#avatar-rigging
1 messages · Page 18 of 1
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?
So uhh, how do I fix the weight painting in the feet?
@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
it wasn't only "wrong channel, bub" 🙂
Ohh oops
here is the right place though
if you haven't watched a tutorial on weight painting, do that. It's hard to say more than "paint them more to the right bones"
okay got it i might restart the armature because the body that i got already had the armature
thats my problem
weight painting time 🙂
meaning tutorial on weight painting lol
do you have a reccomended video for it?
I don't, sorry
all good
ok so i got the foot to stop doing that without weigh painting
i can also move the toes jus not the bottom part of the foot
and i gotta figure out teh shoe
godd amitr
got a problem where shoe does not move with the foot what do i do?
make sure the shoes object has an armature modifier on it, pointing to the avatar's armature, and then.... well, weight paint the shoes
im trying to figure out the weigh paint part but theres no armature modifier on the shoes
you can just add one
alright let me search it up
just select the object, go to the modifiers area (blue wrench) and add a new one
oh wiat it does have one
oh good
so i click teh orange armature then weigh paint that?
in object mode, select the avatar's armature, then also select the object you want to weight paint, then go into weight paint mode.
making progress, it looks like
yeah but it does not wanan work on the other foot
I usually have mirroring on for this
i genuinly dont know what jus happpen xd
neat, looks like you switched display mode. I'm guessing those are vertex colors, possibly just material colors.
I mean, like colored for just the in-blender view in studio lighting mode.
yeah i jus dont understand how weigh painting the shoes is gon make it move with the feet
foot
You're telling it which vertices to move along which which bone, and how much
ohh i see
symmetrize doesnt spawn bone on the right axis
and i alreayd rotated the model multiple times in object mode
in blender
how can i fix this i tried weigh painting it subtracting it but it doesnt seem like it does anything
i dont know what i did
everything is mesed up now
nvm
i gotta connect the armatures together so it moves right
Probably newer blender than the version of the plugin supports. Search in #avatar-help for 'cats' and I bet you'll find a link to the latest one. I know I've shared it more than once in there.
how do i get out of transparent mode?
one of the options in the view stuff at the upper-right of the viewport - really depends on which mode you're in
i fixed it
how to select all connected ? 'L' doesnt do it for me
then you have seams or unconnected parts
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
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.
you don't, you add the missing bones, even if they don't really do anything
how fun
No big deal, just subdiv the spine, dupe the spine vertex group and gradient out the overlap
what shall i do with t his
Fix the incorrect weight painting
Looks like a bunch of verts didn't get painted properly to the right leg
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
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?
you could attempt a constraint on it, but I hear this jittery and buggy
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.
The hand it picks is whichever hand enters the zone first if both my hands move in.
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.
But the whole...snap to the hand position/orientation is giving me trouble.
Good news is: I did get the snapping thing to work. Bad news is that the parameter is bugging out in bizarre ways.
It attempts to update only when the contact sender leaves the interior of the receiver.
No updates when it enters, only when it exits. Meaning it gets stuck at 0 if it ever exits.
oh weird
Could it be something with the size of the sender and receiver?
The receiver is huge, but the sender is tiny
So maybe its freaking out because the sender never intersects with the origin of the receiver?
unless you have it set to proximity, it only cares about entering the outer radius
No, it just full on bricks in proximity mode
Goes to zero, and stays at zero forever.
At least constant starts out correctly.
How accurate is gesture manager to in-game behavior?
Could it just be a bug in gesture manager that goes away in-game?
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
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
how would i go about doing that?
You can only use one mesh for visemes, so you either have to join the heads into the same mesh, or fully animate the blendshapes yourself using the Viseme parameter.
can I have help with this, it isn't weight painting correctly
this is the .blend
and the model
can you describe the issue?
hold on
example, this is weight painted but this is base rigging
also the model is for nintendo wii
so it doesn't have a really high poly count
ok so..... what do you need help with?
your armature modifiers don't specify the armature, this isn't going to work properly
hip bone is upside down
ok
the body doesn't actually seem weight painted at all
I mean't to say not weight painted
I will see, I am gonna try to fix it up again though
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
You could probably figure out what's what and rename those all and it'll work
ok
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?
could just select head, then body, ctrl + J to join them
Tysm!!
