#avatar-rigging
1 messages Β· Page 19 of 1
Ok, how do I tell cats to fix the armature
your model need manual fixing those bones straight up usually from a game, otherwise
those shouldnt point up
Ok, so how do i get to this
Is it in the import screen
@robust crescent i installed blender 3.6, i have the .zip for the correct version of cats (the unofficial one), but it isn't showing up to install as an addon
Ok, @robust crescent i have cats working in 3.6, how do i get to this screen
Please keep in mind that the people helping here are just other community members trying to help others out when they have the free time to do so. Not everyone is going to be able to walk you through every single step. Try searching for answers on google when you can and if you have to ask here, just be patient
Alright, sorry, just incredibly frustrated with this as I've been working on it all day with practically 0 progress
Ok, figures it out
@robust crescent cats says I need to make it a single user, but when I try to do that it pops up the warning "Not yet Implemented"
select everything in scene , hit space
( or just U , shortcut binding might differ )
I got it, thx
Let me get you a screenshot of what it did, bc some of the bones are still pointing up
those need to be manually edited
How do I do that?
Ykw, Im not gonna mess with it, it works properly, I don't mind if on the technical side it is janky
My armature looks weird in unity because bones that are "floating" like this become stretched out to the ones they're parented to. Is there a way to avoid this?
It's resulting in my model becoming distorted and strange
nothing there looks distorted, but also the bones look normal for Unity
How would I fix this issue then, make more bones in blender physically connected to the ones in the ribbon?
I'm not sure what it is you're trying to fix here
After adjusting the height I think the distortion issues during movement are more due to weight painting, though I can't quite figure that out either... When I have the whole mesh weight painted red it still stretches things out weirdly when I move the head. The clothes stretches very weirdly all over when I try to crouch or sit
remember that if your weights aren't normalized, full red might not be 100%
got the armature in a pose in blender maybe?
negative
how did you add them in Unity? I usually just export the whole avatar with clothes direct from Blender
its a seperate fbx with the clothes
hmm - if it's for your own personal use, I'd just export it all together. But that's fine - how are you adding it in Unity then?
vrcfury
guys, this is actually going to be very painful for me to say but sometime in the future in 2025, I'm gonna need some help rigging
I'll let you know when
I say painful because I've never rigged before
not anything complex
but I have a feeling that it'll work out
its rather easy once you figure out how weightpainting actually works, i generally suggest this video to users as a quick overall guide: https://www.youtube.com/watch?v=4fICQmBEt4Y
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
You can find my entire Blender 2.8 Speed Tutorial series here:
https://www....
but asking for help with something that you havent started yet/arent planning on doing for a long while doesnt really help you much :P
Ummmmm... How do I fix this
(Avatar isn't stiff, I'm tposing to emphasize the issue)
My hands are facing the ground in this image
Anyone know why the character mouth is slightly open despite not having jaw bone assign nor having blendshape value higher than 0?
https://cdn.discordapp.com/attachments/1185471176886210570/1322835222672183356/image.png?ex=6773a34e&is=677251ce&hm=c9397d9b84152062ed6daed8b96d58d8da9258b0ec3870163112e962c951167e& looking for tips on how to rig the blue sections for physics bones
add a bone for each piece (and parent them to the head) then just weightpaint the flap to its correlating bone
Guys, I think what you really need is this
A complete guide to all things weight painting. Includes theory and a live demonstration which is a little bit of a mess as its my first time working and recording at the same time. Hopefully you get something out of it and if not maybe you'll prefer my other videos. Maybe you hate all my videos. That's fine. Next up we're gonna be covering IK F...
Now I know it isn't much, but now I know a lot more than what I have known in the past 2 days so now I'm more prepared
weight painting is so much fun.
Indeed
by which I mean it's been annoying me all morning π
Okay, suffer for it then π
I'm going to enjoy every bit of it
hehe
Besides what I'm going to be doing isn't going to be that hard either
It's just a cape
I'd be like, My progress, I'm faking saying I'm fine, My internal voice saying help me, then to today, I say well that's enough of that.
oh flowing cloth is annoying
So I was wondering if there is a way to rig an arm in such a way that it bends like a cartoon, like rubber hose type characters. I can't find anything about this, I know some sonic avatars do this but I have no idea how I would rig it
Could rig the arm like a noodle but make the normal arm bones also, which VRChat's IK drives based on your movements. Then use rotation constraints to move the noddle based on the IK arm. might be kinda complex but it'd work. Or do the same rigging but use FinalIK
does anyone ahve advice if i wanted to replace the legs on this ? theres a ton of constraints and ive enver worked with them before π
What am i looking at first off.
there are so many bones i cant understand whats doing what
probably has twist or muscle deform bones hanging off the humanoid bones.
colors or collections can help organize things, if you get lost π
i prefer shape keys for doing most of those. except for ass and breast giggle. i like the bones so i can have more direct control over it
ah interesting, I use bones and constraints for these
when the movement of specific joints is predictable shape keys and drivers are the way i choose to go with it. simply because i try to reduce the chances of me missclicking bones i dont want to move by mistake.
whatever works for you π
i just find moving the weight values as needed or letting the system figure it out based off of variables and equations to be more intuitive
i have a interesting problem with a Base that i work with a Creator. but we don't figure out the Problem.
if we use in VRChat Height in IK the T-Pose looks Correct.
But if we switch over to Arm-Span for Measurement the Avatar does a Sorta Y-Pose instead of T-Pose 1.st pic
And in if i let the Arms Hang it doesn't do it ingame. 2. pic
Maybe Someone has idea how to fix it that it works in Both not just Height mode.
