#avatar-rigging

1 messages · Page 18 of 1

slim inlet
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i did figure it out last week; the problem was the positioning of the hands in edit mode. appreciate it though!

somber cliff
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I fixed my earlier issue. Now my new issue is, my model doesn't line up with the origin in unity. Is this an issue I have to fix in blender?

somber cliff
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So uhh, how do I fix the weight painting in the feet?

pale pumice
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@astral plaza no I meant for you to actually click the link I posted, it goes to a pinned message in here that shows you what this ought to look like

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it wasn't only "wrong channel, bub" 🙂

astral plaza
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Ohh oops

pale pumice
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here is the right place though

pale pumice
astral plaza
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okay got it i might restart the armature because the body that i got already had the armature

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thats my problem

pale pumice
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weight painting time 🙂

astral plaza
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meaning tutorial on weight painting lol

pale pumice
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it's so much fun though!

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(this is satire)

astral plaza
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do you have a reccomended video for it?

pale pumice
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I don't, sorry

astral plaza
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all good

astral plaza
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i can also move the toes jus not the bottom part of the foot

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and i gotta figure out teh shoe

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godd amitr

astral plaza
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got a problem where shoe does not move with the foot what do i do?

pale pumice
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make sure the shoes object has an armature modifier on it, pointing to the avatar's armature, and then.... well, weight paint the shoes

astral plaza
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im trying to figure out the weigh paint part but theres no armature modifier on the shoes

pale pumice
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you can just add one

astral plaza
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alright let me search it up

pale pumice
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just select the object, go to the modifiers area (blue wrench) and add a new one

astral plaza
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oh wiat it does have one

pale pumice
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oh good

astral plaza
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so i click teh orange armature then weigh paint that?

pale pumice
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in object mode, select the avatar's armature, then also select the object you want to weight paint, then go into weight paint mode.

astral plaza
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for some reasno weigh paint isnt doing anything

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sigh i dont know what im doing

pale pumice
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making progress, it looks like

astral plaza
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yeah but it does not wanan work on the other foot

pale pumice
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I usually have mirroring on for this

astral plaza
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i genuinly dont know what jus happpen xd

pale pumice
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neat, looks like you switched display mode. I'm guessing those are vertex colors, possibly just material colors.

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I mean, like colored for just the in-blender view in studio lighting mode.

astral plaza
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yeah i jus dont understand how weigh painting the shoes is gon make it move with the feet

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foot

pale pumice
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You're telling it which vertices to move along which which bone, and how much

astral plaza
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ohh i see

fading verge
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symmetrize doesnt spawn bone on the right axis

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and i alreayd rotated the model multiple times in object mode

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in blender

astral plaza
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how can i fix this i tried weigh painting it subtracting it but it doesnt seem like it does anything

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i dont know what i did

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everything is mesed up now

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nvm

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i gotta connect the armatures together so it moves right

fading verge
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cat blender plug in doesnt work

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i gete error

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when installing

pale pumice
fading verge
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how do i get out of transparent mode?

pale pumice
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one of the options in the view stuff at the upper-right of the viewport - really depends on which mode you're in

fading verge
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how to select all connected ? 'L' doesnt do it for me

pale pumice
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l or ctrl+l

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that's pretty dense topology there

fading verge
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only selects a triangle

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yes dense

pale pumice
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then you have seams or unconnected parts

fading verge
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head is one piece

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is there a way to figure this out?:

ocean sable
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if anyone uses the cats plug in which boxes do i check or uncheck before merging armatures? I am trying to put a head and body base together

strange peak
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how do i make it so i can get around the three spine bone rule because my avatar only has hips, torso, and neck. and i know theres ways to get around it i just have no clue how.

pale pumice
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you don't, you add the missing bones, even if they don't really do anything

strange peak
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how fun

arctic sundial
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No big deal, just subdiv the spine, dupe the spine vertex group and gradient out the overlap

astral plaza
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what shall i do with t his

pale pumice
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Fix the incorrect weight painting

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Looks like a bunch of verts didn't get painted properly to the right leg

mild comet
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I've tried fixing the legs bending out to the sides but I can't seem to figure out what's causing the issue at this point. I also made sure that the transforms for both legs match up

fickle quartz
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I come with new questions. Its the gift that keeps on giving.
How would...I make the end of a chain of phys bones snap to another bone?

pale pumice
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you could attempt a constraint on it, but I hear this jittery and buggy

fickle quartz
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So, if my hand leaves or enters a predefined zone, the end of the tendril armature snaps to the location of my hand and tracks the hand and its orientation. Then once it leaves that zone, it snaps back to its default.

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The hand it picks is whichever hand enters the zone first if both my hands move in.

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The later can just be done with animator state. No transition between left/right targeting. It can only transition to the opposing hand when the target hand leaves the zone.

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But the whole...snap to the hand position/orientation is giving me trouble.

fickle quartz
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It attempts to update only when the contact sender leaves the interior of the receiver.

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No updates when it enters, only when it exits. Meaning it gets stuck at 0 if it ever exits.

pale pumice
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oh weird

fickle quartz
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Could it be something with the size of the sender and receiver?

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The receiver is huge, but the sender is tiny

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So maybe its freaking out because the sender never intersects with the origin of the receiver?

pale pumice
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unless you have it set to proximity, it only cares about entering the outer radius

fickle quartz
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No, it just full on bricks in proximity mode

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Goes to zero, and stays at zero forever.

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At least constant starts out correctly.

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How accurate is gesture manager to in-game behavior?

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Could it just be a bug in gesture manager that goes away in-game?

violet girder
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so im making a three headed cerberus does anybody know how i would go about applying lip sync to all three heads instead of it only working on the main head

nova shard
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if you're using blendshapes then just change the normal vieseme blendshapes to effect all three heads rather then just the one head's mouth

violet girder
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how would i go about doing that?

pale pumice
pale walrus
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can I have help with this, it isn't weight painting correctly

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and the model

pale pumice
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can you describe the issue?

pale walrus
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hold on

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example, this is weight painted but this is base rigging

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also the model is for nintendo wii

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so it doesn't have a really high poly count

pale pumice
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ok so..... what do you need help with?

pale walrus
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the hands stretching

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when rigged

pale pumice
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hip bone is upside down

pale walrus
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ok

pale pumice
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the body doesn't actually seem weight painted at all

pale walrus
pale pumice
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oh

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ok.... so again, what do you need help with here?

pale walrus
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I will see, I am gonna try to fix it up again though

pale pumice
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huh actually it is weight painted, it's just that the vertex groups in the mesh objects are named with very generic bone names, not matching any of the bones in the armature

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You could probably figure out what's what and rename those all and it'll work

pale walrus
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ok

hidden rose
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Im trying to build a model in blender but whenever i "fix model" to combine the head with body it throws me this error? O.o help anyone?

pale pumice
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could just select head, then body, ctrl + J to join them

hidden rose
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I didnt know abt that shortcut lol

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Can i also do that for clothes?

pale pumice
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you can join whatever kinds of objects you want

hidden rose
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Awesome ty 🤗

pale pumice
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I mean, multiples of the same type - can't join a curve with a mesh, for example

hidden rose
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Curve with a mesh?

pale pumice
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the cats one does other things as well as this join, so it's not a perfect match, but it depends a lot on what your goal is

hidden rose
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Im just trying to put a avi together for myself lol - i bought a body and head and clothes and i got these errors sadly

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I appreciate the help

wheat crater
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heyy so im sure theres plenty of documentation on this sort of thing but i was hoping someone had just a quick tip on how to rig this so it moves similar to other spider-like avis? i assume most of it would be done in unity but i wanted to know while im still in tha blender phase

boreal forge
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Hello, I have a dress that isn't quite made for my base, it has an already existing armature and parts on it to make the dress part flowy, is there a way that I can data transfer the top part in blender and ignore the part with the flowy dress?

hasty elm
fluid rapids
hollow quartz
pale pumice
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looooots of rotation constraints

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and a lot of custom animation probably

brazen island
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what, its just FinalIK isnt it?

pale pumice
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that's a very good way too, yep

wheat crater
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i was suggested finalik and i think im gonna opt for that lol entirely custom animation would drive me crazy

pale pumice
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likely

rare moon
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like for example on a humanoid (two legs) you could animate the legs doing the exact same motion at the same time, so it would look like it's hopping, then you select the leg bones for one leg and offset them by half the length of the animation