I didnt know abt that shortcut lol
Can i also do that for clothes?
you can join whatever kinds of objects you want
Awesome ty 🤗
I mean, multiples of the same type - can't join a curve with a mesh, for example
Curve with a mesh?
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
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
I appreciate the help
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
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?
Look at the spider anatomy and rig as you see
what i’d do is lock the vertex groups that the has the floslt dress parts. ( eg skirt) and then you can data transfer over the top of that + get rid of all the other vertex groups you don’t need
Probably has something to do with parent constraints? But honestly no idea
what, its just FinalIK isnt it?
that's a very good way too, yep
i was suggested finalik and i think im gonna opt for that lol entirely custom animation would drive me crazy
likely
custom animation for that shouldn't be too difficult, if you make an IK setup in blender you can easily animate the legs at the same time in a walking motion, then just select each leg that you want to offset and offset it
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
i do this often also for things like tails wagging where i want each bone to have a slight delay
super easy way to animate a wagging tail:
- position tail to the side and keyframe
- copy pose, move to new frame, paste pose x-flipped and keyframe
- copy original frame and paste same distance from new frame
- select keyframes and press shift + E > make cyclic
- 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)
- repeat step 5 while removing the selected bone closest to the base each time until there are none left
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.
There's a pin in this channel that's a good reference, but that looks pretty nice
I think you'll want to straighten the feet though
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
it's not vrchat that guesses which bone is which but Unity, so the Unity docs would apply here
could you provide me a link to said docs. that would be very helpful for me
not offhand, I'd have to search
okay
but I don't think it matters a ton, it does a lot of it just based on position in the hierarchy
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
hmm maybe do the rigging work in 2.79? you can downloud the older versions of blender. export it as a .fbx and reimport it into the newer versions when youre done
im still using 2.79 though i really should start to use the newer versions some day
hmm yeah I'm not seeing anything like this, trying to play with various opacity settings and such but nothing seems to do what you want
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
I ended up finding it. it's a setting you need to enable
where?
in weight paint mode, uncheck this, and set the other to projected
it doesn't seem to do anything visually though?
definitely does paint through, but that I already knew could be done
hello can anyone give me a tutorial on how to rig outfit assets to a very busty avatar if you know please dm me
Unity assigns Humanoid armatures automatically in a turbo cursed infuriating way where it takes weight painting into account, of all things. You should be fine so long as you are straightforwardly weight painted. Even if you wind up with a rig that confuses the auto assign function, you can manually assign yourself during .fbx import.
It means dragging each of your bones into their boxes, during this part of setup. But you’ll be fine.
i use blender. i never used unity in my life.
Right. You can use Blender without worrying. You were worried about transitioning from Blender to Unity, right?
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.
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.
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. /:(
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
no, best you could do is one bone chain in the middle, or two coming together in the middle
Thanks for the answer
it'd be cool if you could "pin" the ends of two chains together with a constraint though
I'm just about to test this method
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.
rotation constraints + physbones may be a good way to fake it
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
I need a big favor. Can someone re-rig a videogame character for me? :')
Unless it is possible for the existing rig to work okay.
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?
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
I have tried many variants, with and without constraints, but apparently it is impossible to do this, in any variant starts this shaking
you could do a simple version with 2 phys bones and really smooth vertex groups
Thanks to everyone who helped!
Holy shit homestuck pfp
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
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.
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.
I’m a big fan of inside out collision as bargain bin IK.
lol wait I got mixed up who was trying it
when I enter play my armature shrinks way up like this, any fix?
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?
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.
I decided to mess with the Tutorial bot in blender, so I rigged it with CATS and...uhh...what's this huge bone?
...what is even happening here
you'd have to go into edit mode and click on it to see the bone name
it's probably that the process took a guess at what to do
i believe that's the bone for the button that is on the chest
oooh
how do I make a blinking blendshape that doesnt clip through the eye?
just warp it around the eye?
