#avatar-rigging
1 messages · Page 20 of 1
like i said, this is my first time
like I said, I'm not teaching
ok i know what they are, what do i do with them
add an armature modifier to each mesh you want to attach to the armature
like this?
it aint working
that's a useful statement
hips, spine, chest, neck, head. upper chest is optional
Shoulder, upper arm, lower arm, wrist are required bones
Fingers are not
Upper leg, lower leg, ankle are also required
Toe technically isnt but recommended since in unity bones only have a single point unlike blender which as the base and end points
hips, spine?, chest
someone told you this earlier but theres a pin that shows the correct rig setup, your screenshot looks like you're missing a Chest bone which isnt optional
the big bone IS chest
then wheres your spine?
the groin bone
don't forget that I am not an authority here, anything I say you should research and confirm for yourself 🙂
Also that was in order from the root
Created duplicates of armbones and meshes because I wanted to add extra limbs, I'm not sure about rigging, i've tried ctrl + P and automatic weights but nothing, help? u.u"
if those are separate parts still, just rename the vertex groups for attaching to arm bones to the new arm bone names
The thing is that the bones are not exactly on the same places so whenever i move them they kinda break
Hmm alright alright
an easy way to do that is to duplicate the arms so that each new pair is a different object. Then duplicate the armature for each new pair and assign it accordingly. Also make sure to parent "with armature deform" each arm pair to its respective armature. Make sure that when you move the arms down that you do it by an exact number or copy the value. Then you can use this exact value to move the bones in edit mode for each respective armatures. This also will help with even spacing. Since you'd also have the appropriate bones selected at this point, you can press ctrl+i to invert your selection and delete the rest of the bones in the armature. Do this for each duplicate. Now you can rename the bones in each duplicate armature. Next join the duplicate armatures to the main armature, and parent the arm bones correctly. Lastly, join the arm meshes to the main body mesh
the main benefits of doing it this way are:
- your spacing will be even
- your bones will be perfectly aligned with your arms
- you only have to rename the bones; the vertex groups will rename themselves
I just saw it, sorry and will try it, but duplicating it sometimes proves to be difficult doing it correctly
hello im trying to set up physbones for my toes and im curious if anyone knows where i can set the limits for how they rotate and behave
limits and angle limits
pitch roll and yaw refer to what axis? im so used to x y z i dont know what those mean
can test that and see wich way it goes, my skirts/hair/tail usually have ? (dont remember)
one of them
dont need colliders much if you use angles
edit it while in play mode you can see where it goes
cone also shows it
if you play with these limiters while gizmos are on, you can figure that out from the visuals provided on the bones
but generally they're based on the position of the bone, in the direction it faces (head to tail). Defaults for pitch/roll depend on bone roll settings (which you can configure in blender).
neck/head gets detached from the body on full body, also view point gets lower. tried lockin on head but no luck, please helps
why does his mouth stay open wide like this? it isnt like that in the unity preview of my project
unmap the jaw bone if you aren't using it for speaking
well i am planning on using it to speak. just dont know what tab to get into for adding the jaw flap descriptor
oh then set that up in the Avatar Descriptor
yeah. in blender i use both shape keys and flap bones but it seems i can only do one or the other in unity
correct
well... you can do bone via the descriptor and animate using the Viseme parameter
might get messy or desynced though
well i will have to work on the shape keys and make them more expressive. i useually work on the assumption that if its not to my liking i can use the bones i the rig to do the finer adjustments to how i want it
you could pose the bones then turn that into a shapekey
yeah but that takes a lot of extra work. plus i only have the jaw flap bone
yep
i could use it to make new shape keys and overwrite the old ones. eventually
working with what i have but making the jaw flap part of the shape keys instead of relying on my bones to do that
so i downloaded a Crowbar prefab from POINTLESS on Gumroad and i was just wondering- do i just put the constraints in the wrist ends or do i have to edit something for them to work
did it not come with instructions that explain this?
yeah, i forgot-
i placed the constraints on the wrists and now they won't work cuz the avatar doesn't have hands
beginner question, why does some avatars have their upper leg bones Z axis point towards the front and not the back?
or does it matter?
a lot of avatars aren't made well 🙂
ideally you want the bone roll for all the major humanoid bones to be 0
what do you mean roll? do you mean for the upper leg bones, should be Z pointing to the front?