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i do this often also for things like tails wagging where i want each bone to have a slight delay

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super easy way to animate a wagging tail:

  1. position tail to the side and keyframe
  2. copy pose, move to new frame, paste pose x-flipped and keyframe
  3. copy original frame and paste same distance from new frame
  4. select keyframes and press shift + E > make cyclic
  5. select all bones except the first in the chain, move the keyframes by a set amount in the timeline, I usually do 2 frames (press G, X, 2, Enter)
  6. repeat step 5 while removing the selected bone closest to the base each time until there are none left
steady tinsel
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Hi, I just wanted to ask the experts of blender if this looks right. this is my first time rigging and I'm trying to learn, I'm currently working on the finger bones so they look broken here.

pale pumice
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There's a pin in this channel that's a good reference, but that looks pretty nice

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I think you'll want to straighten the feet though

wintry jetty
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hey ive been using resonite for creating avatars and as a platform for a while. my friend who plays vrc asked me to create a character for her.
im curious if vrc has similar reqirements whent it comes to labeling bones for the purposes of rigging and how i should label them for an optimal rig

pale pumice
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it's not vrchat that guesses which bone is which but Unity, so the Unity docs would apply here

wintry jetty
pale pumice
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not offhand, I'd have to search

wintry jetty
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okay

pale pumice
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but I don't think it matters a ton, it does a lot of it just based on position in the hierarchy

celest bridge
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in blender 2.79 there was a button in edit/weight paint mode called "limit selection to visible". when toggled, it let you see all the verts through the mesh, and not just the ones immediately visible. this made weight painting easier, as you could just weight paint through something, etc.

where the hell is this functionality in 3.5? because the "toggle xray" button that supposedly does the same thing, doesnt do shit

wintry jetty
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im still using 2.79 though i really should start to use the newer versions some day

pale pumice
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I did just now discover I can fade the bones out while having them showing, which is really nice and I'm not sure why I hadn't found it until now

celest bridge
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I ended up finding it. it's a setting you need to enable

pale pumice
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where?

celest bridge
pale pumice
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it doesn't seem to do anything visually though?

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definitely does paint through, but that I already knew could be done

wise gull
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hello can anyone give me a tutorial on how to rig outfit assets to a very busty avatar if you know please dm me

orchid echo
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It means dragging each of your bones into their boxes, during this part of setup. But you’ll be fine.

wintry jetty
orchid echo
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Right. You can use Blender without worrying. You were worried about transitioning from Blender to Unity, right?

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You don’t need to worry so long as your model is weight painted normally. Humanoid import from Blender to Unity is less about naming conventions and more about having a Humanoid shape and complete weight painting.

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Unity does not “care” what your bones are named, so you can’t just give them “correct names.” You have to be shaped Humanoid (hierarchy of bones is human shaped) and you have to be weight painted.

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I run into trouble with my weird rigs because my Humanoid skeleton is not weight painted to my mesh, and there is nothing that I can name the bones which will make Unity automatically accept my armature as Humanoid. /:(

next matrix
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Hi I have a question, is there any way to make a rig strap so that both ends of the bone chain are fixed in the same place? I haven't found a way that works for VRChat. I'm working in Blender

pale pumice
next matrix
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Thanks for the answer

pale pumice
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it'd be cool if you could "pin" the ends of two chains together with a constraint though

next matrix
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I'm just about to test this method

brazen island
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you cant, each chain will behave as if theres no constraint and then the final transfrom will stretch to constrained position without any regard to physbone physics.

rare moon
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i'm thinking maybe a chain in the middle (not weighted to anything) and then maybe a chain on each side converging at the middle with rotation constraints using the chain in the middle as a source

chrome rampart
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I need a big favor. Can someone re-rig a videogame character for me? :')

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Unless it is possible for the existing rig to work okay.

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I was told by someone else who worked with Overwatch models that they struggled with the bone hierarchy. Is it not possible to fix the hierarchy to work with vrc/unity?

nova shard
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i found it to be quicker to just make a whole new armature and weights then trying to fix the OW rigs to work for vrchat

next matrix
rough snow
next matrix
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Thanks to everyone who helped!

orchid echo
# rare moon i'm thinking maybe a chain in the middle (not weighted to anything) and then may...

You can use inside-out colliders and physbones for this. Create an empty, put it on the middle of the gun. Now put a physbone script on it, adjust the offsets so it goes from gun to strap (so, sticking out 90 degrees from the gun, kinda coke can sized). Give it a regular collider, nice and fat. This is the physbone that will swing the strap. Give it an end offset or whatever so it still works as just an empty.

Make another empty gameobject, set it as a child of the first one. Put a tiny physbone collider on it, check the box that says inside-out. You should wind up with a small inside-out collider swinging around on the physbone from before (probably need to set the first physbone to Ignore this empty).

Now rig the strap (in Blender) to two bones (I’d do single ones, not chains). One for each half of the strap. Rig them so that by default they point to the same place as your inside out collider is gonna be in Unity.

In Unity, put phys bone scripts on the strap bones, so they collide with the inside out collider. Don’t make them grabbable, only make the one from before with the tiny inside out collider on the end of it grabbable. Like this they’ll always point to the inside out collider, the only way to do any better than this is with IK scripts

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Basically, combine @rough snow’s suggestion with an inside-out collider to keep them connected in the middle. Put all your physics and momentum on the inside-out collider’s physbone.

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If the parts where the straps attach to the gun start to give you trouble, you can refine your rig a little by adding a second couple of bones per half, close to the gun, and having these on partial rotation constraints to your inside-out collider physbone.

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I’m a big fan of inside out collision as bargain bin IK.

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lol wait I got mixed up who was trying it

astral quest
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when I enter play my armature shrinks way up like this, any fix?

left vector
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Been having an issue where on play, the legs would not be animated with the ik rig in Unity. Checked multiple times in the configure and made sure the bones were assigned in the rig, the bones would clearly move when it goes into the "motorcycle pose" when entering the muscles settings, but when I hit play to test with gesture manager, they won't move. I could even pose them, which I know you can't normally do to IK bones during play. Any help?

left vector
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This is how it looks in AFK, (ignore the fingers). They use a digi-legs setup, but even when I tried to work with them like standard feet, they wont move.

somber cliff
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I decided to mess with the Tutorial bot in blender, so I rigged it with CATS and...uhh...what's this huge bone?

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...what is even happening here

pale pumice
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you'd have to go into edit mode and click on it to see the bone name

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it's probably that the process took a guess at what to do

limpid bridge
indigo nacelle
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how do I make a blinking blendshape that doesnt clip through the eye?

balmy delta
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just warp it around the eye?

indigo nacelle
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I dont know how to do that. Is there a way to make shape keys that are non linear?

balmy delta
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you can just move the eyelids forward when making the blendshape

indigo nacelle
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I did

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it still clips

balmy delta
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or also just slide the eyes back slightly

indigo nacelle
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the eyes are on bones though

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that might cause issues

rare moon
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you could also just use bones

indigo nacelle
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I'll try that

slender mural
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Hi, idk if this is the correct place to ask about this but, im going trough the "biker pose" bug, ive tried making a copy of the avi when it is on tpose but then my menus dont work, any help?

pale pumice
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you can reset your avatar with Pumkin's avatar tools

slender mural
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<3

tired marten
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So I'm hoping I can find someone to teach me how to rig a cape in blender, ideally over a screenshare as I am a visual learner.

modest eagle
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man i havent felt this defeated in a loooong time chat

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feel like i might be hittin a barrier with my talents here

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but i cant find ANY good documentation on how to make an actually good leg-pelvis connection that doesnt look like garbage at specific angles

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i THOUGHT i had a solution with s ome corrector bones i set up myself but no it just

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only helps with one specific rotation

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n dont even get me STARTED on the pelvis just protruding when the legs are bent forward

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so

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can anyone help me with this? please?

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(i know bout twist bones and i know how to set those up but im talkin bout like

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making the connection between the thighs n pelvis not garbage

pale pumice
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honestly it's probably not about the bones, but about the mesh topology. this is hard, definitely.
I like models which have a "butt bone", that you use a constraint to move along with the upper leg but only about 20%, to control shaping of the behind muscles

rare moon
fierce rose
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^ this is basically it right here. Some clipping is good, actually (:

livid cave
amber mantle
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setting up rotation constraints; is there any way to make both objects on the left follow the rotation of the object on the right?