I dont know how to do that. Is there a way to make shape keys that are non linear?
you can just move the eyelids forward when making the blendshape
or also just slide the eyes back slightly
no, but you could add a shapekey that moves the eyelid out a bit and animate the blinking so that as the lids close, they also move out and back in
you could also just use bones
I'll try that
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?
you can reset your avatar with Pumkin's avatar tools
omg i was just about to start from scratch tyvm
<3
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.
man i havent felt this defeated in a loooong time chat
feel like i might be hittin a barrier with my talents here
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
i THOUGHT i had a solution with s ome corrector bones i set up myself but no it just
only helps with one specific rotation
n dont even get me STARTED on the pelvis just protruding when the legs are bent forward
so
can anyone help me with this? please?
(i know bout twist bones and i know how to set those up but im talkin bout like
making the connection between the thighs n pelvis not garbage
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
I would say to not be afraid of clipping. Clipping will usually just look like squishing. If you really really don't want any clipping, you can always use corrective blendshapes, but those are a pain to setup.
^ this is basically it right here. Some clipping is good, actually (:
Yeah some can be good, but in this case that thigh movement it too exaggerated. You could always smooth the normals so it doesnt look sharp. But what I can say it that you would have to either refine the topology or add constraints into the rig for finer bending.
setting up rotation constraints; is there any way to make both objects on the left follow the rotation of the object on the right?
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
the child otherwise just takes the rotation of its parent into account and doesn't rotate
selecting "use local space" just breaks it
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?
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.
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
thanks a million, just created the most ghetto octopus rig
you can't do anything with weights in Unity
make another bone where the head and make it parented to the chest, then transfer the weights of the head bone on the hood to the new bone. in unity you'd put a vrc parent constraint on that bone with the head bone as a source, then you can toggle the constraint on and off along with another animation that makes to hood look pulled down (armature deform, blendshape, or both)
liindy has a pretty good how-to video for making a blendshape hoodie that you can pull up and down iirc
lemme see if i can find it
animated constraints. easiest way to transfer the weights to a new bone is:
- 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)
- Create a new bone in the same position as the head, parent it to the head and choose "keep offset". Rename the bone appropriately
- 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.
once in unity you can smoothly animate the sources of the parent constraint on the hood
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
Does anyone have any tips on minimising weird deformation when rigging hips?
Rig I'm using rn
uh, make it more gradual?
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?
join the meshes?
o!!! right, you're right, I'm silly
or, match weight paint on the closest vertices
I've tried just... not selecting the very inner edge of the ear before
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
but I cant do that with elf or other human-like ears on the side of the head
Quick question, to make a custom avatar, do you need a very specific rig or is this already good enough?
there's a pinned message in here with a rig example
I'm not smart enough to judge whether this is good enough according to the example
does it look like the example?
well no but it moves
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
thats tough cause that means i cant import the custom animations either
I have no clue how weight painting works either but I'll cross that bridge when I get there
if I want to give the ponytail and cape hair physics, do I need to add bones to those too?
you need bones for everything you want to move
h
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
it's only a struggle the first time or two, then it becomes easy 🙂
this is my first time
so still a struggle regardless
i dont even know how to make or connect bones
thats not even to mention that I wanna make the helmet, wand and mace toggles
click a bone, 'e' to "extrude" a new bone from its tail
But wait
Props like the helmet or the shoulder pads are child bones paired to the armature of the main body
How will that work if I have to do the entire armature from scratch
Just have the child bones be parented to the bones of the armature?
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
I've seen it done well for big pauldrons
But
If I have to make a new armature from scratch, wont their position be messed up on the new armature
if the mesh is in its default position, you can swap armature just fine
Or just merge
It's not, they're snapped
then you can apply the existing armature modifier on the mesh and it'll make the current pose the default
How do I do that
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
re: applying the armature modifier, "apply" is an option in the little dropdown for a modifier, it makes its current state permanent
alr done
so now what
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
obviously we don't have your project to really look at, but that sounds reasonable.
