literally a life saver, THANK YOOOOOUUUUUUUUUU
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.
yep, that's what the world immobile type does.. although i do wish sometimes we had the inverse as well 😔
Awesome sauce
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.
how do i fix this error? The model has a humanoid skeleton
WHyyyyyyyyyyyyyyyyyyyy
it means there is an error with importing it as humanoid
go to your import settings and click rig. See if there are any messages in the import messages dropdown
Ok, Now i have a new issue. The humanoid rig in blender doesnt have a "chest" bone
Anything for this?
you have several spine bones
spine is hip
spine.001 is spine
spine.002 is chest
spine.003 is upper chest
Got it, thanks for the heads up. I don't go on VRC that often, but I wanna try to get my avatar rigged for use in videos and possibly for DJ sets.
When your going to configure the rig section, there's an option for it to be "humanoid" which your supposed to click on.
thanks, i figured that out, lol
Now, what should I move to fix this?
you'll need to re-add your bones properly in the configure menu, i suggest taking the model to blender and doing the renaming there to make it easier on yourself for both now and later
i should probably fix the polygon names too, lol
The model had some broken, unused shapes when imported to blender
not sure what your referring to. But you could merge them into nearby ones, or delete them if their useless.
notice how polygon 1, 4, and 6 are missing?
names dont really matter
i guess, lol
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 🙂
there isnt anything specil for finger tracking
well when i use the avatar in game it just uses basic gestures
you need to enable hand tracking
how could i do that? sorry i just started doing avatar stuff so i am clueless lol
its not avatar related
oh is it a setting in game?
what headset are you even using
did you make a custom gesture layer that disables tracking?
no dont think so
so tracking is supposed to be on by default?
yea?
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
@balmy delta sorry to keep bothering you but is there anything im missing?
🤷♂️
well thanks for trying
@fickle coyote is your avatar set as humanoid?
and are the finger bones mapped correctly to the humanoid bones?
it is humanoid but idk about the second one
any chance we could call real quick so i can screenshare? its okay if not
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 )
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
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?
on the older avatars, they didn't have jaw bones. in tutorial vidz, they advise us to delete the jaw bone and leave it empty. Unless you actually have the jaw move up and down in a blendshape for voice vicemes its not needed.
Bring the model into Blender, extrude a new bone off the head, position it properly, weight paint the mesh so it moves with that bone, export back into Unity
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!
That moves nicely. Probably isn't going to be that nice in Unity though 😦
Nope, that's been my entire weekend so far. If this was any other project I could have simply written a script to implement this in about 10 minutes but we can't do that, so I'm stuck trying to figure out how to bodge this together somehow.
yeah I'm not really sure - I've tried stuff like this myself, usually I end up just simplifying
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
nice
Ugh, goddamn it, I am such a sucker for robotics and robotic parts. That is a lovely movement scheme.
if I didn't think it'd be a nuisance I'd opt to put in some foley as well, heh
i'm thinking a combo of aim and rotation constraints might be the way to go for this.. let me see if i can set something up similar
how to i extrude the bone on blender?
watch blender tutorials. e in armature edit mode
ight
I dont know if theres any benefit to having one but its one less bone to weightpaint for clothing etc and hardly anyone had upper chest tracking so thats probably why
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
The game does bend it in the IK if you have it, it lets your spine twist look better.
so it's an improvement even if you don't have a chest tracker
Oh heck, let me check this out
actually looking at it again i think i messed a few things up 😭
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..
oh, okay, no worries
It's all about learning
and suffering. suffering together
constraiiiiints
I think the big issue is with avoiding gimbal lock
@rare moon I did get a reply on Bluesky regarding this, maybe it would help? https://bsky.app/profile/lackofbindings.bsky.social/post/3l4s4jkysjp2l
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.
i think i got it figure out, lmk if this works on your end
Sure! getting a bite, will let you know in a bit
i think what helped was trying to think of it more like a tank turret
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
.. I really need to play with aim constraints, this is cool stuff
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
ah, yeah, the pink rotation. I was trying to figure out a way to do it but boy am I not good at geometry
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
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
Oh, that might have been Final IK
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
Ah i forgot to say, this was on quest, that's what confused me the most
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
well, so long as the solution order is aim first collision after, I guess?
Mystery
@rare moon Absolutely gorgeous, works flawlessly. Thank you so much
is this with the aim constraint?