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ie, the one on the right is rotated 45 degrees, so then the cube on the left and its child are each rotated 45 degrees on their own transform

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the child otherwise just takes the rotation of its parent into account and doesn't rotate

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selecting "use local space" just breaks it

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i guess a better question would be: is there a way to have the child of a bone copy the same rotations as its parent?

rare moon
# amber mantle selecting "use local space" just breaks it

use local space is the answer, but don't enable it with the constraint locked, make sure you set the transforms to their default position, unlock the constraint, then change to "use local space". Only then you can safely lock the constraint.

sterile orbit
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I have a hood and want to make it so ill be able to pull it down, but most of it is fully weighted to the head bone. is there a way to change what weights are active in unity? so ide have it weighted to the head when the hood is up and more weighted to the neck/upper chest when down. or if anyone else has another way theyde recommend how to do this would be appreciated. I could also duplicate the mesh and reweight and have them toggled opposite but ideally ide like to avoid adding more polys

amber mantle
pale pumice
rough snow
nova shard
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liindy has a pretty good how-to video for making a blendshape hoodie that you can pull up and down iirc

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lemme see if i can find it

rare moon
# sterile orbit I have a hood and want to make it so ill be able to pull it down, but most of it...

animated constraints. easiest way to transfer the weights to a new bone is:

  1. Make sure the hoodie is it's own mesh (if it's supposed to be joined to another mesh you can join it back at the end of this)
  2. Create a new bone in the same position as the head, parent it to the head and choose "keep offset". Rename the bone appropriately
  3. Select the hoodie mesh in object mode, then go to the vertex data tab and find the head vertex group. Rename the vertex group to the same name as the new bone you just created.
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once in unity you can smoothly animate the sources of the parent constraint on the hood

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I typically do a slight variation of this, where i parent the bone to the chest, then use a rotation constraint on the head and/or neck (depends on what's necessary), then animate these sources weights based on where the hood is

bleak coyote
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Does anyone have any tips on minimising weird deformation when rigging hips?

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Rig I'm using rn

brazen island
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uh, make it more gradual?

sudden ginkgo
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How do I best avoid stretchable parts like ears to create gaps of nothing between the character's head and the ear when they are deformed outward a lot?

pale pumice
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join the meshes?

sudden ginkgo
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o!!! right, you're right, I'm silly

pale pumice
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or, match weight paint on the closest vertices

sudden ginkgo
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I've tried just... not selecting the very inner edge of the ear before

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the tutorial I was watching was using fox ears that were a whole seperate mesh with no "bottom" but they solved it by just clipping it into the head

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but I cant do that with elf or other human-like ears on the side of the head

scenic ruin
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Quick question, to make a custom avatar, do you need a very specific rig or is this already good enough?

pale pumice
scenic ruin
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I'm not smart enough to judge whether this is good enough according to the example

pale pumice
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does it look like the example?

scenic ruin
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well no but it moves

pale pumice
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you need it to be kinda close to the example to be humanoid, and all the bones down to hands/feet/head must be there

scenic ruin
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thats tough cause that means i cant import the custom animations either

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I have no clue how weight painting works either but I'll cross that bridge when I get there

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if I want to give the ponytail and cape hair physics, do I need to add bones to those too?

balmy delta
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you need bones for everything you want to move

scenic ruin
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h

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i have no clue how to do any of this so that's gonna be another 3 months of struggle before i give up and pay someone else to do it

pale pumice
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it's only a struggle the first time or two, then it becomes easy 🙂

scenic ruin
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this is my first time

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so still a struggle regardless

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i dont even know how to make or connect bones

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thats not even to mention that I wanna make the helmet, wand and mace toggles

pale pumice
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click a bone, 'e' to "extrude" a new bone from its tail

scenic ruin
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But wait

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Props like the helmet or the shoulder pads are child bones paired to the armature of the main body

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How will that work if I have to do the entire armature from scratch

balmy delta
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Just have the child bones be parented to the bones of the armature?

pale pumice
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shoulder pads can just be children of the shoulder if you want it to move with, or of the chest if you want to do something fun like rotation constraints or physbones with colliders so they move less than the shoulder

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I've seen it done well for big pauldrons

scenic ruin
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But

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If I have to make a new armature from scratch, wont their position be messed up on the new armature

pale pumice
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if the mesh is in its default position, you can swap armature just fine

balmy delta
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Or just merge

scenic ruin
pale pumice
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then you can apply the existing armature modifier on the mesh and it'll make the current pose the default

scenic ruin
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How do I do that

pale pumice
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oh that video - if your model is all in parts, make sure you apply all transforms, it looks like that part is jumping back to the origin

scenic ruin
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oh

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right

pale pumice
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re: applying the armature modifier, "apply" is an option in the little dropdown for a modifier, it makes its current state permanent

scenic ruin
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alr done

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so now what

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do i just delete all the existing armature and make a new one from scratch now or is there something else i need to do first

pale pumice
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obviously we don't have your project to really look at, but that sounds reasonable.

scenic ruin
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I mean I can send it

quartz bear
scenic ruin
scenic ruin
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Hey quick question, if I wanna rig a character with four arms, do I actually need to make extra bones for the extra arms too or can I just weight paint the 2nd set of arms the same as teh first set of arms

pale pumice
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they won't work well with the same bones, since they have different rotation points. Rig the second set and use rotation constraints to copy the primary set's rotation

main terrace
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why is the mesh not moving with the armature? the vertx group is set to "Middle_L", but it doesnt move with the armature in pose mode

pale pumice
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possible lack of weight painting?

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missing or incorrect armature modifier on the mesh?

main terrace
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it is a modified avatar

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and the weight painting is the same as the original on unmodified parts like the hands

pale pumice
pale pumice
scenic ruin
pale pumice
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oh okay. Just put the constraints on each of the extra arm bones using the base arm bone as the source.

scenic ruin
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ight thanks

main terrace
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tried parenting with automatic weights and it didnt work... possible that I simply accidentally turned it off someho- oh...

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i just didnt have it displayed in the viewport

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is it good to do parent with automatic weights then fix up the errors that appear from it if what I did completely broke the weights for every bone?

main terrace
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nvm i have found the answer to that to be yes

quartz bear
main terrace
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managed to get it working, except for the wrists...

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the avatar has swappable paws, but the edges keep separating between the paw meshes and the body mesh

pale pumice
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weight paint the edge vertices identical to their counterparts

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iirc the data transfer modifier can do this for you too

main terrace
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data transfer?

#

it is all one mesh that uses shapekeys to swap

pale pumice
#

sure but if the mesh parts are not actually connected, and you don't want them to be, separating them and using data transfer then re-joining can be an easy way to get those values correct.

main terrace
pale pumice
#

it's kinda complex, I'd read the docs on it, but there's an option for corner data in there somewhere.

#

(I'm not currently looking at blender)

main terrace
#

ah... hmm.. ima try putting faces between so its connected

pale pumice
#

yep, you could do that

#

you could also just set the weight values manually, if it's not that many vertices

scenic ruin
#

Is there an alternative to RotationConstraint that DOES work for Quest?

rough snow
#

vrc rotation constraint

scenic ruin
rough snow
#

yeah that one should work

scenic ruin
#

???now what do these mean

#

nvm restarting unity fixed it somehow

scenic ruin
rough snow
#

did you add a source?

scenic ruin
#

yes, you can see that in the end of the video

rough snow
#

thats target transform

#

dropdown sources

scenic ruin
#

I am

#

Stupid

#

It works now lol

#

Thanks

#

Trial and error

rough snow
#

👍

scenic ruin
#

The amount of problems that I would just straight up not have if I took the time to read

rough snow
#

i read the vrchat avatar docs every night before bed like a bible /j

pale pumice
#

reading the docs is probably the most important thing people dont' do 🙂

crude dust
#

hii not sure if this goes here yet im having a werid issue with my model cri, I merged the objects together the tail and body so everythings in one obj file yet for some reason the bones work for the body yet not the tail?? any help please D:

Also yes I know the feet is messed up lmao the model isnt mine its a base im editing and im gonna replace the feets with hooves

#

heres the scene collection idk if its what im supposed to show yet let me know if I have to show something else (ignore the thing named just bones idk what happened yet the tail asset im using glitched out having invisible bones that MIGHT be the issue idk yet its a bug to my knowledge)

rough snow
crude dust
#

sorry cri

rough snow
#

You have to check if the vertex groups 1. Have the same name as the bones in the tail, 2. Have any weights applied to them at all, and 3. If both seem fine, check if the bone is even set to be a deform bone

#

And at this stage, if the weight painting on the tail was lost, you'll have to redo it (i can give some tips if needed)

crude dust
#

yes please im new to this stuff ^^""

rough snow
#

For that i would 1. Separate the tail bones from the main armature, 2. Separate the tail from the body mesh, 3. Parent the tail to the armature with "automatic weights", then, to make sure the weights are extra smooth rather than hinge-like, 5. Pose every tail bone to any random rotation, Go into weight paint mode on the tail mesh, select any tail vertex group and go to Weights -> Smooth. Open the context menu for the smooth tool and change "Active Group" to "All Groups." Mess around with the settings until it looks smooth. Then you can rejoin the tail into the body mesh and join the tail armature into the main armature and reparent the first tail bone to what it was previously parented to (probably hips)

#

-# forgot to number the steps halfway through oops

hardy sparrow
#

hey is this expected behaviour? the whole body moving when I rotate the shoulder???