My character's clothes look normal in Blender, but the shorts clip through the skirt a lot in Unity and VRChat. I'm guessing this is probably a weights issue, but I'm unsure of how to go about fixing it
oh yeah I probably should ask about this since im here: I was doing something funny on this model where the "meat" of the limbs weren't actually rigged to the real humanoid skeleton bones, but a chain of physics joints tethered by kinematic fixed joints on constraints at both ends. In an attempt to conform it more to VRChat, for that version of the model I reparented those bones so each limb had two physbone chains pointing at the elbows/knees. I guess the best way to say it would be like if I was trying to make limbs like that ARMS game nintendo had. I don't really have plans on making the hands or feet fly out in VRChat, but I thought it would be fun to have limbs somebody could grab and stretch like a rubber-band while the hands and feet remain in place.
this was my first vrchat avatar, so I probably jumped to a lot of conclusions for no good reason, but since I joined here I figure I should run the idea past people that would have a better idea on it all
for reference, this is how the hierarchy looks for the vrchat version's limbs using physbones (it does NOT behave like the video above, I just posted that as a "proof of concept" or what the ideal behavor would look like)
this is how I had a limb setup in the recording above, and how I have it running in vtuber applications like Warudo
everything's running acceptably to me for now, I just hadn't had an opportunity to run it by anyone more experienced to see if I overlooked anything obvious; otherwise I would have gone to the help channel
I was trying to get this as close to being compatible as a fallback avatar as I could (with a few exceptions I'd have to manually tweak for android/ios versions), so I suppose the main thing I was concerned about was being able to strip out the physics without breaking the limbs; which as far as I can tell works fine for the physbone version since the bone hierarchy would make it act like Perfectly Normal Limbs when physbones are disabled
Goal
I am trying to do a deep dive into Ik rigging and so far the avatar tracks well, but I would like to reduce the height loss when lock both is used.
Issue
Two separate issues:
- Slight neck hunch
- Chest and spine compressions
Details
I've dug through VRChat discord and whatever resources I can find but guidance on this is very limited. The main culprit appears to be that lock both will translate the distance between spine and chest and that will cause some torso compression around the spine and chest area.
the distance between the spine and chest is what changes, but the bone transforms themselves are never scaled.
- Comment by Kung
I try to eliminate variables when adjusting IK rig:
- Straight skeleton
- As close to IRL proportion as possible
- IRL height and by Height
- Swap between
Lock BothandLock Hipfor testing
Spine compression is minimal when standing but noticeable. It's much more obvious when lying down with my back flat on the floor.
Guess at Solution
Use Lock Hip and measure where the viewball offset is. One or more bone might be too long or too short in the chain: Hip, Spine, Chest, UpperChest, Neck, Head. If my IRL eye level is below my avatar's when one or more bones may be too short. If my eye level is above, then one or more bones might be too long.
FBT is tricky because leg, arm, and torso are all relative. So if I lengthen torso it might ends up impacting my limbs without any obvious purpose or payoff. In addition it may impact the viewball which also plays a role. Help would be greatly appreciated.
hey i cant get to the final part of importing an avatar i made (using the bones from maya) it says i haven't added an "animator", what specifically does that mean, is it an animation file, ik info.... what?\
is it telling me it doesnt inherit them? or when? or do i have to learn how to animate
if you do a humanoid rig setup in Unity, it'll add an animator for you. if not, you'll have to add one to the avatar root
oh gotcha, i just jumped over that hurtle, now ive built a bui.ld successfully, about to name it and change thhumbnail
nice
I'm standing up straight with a bend in my knees and I cannot for the life of me figure out what bone is causing that
(head/hands tracking only if that changes anything
my current theory is that my heel should be in line with my hips .. so I'm trying that
i think that kind of knee bending in game can be caused by your head being lower than vrchat thinks it should be. like if the height setting is too high, or if your headset was calibrated wrong/ your setup changed since the last time you calibrated it (on an index at least, i dont know how it works with other headsets)
it got worse when I adjusted my foot location so it's not that ... then also I just tried changing my height and it starts to go away around 7 feet but when I max out at 8 feet it still hasn't gone away yet
I'm using a quest 1 on virtual desktop with a stationary boundary as well, so there's basically nothing in terms of calibration other than the floor level
my lower leg seems like it was too long. shortening it seems to have made a difference ... and now I stand on my toes when I look down
also my feet go below the floor now, but that's because the toe bone is too high
Itβs your tracking, whenever I had this issue with aviβs I reset my guardian and it fixed
do you guys want to know the crazy part? the rest pose of Anakin wasn't what you saw, this is the rest pose
how do I apply this as a rest pose?
apply the armature modifier on the mesh(es), apply pose as rest pose, parent meshes back to armature with 'armature deform'
I figured it out, I just need to duplicate the armature modifier twice on each part of the model and apply it as a rest pose for each model
okay let's find out
if it works, it works
it finally worked
Time for another silly question ig π I'm adding a clothing item to an avatar that I got from Booth in Blender. But the clothing item is an fbx with bones in it. Do I delete the bones after I've posed it?
You need to make sure the bones are named the same and any new bones are kept and attached to your avatar. If the FBX is meant for your base, you can pose and export the clothing mesh and bone and use VRCFury/Modular Avatar to attach them separately in unity.
sadly not meant for the base, i had to sculpt and fit it
so once they're named the same, where do I go from there?
Hi everyone, Im not great with the art of Weight Paint.
The first Pic is what it looks like at the moment, would would you do to make it look abit better if i can? or should i just suck it up?
The last 2 pics are its weight paint on pelvis and leg bone just so you can see
I would try to get the center to fold in a bit like the legs. Remember that in vrchat, nobody will inspect your clothing that closely. Dont break a leg over it, youll just become hella frustrated if you aim for "perfect" cuz for that you need 2 more subdivs and ik bones :P
Okay yeah thank you for that answer! i was sorta getting too into it
Hi again everyone, Does this look normal?:
I reimported a fixed FBX and the tail sticks up and the chest has a whole bunch of connections. Why could this be? I have changed animation type in unity from Humanoid to None back to Humanoid
when i test the avatar in Mucles and Settings it does seem to move fine
Unity does not count the body of a bone
it counts the connections/joint and displays it funky like that (without empty spaces) (plus it wont display the last bone of something, like finger tips). this is also related to needing to add an end point on the y axis of physbones that consist of only 1 bone rather than 2 or more
Okay thank you, i wont stress then. Is the tail pooping up not a problem either then ?
The tail being angled up like that may be a result of either objects not having transforms applied or the tail is posed in blender and the actual rest pose is the uppy position - what matters to unity is the rest pose
thank you
I have to try to remember this π
can someone show me the rigging on a hand?
I forget it
idk how to do it anymore ;-;
Similar to your irl hand
1 Wrist bone
3 finger bones
3 thumb bones
Hello everyone, maybe someone know how to make correct rig of the zip for VRchat, I canβt figure out how to do it the same way as here?
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What could be causing this?