Yep
awesome
Sunshine posted the prefab up there if you wanted to poke at it
yep, saw it, and probably will
it's actually so fun to just play with and watch it work out the right orientations for everything :D
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
haha it's so much fun to play with rigging like this
its better to ask your question then to be vauge like this, what do you need help with?
I have a really good model with a messed up rigg
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
Hey yall, if I remove vertices do I have to re-rig and redo blendshapes?
if your remove vertices, no, if you add vertices, yes (depending on how you do it)
just try to avoid using the knife tool
Okay! So I can remove them with no problem. What if I move them with the move and rotate tools?
just make sure you have the shapekey "basis" selected
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
That way if a shapekey is activated it wont go back into the previous position?
theres another channel, vrc traders that has tons of people who you can pay to do that..
Thats a server not a channel
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.
animator goes in avatar layers/merges with them
other animators are uncontrollable
It is a layer of the same gesture controller managing an idle tail-wag animation.
it animates armature bones?
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).
well show the layers and such ig. also thats #avatar-help
It involved both props, rigging, and animation, which kinda short-circuited my brain in trying to figure out how to categorize it.
I try to avoid avatar-help so I'm not drowning out others.
so youd rather offtopic here?🤷♂️
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.
I mean if you need help with an issue then you're not doing anything wrong by asking in there
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
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
Selestia has twist bones
booth avi?
Yes
thank you!
i have a weird problem with my avatar where for some reason the glasses even tho its one whole object just dont work well
Looks like they arent fully weight painted
This doesnt mean there cannot be another bone or a second armature modifier affecting it
I find that happens more often than I'd like 🙂
Is just learned rigging fat people is easier for some reason
Great way to get scammed around here - visit the VRC Traders discord instead, link in #1204490664637890580
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
do you have meshes with the same name as your bones?
yep I do, that should fix my probelm if i change them
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
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.
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?
Did the mesh have a previous rigging by the same system? If not, then it's likely your going to need to weightpaint it to the new rig. You can use automatic weighting, but it's usually pretty harsh and will likely require some manual touchups
Did you do Enforce T pose in the rigging tab, and the hit Apply and Done?
theres tons of vids on weight painting on youtube if you dont know how to.
yup, it reseted back to the old state, which doesnt make sense
can you do a close up of the finger bones in blender?
so , i found a way to fix it-
i dont know why it did that but its fixed now for some reason,
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'
bone head at the center of the eyeball, facing vertical, 0 bone roll, child of the head bone. that's about it really.
What is what i have
and the eyes "Follow" me when i move
I'm not sure how vrchat's eye look thing works
This is what is supposed to happen. Eyes dont move when i walk.
This is all that i did xD
I don't see why that would have changed things
Me neither :P
And position does matter, otherwise the eye will be wonky.
i assume theres some sort of formula for how far back from the mesh or something
did you edit this thing
ive tried both ends and middle
the eyes do move actually just very slowly
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
does anyone know a tool to combine physbone components within unity itself?
-# ping in reply
Usually there's 2 sets of eye bones, not sure how why but it's usually required they used to say
How do i undo inverse kinematics so it'll become a basic rig that i can use in game
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
Anyone can help, I have an avatar made piece by piece, and I don't know to rig
there are lots of tutorials out there. also some links pinned here. Are you stuck on something specific?
when i connect the hair with the head, one part of the hair is not conected
Bring it into Blender, probably you need to update the weight painting
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
in what, blender? unity?
blender
do you have multiple armatures?
yeah, one for the body, one from the hair, one from the head, one for the cat ears and one for tail
I'd join those all together. What's your plan here?
link the avatar parts to be a funcional base
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.
How i send it to you?
eh? I'm not going to do this for you
read that as "if I were doing this myself, I would...."
Ohhh srry
My English is bad
Srry
it's ok! I'll work on being more clear now that I know 🙂
Nono, its my flaut but nvm
Thanks for explaining the process
If I have trouble I will type again in this channel
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
blender, delete the mesh objects, then edit the armature, select unneeded bones, delete them
or how do i check which mesh they was or is set to
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
does the bone stuff just look difrent now or am i missing how to get into the edit mode again?
while in object mode, click the armature, select edit mode
im in edit mode now mhm
unoffical cats option , seperate mesh you want / delete rest (not bones) - delete zero vertex groups/zero weight bones 
????????????????????????????????????????????????????????????