I'm trying to pin down why my models feet are sliding around during IK controlled animations
other avatars dont have this problem, just mine

I've already ruled out stray weights, and I've been noodling with the muscle extents and armature config in unity to try and figure this out, but having no luck

rough snow
hardy sparrow
#

mkay, just trying to rule out anything I can think of, i'm stumped here

#

thought it might be the shoulder thing and just, the feet getting pulled around with the shoulders moving

rough snow
hardy sparrow
#

yup

#

its like, my whole lower body from hips down is moving, When it should just be the hips, and foot IK should be keeping the feet planted

#

should my bones be disconnected in blender? does that make any difference?

rough snow
#

mainly 'Animator Locomotion Control' and 'Animator Tracking Control'

hardy sparrow
#

I mean, the IK is working, it just seems like the IKs feet bones are lower than my models feet bones, so my feet are syncing up more to the ankle, rather than the foot

rough snow
#

are you using contraints for the legs

hardy sparrow
#

nope

#

but these errors might be relevant, these are in the SDK builder tab

#

I tried correcting the angle one in blender... but I no matter what I do it still says that, I'm not sure what angle its referring to really

#

the tail of the hips and tail of the thigh stretch angle on the x axis?
the Y axis? that error is really vague

#

and the other warning is because I have butt correction bones as children of the upper leg, and blender just arbitrarily decides those should be first in the hierarchy

rough snow
hardy sparrow
#

hmm, not a fan of unpacking my avatar prefab to fix that

#

guess I can just make a variant, but that messes with my workflow a bit

rough snow
#

this is why i model my shit from scratch 😩

robust crescent
#

dont unpack - none of those will really break anything

#

to reorder lowerleg/ect just a easy rename so they are top in blender is enough

hardy sparrow
#

VRChat's IK system looks at the first child of a bone when determining the bone layout. If you have other child bones, like prop-placement bones or twist-bones in your rig, they can confuse the IK. In this particular case, the SDK is seeing that your LowerArm is not the first-listed child of your UpperArm bone.

this isn't potentially the source of my problem? my butt bones confusing the IK?

robust crescent
#

bones i want to be at bottom i just add a Z infront of them

hardy sparrow
robust crescent
#

you did that in blender right not unity

hardy sparrow
#

I renamed the butt.L/R to xbutt.L/R

#

yes

#

in blender

robust crescent
#

done it on 100's of avatars thats enough to fix that error ,

hardy sparrow
#

I'll try it again right now

robust crescent
#

if you overwrite one in scene probably need a generic > humanoid to refresh

#

it doesnt really break anything nor stop upload, rotation in fbt might be wierd (very rare)

#

you animation earlier is cause you never set tracking control on hips to be animated

#

then you wobble oddly

hardy sparrow
#

hmm? how do I set tracking control?

hardy sparrow
#

but yea, renaming here doesn't change its position in the hierarchy

#

I tried this before, exported to unity, and it was still in this order

#

and blender simply wont let me move its position in the hierarchy
even if I unparent and reparent the bones in various orders

#

butt is always first x_x

robust crescent
#

wont move in blender, unity it will

hardy sparrow
#

nuh uh, again I tried

robust crescent
#

Just did one

#

but again this wont fix your wobbly animation

#

set tracking control on animation or before it to animation, back to tracking when its done

hardy sparrow
#

yea, I'm looking into the action layer thing as Neiryl suggested, but I'm a little unsure of where to do this

I'm using VRCFury, so it sets this action layer on play/build
but what layer do I add the tracking control to?

#

also, it seems this is a throwaway action layer since I'm using default

#

surprises me that VRCFurys default action layer setup doesnt already have animator tracking control

#

trying to change tracking controls on various animations to tracking or animation rather than no change, but it seems to be having 0 effect

#

Any ideas? I'm trying various things, but I'm kinda fumbling around, I dont know where to add these tracking controls for them to actually work with VRCFury

#

also how do I fix this for animations not played from my avatar?

hardy sparrow
rough snow
hardy sparrow
#

It means unbinding it from the asset, it will no longer be the fbx I export from blender, but a new fbx that exists within the scene, I think?

Which will cause problems later if I want to make any changes to the armature in blender and have those changes reflected in unity

#

Still no closer to fixing my feet wobbling problem though, nothing I’m trying is having any noticeable affect

#

This can’t be that uncommon of an issue

rough snow
rare moon
# rough snow -# maybe i misunderstand what unpacking a prefab means lmao

when you import an fbx in unity it creates a prefab file out of it. When you drag the fbx into the scene, it gives you a prefab referencing the fbx. Unpacking it will detach all the components that the fbx encapsulates into scene-specific components, they are no longer tied to the fbx itself (aside from anything directly referencing an asset, like a material, texture, or mesh)

desert quest
#

i dont know why but when ever i transfer my avatar from blender to unity the hands and arm get messed up

nova shard
rare moon
silent plank
#

annyone here can help me with this?

green mauve
#

They’re special lol

silent plank
green mauve
#

What’s with the gun lmao

silent plank
#

just a couple guns imma add later, kinda CANT if my thighs are in my chest

green mauve
#

But what’s the problem with the upside down thighs?

uncut breach
#

are the bones in the incorrect slots?

silent plank
#

that is not the issue

uncut breach
#

and you've already tried Pose > Reset, then Pose > Enforce T-Pose

#

or does the T-Pose enforcement do that to legs

rough snow
silent plank
uncut breach
#

oh so it's broken in the exported FBX

#

what's your export settings in blender?

silent plank
silent plank
#

have always worked fine

#

i also tried this with an fbx

#

does nothing

#

🤷‍♂️

uncut breach
#

What Unity version are you on? Older versions do tend to not enjoy .Blend files

silent plank
#

and i've tried with my other avi .blend file

#

it imports just fine

silent plank
#

if i enforce bind pose it does this

#

figured it out

#

a bone was rotated inside blender, i didn't notice, i cleared the rotations and it fixed itself

#

🧇

pale pumice
# silent plank

You'd have to go look in Blender and probably just flip them there - it's a thing that sometimes is done in non-VRChat applications

#

ugh, I was scrolled up, sorry.

silent plank
#

i appreciate the imput

#

💕

pale pumice
#

I usually try to get to the bottom of the buffer before I start replying 🙂

silent plank
#

i also try to use my waggle emote here all the time and end up sending waffles

#

🧇

#

lmao

desert quest
hardy sparrow
#

any idea what would be causing this??? my spine and chest are at maximum inward bend whenever my head/neck tilts down, but goes normal when I move??? I have no idea where to even start with this

uncut breach
#

your tracking control isn't set correctly when on that animation in the animator

wanton flax
#

So I need to split some bones in order to make a working rig for VRCHAT

....how do i split bones

#

clicking E does nothing

pale pumice
#

e "extrudes" a bone. To split one you can subdivide it

wanton flax
#

hold up im trying again

wanton flax
pale pumice
#

best I can say without studying the armature is "probably"

wanton flax
#

the armature is, I shit you not, completely sideways

pale pumice
#

as in all the bones point sideways?

wanton flax
pale pumice
#

yep

wanton flax
#

I will note the model still works completely as intended

pale pumice
#

game rip?

wanton flax
#

locomotion and such functions

wanton flax
pale pumice
#

yeah Unity really only cares about bone head locations

wanton flax
#

i got it whilst looking for my favourite pokemon, lmao

#

I dont rip stuff myself

#

not a fan of it

#

ANYWAY

#

i'll try making tiny bones for the shoulders and neck to be happy

#

uh

#

yeah this is weird

wanton flax
pale pumice
#

same as other things, ctrl-p. or you can set the parent in the bone properties, bottom-right box, bone tab

wanton flax
#

a

#

its not letting me

pale pumice
#

explain what you're doing?

wanton flax
#

clicking the new bone I have created, then hitting ctrl-p

pale pumice
#

you need to select its target

wanton flax
#

a

pale pumice
#

click various bones, then click the target last

#

It's the same with other parenting actions too, blender does try to be consistent with such things 🙂

wanton flax
#

various bones?

pale pumice
#

up to you, I don't know what you're parenting

wanton flax
#

uh

pale pumice
#

let me reword: one or more bones to become children of the target

wanton flax
#

im trying to parent a shoulder to the upper arm

#

a shoulder which hopefully wont do anything

#

so in this case would I select the whole arm?