I need someone to please help me fix my radial menu. I'm adding assets for the first time to my first avi and have no idea what I'm doing.
that's not rigging, try in #avatar-help
im looking for general feedback on my rig before i start to learn unity to get it in vrc
there's a pin in here that has an ideal rig setup - yours looks pretty close. Might be an extra spine bone in there though
in mine or the pinned reference
its for the spine segments for her mechanical body. having to keep certain parts rigid meaning i added in a extra spine joints
to make sure this point can rotate and stay rigid
yep, but VRChat's IK won't drive the extra ones, which may not be ideal for your model.
i could tag it as "chest" and have the main body bone be upper chest maybe. be a bit creative with these restrictions so i can use all 3 bones
just not as fully intended
names aren't that relevant, it's more the mapping from your bones to what VRChat expects, in the rigging setup
hmm maybe a simple thing to do would be to tell the extra bone to copy the rotation of the other one using bone constraints.
that could work
i never used unity before so i dont really know whats best for it
That pinned armature is what's best for it. Deviating from that is going to mean trial and error to figure out what works best for your avatar. Every one is different.
if im making an avatar with layered clothing how should the weight painting look?
should the top layer have more weighted painting than the layer below? and what about the actual body?
doesn't really matter how it looks, it matters how the objects move.
I'd start with the lowest layer though, make that look right, then work on the next up
it all looks "right" but in vrchat all said layer clip when i move my arms
Then that layer probably needs different weight paint
Or to be moved further from whatever is below
i was able to hide the top layer and move the bones around to really see the body clipping with that layer and i think im on the right track now so thank you βΊοΈ
ooh yes - definitely hiding stuff helps a lot here
ive been trying to fix the clipping here with the weight painting but it isnt working
the brush just wont move it to cover the exposed area even a bit
not sure how you do, but I tend to paint with weight fully at 1, but strength around .02 and using a tablet, usually with normalization on
what blend mode would you suggest
paint mostly, but I often use blur as well
usually I paint first, then blur to smooth things out
in a case like this you could also try to change the weight on the base model as well, but i'd go with kazin's suggestion first, the upper leg should have the most weight for that top area and the lower leg should be around 0. the only change in values should be closest to the bend itself, not halfway up the thigh
I will! I can't help it, it's really annoying. It also means weight painting takes me a while because I'm too much of a perfectionist π¦
But yeah, most people just won't.
huh totally necro, didn't realize I was scrolled up
imo clipping caused by sharper weight painting around the leg looks better than trying to make it smooth and distorting the stomach weirdly (though thats probably cause my models are low poly)
got a question about armatures and bone positionning. I notice that when i'm coming out of a walking animation my legs are properly positionned but after a second they move forward slightly and it looks like i'm crouching. This is the blender , Unity and Vrc comparative.
that's not how humanoid legs are, so it's not going to work very well in vrchat. Most of the digitgrade leg systems use a second set of bones for the model's legs.
not trying to do digitgrade legs , i just want them to bend like regular legs.
the armature you've got clearly looks like digitgrade though
becasue the heel is higher up ?
yeah, human heels are on (or very close to) the ground
there's a pin in here that shows the ideal humanoid armature
yeah but i made this before and didn't get this problem
this previous model doesnt have the issue
think this setup will work for vrc? trying to make sure i can have the toes somewhat animated while making sure its a part of the IK
looks like that should work, humanoid models don't require individual toes so that means you can do whatever you want with them
remove anything that is an empty, not needed for vrchat avatar. though i think those are being used by the eyes so not sure how it would respond to being deleted
they're useful as parent objects for project organization, but that's not very needed on an avatar
(had to delete them to test π)
i dont know how else to tell you this... that object type is LITERALLY called an empty
that means the eye textue is being controlled by empties and it won't translate to vrchat well π¬
use bones or blendshapes not an ik rig
might have to apply some modifiers
gulp is that a good or bad thing
this sentence just killed me
anyways!!
what do i do now
you told me something
but i forgot...
turn the bones into a forward kinematics rig
how
there are tutorial videos for this. I did it recently, was kinda fun, but not all that useful for going into vrchat
Learn when to use Inverse Kinematics or Forward kinematics, and how to seamlessly switch between these 2 mechanism. Better understand FK and IK in Blender with this tutorial sample fromthe upcoming new chapter of the Blende Animation course Alive!
β Discover all my courses on P2design Academyβ
π€ΈββοΈ Blender animation course π https://www.p2desi...
queues that for later
but
which one should i use for vrchat
fk
a rig like the one pinned here
it said "how to switch" in the title so i figured it would be useful despite not watching it at all π€£
aka what you have now is IK and it needs to be FK
but does FK work with uhm
vrchat?
yes
okay
it should
how do i switch
if it's set up right
it's not like. a button click
I'd say that worrying about IK is probably over-complicating things if your goal is just to make a vrchat avatar.
i just want to upload it to quest and add expressions
fun to work with and learn anyway though
lol
then IK in Blender is not of use to you
thats done in unity
rig the tail in Blender, add a physbone component in Unity
all you get is bones and blendshapes
watch on 2x speed
6 minutes
bet
im starting to get eepy gulp
okay so
how do i invert the bones
rotate it 180 degrees along an axis?
i mean
that was not the right question
π
how do i turn it into forward kinematic
or whatever
FK
I'm not sure what it is you have now
how do you know?
yellow bones
possibly the yellow bones have constraints on them
if they're IK constraints, remove them or set their influence to 0
but if i remove them
(damn I'm awful at the typing tonight)
eh?
not how this works
o?
select armature, go into pose mode, click each yellow bone, see if there's a constraint (in the properties box at the bottom -right by default, one of those tabs is for bone constraints).
If it's an inverse kinematics one, set the influence to 0.
Then just do the rest of the rigging normally.
both what, bones? you do this one at a time
is this where I suggest basic blender tutorials?
you may want to reset the view to default
assuming you didn't clip that image and that's the whole application
how
:3
oh nvm
im peak
i did something by myself!
whar now
yay! So yeah, in that box, if you're in armature pose mode, one of the little tabs there (the man, the bone, etc) will be for bone constraints
not that one
it's below the green bone, it's bone-shaped with a swirl around it, and blue
what do i do now
as I said:
If it's an inverse kinematics one, set the influence to 0.
i need to remove these dont i?
where "these" are what exactly?
... okay
make sure the hands and feet are parented to the arms and legs
if you move the arms to the hands move with them
that seems like "no"
no
what now
parent them
how
okay i was trying to find a video on parenting bones but i got distracted by a more interesting one https://www.youtube.com/watch?v=ws8oWmBbo_s
Check these tricks to perfectly position your bones and get a proper roll whatever your mesh's orientation.
