#avatar-rigging

1 messages Β· Page 19 of 1

robust crescent
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if you get something like that ^ importing you need older blender , if not fix should be fine

tardy socket
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Ok, how do I tell cats to fix the armature

robust crescent
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your model need manual fixing those bones straight up usually from a game, otherwise

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those shouldnt point up

tardy socket
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Is it in the import screen

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@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

tardy socket
rough snow
#

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

tardy socket
tardy socket
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Ok, figures it out

tardy socket
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@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"

robust crescent
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select everything in scene , hit space

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( or just U , shortcut binding might differ )

tardy socket
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I got it, thx

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Let me get you a screenshot of what it did, bc some of the bones are still pointing up

robust crescent
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those need to be manually edited

tardy socket
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Some of them appear to be for fur

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Do you want me to export and send it to you?

tardy socket
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Ykw, Im not gonna mess with it, it works properly, I don't mind if on the technical side it is janky

fossil rivet
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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?

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It's resulting in my model becoming distorted and strange

pale pumice
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nothing there looks distorted, but also the bones look normal for Unity

fossil rivet
pale pumice
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I'm not sure what it is you're trying to fix here

fossil rivet
# pale pumice 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

pale pumice
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remember that if your weights aren't normalized, full red might not be 100%

mint thunder
pale pumice
mint thunder
pale pumice
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how did you add them in Unity? I usually just export the whole avatar with clothes direct from Blender

mint thunder
pale pumice
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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?

mint thunder
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vrcfury

stray wind
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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

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I'll let you know when

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I say painful because I've never rigged before

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not anything complex

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but I have a feeling that it'll work out

nova shard
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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....

β–Ά Play video
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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

tardy socket
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Ummmmm... How do I fix this

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(Avatar isn't stiff, I'm tposing to emphasize the issue)

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My hands are facing the ground in this image

ruby pivot
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Anyone know why the character mouth is slightly open despite not having jaw bone assign nor having blendshape value higher than 0?

nova shard
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add a bone for each piece (and parent them to the head) then just weightpaint the flap to its correlating bone

stray wind
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Guys, I think what you really need is this

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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

pale pumice
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weight painting is so much fun.

stray wind
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Indeed

pale pumice
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by which I mean it's been annoying me all morning πŸ™‚

stray wind
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It's going to be so much fun for me

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I'm actually very happy for it

stray wind
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I'm going to enjoy every bit of it

pale pumice
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hehe

stray wind
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Besides what I'm going to be doing isn't going to be that hard either

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It's just a cape

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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.

pale pumice
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oh flowing cloth is annoying

old flare
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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

pale pumice
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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

tacit oasis
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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 😭

wintry jetty
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there are so many bones i cant understand whats doing what

pale pumice
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probably has twist or muscle deform bones hanging off the humanoid bones.

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colors or collections can help organize things, if you get lost πŸ™‚

wintry jetty
pale pumice
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ah interesting, I use bones and constraints for these

wintry jetty
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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.

pale pumice
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whatever works for you πŸ™‚

wintry jetty
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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

gentle hare
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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.

fossil rivet
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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

arctic notch
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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.

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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

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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)

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this is how I had a limb setup in the recording above, and how I have it running in vtuber applications like Warudo

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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

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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

copper rover
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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 Both and Lock Hip for 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.

fiery grove
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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?\

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is it telling me it doesnt inherit them? or when? or do i have to learn how to animate

arctic sundial
pale pumice
fiery grove
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oh gotcha, i just jumped over that hurtle, now ive built a bui.ld successfully, about to name it and change thhumbnail

pale pumice
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nice

warped hound
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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

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(head/hands tracking only if that changes anything

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my current theory is that my heel should be in line with my hips .. so I'm trying that

rough snow
# warped hound

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)

warped hound
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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

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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

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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

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also my feet go below the floor now, but that's because the toe bone is too high

thick flare
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It’s your tracking, whenever I had this issue with avi’s I reset my guardian and it fixed

stray wind
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do you guys want to know the crazy part? the rest pose of Anakin wasn't what you saw, this is the rest pose

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how do I apply this as a rest pose?

rough snow
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apply the armature modifier on the mesh(es), apply pose as rest pose, parent meshes back to armature with 'armature deform'

stray wind
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okay let's find out

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if it works, it works

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it finally worked

somber cliff
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Time for another silly question ig πŸ’€ 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?

copper rover
somber cliff
somber cliff
urban shoal
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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

arctic sundial
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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

urban shoal
urban shoal
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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

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when i test the avatar in Mucles and Settings it does seem to move fine

arctic sundial
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Unity does not count the body of a bone

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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

urban shoal
arctic sundial
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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

pale pumice
merry jetty
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can someone show me the rigging on a hand?