roll is one of the parameters for bones, you can see it in the 'item' tab of the 'n' popup thingy in Blender when editing the armature
I forget what that translates to for orientation in Unity
not sure if this is the right channel to ask but i think its the way its rigged. my avatars proportions look okay for where my feet and hand trackers are, but in game when i straighten out my arm it gets locked straight but my irl arm is still bent. how would i fix this? i tried stretching out the arms a little bit in blender but that didnt really solve the issue
pretty sure its the proportions
theres one thing I kinda need help with though that I couldnt find anything that helped, im trying to rig this dreamcatcher necklace inspired by death stranding
but I am not sure what im supposed to do to create my own physbones or how I would attach it to the avatar
im figuring ts out nvm
Hello
im not sure how to rig this model, i want the body to be the full body, and i wanna have physics on the tail. Anyone can help or explaib how i could rig this?
plus theyre different objects, not all joined
(except for the tail parts)
Is rigging hard to learn?
make it a normal armature but attach the fish/tadpole's body,eyes (mouth if thats also a sepereate mesh) to the Head bone (or a Hand bone if you want it to be a puppet avatar) then just create a bone coming out from the head/hand bone to be your tail's bone so that you can add phybone physics. i highly suggest merging them into a single mesh for optimization's sake though do it after the model is rigged to make it easier to weightpaint
only really hard if you dont already know how blender works imo
So is it easy to learn rigging and how blender works?
easy to learn how blender/rigging works: yes especially if you use google/youtube/this server to look up specifc issues you're running into
easy to actually do both after learning them: it varies depending on how the model is setup
Are there any sources about how unity humanoid rigging works with advanced hand tracking, such as vr gloves?
I'm trying to do a character with fingers that have one joint instead of two, but I worry they won't move accurately for the person using the tracking.
I mean its just the finger bone moving?
less bones less precision
That's my concern. I could just put the last bone on the intermediate or distal slots, and that would be fine with regular controllers and index, but it might be notible with 1:1 hand tracking?
I guess I could set it to bend the one joint more, to match up?
not what I mean
less bones less points of rotation
itd be like trying to put your hand at a specific location but then trying it again without bending your elbow
suddenly you go from having a big range of motion to a much smaller one
same would happen with less bones in the fingers
sure you can open and close them but you wouldnt get as much articulation
I mean you could always make 2 sets of finger bones and use rotation constraints to match the rotation so that the total amount the fingers bend is the same as the person's finger
That might be a better option, yeah
anyone ever get an issue where their hands are like 90 deg rotated in? it looks normal in unity and when i use gesture manager but in game its broken
Thanks for all the people helping each others to grow their skill and sharing solution with them
my shoulders keep getting fucked up when importing to unity
does anyone know how to fix this?
most likely not unity, it's just the weight painting on the shoulders are bad
do the same pose in blender's pose mode and you'll see the same
sometimes the shoulder bones are weirdly long, or pivot from an awkward place. but yeah, not a unity thing
what determines the height of the floor in relation to foot/toe bones? must the foot and toe be flat and touching the ground in T-pose?
like what happens if my shoe has high heels
dont think it has to be flat besides when the bones are setup in unity/blender
heels i think are just rotated using a blenshape (usually?)
the legs keep shifting to the side, everyththing is mapped correctly and the orientations are perfectly mirrored
is this in playmode with av3/ect ? , it will shift slightly cause of locomotion
im using gesture manager
the animations seem fine
theres probably nothing wrong and im just used to working on shorter avatars
💀
its not your rig, its locomotion
try with base set to -none- it wont do that in playmode
thanks
Hey! I'm creating an avatar from scratch and running into an issue with my thumb bones. Unity says they aren't aligned properly in a T-Pose, but I don't want to force a strict T-Pose. Is there a workaround for this in Blender?
I want to learn how to avoid it in the future
Why dont you want to force t pose?
well, nothing wrong with doing it. I just want to know how I can avoid it
But why? I dont think there is a way to avoid it, or any good reason to. Its just one button press.
I get that forcing a T-Pose is easy, but I want to understand the rigging process better and avoid misalignment issues from the start
if its possible ofc
Okay. I was just asking to understand what problem you were trying to solve. But I dont have any useful information for you, perhaps someone else will.