#

if im trynna make a shoulder

pale pumice
#

no, you only select the specific bone you want to be a direct child

wanton flax
#

k

#

so just the upper arm?

pale pumice
#

presumably there's already a chain in place for the rest

#

I'm trying to provide more general advice as I'm not actually looking at your model there

#

But if you want the upper arm to be a child of the shoulder, click upper arm, then shoulder, then ctrl-p and pick "keep offset"

wanton flax
#

wait what if i

#

one moment

#

Ugh

#

bruh

hardy sparrow
#

I know how you'd change them if I was using my own animator, but I have no idea how to fix that on in regards to this prefab

wanton flax
#

"Rupperarm not found" my ass

#

yeah nah I cant use Blender for this clearly :/

#

I give up.

#

this was a stupid idea anyway.

hardy sparrow
wanton flax
#

i think my best option is to Re-Rig the Sandslash avi if I want to use it, fixing all the bones

hardy sparrow
hardy sparrow
#

tried setting to animation as well, did not fix 😦

hardy sparrow
#

I fixed it finally... the issue was that my hip bone was slightly off 0,0,z

exotic jungle
#

hi

sinful verge
#

hi

#

i have some problems with uploading my avatar

#

so i tryed uploading it but problems keep showing up

#

those are the problems can someone help me?

#

(im a beginner)

pale pumice
sinful verge
#

whait one second

#

yes there are a lot of errors

pale pumice
# sinful verge whait one second

that one that says "missing script" is the problem, you'll need to install whatever required package you don't have installed, or find that script and remove it

sinful verge
#

ok thanks

formal wolf
#

How would go about something like this in VRChat Constraints?

In Blender what's going on here is there's a target in the middle of the wing.
There are two bones which stretch to that mid-wing target.
Along the length of these stretching bones there are a number of children bones. The individual feather bones point towards those....

#

Bones in Unity don't have length.

But I can add a new transform to the mid-wing target and use an aim constraint on the bone with the targets to get it to always point in the right direction. Great. But because it's not actually stretching, the targets for the feathers don't really move the same way.

pale pumice
#

looks like pretty simple rotation constraints

rare moon
#

just reduce the weight to whatever percentage it should be

formal wolf
#

I'll give it a go.

Any tricks to make it easier to visualize where these bones are pointing?

rare moon
pale pumice
#

usually I do this in blender then do my best to duplicate it in unity

rare moon
formal wolf
formal wolf
pale pumice
#

there's always final ik

#

(it's even on sale right now)

rare moon
rare moon
#

like a cube or cylinder

rare moon
# rare moon

here the green have position constraints and are targeting the red

formal wolf
#

Yeah. I'm adding a small cylinder to each. Let's see how it goes.

rare moon
formal wolf
#

Ahhh. So without the position constraints they would all be at the start of the segment?

formal wolf
#

Thanks for the help. Never would have gotten this far.

pale pumice
formal wolf
uncut breach
#

Post some more stuff from google images, you'll look even more authentic

#

$55 for a simple gogoloco script that takes a VRCFury install and a drag and drop (totally not against the license of GGL)

pale pumice
#

clearly no one should DM this person

crystal egret
#

The AI images are crazy LMAO

fast ocean
#

Hi, is there a way to shift hip position horizontally in Unity's rig screen? As far as i noticed, it only allows for rotations and vertical movement (to get avatars on ground), but regardless of how far i move it it always stay on the default horizontal position.

It would take quite a while for me to adjust everything in blender so it would be good to know if there is a way to shift hips forward/backwards or left/right.

balmy delta
#

you should be doing it in blender either way

fast ocean
#

Blender's 0 and even Unity's 0 on Y axis is not the ground level on VRC so it would require lot more time to export/inport instead of adjusting Y in unity tho 💀

balmy delta
#

just because you moved it doesnt mean you actually moved it

#

did you actually change the origin of the avatar

fast ocean
#

Armature is at 0.0.0 as how it should be. Hip position is centered for most effective FBT result in both rig window and in scene. Changes are applied in both and re-opening them shows the updated positions. However VRC refuses to take horizontal adjustments into account and only applies vertical changes during build/uploat stage.

balmy delta
#

you cant move it in unity
youd need to move it in blender and apply the new origin

fast ocean
#

Thanks 😭

brazen island
#

i think you can tho, in uuuh humanoid rig editor ie green man? but ye better fix it in blender

balmy delta
harsh blaze
#

Can somebody help me rig this

#

Mixamo does fine for the most part, but it messes up the bottom of the coat really bad

#

Ive tried manual weight painting, and manual rigging and nothing worked

pale pumice
#

long coats and skirts are a pain. Check out a video about skirts/dresses, there are a bunch, possibly you can get sorta close

honest niche
#

i dont understand why it wont upload

hearty vessel
#

does anyone know how to do proper weight painting on arms, legs and other places that bend? it looks extremely stiff when i bend it so im curious on how to do it so it bends smoothly

hazy goblet
hollow quartz
#

But it kinda blends out your painting so it's not as harsh

pale pumice
#

space bar, 2 - it's called "blur"

#

you can use a bunch of different paint brushes too, but I tend to just smooth with this mode

#

ah also average and smear

mystic haven
#

does someone know how to fix giant headed characters that keep to floating everyting i look up and down?, also the shoulders are always up (not t-pose but noclipped in the avatar like if i had short arms)

eternal kernel
#

How would I go about disabling a Shape Key/Blendshape based on another inside of Unity's Animator Controller?
For example if Shape Key A motion is at 0.3, Shape Key B motion will be at 0.7. I would like this since I have a wink/blink Shape Key, and since Shape Keys are additive, it combines the two, and the blink overshoots past where it should have.

This isn't an issue in Blender or Maya since you can make drivers that does this arithmetic for you, but I can't figure out a solution in Unity that doesn't require a script (that VRC will toss out anyways). I looked into the possibility of Direct BlendTrees in the Unity Animator Controller but I haven't quite figured the logic out myself.

If I thought of the possibility of this before hand, I probably would have made the face rig out of bones instead.

Any tips or pointers on this? Thanks!

brazen island
#

you have state behaviours

pale pumice
#

VRC Avatar Parameter Driver

wide zenith
#

oops

#

wrong channel sorry

round hearth
#

can someone recommend me a avatar with long skirt and really good physic/no clipping thought leg? i wanna study how to rigging a skirt without clipping

turbid pendant
#

could someone give me a eye rigging tutorial?