I mean I can send it
damn rakion mage, good old days
yooo you know
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
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
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
possible lack of weight painting?
missing or incorrect armature modifier on the mesh?
how do I do that
the mesh has this armature modifier
it is a modified avatar
and the weight painting is the same as the original on unmodified parts like the hands
ah I'm not sure then
probably you will want to look up some tutorials to learn about rigging, I couldn't explain it simply in text
I mean how do I use rotation constraint, I already rigged the second set of arms
oh okay. Just put the constraints on each of the extra arm bones using the base arm bone as the source.
ight thanks
tried parenting with automatic weights and it didnt work... possible that I simply accidentally turned it off someho- oh...
i just didnt have it displayed in the viewport
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?
nvm i have found the answer to that to be yes
Yes 🤣
managed to get it working, except for the wrists...
the avatar has swappable paws, but the edges keep separating between the paw meshes and the body mesh
weight paint the edge vertices identical to their counterparts
iirc the data transfer modifier can do this for you too
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.
how do I use the data transfer modifier?
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)
ah... hmm.. ima try putting faces between so its connected
yep, you could do that
you could also just set the weight values manually, if it's not that many vertices
Is there an alternative to RotationConstraint that DOES work for Quest?
vrc rotation constraint
Your can add features to your avatar by /Documentation/Manual/UsingComponents.html">adding components to it. However, not all components can be used in VRChat.
Do you mean this one? cause I tried this one but it didn't do anything
yeah that one should work
anyway it doesn't work
did you add a source?
yes, you can see that in the end of the video
👍
The amount of problems that I would just straight up not have if I took the time to read
i read the vrchat avatar docs every night before bed like a bible /j
reading the docs is probably the most important thing people dont' do 🙂
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)
Obj file? pretty sure obj files dont support vertex groups
ah sorry lol im tried, the file itself was a fbx
sorry cri
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)
yes please im new to this stuff ^^""
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
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
i think the whole body moving is intentional, tends to happen for me any time i make a pose for a humanoid avatar
mkay, just trying to rule out anything I can think of, i'm stumped here
heres a few animations to hopefulyl show the problem
thought it might be the shoulder thing and just, the feet getting pulled around with the shoulders moving
does it do that in vrchat?
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?
i think some state behavior can change whether the IK system is applied to the feet, i'd take a look at what's going on in the action layer when you play those emotes and read through this https://creators.vrchat.com/avatars/state-behaviors
This document is written with the assumption that you know a bit about /Documentation/Manual/class-AnimatorController.html">Unity Animators.
mainly 'Animator Locomotion Control' and 'Animator Tracking Control'
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
are you using contraints for the legs
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
the docs tell you everything you'd need to know about rig requirements if you'd read through them 🙂 https://creators.vrchat.com/avatars/rig-requirements
This page is significantly out of date, but should still be mostly accurate.
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
this is why i model my shit from scratch 😩
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
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?
bones i want to be at bottom i just add a Z infront of them
I tried that, weirdly it did not fix the issue
you did that in blender right not unity
done it on 100's of avatars thats enough to fix that error ,
I'll try it again right now
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
hmm? how do I set tracking control?
🙂
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
wont move in blender, unity it will
nuh uh, again I tried
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
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?
and mine is from scratch xD
-# maybe i misunderstand what unpacking a prefab means lmao
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
i see, thanks for the explanation.
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)
i dont know why but when ever i transfer my avatar from blender to unity the hands and arm get messed up
have you tried double checking that you enforced T-pose in config menu?
if you're updating the fbx, make sure to click "reset pose" in the rig configure, then get pumkin's avatar tools if you don't have it, and use it to reset pose in the scene
i literally have no clue why they're doing that, in blender they're just fine.
What’s with the gun lmao
just a couple guns imma add later, kinda CANT if my thighs are in my chest
But what’s the problem with the upside down thighs?
are the bones in the incorrect slots?
and you've already tried Pose > Reset, then Pose > Enforce T-Pose
or does the T-Pose enforcement do that to legs
not sure this would make a difference but unity's example of a humanoid armature has the hips above the origin of the leg bones
as i import it already has the legs in the chest, and yes i've already tried all that still doesn't work
i have other avi with the hip origin bellow the upper leg bone, imports just fine its not that
i just import the .blender file
have always worked fine
i also tried this with an fbx
does nothing
🤷♂️
What Unity version are you on? Older versions do tend to not enjoy .Blend files
latest one that supports the SDK
and i've tried with my other avi .blend file
it imports just fine
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
🧇
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.