No worries! I appreciate you asking 💖 Hopefully, someone else might have some insights on this
Unity assumes your imported model is in t-pose, if you don't t-pose, it will bend things as if you have a t-pose (as far as i understand)
Actually, scratch that
it is not unity, i think it is VRChat controllers for animation and body tracking requires a t-pose
so, you MUST t-pose for vrchat I believe
A or T , if any of them fails straighten the bones slightly should make it behave ( unmap that jaw bone if you arent using it )
T is very handy when you want to add things to avatar
If A or T works, would Y also work?
what is thumb 1 and 2
the first bone and second bone, i assume
Umm, does anyone know how to fix this?
Before, there were vertices that weren't connected In the middle, and the tail was curved instead of straight, but I fixed that, and now I don't know what's wrong :0
what do you think is wrong?
Well, a couple of points on the tail that don't move with the rest deforming which makes me believe that it's not rigged correctly in that part
-This is an avatar that I'm making from scratch without much prior practice btw ^^"
ah you mean the mesh not moving how you want along with the bones?
that means do more weight painting.
Ooh ok ok, I'll try 👌
hi, im very new to making vrchat avatars and this is my first time. im not too sure what to do about this, could anyone please help me?
it says character is not in t-pose. i remember seeing how to force a t-pose but i dont remember where that is
alright i found the force t-pose and clicked apply then done. but it reverts back as soon as i click done. i'm not sure what to do
It's complaining about 2 bones that're named the same (Shoulder.L)
uhhh try renaming one of those bones to like
so theyre all unique
the rename is greyed out
oh okay
alright everything looks fine now. but how do i add a animator?
@timber wraith do you know?
No clue sorry
add animator component on the root. 2nd field (uuuh avatar definition?) should be filled, i think it will be filled automatically. first field doesnt matter.
@warm dragon
i got the avatar looking are working well. i just need to fix the eyehight now
What does the pop out message mean? also how to fix it?
it means the automatic weight painting you tried didn't work and you'll probably have to do some manual
how to do it then?
the hard way
ok i fucking hate level 5 inc
haha yeah it's not fun
is there a way to fix it though?
I don't know, I haven't found any automatic weight painting tools that do more than get you started. I've always just done it the manual way.
there's some complicated process I've seen using bone envelopes, but it still only gets you close
so how to rig manually in the first place im justing watching yt tutorial
???
silly bots.
?????????????????
wait so what is the condition for using automatic weights?
I really don't have any useful info about using automatic weights, sorry.
in my experience it hasn't really been worth putting any effort into if it doesn't work.
dammit i dont have a better mesh already
i might need to download ykw4 dumps then
id remove hair and skirt, throw it into mixamo to get basic weightpainting, then merge hair/skirt back(to avoid them get weighted to legs / arm if too close)
that seems like a decent start
tysm i will try
Yes try that
is there a way to have more than 4 weights per vertex that vrc supports?
I have vertex groups that dont contribute to the rigging but are used for modifiers in blender, but upon export because of these vertex groups I am exceeding the 4 weights per vertex limit and unity decides to ignore some other vertex group that does actually contribute to the rigging :D
afaik unused vertex groups don't get exported in fbx files
try importing the fbx from unity and checking what vertex groups a problem vertex is assigned to
why didnt I think of that..
sadly my guess of it being a weight problem isnt the case... so now I am even more confused. The fbx looks correct when imported back into blender, it just looks incorrect in unity...
I dont understand why
the vertecies have identical weights (literally a duplicate from the original mesh)
But once exported to unity theres a hole between them.
If I reimport it back to blender theres no hole...
try merging by distance?
they are separate meshes, that will do nothing
they are separate on purpose, its a toggleable part
that may be the issue then
"that" being?
them being seperate meshes
what part of that would be the issue?
its not fully connected
if the vertices aren't properly connected, there are gonna be holes. The only way I've found to fix that is merging the vertices by distance to make sure the mesh is connected smoothly
I had a similar issue once when I tried to swap out the genitals of a base
but youre providing no reason why that would be the case. That makes no sense to me, Ive done this before without holes
Im not entirley certain what causes the mesh to not line up properly, I just know merging them by distance fixes it
vertex positions are identical, weights are identical, pose is identical, rig is identical. Export settings identical
The second mesh is a 1:1 copy of the geometry from the first, mesh, why it is acting differently?