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I forget it

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idk how to do it anymore ;-;

balmy delta
pale pumice
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3 thumb bones

versed sphinx
#

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smoky wolf
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What could be causing this?

fresh dragon
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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.

wintry jetty
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im looking for general feedback on my rig before i start to learn unity to get it in vrc

pale pumice
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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

wintry jetty
pale pumice
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in yours

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hips -> spine -> chest -> [optional] upper chest -> neck -> head

wintry jetty
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its for the spine segments for her mechanical body. having to keep certain parts rigid meaning i added in a extra spine joints

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to make sure this point can rotate and stay rigid

pale pumice
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yep, but VRChat's IK won't drive the extra ones, which may not be ideal for your model.

wintry jetty
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just not as fully intended

pale pumice
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names aren't that relevant, it's more the mapping from your bones to what VRChat expects, in the rigging setup

wintry jetty
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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.

pale pumice
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that could work

wintry jetty
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i never used unity before so i dont really know whats best for it

pale pumice
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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.

placid crown
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if im making an avatar with layered clothing how should the weight painting look?

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should the top layer have more weighted painting than the layer below? and what about the actual body?

pale pumice
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doesn't really matter how it looks, it matters how the objects move.

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I'd start with the lowest layer though, make that look right, then work on the next up

placid crown
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it all looks "right" but in vrchat all said layer clip when i move my arms

pale pumice
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Then that layer probably needs different weight paint

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Or to be moved further from whatever is below

placid crown
pale pumice
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ooh yes - definitely hiding stuff helps a lot here

placid crown
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ive been trying to fix the clipping here with the weight painting but it isnt working

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the brush just wont move it to cover the exposed area even a bit

pale pumice
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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

placid crown
pale pumice
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paint mostly, but I often use blur as well

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usually I paint first, then blur to smooth things out

rough snow
pale pumice
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huh totally necro, didn't realize I was scrolled up

rough snow
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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)

brisk terrace
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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.

pale pumice
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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.

brisk terrace
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not trying to do digitgrade legs , i just want them to bend like regular legs.

pale pumice
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the armature you've got clearly looks like digitgrade though

brisk terrace
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becasue the heel is higher up ?

pale pumice
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yeah, human heels are on (or very close to) the ground

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there's a pin in here that shows the ideal humanoid armature

brisk terrace
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yeah but i made this before and didn't get this problem

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this previous model doesnt have the issue

wintry jetty
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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

rough snow
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looks like that should work, humanoid models don't require individual toes so that means you can do whatever you want with them

slim quartz
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empty.

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should i just remove empty

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they're not rigged to anything at all

rough snow
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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

slim quartz
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no

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theyre literally

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empty

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nothing

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nvm

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they're the eyes

pale pumice
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they're useful as parent objects for project organization, but that's not very needed on an avatar

slim quartz
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(had to delete them to test 😭)

rough snow
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i dont know how else to tell you this... that object type is LITERALLY called an empty

slim quartz
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but its the eyes

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so what do i do

rough snow
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that means the eye textue is being controlled by empties and it won't translate to vrchat well 😬

slim quartz
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gulp

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so im cooked

balmy delta
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use bones or blendshapes not an ik rig

rough snow
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might have to apply some modifiers

slim quartz
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gulp is that a good or bad thing

slim quartz
slim quartz
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what do i do now

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you told me something

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but i forgot...

rough snow
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turn the bones into a forward kinematics rig

slim quartz
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how

pale pumice
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there are tutorial videos for this. I did it recently, was kinda fun, but not all that useful for going into vrchat

rough snow
#

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!

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pale pumice
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queues that for later

slim quartz
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which one should i use for vrchat

rough snow
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fk

pale pumice
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a rig like the one pinned here

rough snow
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it said "how to switch" in the title so i figured it would be useful despite not watching it at all 🀣

rough snow
slim quartz
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vrchat?

rough snow
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yes

slim quartz
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okay

rough snow
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it should

slim quartz
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how do i switch

rough snow
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if it's set up right

slim quartz
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i'll watch a tutorial video for once

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sigh!!

rough snow
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it's not like. a button click

pale pumice
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I'd say that worrying about IK is probably over-complicating things if your goal is just to make a vrchat avatar.

slim quartz
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11 minutes

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bet!!