π₯ Discover all my courses and free assets on P2design Academyπ₯
π www.p2design-academy.com
π€ΈββοΈ Blender animat...
this video might me more advanced that what you're going for right now ngl
you have all the bones set up for your model, no need to mess with bone roll or orientations. If you want to learn blender though it's a great video π
a victorian child would die at the sight of a windows XP computer
no
i dont wanna spend my whole day on blender
haha
i have an avatar to upload!!
quit now then π
spending all day in blender would literally be a dream for me π
I spent a bunch of time between jobs recently and did exactly that. Lots of fun π
you're a the point where this is a few hours of work if you know what you're doing, or a few days to learn enough to do it
i mean
if i could
but once you learn, the next time it's quite easy
but thats the best part
@rough snow R u Still There?
:P
sigh
this is too hard
!! the only thing that i learnt is how to make bones
!!
that's a start
It's a learning process
Take small steps
Do your research
I also needed countless tries and scenarios to be able to rig like an amateur
guh
@pale pumice i know this is SUPER random but i got this model to experiment and theres no bones is this IK or no?
please don't ping me for random new questions, anyone present can answer you
I'm not entirely sure of that display mode, but those look like bones to me - you can check for an Armature component in the hierarchy
Okay i'll see
I want to again strongly recommend learning blender basics, you're asking the kinds of questions that indicate a lack of understanding of the fundamentals
Okay i'll try learning blender today
Oh hey cool i learned how to delete bones
!
. oh yeah
and i learned how to make a parent
i guess my journey starts here
i learned how to parent a bone
nice
having issues with clipping because of sculpting the weight painting isnt the issue it was the sculpting but now whenever i fix clipping after pose mode the clipping jsut happens somewhere else when i repose the rig again
how do i fix this
it just looks like ass now
Are you talking about body clipping through clothes?
You could try copying the weights from the body to the clothes to try to mitigate this
did i name these correctly, and will it work as humanoid when importing to unity?
Sure. Unity does a bunch of guessing, but those look reasonable
How can I stop my avatar from flying above the ground? How can I set it back on own feet?
If I bend down a little, it will be just right.
Already tried: move leg bones, move hip bone, change bones positions etc, zero effect
I tried 3 variation of default bind poses with difference in bones position, and it all works and looks equal inside vrchat. So I don't know what else can I change here. Maybe it not a problem with bones at all and require some changes in unity project, but I can't find anything related
could it be your in game height?
like the one inside your menu under settings
Looks like it. Strange, I set my real height and it was that strange looking. Now I'm a bit higher and it looks better
if you're using a quest or something, id recommend resetting your guardian, and you should be able to use your actual height
its a mix of ingame heigt and the floor set by your vr system
my height is also offset since my oculus play area has its floor slighty above
its also dependend on where you vrc eyes are iirc
Does it mean I can change it a bit by moving eye position?
i think so
but im merely stating observations
its not factually supported
also i love the glados model π
@regal minnow quick question, are you restating vrc everything youre publishing a test?
Yep
you dont need to lol, i found this out a few days ago but you can just switch avatar, press build and test and itll update it
than switch back
saves me so much time lo
Ik, but I did that to see if it will change behavior
is there any specific scale and angle i need to make sure i have specific bones in order for it to properly work in vrchat? i constantly get issues with stiff shoulders, shoulders collapsing (down or inwards), legs bowing inwards, character stuck on tip toes, head dragging the character up and down depending on angle, and more issues that are only present in vrchat and not unity or blender
my characters proportions are as close to my irl proportions as i could get it, but i stil have a feeling it might have something to do with the proportions... ive seen chibi avatars work just fine, so whats the issue?
Generally, refer to this image
Important:
Knees and elbows must be bent slightly so the ik knows which way to bend them. This is related to bowleggedness. I personally do a solid 20 degrees at the elbows for a more matural look. Also your top view alignment of head/neck/spine to the shoulders matters. Youll experience weird mid body angulation if your torso stuff is way off from the head. Tip toeing can be remedied by unmapping toes from the rig configuration in unity.
I've seen this rig posted a few times. Is this an official rig? If so, where can this be found?
Is this what vrc targets for their IK 2.0?
if you create a thing which looks a lot like this, things will work fine
I am looking for a more exact answer. I would like to dig down to understand how things work in detail.
there isn't an exact answer, since you and your avatar are unique, you create something like this while fitting to both of those things.
As base, you could always go and take apart the default robot. Other than that, what kaz said.
how can i restrict my characters leg rotation in unity? i have oddly shaped animal legs and when the knee is bent the calf comes way too far up clips through the thigh
during the normal walking animation ^
You can't really, there are no rotation limiters
there's some stuff in the rigging setup but once IK is applied, that seems to not be used
I may be wrong about that but some testing I did didn't result in the limits I was hoping for
man
i know there are constraints but those seem to only copy the rotation or location from another bone, not restrict it. kinda lame
yeah they're only copies
FinalIK has some stuff but that also doesn't seem to do anything, or the component is not whitelisted for vrchat, I forget if I was trying that here or on Chillout
oh - yeah the Rotation Limits component is whitelisted
finalIK?
I'm not sure if that can be applied to humanoid bones without doing full custom IK though
yeah
not sure what that is
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.
links there
its paid ?
yes
often goes on sale for half price though
I don't know if this does what you want, so do some research rather than believe me π
it was just something I'd tried out briefly, but didn't get far (other stuff was priority)
cant select bones from pattern :( what is going on
I cant seem to figure out why my elbows are doing this. But the and golliders might have something to do with it
Isn't that just normal and cause you don't have elbow tracking?
it seems to be an ik issue
No the elbows aren't messing properly
How do I fix the ik or at least look at it
This might be a stupid question, but if I want to make a toggleable outfit do I have to make a separate armature for it? Seems like every clothing tutorial I can find are just showing how to fit booth clothes to the avatar and pretty much all those clothes have their own armature
Better off adding in blender + weightpaint/transfer, either toggle on/off using uv shift (pc) or mesh toggle
,booth way sloppy it works but reason you see 10+ meshes is those (tldr : no armature needed if you use blender)
i do use blender, but how do I make it a toggle in that case? Toggle tutorials seem to use separate objects
I am like super new to unity
You can use blendshapes as well (animate it to hide clothes inside the body)
whats the best option for both performance and making it quest compatible?
always single armature. as long as outfit uses separate material, you use separate mesh, that you just toggle. if you managed both body and outfits to use the same material, then blendshape on quest, uv tile discard shader on pc.
not sure if im supposed to put it here but im having trouble uploading an avatar ive been working on for a good 10 hours now, any help?
it says that i dont have my arms and feet defined when i obviously do
I can't read that but is the bone in the Hips slot actually the hips bone?