I usually try to get to the bottom of the buffer before I start replying 🙂
i also try to use my waggle emote here all the time and end up sending waffles
🧇
lmao
iv tired all that and nothing works
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
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
e "extrudes" a bone. To split one you can subdivide it
hold up im trying again
k...so if I extrude a bone for the shoulder can it just be, like, really tiny? as in miniscule as to prevent the avatar from getting all fucked?
best I can say without studying the armature is "probably"
the armature is, I shit you not, completely sideways
as in all the bones point sideways?
yep
I will note the model still works completely as intended
game rip?
locomotion and such functions
I'll have to presume so. I didnt grab it myself
yeah Unity really only cares about bone head locations
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
how do I reparent a bone?
same as other things, ctrl-p. or you can set the parent in the bone properties, bottom-right box, bone tab
explain what you're doing?
clicking the new bone I have created, then hitting ctrl-p
you need to select its target
a
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 🙂
various bones?
up to you, I don't know what you're parenting
uh
let me reword: one or more bones to become children of the target
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
no, you only select the specific bone you want to be a direct child
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"
I didnt have this issue before though.... and I haven't changed anything with the tracking controls on it, I dont even know how, I'm using the GoGoLoco ALL VRCFury prefab
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
"Rupperarm not found" my ass
yeah nah I cant use Blender for this clearly :/
I give up.
this was a stupid idea anyway.
actually I think I figured out where to change things, what do you recommend changing to fix this?
this is one of a few of the broken emotes animators, I believe
i think my best option is to Re-Rig the Sandslash avi if I want to use it, fixing all the bones
I tried setting hips to No change, still having the same problem in game, will try animation for hips
notably, in game if I disable head tracking on gogoloco, the problems stops happening (but my head does not track, which is obviously a problem)
tried setting to animation as well, did not fix 😦
I fixed it finally... the issue was that my hip bone was slightly off 0,0,z
hi
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)
are there no red errors in the console?
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
ok thanks
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.
looks like pretty simple rotation constraints
you could use position constraints for the targets
just reduce the weight to whatever percentage it should be
I'll give it a go.
Any tricks to make it easier to visualize where these bones are pointing?
switch to local view and enable the move tool
usually I do this in blender then do my best to duplicate it in unity
Yeah that's what I'm trying to do. It's not quite a simple rotation though.
I mean to see multiple at once.
oh i just add meshes to them
like a cube or cylinder
Yeah. I'm adding a small cylinder to each. Let's see how it goes.
they have varying weights depending on what fraction of the segment they take up
Ahhh. So without the position constraints they would all be at the start of the segment?
yep
That looks really good!
💜 ty
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)
clearly no one should DM this person
The AI images are crazy LMAO
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.
you should be doing it in blender either way
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 💀
just because you moved it doesnt mean you actually moved it
did you actually change the origin of the avatar
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.
you cant move it in unity
youd need to move it in blender and apply the new origin
i think you can tho, in uuuh humanoid rig editor ie green man? but ye better fix it in blender
Doesnt like movement other up and down
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
long coats and skirts are a pain. Check out a video about skirts/dresses, there are a bunch, possibly you can get sorta close
i dont understand why it wont upload
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
I sent you a message I can do that for you
Try blending the normals
In the weight painting options in the scene in blender there should be a button that does that, forgot exactly what it's called
But it kinda blends out your painting so it's not as harsh
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
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)
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!
you have state behaviours
VRC Avatar Parameter Driver
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
could someone give me a eye rigging tutorial?
thinking of giving the character 3d pupils
one bone per eye, head at the pivot point, tail pointing straight up.
(please reply ping me next time)
could you send a screenshot of this?
what would you need a screenshot of?
the set up for the eyes
it's literally a single bone facing up
sorry im Tired as sht
hold on
let me do something
- do i have to keep the eyes seperated?