slim quartz
pale pumice
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fun to work with and learn anyway though

slim quartz
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lol

pale pumice
slim quartz
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i see

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i wanted to add physics to the tail

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[but that seems too hard

balmy delta
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thats done in unity

pale pumice
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rig the tail in Blender, add a physbone component in Unity

balmy delta
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all you get is bones and blendshapes

rough snow
slim quartz
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im starting to get eepy gulp

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okay so

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how do i invert the bones

pale pumice
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rotate it 180 degrees along an axis?

slim quartz
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i mean

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that was not the right question

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😭

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how do i turn it into forward kinematic

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or whatever

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FK

pale pumice
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I'm not sure what it is you have now

slim quartz
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im pretty sure its Ik

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i think

pale pumice
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how do you know?

slim quartz
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idk

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my guesses are 100 right

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(they arent)

rough snow
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yellow bones

pale pumice
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possibly the yellow bones have constraints on them

slim quartz
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what about em

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ooh whats that!!?

pale pumice
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if they're IK constraints, remove them or set their influence to 0

slim quartz
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but if i remove them

pale pumice
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(damn I'm awful at the typing tonight)

slim quartz
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my arm wont be able

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!!

pale pumice
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eh?

slim quartz
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to do stuff

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or should i just create one after i delete taht

pale pumice
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not how this works

slim quartz
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o?

pale pumice
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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.

slim quartz
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o

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how do i select both

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its not letting me

pale pumice
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both what, bones? you do this one at a time

slim quartz
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OOOH

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i see

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😭

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wheres the properties

pale pumice
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is this where I suggest basic blender tutorials?

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you may want to reset the view to default

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assuming you didn't clip that image and that's the whole application

slim quartz
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:3

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oh nvm

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im peak

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i did something by myself!

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whar now

pale pumice
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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

slim quartz
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whar now

pale pumice
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not that one

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it's below the green bone, it's bone-shaped with a swirl around it, and blue

slim quartz
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what now

pale pumice
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there you go

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and look, an IK constraint, as expected

slim quartz
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what do i do now

pale pumice
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as I said:

If it's an inverse kinematics one, set the influence to 0.

slim quartz
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both of em

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wat i do now chat

pale pumice
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what was your goal again?

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hmm not sure why there's an upside-down bone there

slim quartz
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i need to remove these dont i?

pale pumice
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where "these" are what exactly?

slim quartz
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idk lol

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i'll see

pale pumice
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... okay

slim quartz
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with this one

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i move

rough snow
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make sure the hands and feet are parented to the arms and legs

slim quartz
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how do i check

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im too stupid

rough snow
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if you move the arms to the hands move with them

slim quartz
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yes

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this is SO funny

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in vr would it bend?

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like in cartoons

pale pumice
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that seems like "no"

slim quartz
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dang it

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:c

rough snow
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parent them

slim quartz
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how

slim quartz
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sketchy!

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sure i'll try it

rough snow
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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.

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πŸ‘‰ www.p2design-academy.com

πŸ€Έβ€β™‚οΈ Blender animat...

β–Ά Play video
slim quartz
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lol thats funny

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i'll try it tomorrow

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its 2 am for me

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and sleep is important

rough snow
slim quartz
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?

#

what do you mean by this?

rough snow
#

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 πŸ‘€

slim quartz
#

i see

#

a victorian child using blender would kill them

rough snow
#

a victorian child would die at the sight of a windows XP computer

slim quartz
#

lol real

#

do i need to delete all of my bones

#

😭

rough snow
#

no

slim quartz
#

also i'll ping you tomorrow

#

i need to sleep

slim quartz
#

!!

rough snow
#

parent the bones

#

learn blender πŸ˜ΌπŸ’―πŸ‘πŸ‘πŸ”₯πŸ”₯πŸ”₯

slim quartz
#

how

#

guh

slim quartz
#

i dont wanna spend my whole day on blender

pale pumice
#

haha

slim quartz
#

i have an avatar to upload!!

pale pumice
#

quit now then πŸ™‚

rough snow
#

spending all day in blender would literally be a dream for me 😭

pale pumice
#

I spent a bunch of time between jobs recently and did exactly that. Lots of fun πŸ™‚

slim quartz
#

pure cinema

pale pumice
#

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

pale pumice
#

but once you learn, the next time it's quite easy

slim quartz
#

okay sure

#

i'll try tomorrow

#

maybe sleep is taking a toll on my learning

copper halo
slim quartz
#

Sigh

#

lets start the day..! with rigging

slim quartz
#

@rough snow R u Still There?