What your suggesting is not a fix because it defeats the purpose of the mesh, its suppose to be separate to be toggleable
I would work around it depending on what kind of toggle you want, I would just make a shape key
not an option, the purpose is to swap out the geometry in that area for a completely different mesh
There may be some form of modifier you could use to fix it but I'm not certain. You could always have one avatar with one mesh and another avatar with the other mesh. 
its not a blender issue, its a unity issue, the inconsistency can not be recreated in blender even if I import the FBX back
I dont really want a second body mesh because that would mean having to do essentially every geometry edit twice.
what'd ur fbx model settings look like?
i mean in unity sorry
oh you mean in unity
yeye
before you say anything humanoid doesnt make a difference
as the model is retargeted to the avatar skeleton with vrcfury
oh my
Yeah im not sure i'll be able to help you there as I typically do everything manually, I dont really use vrcfury for much at all so Im not very good at troubleshooting problems with it
this isnt a vrc fury issue either though
this issue is visible even outside of playmode
ah great I found the issue lol
now I feel dumb for not checking this earlier
the avatar creator edited the pose in unity instead of blender, so the default poses are inconsistent.
thats.. frustrating
shouldn't it be humanoid rig? in the rig tab
is there some way for blender to automatically assign bones? everything here is already rigged how i want it but when i try to export it as a vrm file it doesnt assign them. im completely new to this so i have no real idea what needs to go where
also is there a way to test the model in blender to see if the bones that are assigned are correct
pose mode?
how do i do that
also whats up with the thing above the model, it doesnt seem to have any interactivity
me when I dont read.
what do i use for the spine, spine 1 or 2
or should it be 3
can someone help me with the full body and IK tracking error?
can you post your hips and thigh bones?
The first image is labeled as "HLP" or "HLB" something like that
But the bone in the middle is labeled as "waist"
2nd image is obviously thigh bones, and this is edit mode by the way
looks like your bones are zero length and all pointing in same direction
when it should look like an actual skeleton with bones that are a certain length going to another bone
hips bone should point up to go towards the spine, and thighs should point down for legs
hence the 180
there's a diagram in the pinned messages
IRL the hip bone where it meets the spine, is a bit higher than the joints for the upper legs. But is it better to also move it back a little to mimic IRL bones?
is there a diagram showing what the VRChat bones maps to a IRL skeleton?
or are they not supposed to be the same?
the diagram I refer to should do this
in unity dont think of the bones as real bones.... they are points.. and they are essentaly the bending place/ rotation point of everything weightpainted to it....
yeah Unity only really "sees" the bone heads
id put the hip bone somewere in the center of were the real hip would be tbh.... cause the hip itself on the avatar does not bend... but everything else is attached to the hip, and those bones bend/rotate
is the hip bone just a singular point where the spine begins?
if i understan correctly
in Blender it's a normal bone, going vertical. But in Unity yes, basically
kinda yea! but its not were the spine begins.... its the origin point of the entire avatar... think of the avatar as a tree with brances... the hip is the stump/stem, the legs and spine are the branches
i mean... depends on the displaymode you have your bones set to... they can look like dots in blender sometimes aswell
ah, that's true
I really need some help TwT
Im trying to make a VRCfury asset and i want these to link to tailbones, but I can't figure it out for the life of me!
How would you guys go about linking this?
It doesnt want to ''latch'' it onto the tail with vrcfury...
-
Check Bone Hierarchy – In Unity, ensure your asset is a child of the correct tail bone (Tail_01, Tail_02,Drag and drop it in the Hierarchy to parent it properly.
-
Use VRCFury – Select your asset, add VRCFury Hinge or VRCFury Transform, then set Parent Bone to the correct tail bone. Enable Latch Mode if available.
Throwing it here if my request counts here: #avatar-help message
could I also just make the model into a T-pose?
nevermind, i found an unrigged version of the model and used mixamo to auto-rig it, thanks everyone for ur efforts, but I'm good now
i'm not getting that error anymore so yeah
how would i go about setting up a model for substance? Making it so it keeps the pose when i import it, is there a spacifc way to export it?
It'll keep whatever the default pose is. I also usually export mine with a few duplicates of various parts I might want to paint separately.