I'm not sure, I dont read Chinese either
oh, you'll probably have to figure that out to be sure then
image to text
id check this av in blender if its connected (auto rename cats can do ...probably with this av)
can always try the set it generic > humanoid drag new copy in scene
why does my spine... do THIS in FBT
I think the docs say that the thigh bones need to be straight down
I took this armature from one of the SDKs example rigs.
there's a diagram pinned in here too
Hey I have a question in regards to avatars, clothing and armatures.
I have an avatar with 3 sets of clothes. They all use the same body armature. All good there,
But I want to make a skirt, and have phys bones on it.
Should I build up the original armature to include bones, or should I make a separate armature for the skirt, and then in unity just armature link it?
What's the ideal workflow when it comes to dealing with extra clothes and armatures?
I put the extra bones on the base armature, in a collection. Then when exporting the model, if not doing the "skirt version" I'll just select the bones in the collection and delete before export.
ooh thats a good idea too. I forgot about bone collections.
yeah I do them for any "accessory" bones.
will test later, ty kindly :)
Now, If i change my armature in blender (ie; add bones), and over-write the FBX in unity, is there anything in particular I need to do so I dont crash/damage my project?
use exactly the same settings for scaling as before
Ok. Thanks.
yes always. I've ruined enough projects to take that to heart
this look good enough for skirt phys bones? or too many? too little?
the back ones are probably starting too high - the first bones in those chains probably wouldn't be moving much
otherwise looks decent for a short skirt
stuck like this when my arms are forcefully straight down
how can i fix it? also related how do i fix the fingers?
dont listen to this man, scammer
SMALL MODEL IS CLOTHES N BONES, big model is avi, why is he so much bigger and on floor?
Whered you get the file you imported and secondly how did you import
imported as a binary, and its a hyperbeast avi from vrmodels, its a NovaBeast Edited base
Vrmodels is a piracy website
You need to go and actually buy it instead of pirating/ripping
Hi, newbie here, is there an official rigging example? Or a standard one? That I can just copy paste the whole rig?
how do i start rigging in blender just start with armatrues?
I think this is right?
good start! Check the rig diagram in the pins in this channel for how you should build the armature for vrchat
oh good
hey, I'm currently at my first rig for vr chat avatars and am unsure how detailed the rig for the face has to be. I used the preset rig from rigify and adjusted it to fit to the model, but the face feels too complex with bones for my taste. Can you reduce it and still get good results ?
VRchat isn't going to use the face bones at all, so.....
you of course can use them to animate whatever, but it'll be all manual
but dont i need them to animate different facial expressions ?
or how is that handled in vr chat
No - you make viseme shape keys
which you can make by moving around the face bones and such, of course.
how does facial tracking work ? doesnt that require bones in the face ?
nope, also visemes
I see, so in the end the bones here are just for me to create the visemes easier
yup!
alright thank you so much
man, doing 3d chars specifically for vr chat is hard x_X
haha yep, it sure is
I mean I have quite a lot of experience 3d modeling and sculpting, but only ever for 3d printing or showcasing, not actually using it real time with animations
If I come across some major issues, can I ping you here ?
you seem really helpful
I'd prefer to not be pinged for new questions, I'm often not actually present π
yeah if I'm around and have answers, I'll usually help. and you're welcome π
I'm actually playing with face tracking shape keys right now
yeah I gotta watch some tutorials to really get the hang of them
avatars with mouth(face) bones , you either make the basic ah ch oh then just have cats make the visemes for you or animate them by detecting speech to move the bones (this is very very tedious but you can have alternative movement if using bones)
I WISH THEY HAD UPPER ARM BONES, and i suck at riggingggggg
Cybermen!
yeah!
hella crazy model, the bake is really good
Gracias, I simply found it like that
Nah, I wanna make it an avatar i upload, the rig IS SO CLOSE
Besides, I can't make my own yet, still advancing on the porting skill tree
well you can always start modeling
starting small and work your way up to full character
fair.
mb, im new to avatar stuff, ill be sure to do that
I dont get what I did wrong. I created the basic metarig in blender, posed it to fit to my model, pressed on generate rig to get all the controllers, and then parented the mesh to the rig. But if I pose the rig, the mesh doesnt follow
on the 2nd pic, the rig looks like that when I go into edit mode on the generated rig
Ok I can add that my mesh doesn't have any weightpaint whatsoever even after using automatic weights (and yes I selected specific vertex groups to see that). But why isnt it working ? My model consists of several seperate meshes, that I joined all together
Click the mesh.
And show me what, with a screenshot, vertex data window of that mesh
you mean this ? There are 2 different types for vertex groups, cause I originally parented the mesh to the basic rig before generating the new one. and then parented the mesh to the new rig
but even after deleting all vertex groups and parenting anew, it still didnt work
If I asked you to only show the DEF bones to be visible of rigfy, do you know how to do it?
In pose mode instead of edit mode(much easier for me to know if they are the def ones)
no idea how to show the other ones then
Check the bones layer in the armature settings(green person icon)
pictures from left to right are the little dots on the far right lower row
not sure if thats it
it is the first one on the top left
click any of the bones and go into the bones settings now
i assumed the bones setting is the little green bone
yes
there is nothing in it
did you select a bone?
this setting is what makes the bones move and only the bones in the DEF can have that checkmark on
all other will and must be off
When parenting the armature, you must parent with automatic weights the armature with colorful bones. NOT THE grey METARIG added originally
the one generated
i did that of course
are any of the vertex data not blue that have DEF in their name?
wdym with "not blue" ?
this blue
i selected spine here, but in all the other vertex groups on the right is nothing not blue in the model
if thats what you meant
meaning there is no weightpaint applied
nope nothing of that is in mine, but I followed the exact path you took to make the rig
noticed i deleted the metarig
Because that bone arrangement is not to be parent of the mesh
Rig is
im just gonna reset to where you started
1 sec
i just dont get why the automatic weights dont apply any weights
I am thinking, but a heads up
clicking this arrow is not how you check the other weight paint generated
you just moved DEF-Spine.001 lower in the list
I just tested the automatic weights on the cube like you did, and it worked.
on it 1 sec
you got a warning when trying to automatic weight paint
huh but why
i think rigfy has some algorithm issues when you edit the meta rig to fit your model
did you apply the modifications after you changed the armature in edit mode?