urban kayak
#

:P

slim quartz
#

this is too hard

#

!! the only thing that i learnt is how to make bones

#

!!

pale pumice
#

that's a start

slim quartz
#

sure but

#

how do i rig them

#

and what im i supposed to rig

#

i forgot

royal rain
#

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

slim quartz
#

guh

slim quartz
#

@pale pumice i know this is SUPER random but i got this model to experiment and theres no bones is this IK or no?

pale pumice
#

please don't ping me for random new questions, anyone present can answer you

slim quartz
#

o

#

i see

#

sorry

pale pumice
#

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

slim quartz
#

Okay i'll see

pale pumice
#

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

slim quartz
#

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

placid crown
#

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

hollow quartz
#

Are you talking about body clipping through clothes?

hollow quartz
simple spruce
#

did i name these correctly, and will it work as humanoid when importing to unity?

pale pumice
#

Sure. Unity does a bunch of guessing, but those look reasonable

regal minnow
#

How can I stop my avatar from flying above the ground? How can I set it back on own feet?

regal minnow
#

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

regal minnow
unkempt laurel
#

like the one inside your menu under settings

regal minnow
unkempt laurel
royal rain
#

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

regal minnow
#

Does it mean I can change it a bit by moving eye position?

royal rain
#

i think so

#

but im merely stating observations

#

its not factually supported

#

also i love the glados model πŸ™

#

@regal minnow quick question, are you restating vrc everything youre publishing a test?

royal rain
# regal minnow 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

regal minnow
#

Ik, but I did that to see if it will change behavior

void turret
#

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?

arctic sundial
#

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.

copper rover
pale pumice
#

if you create a thing which looks a lot like this, things will work fine

copper rover
pale pumice
#

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.

arctic sundial
#

As base, you could always go and take apart the default robot. Other than that, what kaz said.

void turret
#

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 ^

pale pumice
#

You can't really, there are no rotation limiters

pale pumice
#

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

void turret
#

man

#

i know there are constraints but those seem to only copy the rotation or location from another bone, not restrict it. kinda lame

pale pumice
#

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

void turret
#

finalIK?

pale pumice
#

I'm not sure if that can be applied to humanoid bones without doing full custom IK though

#

yeah

void turret
#

not sure what that is

pale pumice
#

links there

void turret
#

its paid ?

pale pumice
#

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 πŸ™‚

#

it was just something I'd tried out briefly, but didn't get far (other stuff was priority)

twin hill
undone bough
hasty cloud
#

cant select bones from pattern :( what is going on

bleak apex
#

I cant seem to figure out why my elbows are doing this. But the and golliders might have something to do with it

bleak apex
hollow quartz
#

Isn't that just normal and cause you don't have elbow tracking?

limpid bridge
#

it seems to be an ik issue

bleak apex
bleak apex
twin idol
#

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

robust crescent
#

Better off adding in blender + weightpaint/transfer, either toggle on/off using uv shift (pc) or mesh toggle ratl ,booth way sloppy it works but reason you see 10+ meshes is those (tldr : no armature needed if you use blender)

twin idol
#

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

arctic sundial
#

You can use blendshapes as well (animate it to hide clothes inside the body)

twin idol
#

whats the best option for both performance and making it quest compatible?

brazen island
#

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.

long roost
#

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

pale pumice
long roost
#

I'm not sure, I dont read Chinese either

pale pumice
#

oh, you'll probably have to figure that out to be sure then

robust crescent
#

image to text ratl 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

tame socket
#

why does my spine... do THIS in FBT

twin idol
#

I took this armature from one of the SDKs example rigs.

pale pumice
#

there's a diagram pinned in here too

flat musk
#

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?

pale pumice
#

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.

flat musk
#

ooh thats a good idea too. I forgot about bone collections.

pale pumice
#

yeah I do them for any "accessory" bones.

tame socket
flat musk
#

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?

pale pumice
#

use exactly the same settings for scaling as before

flat musk
#

Ok. Thanks.

pale pumice
#

oh - make backups πŸ™‚

#

always got to say that.

flat musk
#

yes always. I've ruined enough projects to take that to heart

pale pumice
#

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

pale carbon
#

stuck like this when my arms are forcefully straight down

#

how can i fix it? also related how do i fix the fingers?

copper halo
#

dont listen to this man, scammer

pastel scarab
#

SMALL MODEL IS CLOTHES N BONES, big model is avi, why is he so much bigger and on floor?

balmy delta
#

Whered you get the file you imported and secondly how did you import

pastel scarab
#

imported as a binary, and its a hyperbeast avi from vrmodels, its a NovaBeast Edited base

balmy delta
#

You need to go and actually buy it instead of pirating/ripping

torpid ermine
#

Hi, newbie here, is there an official rigging example? Or a standard one? That I can just copy paste the whole rig?

pallid marten
#

how do i start rigging in blender just start with armatrues?