- what is a pivot point here?
- 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?
- You probably want the eyes to have separate bones, since they rotate around different points.
- 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.
- 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.
i want to add like a "2d" pupil though like
thats slightly hovering above the eyeball
like how those models do it
yknow what i mean
okay, are you doing that with extra mesh? or moving a texture around?
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
okay, so all the stuff I said still applies, just to the pupil mesh instead
what do you mean by "head at the pivot point" btw
okay
Head of the bone, bones have a "Tail" and a "Head" part
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.
the head is the circle and the tail is that blocky thing?
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.
oh
that swhat im using
ok so kinda like this
I don't know what you're trying to indicate here
hold on
the orange point is where the pivot point is right
aka where the head ends
thats where it rotates
if you think that's the proper pivot point, then sure.
its an example so i can see if i understood properly
and the ball is the tail which is pointing up
right
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
i mean i know next to nothing so i rather hear your recommended advice
you've got that then.
but heres an issue that would probably pop up
the eyeball is not a normal circle but a Stretched out one
oval
not a problem
VRChat will still rotate it the bone around the vertical axis. What you do with that is up to you
alright
Thank you kazin btw for helping me
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.
its probably too far, yes
i should join the armature with the eyeball, pupil and body right
and manually set the weight to be for the pupil only
right
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.
anyone know how to fix the locked elbows? ive tried changing the arm scale in blender and it didnt work
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
could someone answer me this?
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.
well idk why the sclera would move
not sure what you mean about joining armatures
i mean, join the armature with the body mesh and the eyes and stuff
you don't join armatures with meshes, but sure, there's little reason to not join the eye meshes with the body
k
so i should weight paint the pupil only
Most eyes are just one piece, the whole thing gets rotated, but there's lots of ways to do this.
because i want the pupil to only move when moving the eye bone
sounds right then
each eye should have its own bone, yep
dear avatar riggers:
would it be easy to rig the cookie run tower of adventures models??
no idea what that is, but probably yes anyway 🙂
to get a clean rig it might not be depending on if they're direct gamerips or someone made them with the intent to be used as a model
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.
Yes
they r direct game rips but theyre fairly simple models
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
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
Maybe try scooching the elbows back like so? Sometimes the IK in Blender and Maya on the arms gets confused when the arms are too in-line, so maybe it can also happen with VRC. Hope that helps solve your issue!
Can anyone rig my avatar for free?
Unlikely, it's a bunch of work. Also you'll probably get scammers DMing you now, be wary of them.
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.
Who can rig my avatar here please add me first no dming
go to the VRC traders discord if you want to commission someone - don't trust anyone from here.
Link is in #1204490664637890580
Turns out you can use armature merging with VRC fury, which handles the bones properly for assets, so I can freely make clothing with additional physbones, then when the person recieves my unity package, they can use vrc fury's armature merge, and itll merge everything and reduce/remove the additional bones, its all non-destructive and can easily be reverted. Pretty neat stuff
it works quite well
does adding the upper chest do anything with a chest tracker on?
hello, i'm having these kind of problems when applying maxamo to models from a video game
- feet fuse when walking (weight painting)
- parts like tail/wings aren't rigged and the character is stuck heading down (bones)
- 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
Blender: https://www.blender.org/download
Setup SDK and Unity: https://www.youtube.com/watch?v=59pbjYlF-B4
https://vrcmods.com/tutorials
https://vrcmods.com
Full Tutorial:
Find your model (formats supported by Blender)
Import Model into Blender
Export Model as fbx file
Upload FBX File to Mixamo.com
Rig Skeleton on Mixamo
Export (without animat...
i followed this tutorial
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
You'll need to fix the weight painting yourself also
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?
Thats weightpainting
Anyone willing to make an avatar for me please 🙏
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
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...
something like this
just make a second set of leg bones then constrain or "fancy" parenting
then use those bones for weight painting
You mean helper bones?
what
no I mean the whole extra joint thing you want to do
just use constraints as thats how digitigrade avatars work
have the rigged humanoid legs then have separate weight painted legs
Lots of people will in exchange for money. We suggest going to the VRC Traders discord for this, link is in #1204490664637890580
Don't trust anyone who hops into your dms about this btw, scammers are everywhere. Trusted creators in the other server are the way to go
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.