CTR+A
I think so
I mean I didnt really change anything, I just adjusted the size and deleted like the heel and hip bones cause I saw a reference here, where those weren't needed
this
Yes both are different but they wont cause a conflict later for vrchat
im just gonna try to fit the metarig again, and tell you when I did so.
a new rig *
Ok i deleted nothing now, and it still shows me that error when I try to applay the automatic weights
nope
basically, you have mesh where its unclear which bone should be used, specifically overlapping mesh. this could be cracks such as bum, boobs etc
so its related to intersecting mesh. my model consists of several seperate meshes, that I just joined together, some of them arent even closed meshes, cause you wouldnt see the inside. like here
but how do i fix it
gnerally speaking, you should unparent your clothes for the thime youre rigging it
well
there is nothing below the clothes
cause why would i need a skin model below
if its not showing
also dont rely on auto rig. you may use it to get a base started, but the results arent perfect anyway. just paint the areas it had trouble auto generating because you will know better than the machine
Yeah I planned to do that, but atleast get the basic weight paint in with the automatic weights, but that doesnt work
it should generate vertex groups for everything else. if it doesnt, you might want to try opening cracks. like i said, bum, boobs, between toes, fingers.
tbh dont know what you mean
it may also be reasonable to just weight paint it from scratch. the mirror function will do the other half
how is that not clear
"try opening cracks like ... " , do you mean by opening just making holes in the mesh in these parts ?
think boobs
boobs touch in the center right
those cracks, model them so the are not that close
like a few mm distance, not touching
alright, gotta try these things out. this sucks xdd
thanks tho
Ok a friend told me to try merge by distance, and now the error doesn't occur anymore, it had to be overlapping verts that made the trouble @arctic sundial
why did you have mesh bits duped anyway
i didnt dupe anything
well i hope you know that merge by distance can also do damage
like what
you really cant imagine?
if I merge by distance on the lowest level which is 0.0001 , only exactly overlapping verts get merged. the seperate parts of the mesh are still intact in mine
if thats what you were implying
sure whateve
can someone tell me why this is happening and what i can do to fix it or am i just sol
weightpaint part of upper neck to headbone
is that easy @_@
depends if you done any weightpainting, its about a 1 min fix 
This is kind of a meta question for me, but how does blender vrchat etc. Animate face and eye movements for avatars.
face movements are generally done via blendshapes/shape keys. eye movements are done via bones, one per eye
So I got this hand-
It regularly has four fingers but I rigged it to have five. Everything moves completely fine in pose mode in blender, but I get to Unity and while in play mode or in the .fbx settings, the pinkie gets offset lower than the other fingers.
Is this an animation issue or is something possibly wrong with the rig?
my guess rig, check in blender for crooked finger bones 
A few screenshots of the right hand. Look off at all?
It rolls fine into a fist, but Unity refuses to let it lol
^Update
It was the .fbx configuration settings moving the pinky lower than it needed to be. Relocating it to the original position fixed the issue!
Quick question , how would I do the rig for the ears ? Are they supposed to be in the same rig as the body, and do they need to be a seperate object from the body ?
weighpaint start of ear to head rest to earbones wich are connect to headbone , merge after
awesome, thank you so much
So I rigged a model in blender and everything seems fine. In Unity though once I hit play to test things with gesture manager it decides to move the jaw bone forward giving my character a massive underbite. Its like it's moving the jaw bone forward for some reason.
haha, do you have a pic of the underbite, sounds hilarious
any idea why the mesh moves back like this, when I switch between edit and object mode? I let mixamo rig the base for me, and now I'm fixing the mistakes, but this bugs me, cause you can obviously see which parts I added, that are not being moved.
see if you got unapplied transforms
I mean, I applied the transforms, but nothing changed, it seems that the mixamo pose is being applied still ( its the one with the straight t arms )
then try resetting your pose
good idea
I want to create a re-scaled version of my avatar, closer to my actual body proportions.
I've tried to use immersive scaler/CATS for this, but unfortunately it seems that my avatar is using an unusual armature, since the addon complains about missing bones (left_eye in particular, though I'm fairly certain it's not the only one).
This is not the first time the unusual armature of my avatar has caused issues for me.
How would I go about re-rigging my avatar with a more common armature, so I can use these automated features of various plugins?
it's really not much harder than re-orienting the bones to look like the standard armature vrchat expects, then updating any weight painting if needed. Hard to be more precise without knowing the project in it's current state
Normal and cursed for comparison.
Doesnt happen until I go to gesture manager and let it take over.
Thats just another problem on the list.
haha that IS kinda hilarious
Love the under bite. Lol
I managed to fix it. I manually messed with the bone in the Import Settings when assigning bones. That was... odd
I try using CATS for several things with the vr avatar, but when I'm at the installing part in blender, it fails. I install it via plugins and then extract the zip, but I get red error on bottom. Any ideas ? I tried using older version of blender 3.6 and newest 4.3
it says this
Ok, fixed it myself. Had to get the development version of cats instead of the master
https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-/releases/tag/4.3.1.5 get this one instead
offical cats is ancient
im staying on 4.2 cause lts and some random add-ons i have slow to update
thanks a lot
yeah installed it rn, and this version looks much more modern than the old one I installed first xdd
@pale pumice
this must be a game rip?
I might be thinking that too, i got it from a website with all sorts of models from the game
yeah..... probably you'll need to put it in Blender and make a whole new armature
currently at weightpainting this choker here, and I cant figure out the proper way of painting it
id paint 100% red to the neck
a collar usually isnt stretchy like rubber or thinner fabric
also is this head weighpaint correct for the head bone ?
cause I still got the neck bone I have to paint
i mean you could also just parent the collar to the neck in unity
looks a bit too much at the top of the neck imo
i could try that yeah
so from chin downwards more towards orange/yellow ?
think
not what i meant
i asked you to think here
the head bones ass end is approx at the jaw
why would the base of the neck be moving with that
I thought you wrote " (I) think)
sry
ok so the most part of neck blueish
for the headbone
yea
got it
keep the transition rather thin at the joints
and then a nice gradient for the neckbone
so the collar shouldnt even be painted for the headbone right
no, because then, if you look down ingame, the collar will stretch up the backside of your neck
does that sound like what you want
little less sassy, but i got it
wasnt meant sassy, just stating but ok
sry, came about that way then :c
maybe I'm missing something obvious here, but I retopod the neck cause the loops were awful for bending, but now when I weightpaint and rotate it around the axis, there is this weird hard cut off
Ok I fixed it, It had to do with how the shoulder bones had no weight on them, so only the neck bone had 100% control over the deformation here. Thats why the cutoff was so sharp on the edges
How do you do the bones for the avatar
in blender
why is my rig being imported like this, on a completely different spot and with a pose that differs from before the export
un-applied transform, most likely. Apply them all - in object mode, select objects, ctrl+a, it's in that popup.