#

thinking of giving the character 3d pupils

pale pumice
#

one bone per eye, head at the pivot point, tail pointing straight up.

turbid pendant
#

could you send a screenshot of this?

pale pumice
#

what would you need a screenshot of?

turbid pendant
#

the set up for the eyes

pale pumice
#

it's literally a single bone facing up

turbid pendant
#

sorry im Tired as sht

turbid pendant
#

let me do something

#
  1. do i have to keep the eyes seperated?
  2. what is a pivot point here?
  3. do i have to make a bone in the way you explained for the eyeBALL and then link the pupil with a bone to it?
pale pumice
#
  1. You probably want the eyes to have separate bones, since they rotate around different points.
  2. Pivot point is the point the eye mesh rotates around. If it's a sphere, the center of the sphere. If not, you work it out.
  3. if you use the automatic eye look stuff, VRchat will control a single bone per eye. What you do past that is entirely up to you.
turbid pendant
#

thats slightly hovering above the eyeball

#

like how those models do it

#

yknow what i mean

pale pumice
#

okay, are you doing that with extra mesh? or moving a texture around?

turbid pendant
#

i am gonna do that with an extra mesh

#

so the eyeballs would just be part of the full body mesh right

#

and the pupils would be the actual moving eyes

pale pumice
#

okay, so all the stuff I said still applies, just to the pupil mesh instead

turbid pendant
#

what do you mean by "head at the pivot point" btw

warped pecan
#

Head of the bone, bones have a "Tail" and a "Head" part

pale pumice
#

bones have heads and tails, VRChat will rotate the eye bone around the Y axis (Z in Blender), so you put the eye bone's head at the pivot point of your mesh.

turbid pendant
#

the head is the circle and the tail is that blocky thing?

pale pumice
#

they are both circles

#

well it depends which display mode you're using

#

in Octahedral mode, it's the thicker part that's the head.

turbid pendant
#

that swhat im using

turbid pendant
#

ok so kinda like this

pale pumice
#

I don't know what you're trying to indicate here

turbid pendant
#

hold on

#

the orange point is where the pivot point is right

#

aka where the head ends

#

thats where it rotates

pale pumice
#

if you think that's the proper pivot point, then sure.

turbid pendant
#

its an example so i can see if i understood properly

#

and the ball is the tail which is pointing up

#

right

pale pumice
#

I can't tell you what's right or wrong here, it's your model, put it where it works how you want it to

turbid pendant
#

i mean i know next to nothing so i rather hear your recommended advice

pale pumice
#

you've got that then.

turbid pendant
#

but heres an issue that would probably pop up

#

the eyeball is not a normal circle but a Stretched out one

#

oval

pale pumice
#

not a problem

turbid pendant
#

idk

#

oh what

#

oky

pale pumice
#

VRChat will still rotate it the bone around the vertical axis. What you do with that is up to you

turbid pendant
#

Thank you kazin btw for helping me

turbid pendant
#

is this correct?

pale pumice
#

if the eyes move how you want when you rotate the bone on the Z axis (in blender), then yes. I'm guessing that's too far forward though.

turbid pendant
#

its probably too far, yes

turbid pendant
#

and manually set the weight to be for the pupil only

#

right

eternal kernel
#

Does VRChat still use the PreviewMode parameter? I wanted to change the animation pose for the preview of my avatar in the VRC avatar menu, but it doesn't seem to do anything.

cobalt nebula
#

anyone know how to fix the locked elbows? ive tried changing the arm scale in blender and it didnt work

ruby wharf
#

can anyone help me fix this ive been trying all day and cant really figure it out as fas as i can tell from every tutorial ive watched there set correctly but for some reason they wont stay on the actual avi

turbid pendant
pale pumice
#

again, this is really the kind of question you have to answer yourself, since you know the effect you're going for, and we don't fully. But if you want the sclera to not move, don't paint it to the eye bone. if you want the pupil to move, paint it to the eye bone.

turbid pendant
#

well idk why the sclera would move

pale pumice
#

not sure what you mean about joining armatures

turbid pendant
#

i mean, join the armature with the body mesh and the eyes and stuff

pale pumice
#

you don't join armatures with meshes, but sure, there's little reason to not join the eye meshes with the body

turbid pendant
#

k

turbid pendant
pale pumice
#

Most eyes are just one piece, the whole thing gets rotated, but there's lots of ways to do this.

turbid pendant
#

because i want the pupil to only move when moving the eye bone

pale pumice
#

sounds right then

turbid pendant
#

alright

#

,and the eyes should have their seperate bones right?

pale pumice
#

each eye should have its own bone, yep

turbid pendant
#

whatever is compatible with vrchat

#

alright

jagged hearth
#

dear avatar riggers:
would it be easy to rig the cookie run tower of adventures models??

pale pumice
#

no idea what that is, but probably yes anyway 🙂

nova shard
restive garnet
#

I want to make a free clothing item thats rigged to a specific avatar base with its own bones for physbones. Is it possible to rig the clothing to an avatar base, with its own armature for physics aka shoe strings etc, chains, whatever.

pale pumice
#

Yes

jagged hearth
weak siren
# restive garnet I want to make a free clothing item thats rigged to a specific avatar base with ...

Yes! You can have multiple armatures in the same rig, so let's say you made a skirt separate with its own Armature and bones make sure there's a center bone in the center of that where you apply the actual Fizz bones you can set it all up in unity and then package it up and then give it to people. All they would have to do was line up all of the bones in edit mode onto their Avatar and then in play mode they would be able to see the effects without needing a proper setup. I'd be very careful though because this is very resource inefficient, as you're adding an additional skin mesh renderer on top of things. But if it's just one thing that it shouldn't hurt too bad on PC at least

native spoke
#

How easy is it to set up a rig in an A pose of sorts and put into unity? Can cats set the resting pose to a Tpose from the pose editor once the model is rigged?

Sorry, I haven't really done as much with avatar stuff and the last person to show me just walked through the process to some extent but I didn't fully remember everything said and it was a bulk run through

eternal kernel
opaque barn
#

Can anyone rig my avatar for free?

pale pumice
#

Unlikely, it's a bunch of work. Also you'll probably get scammers DMing you now, be wary of them.

eternal kernel
#

Is there any way to get the locomotion animations that VRChat uses? I want to modify a couple of them, and I dont feel like animating all of the locomotion animations from scratch lol

The SDK package in the unity editor has 1 frame, "proxy" preview animations, but I can't use them since each animation is 1, static frame.

lyric shale
#

Who can rig my avatar here please add me first no dming

pale pumice
restive garnet
weak siren
#

Nice I didn't know that.

#

That is pretty neat.

pale pumice
#

it works quite well

sterile orbit
#

does adding the upper chest do anything with a chest tracker on?

scenic gazelle
#

hello, i'm having these kind of problems when applying maxamo to models from a video game

  1. feet fuse when walking (weight painting)
  2. parts like tail/wings aren't rigged and the character is stuck heading down (bones)
  3. the transparent parts are shown as black
    also the 3rd model with white wings is messed up even though the original obj/mtl is fine
#

i followed this tutorial

hollow quartz
#

Yeah for tails and wings mixamo can't do that

#

You'll have to rig it yourself. In unity, for the transparent parts, you'll need to make sure the materials have the settings that allow for that, such as transparency on

hollow quartz
scenic gazelle
#

probably this one has long skirt so it would be hard to set it properly

#

🤔

#

also i noticed one of the feet distorted while generating fbx but what's the reason likely to be?

hollow quartz
#

Thats weightpainting

daring shuttle
#

Anyone willing to make an avatar for me please 🙏

scenic gazelle
#

would anybody help me fixing the model?

#

i'm pretty new to blender

thick cobalt
#

Does anyone know a good way to convert a pmx file for blender? I tried using CATS but they kinda gave me an error that doesnt allow it since it isn't a MMD file. Trying my best to learn and how to better make models for my own T-T

pale summit
#

Trying to make an avatar and started rigging now, does any one knows if VRCHAT supports double joint system?

#

For those of you who like those clean bends, you're gonna need a clean joint system! The double joint system is great way to accomplish that and is the system we will be using for the rest of the series. Hope it helps :)

X-Ray Footage from Noah Weiss:
https://www.youtube.com/watch?v=pOBCCrBymcM
https://www.youtube.com/watch?v=NDFlqyXurzc

Femal...

▶ Play video
#

something like this

balmy delta
#

then use those bones for weight painting

balmy delta
#

what

#

no I mean the whole extra joint thing you want to do

#

just use constraints as thats how digitigrade avatars work

pale summit
#

oh ok I'll try that out

#

thank you very much ;D!

balmy delta
#

have the rigged humanoid legs then have separate weight painted legs

pale summit
#

Ok I'll try it

#

Thanks ;D!!

pale pumice
warped pecan
wispy beacon
#

I have a weird problem. I can add and change parts to an FBX in blender, then import it into Unity and the avatar will work fine. the blendshapes work, the rigging works, I can upload it as a sucessful avatar.
THEN
i decide to make new changes to the FBX in blender, and when re-importing it to Blender, it loses all of the Vertex and Blendshape data. They aren't missing in Unity, but disapear when importing back into blender.

fallow brook
#

hi everyone so how do i fix legs that twist outwards and bend facing outwards while play spacing downwards in half body. i was told it can be fixed in unity

pale pumice
#

stuff that changes vertex count in particular, like decimation or smoothing

wispy beacon
pale pumice
#

no, you look at in Blender before you export

#

wait, re-import? why?