#

I think this is right?

pale pumice
#

good start! Check the rig diagram in the pins in this channel for how you should build the armature for vrchat

pallid marten
#

I did yea

#

That’s what I based it off of

pale pumice
#

oh good

molten sail
#

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 ?

pale pumice
#

VRchat isn't going to use the face bones at all, so.....

molten sail
#

ah

#

that was my concerrn

pale pumice
#

you of course can use them to animate whatever, but it'll be all manual

molten sail
#

but dont i need them to animate different facial expressions ?

#

or how is that handled in vr chat

pale pumice
#

No - you make viseme shape keys

#

which you can make by moving around the face bones and such, of course.

molten sail
#

how does facial tracking work ? doesnt that require bones in the face ?

pale pumice
#

nope, also visemes

molten sail
#

I see, so in the end the bones here are just for me to create the visemes easier

pale pumice
#

yup!

molten sail
#

alright thank you so much

pale pumice
#

great reference pics and such in here, vrchat uses this set

molten sail
#

man, doing 3d chars specifically for vr chat is hard x_X

pale pumice
#

haha yep, it sure is

molten sail
#

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

pale pumice
#

I'd prefer to not be pinged for new questions, I'm often not actually present πŸ™‚

molten sail
#

noted, you dont have to worry about it in that case ^^

#

thank you, nontheless

pale pumice
#

yeah if I'm around and have answers, I'll usually help. and you're welcome πŸ™‚

#

I'm actually playing with face tracking shape keys right now

molten sail
#

yeah I gotta watch some tutorials to really get the hang of them

robust crescent
#

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)

serene veldt
#

I WISH THEY HAD UPPER ARM BONES, and i suck at riggingggggg

molten sail
#

damn isnt this that one enemy from doctor who

#

dont remeber the name

pale pumice
#

Cybermen!

serene veldt
#

yeah!

molten sail
serene veldt
molten sail
#

wait

#

so this isnt your model (not judging, just asking xd)

#

?

serene veldt
#

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

molten sail
#

well you can always start modeling

#

starting small and work your way up to full character

serene veldt
#

fair.

pastel scarab
fading verge
molten sail
#

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

molten sail
molten sail
#

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

pseudo saddle
#

Click the mesh.
And show me what, with a screenshot, vertex data window of that mesh

molten sail
#

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

pseudo saddle
#

If I asked you to only show the DEF bones to be visible of rigfy, do you know how to do it?

molten sail
#

these ?

#

these are the bones of the generated rig

pseudo saddle
#

In pose mode instead of edit mode(much easier for me to know if they are the def ones)

molten sail
pseudo saddle
#

Those aren’t the def bones

#

Those are CTR bones

molten sail
#

no idea how to show the other ones then

pseudo saddle
#

Check the bones layer in the armature settings(green person icon)

molten sail
#

pictures from left to right are the little dots on the far right lower row

#

not sure if thats it

pseudo saddle
#

it is the first one on the top left

#

click any of the bones and go into the bones settings now

molten sail
#

are these the settings ?

molten sail
pseudo saddle
#

yes

molten sail
#

there is nothing in it

pseudo saddle
#

did you select a bone?

molten sail
pseudo saddle
#

It needs to be a bone from this layer

#

this is the bones that matter for moving

molten sail
pseudo saddle
#

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

molten sail
#

i did that of course

pseudo saddle
#

are any of the vertex data not blue that have DEF in their name?

molten sail
#

wdym with "not blue" ?

molten sail
#

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

pseudo saddle
molten sail
#

nope nothing of that is in mine, but I followed the exact path you took to make the rig

pseudo saddle
#

noticed i deleted the metarig

#

Because that bone arrangement is not to be parent of the mesh

#

Rig is

molten sail
#

im just gonna reset to where you started

#

1 sec

#

i just dont get why the automatic weights dont apply any weights

pseudo saddle
#

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

molten sail
#

ooof I just saw it

#

but even if I just click the groups normally, nothing shows

pseudo saddle
#

oh

#

click the avatar mesh and show me the yeloow square propety

molten sail
#

I just tested the automatic weights on the cube like you did, and it worked.