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.
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
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.
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.
#avatar-rigging message help needed
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.
damn
i re-rigged it twice but the weight paint is very off resulting in other mesh part moving it specifically mesh details like clothing buttons and ropes
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
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...
?
wdym
The rig?
if so i can’t manage the turn it into a humanoid rig
and weight painting is not my strong suit
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.
There's a good one pinned in this channel
VRChat avatars just follow the basic Humanoid Unity rig
Ahh, thanks a mil
I remember the official rigging docs having one that you could just download tho
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
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
lots of it around
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
default vroid bone structure , least you managed to get it into blender
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
feels like there's something lost in translation here.
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
Waiting for you to explain
Can you show me your process of making the individual parts? Say the jacket?
vroid shoe
LOL
you might have used parts from vroid thats fine
but those elbows scream vroid , they always look very odd
Yet they said they made if from scratch.
it's not like there's really anything secret about the process
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
wow, gone and deleted
im making my second vrchat avatar from scratch, how would i go about weight painint the skirt?
Skirts are so much fun.
This will get you started, it's one okay way to get close: https://www.youtube.com/watch?v=kTYWWvWXJ4Q
There's a billion ways of solving this in a different way, but this is what i currently do with skirts.
00:00 - Making the bones + weight paint
08:06 - If you already have the bones
different style than you have though.
i'll check it out ty
trust me that doesnt work. Maybe its the new update to VRC constraints, or a solution specific to that style of skirt
Until the devs come up with a vrc cloth component (they have mentioned it, just not when), you might consider constraints, weight painting the skirt to the legs, or to radically change the skirt style to fit the phybones collision system. Which favors spread-out skirts
Yeah, I've used some of the techniques in here with some success, I meant it more of a starting point than final solution.
I do wish for Magica cloth
well, I just saved them several weeks of frustration 😄
Haha they'll have that either way
@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.
thhis is actually what im looking for with this type of skirt
thheres legs under neath it so i want it to stretch as the legs move
Oh I saw this one recently but couldn't find it again
Nice, thanks!
This one clips the same way my last attempt does but moves nicer overall
seems to be alot of bones required eek
Yeah... It is. Expect to be Poor at best.
yes thats a problem with skirts
The price we pay for fashion
hoping i can get it to be quest compatiable lol, if not i might just rid her of any legs
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
aweoosme!1!
cough Momo cough
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.
I can help with that
thank youu!!!
Help. Rigging avatar for a friend. I use Blender.
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.
is the head weightpainted to the correct bone and the tail's main bone parented to the hip and are these both joined to under/to the main armature?
yeah, if you didn't weight paint then it's time to weight paint
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.
watch tutorials. it's got a bit of a learning curve, but you'll get it
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?
did you edit existing blendshapes or did you clone them with the MMD related naming? the recommended way is to duplicate/clone instead of renaming existing blendshapes. should break less and if the animator is set up correctly, it shouldn't try to drive the non mmd facial blendshapes while you're in MMD dances or whatever.
I didn't edit any blendshapes yet, this is right now only done with the sliders in unity
the only "faulty" blendshapes are the MMD specific ones But all the existing blendshapes also don't really close the eyes all the way unless I use multiple blendshapes at once
the avatar itself came with it's own mmd blendshapes
and this is after re-importing the model after editing it externally (i.e. Blender) do i understand correctly?
This specifically is without doing anything in blender as of right now
only blendshape values in unity
but this after re-importing an edited model?
nope
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
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.
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
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.
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 ;-;
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.
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^^^^
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.
I gotta go get ready for work, I will take a look at this later, thank you so much.
i hope it wasn't too rambly! glad to help and feel free to ping if you need anything else and i'll see when i'm back
hav a nice day at work :3
thank you! ba-byeee
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?
blendshape maybe. Or rig it to a bone and rotate/scale that
It's already rigged. I would just like those things to be toggles.
oh, sure, create animations to modify the thingy, then a toggle to activate it
If I do it that way and use a slider toggle, will it stay in the desired position/size?
sure, if you want it to
Still not sure how to go about it exactly... I'm new to this.