#

did you not save the .blend?

wispy beacon
#

originaly import as an FBX, modified blendshapes, added a tail. Exported, aall worked well in Unity, and I had a good avatar.
then
Decide to add new clothing, maybe tweak a blendshape or three, and so attempt to re-import FBX to blender, this is when it fails.

pale pumice
#

hmm okay, I'm not sure why it'd lose anything going back into blender, assuming that data is in the .fbx.

#

I was thinking you saved the .blend and then made changes and were having trouble exporting to Unity.

#

I'd never try to export from Unity to .fbx, I import my FBX files once and then work in blender from there, exporting to Unity when the avatar is ready.

wispy beacon
#

yeah, the data is there, as Unity can read it. Just can't go back. I have had 4 or 5 different FBX that end up like this.

I have this bad habit of wanting to constantly improve my avatars. I'm never really finished until I lose interest and start a new project. 😆

pale pumice
#

oh I do that too, I just keep the .blend files

mental hamlet
#

what bone should be the parent of those two small bones I made for the pompoms? when I import it into unity it doesn't move this way (I got the "left leg" and "right leg" as parents)

hollow quartz
#

I would make a copy of the ankle bone and make that the pom pom parent for each leg

#

Then parent that to the ankle bone it was copied from

mental hamlet
#

do I have to rig the copy of the ankle bone again?

rough snow
mental hamlet
rough snow
#

the knee, because i would assume the ankle is the name of the bone that moves the foot in this case

mental hamlet
#

okay thank you 🙂

pale pumice
#

yeah definitely that ankle bone, whatever the name

analog heron
#

What program would people recommend for rigging an avatar on for beginners? I’m modeling my own avatar right now and want to start looking at rigging options but am completely new to this.

brazen island
#

mixamo -> blender

golden zinc
#

I would appreciate help with rigging of these earrings and the ears. When I try to look it up on how to merge the mesh of the earings to the ear, I just get people saying to "join" them. Which sadly I don't think fixes my issue with the earrings not morphing inline with the ears moving. I assume I need to join the vertices or something, cause just joining the meshes doesn't affect it.

It's probably something obvious, and I probably seem real dumb, but I'm still trying to learn this so I'd really appreciate the help. (Oh I realise I mention the hair tool, the character model was original created in Vroid)

pale pumice
#

for earrings, I weight paint them 100% the same value, and match the closest point on the ear itself

mental hamlet
#

I have this message in the Control Panel and I'm not sure if I can leave it like that? Between Upper Leg and Lower Leg there is a Twist bone, so I think it should be good?

#

or is that something I fix in unity?

pale pumice
mental hamlet
#

Okay thanks alot!

pale pumice
#

I do love twist bones 🙂

mental hamlet
#

I'll leave it and just see if I ever encounter any issues

mental hamlet
pale pumice
#

leg ones you won't yet, but forearm you will

mental hamlet
#

ohh I see, yeah I also have forearm twist bones

pale pumice
#

yep, makes the wrist move much more naturally

mental hamlet
#

I see that's good to know

pale pumice
#

I actually don't usually do leg ones, but I've been more playing with digitgrade setups lately anyway

mental hamlet
#

I just leave them cause deleting them would take more effort since there are weights on them hah

pale pumice
#

yep, they'll be fine as-is

mental hamlet
#

also I have another question about these limitations. that's the only thing stopping my avatar to be of Good Ranking, is there a way to reduce those slightly without getting rid of any colliders/physbones?

#

I have these currently

#

so not too far off

pale pumice
#

nope

#

you'd need to reduce those to reduce the collisions

mental hamlet
#

so I just have to delete 1 collider for example

#

maybe I can do that without messing the whole thing up

rough snow
golden zinc
arctic sundial
golden zinc
arctic sundial
#

They may smudge a little bit depending how different the ear weights are in the 2cm place where the earrings are

#

If that happens, you gotta try and get it as close as possible to a uniform weight strength

#

I personally would probably try adding a new bone as child of the ear bone. Seems finicky

steel loom
#

Is anyone familiar with this error

golden zinc
pale pumice
pale pumice
mental hamlet
#

I always wanted to know if there is a faster way to replace the fbx in Unity when you're already almost done with everything. For example I am almost done uploading my avatar but then I realize I wanna change some bones or UVs which make me export a new fbx from blender.
I always lose so much time importing the new fbx to unity and then setting up the Physbones from scratch again... Is there a way I can keep my old Physbones/Colliders but use it on the new model?

pale pumice
#

put the physbones under their own game object separate from the armature, and turn it into a prefab

#

constraints, colliders, etc. too.

#

But also why would you need to re-set those up? Unless you drastically change the armature that stuff ought to stay in place.

#

I just put this stuff into prefabs so I can share it between avatars which use the same model

mental hamlet
#

I have to re-set them up cause I use a whole different fbx no? When I drag it into the scene there is nothing on it
Okay I gotta look into this whole prefab thing cause I always have the same avatar, just different versions (Christmas, Halloween, valentine's etc) and the amount of copy-pasting stuff from one window to the other is killing me lol

pale pumice
#

oh - why use a different fbx? Just overwrite the previous one

#

re: the prefabs, once done you simply drag the "all physbones" prefab onto your avatar, then drag the right bones into each physbone component's "root transform" slot, and that's all. And any changes made you can save so they apply to all avatars using that prefab.

mental hamlet
#

you don't even know how long I was always making a new fbx with a new name and what not

#

for some reason I didn't think this would work lol

pale pumice
#

As long as you didn't unpack the avatar prefab, and don't make huge bone changes, yep, works fine

#

also use the same export settings, always

mental hamlet
#

yeah I got a preset saved which I always use

#

thank you so much, I learned alot

pale pumice
#

if you did unpack, just drag a new one in the usual way once and never unpack again

#

(saying it for others)

mental hamlet
#

I think I did unpack

pale pumice
#

ah, don't then!

mental hamlet
#

okay x) I don't remember why I did it again lol

pale pumice
#

it's pretty rare that you actually need to

mental hamlet
#

gotcha ✅

worthy abyss
#

Chat what is wrong here
I'm trying to get these clothes to move together but the armatures (clothing vs body) even if they appear to line up just?? don't stay together when moved?

pale pumice
#

why use two armatures?

worthy abyss
#

One is the clothes one is the body

pale pumice
#

question still stands though

worthy abyss
#

Idk it's just kinda how this is set up, I'm using downloaded assets

#

For everything else it works fine it's just this dress

pale pumice
#

okay.... but still, same question 🙂

#

if you're already in Blender, there's little reason to use more than one armature

worthy abyss
#

I'm extremely new to this sort of thing and am kind of holding everything together with sticks and glue, basically every asset has its own armature and when moved in tandem with the body arm like it works fine and nothing like.. changes.. so I just don't know how to get these two to be in sync with one another

pale pumice
#

I'd think you'd need to add rotation constraints for each bone, to copy from another armature

worthy abyss
#

Okay that makes sense

#

I just gotta figure out how to do that lol

pale pumice
#

okay.... it's quite a bit more complex than just using one armature though 🙂

worthy abyss
#

I hear you but I don't have enough knowledge on Blender to know where to even begin transferring all of the clothing to a single armature

pale pumice
#

unless the clothing has extra bones, it's just a matter of switching the armature used in the clothing object's armature modifier, then making sure the vertex group names match the bone names.

#

rotation constraints are really great, but it's not the path I'd choose here.

worthy abyss
#

Uuuuhhhh okay I think I understand

#

I figure clothes that have physics would constitute as having extra bones or?

pale pumice
#

possibly, you'd have to check

worthy abyss
#

Okay understood

#

I'm probably gonna go the rotation constraints route bc I like am totally out of my element here and I don't rlly wanna mess anything up lol

pale pumice
#

okay

worthy abyss
#

Appreciate the assistance

worthy abyss
#

Okay update looked at the armature constraints and I couldn't really get anything to work, so I figured out how to reassign an object to an armature aaand it seems to have like, rendered the shape keys useless so I'm officially out of ideas

pale pumice
#

not sure how that worked

worthy abyss
#

🤷

#

But like I got it on

#

It definitely fixed the original issue I had that's for sure! So I'll keep the solution in mind for things that don't have shape keys, but I think I'm going to just have to scrap the dress cuz this thing is testing me

pale pumice
#

right but how would you lose shapekeys here?

worthy abyss
#

I have no idea, like they're still there but changing the value doesn't do anything

mental hamlet
#

is there a workaround? If I don't combine bones I have too many Physbone components

#

in this specific case I wanted to combine butt bone left and right into 1

robust crescent
#

vrcRat blender, parent there

mental hamlet
#

so both butt bones are parented to the Hips, I have to make a new bone which is parented to Hip instead and is the parent to butt bone 1 & 2?