pseudo saddle
#

you got a warning when trying to automatic weight paint

molten sail
#

huh but why

pseudo saddle
#

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

molten sail
#

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

molten sail
pseudo saddle
#

Yes both are different but they wont cause a conflict later for vrchat

molten sail
#

im just gonna try to fit the metarig again, and tell you when I did so.

molten sail
#

Ok i deleted nothing now, and it still shows me that error when I try to applay the automatic weights

arctic sundial
#

im not surprised

#

do you know what that error means

molten sail
#

nope

arctic sundial
#

basically, you have mesh where its unclear which bone should be used, specifically overlapping mesh. this could be cracks such as bum, boobs etc

molten sail
#

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

arctic sundial
#

gnerally speaking, you should unparent your clothes for the thime youre rigging it

molten sail
#

well

#

there is nothing below the clothes

#

cause why would i need a skin model below

#

if its not showing

arctic sundial
#

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

molten sail
arctic sundial
#

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.

arctic sundial
#

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

molten sail
#

"try opening cracks like ... " , do you mean by opening just making holes in the mesh in these parts ?

arctic sundial
#

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

molten sail
#

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

arctic sundial
#

why did you have mesh bits duped anyway

molten sail
#

i didnt dupe anything

arctic sundial
#

well i hope you know that merge by distance can also do damage

molten sail
#

like what

arctic sundial
#

you really cant imagine?

molten sail
#

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

arctic sundial
#

sure whateve

molten sail
#

no tell me

#

maybe you have some insights i dont know about

craggy glacier
robust crescent
#

weightpaint part of upper neck to headbone

craggy glacier
robust crescent
#

depends if you done any weightpainting, its about a 1 min fix ratl

robust nymph
#

This is kind of a meta question for me, but how does blender vrchat etc. Animate face and eye movements for avatars.

pale pumice
#

face movements are generally done via blendshapes/shape keys. eye movements are done via bones, one per eye

quartz compass
#

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?

robust crescent
#

my guess rig, check in blender for crooked finger bones ratl

quartz compass
#

A few screenshots of the right hand. Look off at all?

#

It rolls fine into a fist, but Unity refuses to let it lol

quartz compass
#

^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!

molten sail
#

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 ?

robust crescent
#

weighpaint start of ear to head rest to earbones wich are connect to headbone , merge after

molten sail
#

awesome, thank you so much

kind panther
#

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.

molten sail
#

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.

arctic sundial
#

see if you got unapplied transforms

molten sail
#

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 )

arctic sundial
#

then try resetting your pose

molten sail
#

good idea

ivory terrace
#

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?

pale pumice
#

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

kind panther
#

Doesnt happen until I go to gesture manager and let it take over.

molten sail
#

hahaha

#

I also notice that part of the eye is being moved aswell

kind panther
#

Thats just another problem on the list.

pale pumice
edgy nest
#

Love the under bite. Lol

kind panther
#

I managed to fix it. I manually messed with the bone in the Import Settings when assigning bones. That was... odd

molten sail
#

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

robust crescent
#

offical cats is ancient

#

im staying on 4.2 cause lts and some random add-ons i have slow to update

molten sail
#

thanks a lot

molten sail
fallow gulch
#

@pale pumice

pale pumice
#

this must be a game rip?

fallow gulch
#

I might be thinking that too, i got it from a website with all sorts of models from the game

pale pumice
#

yeah..... probably you'll need to put it in Blender and make a whole new armature

molten sail
#

currently at weightpainting this choker here, and I cant figure out the proper way of painting it

arctic sundial
#

id paint 100% red to the neck

#

a collar usually isnt stretchy like rubber or thinner fabric

molten sail
#

also is this head weighpaint correct for the head bone ?

#

cause I still got the neck bone I have to paint

limpid bridge
#

i mean you could also just parent the collar to the neck in unity

arctic sundial
#

looks a bit too much at the top of the neck imo

molten sail
#

so from chin downwards more towards orange/yellow ?

arctic sundial
#

think

molten sail
#

kk

#

thxs

arctic sundial
#

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

molten sail
#

I thought you wrote " (I) think)