So itll kust keep T-pose? Cause when i post it so i can paint in the mouth and in between fingers and such it reverts to that
yeah, this is kinda what I meant. For the mouth I'd duplicate the head and shift it over say, x+0.5, and pose it so it's open.
probably you could duplicate the whole thing and pose the model then apply the armature modifier to "affix" the pose, in Substance you only care about the mesh anyway.
yeah
Hi, I'm having difficulty subtracting weight paint from a specific bone or vertex group. I either select the vertex group item or I ctrl shift select a bone from front bone view, either way, when I click and drag the curser around the effected area of the mesh, the subtract doesn't affect the area. Accumulated is unchecked, Auto Normalized is unchecked, Draw is the only option that works with subtract. Note: Just as I can't subtract weight, I can't add weight either. What am I doing wrong? I've adjusted the Radius, Strength, Weight toggles, everything, nothing is working.
AHHHHHHHHH
wow i love rigging.
Guys do you know how I can link the armature I created with this model?
Armature modifier on the mesh object(s)
where do you see that?
I don't, but that's what you need if you don't have one
i don't have an armature and i added an armature from Mixamo (T-pose) that I put on the thing, now how do I make this the armature for my character?
Again, you put an armature modifier on the mesh object(s), referencing your new armature
(and then of course, you deal with weight painting)
sorry, I don't know what you were doing and can't read that
Do you have the armature modifier?
On the mesh?
It should have auto’s but Blender sometimes doesn’t do what it needs to
is this better to be posted in this chat or there? #avatar-help message
there probably, since it's about building the avatar rather than rigging the parts
ty
Hi, is it possible to merge the head part of a model with the body of another, merge the bones and their weight paints, merge the meshes together, yet, not broke the weightpaint?
I tried to do so very carefully at every step, but once I've finished merging the bones, I end up having to parent the bones and mesh together, which generate a new weight paint that is not good, and for some reason the head and necks bones had no weight paint on it.
(maybe I should post this on #avatar-help instead? sorry if I made a mistake)
if the bones are named the same then you can just reparent the mesh to the other armature
Thank you for the fast answer. Can you tell me a bit more please? What do you mean by reparent the mesh to the other armature?
Yes I know in Blender, what exactly you mean by reparenting? How do you do that? Just slide it in the same armature on the Outliner panel, or use Ctrl+P "Set to Parent" Menu?
however you want to reparent
update the armature modifier to point at the correct armature too
Damn I've been stuck on this for hours, thank you so much!
sometimes it's the little things 🙂
Right! 🥲
is tehre a way to preview/test vrcaht poses adn animations in blender?
gesture manager emulator or AV3 emulator
That's for Unity, there isn't in Blender other than manually posing. Though I haven't looked to see if it's possible to import the animations
oh yeah sorry i misread 😅
the gesture manager is still very useful nontheless, thank's for helping me discover it!
... Now that I found the issue:
How can I best make it so my avatars legs don't go through the back of my spine when crouching/ walking while crouching
when I crouch and walk the legs are behaving extremly weird
for one thing they are more curled inwards than on other avatars, and when I walk crouched they jump pretty high
might have to see it happening to understand what you mean, and a shot of the rig in idle pose
I'M getting teh screenshots
here are some helpful screenshots
the first image is the problem
what are you doing when the avatar gets into that pose?
physically crouching
the clipping is certainly a weight painting issue
so should teh caved in section of the back be affected by the leg bone? should the part that is sticking out be less affected by teh leg bone?
I'm not sure why the leg would push that out, but it's hard to understand what's happening from here
I recreated teh pose in blender, same thing happening here. I'm not at all sure how I should approach this problem
Its not physically possible to bend your leg like that irl
right, but this is VRChat 🙂
Just dont crouch that far down to the point the avatar's ik tries to fix it by making your torso go horizontal while trying to stand
yeah that's what I figured, crouching seems normal when I don't go that low
ok yeah that seems kinda normal
does anyone know why i always have extra vertices no matter how many times i try to symmeterize the mesh on this model?