#

sorry can't explain better xD

robust crescent
pale pumice
#

so yeah, what Thulen said, rearrange the armature in Blender.

mental hamlet
#

okay I will try thank you both once again!

mental hamlet
celest bridge
#

can someone tell my WHY its giving me these errors when the spine IS clearly there? I know why it's doing it too, because it doesnt like that spine is lowercase

#

but why does it matter

#

so long as it's mapped?

#

if i make it uppercase it breaks everything above it in the heirarchy, I need it to be lowercase

#

Ive never had it do this before

#

ignore the visemes one

arctic sundial
#

Ive done lowercase bone names before without issue

#

You may have to drag a new fbx to scene. I believe this happens when bones were changed by overriding the fbx. You may or may not get away with setting it to generic rig and back to humanoid

trim bay
#

trying to add bones to the veil but it dosent appear to work

#

i have everything in the right vertex group i think

arctic sundial
midnight basin
#

trying to attach the hat (armature) to head bone this may be simple, I'm not a expert

tall notch
#

What do you guys use

midnight basin
#

wdym

tall notch
#

Like software

midnight basin
#

for

tall notch
#

Making avatars

midnight basin
#

I use vroid

tall notch
#

Ok

midnight basin
#

then put it in blender

#

some people model from scratch which i say good on them

tall notch
#

Yea

#

Thank you

midnight basin
#

np

trim prism
#

Do these bones look ok? Do i need to weight paint every single bone for it to be affected by gravity correctly?

I want the string to move around/gravity affected so i will add physbones in unity I think.

pale pumice
#

you need to weight paint the mesh for every bone you want to affect it

trim prism
#

1st image is on the 1st bone, 2nd is on 2nd bone. Do i need to repeat what I did on 1st to all of them?

#

Sorry I do 3D modelling but weightpainting and rigging has so far flown over my head

pale pumice
#

it's a gradient: red = moves 100% with bone. blue = does not move with bone.
Definitely watch tutorials, it's way easier to get visually

lone mural
trim prism
balmy delta
plush turtle
#

Hello! so I have a fully completed avatar base blend file and I was wanting to duplicate the tail to where it has 2-3 tails instead of just the one, but I also have never used blender before, anyone know how I could go about this?

trim prism
balmy delta
lone mural
#

I can show you how to make it toggleable if youd like ^^

mental hamlet
#

why is my rig moving outside of my mesh in pose mode? even when the bones are fully red coloured

restive wind
#

Hey so maybe you guys can help me

#

I want to export as cram because the fxm export to unity loaded no textures

#

Vrm*

#

But this is popping up

#

Even asked chat gpt but that didn’t work

rough snow
#

sometimes it's better to just remake the materials in unity

brazen island
#

@mental hamlet if you dont have normalisation on, red doesnt guarantee its the only bone affecting it.

mental hamlet
serene mulch
# restive wind

I seen something like this when I used to use blender, and I just redid the whole thing, and it worked. Not sure why, but sorry I couldn't help much

mental hamlet
balmy delta
arctic sundial
#

check if the head has another armature modifier

mental hamlet
#

I do rotate Neck and Head bone too

balmy delta
#

yea and?

mental hamlet
balmy delta
#

when you rotate the chest bone it doesnt rotate the neck or head so it wont cause the issue

#

looks like you have the head also weight painted to something else

mental hamlet
#

that behaviour is weird, it doesn't happen on my other versions of this model

#

hmm I thought I checked everything but I can do it again

balmy delta
#

when you have it 100% weight painted multiple times it shrinks when rotating one bone its weighted to

#

the bone doesnt even need to exist

#

if it has the weights applied to a vertex group

mental hamlet
#

yes I found the issue, you were right thank you 🙂

#

I made a new Necklace bone and it just automatically put the head on it too

frosty elbow
#

Would it be possible to, let's say, take the legs of a novabeast model and fit them to a more human avatar with the legs still being digitigrade instead of plantigrade? Asking because I'm wanting to make a half-reindeer but I have no idea how to work the armature

nova shard
#

thats 100% possible but would require you to mess with weightpaint and bone naming a bit (and would need to be done in blender)

#

tons of users frankenstein their content like that :)

frosty elbow
nova shard
#

renaming bones needs to be done before merging armatures (especially if you're using add-ons like CATs though i recc you learn how to do it without if thats the case) it'd be done before weightpainting since you wont quite know what needs changing until the two models are merged and you can move the bones around

#

though doing it before is entirely up to you as it can be done before merging if your topology is clean and the bone difference isnt too crazy

rare moon
oblique mirage
#

ive got something weird happening with weight paint on this model im kitbashing/editing. its only on one side, and when im clicking through the bones in weight paint mode im not seeing an issue....?
it looks like they were left named wrong when i mirrored the armature (left knee was named x leg, and the fingers got named fingel_l1)
but i fixed the naming, and the bones themselves seem like the have the right weight paint so? any ideas please and ty

tardy socket
#

Ok, I do rigging in blender right?

#

I think i need to create the armature from scratch because it looks really messed up

pale pumice
#

might be not too hard to rework it too, kinda depends

tardy socket
#

Moving screenshots to my phone, one sec

#

The tail seems to be the only thing that is correct

pale pumice
#

ok that's quite salvagable. Looks like either a game rip or something done in another program, you'd want to re-align the bones according to the pinned diagram in here

tardy socket
#

Ok

tardy socket
pale pumice
#

the 3D cursor can be your friend here - in armature edit mode, you can click on the head of a child bone, set the 3D cursor to that point (shift-s, cursor to selected), then click on the parent bone's tail, and again shift-s, "selection to cursor"

tardy socket
#

Ok

pale pumice
#

haha

tardy socket
#

Yeah

#

Once I get it working I'm making the files publicly available for free, bc this is a pain to do for a newbie

tardy socket
pale pumice
#

ooh, you probably want to do a basic tutorial

#

but click the armature in object mode, and at the top left there's a drop down where you can change the mode

tardy socket
#

Like I said, this is my first time using blender ever

pale pumice
#

tab will swap between the last two modes, or the most obvious next mode

#

rigging isn't exactly a basic thing to start with 🙂

tardy socket
#

I noticed

#

But I don't have the money to pay someone to do it, and my friend doesn't know how vrchat wants it set up

pale pumice
#

learnin' time!

tardy socket
#

Is there a way to make it so right click drag moves the camera

pale pumice
#

middle-click drag does by default, I leave it like that but you might be able to remap

tardy socket
#

Oh, thank you

#

Also

#

Do i just leave this bone alone?

#

It seems like it's considered to be every bone

pale pumice
#

I can't tell which bone it is

tardy socket
#

It is marked as a bone group

#

Not just a bone

pale pumice
#

group?

tardy socket
#

This is with it selected

#

That's what this is

pale pumice
#

I can't read that, but the green bone icon means it's a bone

tardy socket
#

It translates to all parents

pale pumice
#

ohhh, then it's the root bone

tardy socket
#

Ok

pale pumice
#

I don't think those are a problem, I have one avatar that has one because I've done some IK stuff in Blender, it seems to not get exported

tardy socket
#

Alright

#

My friend said that if I give her the example for how vrc wants the bones, she'll guide me through fixing them

pale pumice
#

oh cool

tardy socket
#

Thank you for all your help!

robust crescent
#

pmx bones , cats can remove all the useless ones for you (seems more of a game grab since its bones all wrong direction)

pale pumice
#

yeah I was assuming it was a game rip

tardy socket
#

How do you think I was able to import a .pmx in the first place

robust crescent
#

dont need cats to import pmx , it will remove the root bone if you used 'fix' (dont do it on 3.6+ blender)

tardy socket
#

I still have the root bone and am on blender 4.2.3

tardy socket
robust crescent
#

you dont want a root bone

#

useless

tardy socket
#

Is there a way to get it to fix while staying in blender 4.2? Because I don't wanna redo everything I just did

#

Editing shaders lags my computer a ton

robust crescent
#

some pmx doesnt behave in 4.2+ exsample of one ,

#

its the pmx importer just old ratl