getting this error i supposedly know how to fix it but all the bones are connected properly in blender
check your rig setup in Unity, you must not have the head bone in the right slot
life saver β€οΈ i would have kept looking for the problem in blender i didnt even know that was a thing in unity TY!
its just not reading that it is there
no, just drag the head bone into the head slot
so i did that an another thing just turned red instead then i kept doing it and now i have a mix of DEF and ORG is it supposed to be one or another or?
omfg i figured out what i did wrong π , I added on the Rigify rig that one is for animations not doing what i was trying to do witch is importing. but it work now, welp that's the thing to a learning curve everything is happy and connected properly now.
currently at the shape keys, and why is my symmetry fucked up? the head is perfectly symmetrical, but only the actual head part moves in symmetry, lashes, brows, etc. dont ? I have proportional editing (with connected mesh only) and the x next to the little butterfly in the top enabled
are those a separate object? are you editing both at the same time?
its one object made up of several meshes
hmm I'd think that would work then, perhaps select both sides of one of the parts and in the "Mesh" menu, try "snap to symmetry"
ill give it a shot
testwise, i seperated the eyes, did snap to symmetry, but still
or am i interpreting the function wrong ?
is your object's origin at 0,0,0?
not possible cause, the entire model itself obviously has dimesion
or do you mean the single objects own origin
I mean the single mesh object
I applied all transforms
"yes" would have been fine π
sorry
no worries, just no need for images for simple answers! Anyway, I'm about out of ideas, it sure seems like it's not symmetrical if that doesn't work
I also tried deleting the other half, using mirror modifier, applying it
but nothing
im frustrated
How would you go about making an object animated with bones line up with a part of a model that only moves via blendshape?
Yo I Need Like Help with this I Dont know how to fix this Issue
Show an image of your avatar's armature in the hierarchy window from root down to the head, and also the main rig setup window
.... okay so with bones named like that I have no idea what's what.
but those first four hips/spine/chest/upper chest - make sure those are the correct bones.
does anyone here know how to add facetracking to an avatar?
least obvious scam
sounds scammy
does the clavicle/shoulder bone move when upperarm is lift?(no other trackers)
I've been checking a lot of avatar lately and notice only the upperarm bone moves.
How necessary is it to have a blink shape key for each eye? would a blink for both eyes be enough or should I go for separate keys
default vrc eyetracking doesnt support separate "winking", and eyes closed should be a single blendshape anyway.
the clavicle does in fact move when you lift the upper arm ( e.g. the shoulder). try lifting raising your arm straight in the air and feel your clavicle, its moves too
though its only a very slight movement
Why can mesh simple disappears in unity viewport, after I add some new bones to it? It looks fine in fbx viewer tho
Hmm, for some reason new bones also didn't show up in current project, but it still included in fbx file... Strange
are you overwriting the fbx in unity, while the fbx is unpacked in the scene?
Yes. It always works with geometry part, have no idea why it doesn't work with bones
yeah u can overwrite geometry as long as its done a certain way but bones however do not like being overwritten at all when its unpacked unfortunately
It works when I move bones in 3d software but it doesn't work for new ones?
Sounds like painful feature
u can try going to your fbx config and resetting it from there possibly?
i honestly just copy things over if im dealing with something changed after its unpacked, so i dont have really any tips to revert it
You mean reset the rig? Already did that
okie i'll try to export new bones with new root and then merge it inside unity
lol fr fr
how do I make movement such as sitting down or bending legs look more natural rather then stretching
the ass losses shape and the pelvis gets a bit digged in
been trying to find videos but I can't find any
erm idk
try using helper bones
basically for your butt for example, you have a butt bone that uses a rotation constraint to have 50/50 rotation from hips and leg
top is with no helper bones, bottom is with helper bones
the extra bone gives it more points to interpolate from
im struggling to rig this tube its going from a back pack to the right forearm
ive tried so many different solutions and it always moves in sections which is not what i want
Yeah tubes/cables with two endpoints are always an issue with VRChat
final ik would probably shine for that, or parent and aim constraints
oh hmm, I should try that, I actually have a use-case but didn't think of it
yeah i love using components 
ngl im kinda struggling with this
for quest compatiblitity aim and parent constraints like ghost said would work best
Hey, I'm trying to rig a bendy/segmented arm for an avatar. I've never really experimented with rigging anything like this, so my usual steps didn't work well. Is there any steps I should be taking to fix the weird bends that I'm getting?
Like, should I be messing with weight painting or cutting this into smaller bones or something?
Oh my god, I had part of the lower arm vertex group assigned to the upper arm
removing that fixed the weird bending
Still, the bending now isn't all that natural
This should really be moving like a segmented tube but I don't know if that's possible in vrc
You'd need more bones for that unfortunately
well......
This might be tricky, but try to vary the weight paint along the whole arm, with each segment getting uniform weight paint on itself, as they should be rigid.
so the lower arm segment closest to the upper arm might get say, 20% upper arm and 80% lower, and the one above the elbow might get 20% lower and 80% upper. Then add (guessing) 20% for each segment away from that joint
rather then middle manning it'd be better to have them join and ask questions
for the first image the arm might red because of a parenting issue or it not being in proper T-pose with the rest of the rig, not to sure about the 2nd one without a visual of what's going on
was able to remedy it in a very odd but easy way, Needed to 180 the model
idk how it worked but it did lol
HEy guys
Hey @grim coyote , whats up
help
gotta be more specific with what you need help on 
but it looks like your body's mesh isnt weightpainted to your rig, this goes over the basics of weightpainting if you dont know how to already do that: https://www.youtube.com/watch?v=4fICQmBEt4Y (also you should probably re-name those bones for easier unity setup later on)
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
You can find my entire Blender 2.8 Speed Tutorial series here:
https://www....
Put each segment on its own bone and then in unity just use unity constraints raning from 1.0-0.0 to 0.0-1.0 so that the last segment ends up were it is supposed to be
I see. If I'm using that many bones per arm, won't that effect the avatar definition? Afaik I wouldn't be able to declare it as humanoid if I did that. Correct me if I'm wrong ofc
Oh you still keep the normal humanoid arms. Just dont weightpaint them to anythingβ¦. Cause those are the ones the bendy srms will be using as a refrences for the constraints
OH, I get what you mean now lol
Yea!