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
Do you have an un-applied modifier? You'll need to apply everything before export, some won't do it automatically.
stuff that changes vertex count in particular, like decimation or smoothing
I don't believe so. But it will be impossable to tell now, as all that info get's stripped when I try to reimport it to blender.
no, you look at in Blender before you export
wait, re-import? why?
did you not save the .blend?
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.
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.
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. 😆
oh I do that too, I just keep the .blend files
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)
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
do I have to rig the copy of the ankle bone again?
are you sure it's parented to the right bone? i would expect the origin lines to go to the tail of the bone they are parented to, yet it's pointed up. also, "left leg" and "right leg" are commonly the names used for upper leg, not the lower leg/knee that it should be parented to
yyeah you're right, they are parented to the wrong bone (upper legs). So should I parent them to the knee or the ankle then?
the knee, because i would assume the ankle is the name of the bone that moves the foot in this case
okay thank you 🙂
yeah definitely that ankle bone, whatever the name
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.
mixamo -> blender
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)
for earrings, I weight paint them 100% the same value, and match the closest point on the ear itself
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?
I name my twist bones starting with ~ to be sure they go last, but it's not a huge problem, even with FBT I haven't noticed an issue
Okay thanks alot!
I do love twist bones 🙂
I'll leave it and just see if I ever encounter any issues
still waiting for my FBT xD so far I don't think I can use them
leg ones you won't yet, but forearm you will
ohh I see, yeah I also have forearm twist bones
yep, makes the wrist move much more naturally
I see that's good to know
I actually don't usually do leg ones, but I've been more playing with digitgrade setups lately anyway
I just leave them cause deleting them would take more effort since there are weights on them hah
yep, they'll be fine as-is
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
so I just have to delete 1 collider for example
maybe I can do that without messing the whole thing up
main thing i would suggest is reducing the length of phys bone chains in blender, it's possible to get away with smooth deformations with way less bones than people tend to think. the smooth tool in the weights menu is great for this. i also try to count out what bones will increase which values and adjust the rig accordingly before exporting.
Match the closest point on the ear itself? Sorry, I'm dumb and really just flailing around trying to figure this program out.
Could you explain a little more how I do that? My apologies.
Imagine the weight painting of the ear making god rays - hes saying "ray project" the same weight from the ear to the piercings so that they deform exactly the same way at the same strength. There is an addon called "robust weight transfer" which can do this for you.
I see, thank you, I'll look into that addon.
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
Is anyone familiar with this error
Ahh I see, that makes sense now I think about it too. I'll have to look at that too. Being so new I haven't tried adding additional bones to things, so far only removed bones or edited their position, as I first created the base in vroid and brought it over into blender to improve the mesh.
Yeah what Zero said - usually I just sample a place on the ear on the body mesh, and weight paint the earring to match that, then tweak if it doesn't move right
I don't see anything useful here - if there's actually errors (not warning or info), paste the first few, ideally in #avatar-help , this is rigging
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?
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
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
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.
...is that a thing?! omg
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
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
if you did unpack, just drag a new one in the usual way once and never unpack again
(saying it for others)
I think I did unpack
ah, don't then!
okay x) I don't remember why I did it again lol
it's pretty rare that you actually need to
gotcha ✅
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?
why use two armatures?
One is the clothes one is the body
question still stands though
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
okay.... but still, same question 🙂
if you're already in Blender, there's little reason to use more than one armature
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
I'd think you'd need to add rotation constraints for each bone, to copy from another armature
okay.... it's quite a bit more complex than just using one armature though 🙂
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
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.
Uuuuhhhh okay I think I understand
I figure clothes that have physics would constitute as having extra bones or?
possibly, you'd have to check
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
okay
Appreciate the assistance
I see, thank you for the info
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
not sure how that worked
🤷
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
right but how would you lose shapekeys here?