#

sry

#

ok so the most part of neck blueish

#

for the headbone

arctic sundial
#

yea

molten sail
#

got it

arctic sundial
#

keep the transition rather thin at the joints

molten sail
#

and then a nice gradient for the neckbone

#

so the collar shouldnt even be painted for the headbone right

arctic sundial
#

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

molten sail
#

little less sassy, but i got it

arctic sundial
#

wasnt meant sassy, just stating but ok

molten sail
#

sry, came about that way then :c

molten sail
#

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

molten sail
#

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

shadow charm
#

How do you do the bones for the avatar

balmy delta
#

in blender

molten sail
#

why is my rig being imported like this, on a completely different spot and with a pose that differs from before the export

pale pumice
#

un-applied transform, most likely. Apply them all - in object mode, select objects, ctrl+a, it's in that popup.

silver trench
#

getting this error i supposedly know how to fix it but all the bones are connected properly in blender

pale pumice
#

check your rig setup in Unity, you must not have the head bone in the right slot

silver trench
#

its just not reading that it is there

silver trench
#

so close to fixing this

#

wait do they need to be named properly?

pale pumice
#

no, just drag the head bone into the head slot

silver trench
#

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?

silver trench
# pale pumice no, just drag the head bone into the head slot

omfg i figured out what i did wrong 😭 , 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.

pale pumice
#

I wouldn't export that with your model at all

#

but glad you figured it out

molten sail
#

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

pale pumice
#

are those a separate object? are you editing both at the same time?

molten sail
#

its one object made up of several meshes

pale pumice
#

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"

molten sail
#

ill give it a shot

#

testwise, i seperated the eyes, did snap to symmetry, but still

#

or am i interpreting the function wrong ?

pale pumice
#

is your object's origin at 0,0,0?

molten sail
#

not possible cause, the entire model itself obviously has dimesion

#

or do you mean the single objects own origin

pale pumice
#

I mean the single mesh object

molten sail
#

I applied all transforms

pale pumice
#

"yes" would have been fine πŸ™‚

molten sail
#

sorry

pale pumice
#

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

molten sail
#

I also tried deleting the other half, using mirror modifier, applying it

#

but nothing

#

im frustrated

tidal roost
#

How would you go about making an object animated with bones line up with a part of a model that only moves via blendshape?

stoic nymph
#

Yo I Need Like Help with this I Dont know how to fix this Issue

pale pumice
stoic nymph
#

In A Sec

pale pumice
#

.... 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.

turbid ore
#

does anyone here know how to add facetracking to an avatar?

uncut breach
#

least obvious scam

nova shard
#

sounds scammy

pale summit
#

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.

molten sail
#

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

brazen island
#

default vrc eyetracking doesnt support separate "winking", and eyes closed should be a single blendshape anyway.

molten sail
#

awesome, got it right then

#

thanks

molten sail
#

though its only a very slight movement

regal minnow
#

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

outer lance
regal minnow
outer lance
#

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

regal minnow
#

It works when I move bones in 3d software but it doesn't work for new ones?

#

Sounds like painful feature

outer lance
#

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

regal minnow
#

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

turbid ore
tardy grail
#

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

tawny crown
#

erm idk

rare moon
#

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

signal grotto
#

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

pale pumice
#

Yeah tubes/cables with two endpoints are always an issue with VRChat

outer lance
#

final ik would probably shine for that, or parent and aim constraints

pale pumice
#

oh hmm, I should try that, I actually have a use-case but didn't think of it

outer lance
#

yeah i love using components vrcAevSlap

signal grotto
#

ngl im kinda struggling with this

rare moon
#

for quest compatiblitity aim and parent constraints like ghost said would work best

vague patio
#

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?

vague patio
#

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

pale pumice
#

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

nova shard
#

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 onvrcBotThink

frigid widget
#

idk how it worked but it did lol

grim coyote
#

HEy guys

molten sail
#

Hey @grim coyote , whats up

prisma radish
nova shard
#

gotta be more specific with what you need help on lurkrat

#

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....

β–Ά Play video
copper halo
vague patio
#

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

copper halo
vague patio
#

OH, I get what you mean now lol

copper halo
#

Yea!

vague patio
#

I was a little confused at first

#

That should work fine then

copper halo
#

Tell each segment to move x_amount of real arm. Just gotta get the valurs right so they lign up at the last one

vague patio
#

Right, I'll look into doing that when I have the time

#

Thanks a bunch

copper halo
#

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

vague patio
#

So just to be clear, the humanoid arms shouldn't move anything

#

and each segment should have its own bone?

granite delta
#

how do I apply visemes???

brazen island
#

how you what

granite delta
#

like when aeiou when you speak in vrchat I dont remember how

robust crescent
granite delta
#

Yay I did it

granite delta
rigid totem
#

@rich torrent

#

pinged

wintry jetty
#

any suggestions for rigging the toes? i want them all to collide with the terrain and have a dynamic look.

short sapphire
#

is there tutoirals for SL to VRC conversoin?