Perfect
Flawless rig. Well done.
success!! I set the shapekey in blender, create a new shapekey mix out of it, of which I then applied onto the basis, then I edited the mmd blendshapes to be what they are supposed to be! And now it works c:
hell yeah! glad i was able to help, and MMD is sure heck a lot of fun :3
Music credits:
♥︎ ray by Negaren
Smile by Gynx
SMILE (don't go VIP) by gynx
HELL YEAH by RQ
Another vrchat avatar comission I took recently, I didn't model the boots yet but I'm too impatient to get this video out so I'll post a finished showcase of the avatar later along with Kayla
music credits:
https://soundcloud.com/marumarumusic/wild-blue?in=marumarumusic/sets/daiku
https://soundcloud.com/marumarumusic/hikari?in=marumarumusic/sets/daiku
https://soundcloud.com/tarutrit/01-skitterfunk
first time i've recorded a commission model process from start to finish
i didn't make everything yet since the commissioner did purchas...
okay so i sort of figured it out, both legs and the skirt are under the same vertex groups.
the only issue is that the legs sort of clip through the skirt, its not that big of a deal but is there any way i can prevent it from doing this?
better weight painting 😦
yep
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
Is an IK rig set up in Blender before porting to Unity required for VRChat?
All you need is an armature. Any Blender IK, constraints, limiters, etc. are not used in Unity.
I'm pretty sure that means they are not rigged to the bones
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)
you cannot have a partial rig, it must have all the main bones even if unattached.
I'd probably do #1 unless it wasn't possible, then do it all non-humanoid somehow
but probably need more info
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.
just bones weightpainted to certain areas and given the phybone script
yeah naga. paint the upper body, make the tail all physbones from the hips down. refine.
Do the bones need to be spatially organized like a human? Or can they be translationally displaced as long as rotation is maintained?
The humanoid skeleton is to match you. You can do whatever you want otherwise
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?
yup
by being higher up
Or adjusting the irl height?
Daaaamn
just use playspace mover
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?
floor-to head height, but also it doesn't really? Try playing a super-short avatar like an Avali
Floor-to-head height irl or in-game?
unless I misunderstand what you mean
@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
If I'm in a giant avatar, I don't feel like I'm standing on a platform, the world feels tiny.
oh I see
Its somehow configured itself so that I see myself at the appropriate scale, but the scale of the world around me is variable.
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?
That's fine, the toe should be optional
okay thank you!
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
@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
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.
either floor to eye height or armspan. It's player choice that can be changed in the tracking and IK settings (in the small settings, not big settings)
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
I think the scaling of the avatar arms will be the way I regulate POV size from the sounds of it?
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
Anyone got guides on how to set up digi legs?
I especially need info on the constraints used
definitive guide is https://www.youtube.com/watch?v=yY_gnDVhyHQ
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...
constraints info is at about 20:00
this was made with Unity constraints, but VRC Constraints are more or less a 1:1 reimplementation
thank you!
anyone willing to help me rig this?
Blocky stuff is really easy, a yt tutorial should do it
cus its made out of blocks and i want nothing to bend. just want the blocks to shift
So each block should be 100% weight-painted to the bone, that way it doesn't deform
i have problem with weight painting
I feel this, I have such problems regularly 🙂
technically it wouldn't require weight painting, you'd only need to create vertex groups that have the exact same names as the bones
the way its build and exported from blockbench i will have to completely remake the model..
oh sorry forgot to respond to this, like i said, this is an individual choice that each player can make in-game. If you want to make the scaling consistent between each setting, you need to make your armspan and height equal to one another
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
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
No shot on this one, its gotta be texture offset. Otherwise the fake eye-lids will fail to occlude the pupils or I prevent it from ever being viewable to quest-users.
then use contacts
To act as makeshift stencil rendering?
to turn analog inputs like eye movement to parameter values
Ooooh, if I'm remembering correctly, the contacts have a parameter for how close to the center the target is.
Something along those lines
sure
Mmm, that's clever, I forgot about that aspect.
well you can do that individually, but i'm just letting you know that anyone who wears the avatar can change this
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.
If you'd like a reference, here is the avatar I made with 2D eyelook. Be aware that it isn't super sensitive, but it does work. Check the "contacts" option in avatar overlay to see how the contacts move with the eye. https://vrchat.com/home/avatar/avtr_e9ab68ee-2d5e-454e-b863-19cd835e643c
Interesting...I think I get the gist of what's being described. Thank you!
Make sure they are weight painted too not just parented.
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?
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?
I used the oculus guide but mainly just a mirror
Oculus guide?
Youll find it using google