I have no idea, like they're still there but changing the value doesn't do anything
now I remember why I unpacked, when I create an Empty Object in my armature to combine bones for Physbones, it tells me that
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
blender, parent there
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
one way is duplicate bone and parent stuff to it, similar to hair stuff
yeah just don't rearrange items already in a prefab
so yeah, what Thulen said, rearrange the armature in Blender.
okay I will try thank you both once again!
thanks for the video, it worked 🙂
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
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
trying to add bones to the veil but it dosent appear to work
i have everything in the right vertex group i think
Is the bone a child of another bone? You likely forgot to parent it
trying to attach the hat (armature) to head bone this may be simple, I'm not a expert
What do you guys use
wdym
Like software
for
Making avatars
I use vroid
Ok
np
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.
you need to weight paint the mesh for every bone you want to affect it
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
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
oh gosh no..
each bone should only cover its respected area. Bone 2 is a great example, so repaint bone 1 like bone 2.
When importing to unity, put a 'VRC Phys Bone' component onto the first bone on the string (closest one to the handle) and adjust the gravity parameter to be 1 so its always dangling down
Thanks, that's exactly what I was confused about. Thought it didn't make sense to repaint the whole thing multiple times 😅
Another question is: Do i need to add a bone to the handle for it to be grabbable or do I just add a contact point in Unity? Or what is the correct procedure..
Usually add another bone so its atleast weight painted
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?
Would I have the whole sword blue or red for the handle bone? Since the rest is stationary, just want all of it to move when picked up
Just the part you want weight to the bone
No, when adding the object to your character, just drag it under your Character mesh in the hierarchy in unity.
To do this, Drag the object into the scene, scale it appropriately, and position it at the palm of the hand
Next, drag the object under the hand you poisitioned it under; spine/chest/shoulder.L/arm.L/wrist.L/
Object
I can show you how to make it toggleable if youd like ^^
why is my rig moving outside of my mesh in pose mode? even when the bones are fully red coloured
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
sometimes it's better to just remake the materials in unity
@mental hamlet if you dont have normalisation on, red doesnt guarantee its the only bone affecting it.
Okay I'll check when I'm at the pc thank you
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
Any idea why the head mesh is doing that whenever I click on either Head or Neck? strangely when I click on Chest it all seems to work fine?
because you are rotating the chest bone not the neck or head bone?
check if the head has another armature modifier
I do rotate Neck and Head bone too
yea and?
where can I see the modifiers?
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
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
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
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
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
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 :)
Never actually knew that, but since you seem to know a bit about it, should I weight paint before I rename the bones, or does it matter?
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
Yes that is called kitbashing (what lilpimpen described as frankensteining)
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
Ok, I do rigging in blender right?
I think i need to create the armature from scratch because it looks really messed up
might be not too hard to rework it too, kinda depends
Moving screenshots to my phone, one sec
The tail seems to be the only thing that is correct
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
Ok
Yeah. It's from mmd bc there are literally 0 avatars with publicly available files, paid or free, that are just zeraora, no added nsfw toggles, no diapers (i kid you not, one of the only ones that exists is a zeraora balloon with a diaper on it)
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"
Ok
haha
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
How do i get to armature edit mode?
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
Like I said, this is my first time using blender ever
tab will swap between the last two modes, or the most obvious next mode
rigging isn't exactly a basic thing to start with 🙂
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
learnin' time!
Is there a way to make it so right click drag moves the camera
middle-click drag does by default, I leave it like that but you might be able to remap
Oh, thank you
Also
Do i just leave this bone alone?
It seems like it's considered to be every bone
I can't tell which bone it is
group?
I can't read that, but the green bone icon means it's a bone
It translates to all parents
ohhh, then it's the root bone
Ok
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
Alright
My friend said that if I give her the example for how vrc wants the bones, she'll guide me through fixing them
oh cool
Thank you for all your help!
pmx bones , cats can remove all the useless ones for you (seems more of a game grab since its bones all wrong direction)
yeah I was assuming it was a game rip
I used cats
How do you think I was able to import a .pmx in the first place
dont need cats to import pmx , it will remove the root bone if you used 'fix' (dont do it on 3.6+ blender)
I still have the root bone and am on blender 4.2.3
.