#

in rigging

#

?

wintry jetty
short sapphire
#

perfect!

#

I'll redownload the SDK and give it a shot

pale pumice
wintry jetty
rare moon
# wintry jetty any suggestions for rigging the toes? i want them all to collide with the terrai...

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.

pale pumice
#

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

rare moon
# rare moon make sure the heads of the bones are centered exactly on the joints so the motio...

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

pale pumice
#

oh interesting. I haven't tried with the constraint.

wintry jetty
rare moon
wintry jetty
pale pumice
#

weight paint for this is going to be easy, the parts are all rigid πŸ™‚

rare moon
#

a lot of times i try using discord's search feature to help solve problems other people have had before as well

pale pumice
#

this server is a great reference, I just wish people would actually use it more

rare moon
#

always nice when someone found the solution already and you just have to find where they've said it lol

pale pumice
#

I've been using the search a lot for world-building stuff.

wintry jetty
#

i can model rig and texture but setting all this in unity is a bit different and challenging for me in some areas

rare moon
#

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

wintry jetty
#

here to double check my lip sync shape keys. did i miss any?

pale pumice
#

(it's linked from the VRChat docs on animator parameters)

pale pumice
#

excellent

wintry jetty
#

tomorrow i will set up all of the textures and then the unity side of things

low pine
#

i know i litterly just joined but can someone PLEASE teach me how

pale pumice
#

to....?

low pine
#

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

pale pumice
#

this is the rigging channel though?

low pine
pale pumice
#

sure, but this is more specific to rigging

low pine
#

can you teach me?

pale pumice
#

I probably could but that's not a thing I do. Happy to answer questions if I can though.

low pine
#

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

low pine
#

does this skeleten look good?

pale pumice
#

there's a pin in here that's a good guideline - but yeah, that looks quite decent

low pine
#

so now what do i do?

balmy delta
pale pumice
#

oh yes, have a neck

low pine
pale pumice
#

because vrchat wants it

low pine
#

ok

balmy delta
pale pumice
#

Also probably set the bone roll for all bones except fingers/toes to 0

#

then the fun part: weight painting

low pine
#

neck

low pine
balmy delta
#

The typical tpose has the arms/hands horizontal not vertical

pale pumice
balmy delta
#

Its not typically required since unity can auto tpose buts it better to do it to begin with

#

But

low pine
#

uhhh i went into object mode and now he is an asian god

#

ok fixed it

balmy delta
#

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

low pine
#

uhhh, could you show me?

low pine
balmy delta
#

Whatever you want really

#

People choose stuff like upper arm and lower arm etc or elbow or knee

low pine
#

ok, what are empty groups?

balmy delta
#

When you parent a mesh to an armature it asks how you want to

pale pumice
#

make sure you do left/right indicators. like upper_arm.L and upper_arm.R

balmy delta
#

Empty groups just creates the vertex groups with no weights

pale pumice
#

then blender knows to mirror when you weight paint

low pine
#

@balmy delta can you call me in dms and show me trough this?

#

or no'

balmy delta
#

Man its 1 in the morning

low pine
#

oh

pale pumice
balmy delta
pale pumice
#

ah, it's still early πŸ™‚

low pine
#

wait, do i name the bones or blocks

pale pumice
#

bones - if by blocks you mean mesh parts, merge those all together into a single body object before you export it

low pine
#

but... that will mess up my texures

pale pumice
#

it definitely should not

low pine
#

wait im thinking of boolen

#

ok i joined it

#

do i really have to name ALL of the finger bones

pale pumice
#

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 πŸ™‚

low pine
#

how do i un-join something?

balmy delta
#

Separate by selection

pale pumice
#

select faces or whatever, 'p' to "part" it out

#

(make backups, etc)

low pine
#

how do i sepperate?

pale pumice
#

...

#

'p'

#

learn blender, etc.

low pine
#

dude ive been useing if for less than a month

pale pumice
#

yep, there are lots of great tutorials though

low pine
#

ok, finished nameing the bones, whats next

#

@balmy delta

pale pumice
#

weight paint

low pine
#

isnt there a step before that?

pale pumice
#

such as?

low pine
#

connecting the bones and model somehow?

pale pumice
#

yes, weight paint

#

oh I guess you need an armature modifier

low pine
#

whats that?