Tell each segment to move x_amount of real arm. Just gotta get the valurs right so they lign up at the last one
Also tell me later if it works! Cause that is an idea iv had for a while now. Just never found the chance to make an avatar with bendy srms like that lol
So just to be clear, the humanoid arms shouldn't move anything
and each segment should have its own bone?
how do I apply visemes???
how you what
like when aeiou when you speak in vrchat I dont remember how
Yay I did it
thanks
any suggestions for rigging the toes? i want them all to collide with the terrain and have a dynamic look.
if its in a .fbx and can be recognized as humaniod rig it should be fine
Looks like you have two joints there, so one bone per joint, with the pivot where the mesh pivots. Weight paint each mesh segment 100% to the appropriate bone, since it looks robotic, it's probably rigid parts.
I don't tend to do the collides-with-floor thing, but I have FBT with feet. I do put physbones though so they can be amusingly poked by others
yeah i was thinking the same thing but i wanted a master toe bone for the setup. wanting the actual toe bones to coppy the rotation of the main one
make sure the heads of the bones are centered exactly on the joints so the motion looks correct. I would also add a bone that is a child of the foot and parent of all the toe bones (call it something like Toe_Root). Make sure the tails of the bones are facing exactly the right direction with the correct bone roll.
I reccomend when exporting to disable "add leaf bones" since it adds unnecessary bones.
Then in unity you can add a physbone component to your "Toe_Root" bone. Make sure to add an endpoint, it should be positive Y and set to a length that goes to about the end of the toes (ideally to the end of the toes minus the radius of the colliders once you set that). Set "Immobile" to a fairly high number and set the collision radius to whatever you think looks accurate. It might be a good idea to add gravity to your forces settings as well. Make sure to set the angle limit to hinge, and adjust the settings so it's facing the right direction and limited to the range you want. Now in the colliders section, add 1 collider. Create an empty in your hierarchy and parent it to the root gameobject (your avatar). On this gameobject, add a physbone collider component and set the shape to "plane". Drag this into your collider slot on the physbone component. Then you can copy and paste this component to the toe bone on the other side.
oh - good point, that is something I do too, so you can put the physbone on that. I generally make that an average of the middle two toe bones
Also start with your bone rolls at 0, adjust if you need - those don't look very angled so probably 0 is reasonable
also if you want to do the "master bone" thing, then you wouldn't need the toe root bone, just put the physbone component on one of the toe bones (probably the middle) and do the same setup otherwise. Then on the toe bones on the same foot, add a VRC Rotation constraint and set the source to the toe bone with the physbone. Set the global and source weights to one and then activate and do this for both sides
oh interesting. I haven't tried with the constraint.
im new to unity so most of this just flew over my head. im still learning the basics of the UI so i am doing these mostly as tests and expirments
i mean you can kinda just follow what i said and if you have any questions feel free to ping me and ask
could i dm you when i get the weight painting and texturing stage done?
weight paint for this is going to be easy, the parts are all rigid π
sure, although i do like talking in here when we aren't taking over the space someone else is using since it can be used for reference by other people later
a lot of times i try using discord's search feature to help solve problems other people have had before as well
this server is a great reference, I just wish people would actually use it more
always nice when someone found the solution already and you just have to find where they've said it lol
I've been using the search a lot for world-building stuff.
im using all of you as my reference. thats why i am having these conversations with you all.
i can model rig and texture but setting all this in unity is a bit different and challenging for me in some areas
good!
yeah i get that, for my first avatar even though i had other models i wanted to get into the game, i instead modeled something super quick so i could focus on the unity side and not be disappointed by the avatar being underwhelming
it can get frustrating if you set your expectations high for your first few projects, especially because it makes it take longer
i found i improved most at first by working on smaller projects and focusing on learning a few things at once rather than trying to learn a lot just for one really cool avi
now i can make really cool avatars that i want because i've had experience with all the components that go into it
some people also have like pet project avatars where they start with something simple and then keep adding new things to it so they learn how to do those things
like start with learning how to model, rig, texture, and just get the avatar functioning, then after a while they learn how to setup visemes, then a toggle, then add emotes, etc
here to double check my lip sync shape keys. did i miss any?
(it's linked from the VRChat docs on animator parameters)
seems like i have them all.
excellent
tomorrow i will set up all of the textures and then the unity side of things
i know i litterly just joined but can someone PLEASE teach me how
to....?
rig? its the name of the channel
i know how to upload, i know how to create, i just cant rig
this is what im trying to rig
oh wait, im in the wrong channel
sorry
this is the rigging channel though?
sure, but this is more specific to rigging
can you teach me?
I probably could but that's not a thing I do. Happy to answer questions if I can though.
and dont tell me to look up a tutorial, i have a really hard time learning from those
the things i know how to do: place a bone, extrude a bone
does this skeleten look good?
there's a pin in here that's a good guideline - but yeah, that looks quite decent
so now what do i do?
You need a neck
oh yes, have a neck
why?
because vrchat wants it
ok
Its a required bone
Also probably set the bone roll for all bones except fingers/toes to 0
then the fun part: weight painting
so how do i do that?
The typical tpose has the arms/hands horizontal not vertical
and this
ooh I missed that, good catch
Its not typically required since unity can auto tpose buts it better to do it to begin with
But
Since your body parts are separate cubes
After renaming the bones n such you can just parent the mesh to the armature with empty groups
Then in edit mode just go down the vertex group list which is named the same as the bones and weight paint it that way
uhhh, could you show me?
and what do i rename the bones to?
Whatever you want really
People choose stuff like upper arm and lower arm etc or elbow or knee
ok, what are empty groups?
When you parent a mesh to an armature it asks how you want to
make sure you do left/right indicators. like upper_arm.L and upper_arm.R
Empty groups just creates the vertex groups with no weights
then blender knows to mirror when you weight paint
Man its 1 in the morning
oh
2!
Damn youre worse off than me
ah, it's still early π
wait, do i name the bones or blocks
bones - if by blocks you mean mesh parts, merge those all together into a single body object before you export it
but... that will mess up my texures
it definitely should not
wait im thinking of boolen
ok i joined it
do i really have to name ALL of the finger bones
if you don't it'll only annoy you later when you need to figure out which is which
you could name them all bone.001 and so on if you really want
but you really don't want that π
how do i un-join something?
Separate by selection
how do i sepperate?
dude ive been useing if for less than a month
yep, there are lots of great tutorials though
.
ok, finished nameing the bones, whats next
@balmy delta
weight paint
isnt there a step before that?
such as?
connecting the bones and model somehow?
whats that?