its like its adding a whole new set of vertices but when i delete them it effects the mesh
looks more like its stretching the mesh
I deleted half of it and symmeterized the other so it would be symmetrical for weight painting and it just don’t work
I've done that with the mirror modifier, seems to work fine
this all assumes the mesh object's origin is at x = 0
Let me double check and try that
x=0 and its still doing it with the mirror modifier
it does it on both sides too even tho the vertices should be symmetrical
hmm not sure what the issue would be then
its like theres invisible vertices or something
make sure everything is shown, that you're on the basis blendshape
and everything is on one side of X
ok im not super knowledgeable in blender how do i check the blendshape
and what do you mean on one side of x
you're trying to make a symmetrical thing right? have all of it on one side of the mirror
if you don't it mirrors both sides
oh yeah it is when i mirror it
oh i think i know what it is
theres layers of vertices
but wouldnt they still move if it was symmetrical
i think this model might just be bad
it's always fixable, just might not be worth the effort 🙂
i think i got a work around
im just gonna assign vertices to vertex groups instead of weight paint
honestly might be easier since its a robot
that's basically what weight painting is 🙂
Yeah but I’m doing it the non weight painting way
So, im making a character from cookie run kingdom and ive ran into a rigging issue.
Im trying to rig the highlighted object which is a cloth that drapes down/around his arm and i have NO idea how to rig this correctly in a way where i can add physbones to it
ive rigged clothing and like tailcoats before but i have like no idea how to rig this, any help would be appriciated
also dont mind the unfinished head, im procrastinating bc i hate modeling heads </3
I would just rig it like a normal cape then add physbone colliders in unity, but there’s probably a better way to do it
very hard to explain in text
weight transfer from body , seperate the arm bone parent it back again thats the one you can use a physbone and it should never clip or need a collider as long as you use angle limits and rotation pitch
exsample skirt , but its the same for a cape/ect
half of it weightpainted to legs and using its own bone parented to each leg, thats where physbone goes , would be very hard too make it clip
i would suggest doing what Thulen has said as well as adding a bone in the middle and using rotation constraints to move it 50% between arm and chest. This will help with deformation when moving your arms down by your side
Thank you so much!! I’ll try out your suggestions once I get home!
Does anyone have a way to cheat not having mapped shoulders? the model im using is a b1 battle droid and having shoulders would mess up the model kinda
my rig has shoulders they just dont have any weights
you could always have the shoulders be really small so that it doesn't offset the position of the arms
Like the actual bone size?
Is that gonna affect how the rig functions with fbt at all?
@arctic hedge (asked me to show him)
yeah so the distance between the shoulder and the arm is really small. It won't affect most FBT setups since most people don't have shoulder tracking, just elbow tracking (if they have arm trackers at all)
What exactly does that look like because no matter where the shoulder is it’s always moving the arm
this is my rig rn for reference
yes it is always moving the arm, the idea is to limit the positional movement of the arm so that the shoulder still rotates the arm, but doesn't move it out of place
take the head of the bone (thicker part closer to the chest) and move it towards the tail so that the bone is really small
oh ok yeah that works
it could also be unapplied transforms to the mesh
my avatar faces the wrong way when I go to edit mode for the bones. Any explanation for this and how to fix it???
redo these two but with the "Item" tab of the 'n' popup showing
also not sure why your armature has a 90° transform?
oh I guess that is that display I was asking for, hah
also the scale is weird?
it's not clear which mode the left image is in
I'd apply transforms to all objects, it seems you haven't.
sorry for cross posting, just thought I'd get out of the other channel cuz other ppl needed help.
But uh, left image is Edit Mode, second image is Object Mode.
The scale is deffo weird, but I'll fix that upon export/in unity.
I'll try that last bit
it's not clear what that 90 rotation applies to
oh, when I set it to 0, my character falls on their face. Don't know why it's like that.
I'm still going to say apply transforms
might want to go into pose mode for the armature and clear all transforms there too
how do I do that?
I suspect you can probably make an educated guess, let me know if you get stuck 🙂
I did it lol
now the model...is facing backwards in pose mode 🤔 So do I just rotate it in pose mode to fix this?
you probably don't want it posed in a weird way by default
go back to object mode, and if it's not right there, turn it and apply the transform.
wew, it seems to be fixed now! Even in edit mode. Anything else I should do to be safe or should it be good now?
nah, that's probably all you need
ok, thank you sm!
update: it didn't work
?
avatar is still facing the wrong way in edit mode
got any transforms on mesh objects?
Like, the top right window?
no, in object mode for each mesh object
good
where to go from here?
yeahhh
to add, it also looks right in pose mode
maybe I can edit the pose mode to apply to edit mode to fix it...
you can absolutely apply a pose - you apply the armature modifier which causes the pose
I fixed it finally
I had to apply the armature, then go to pose mode and apply pose as rest pose ugh
so complex for something so simple aghhhh
still, thank you!
you're welcome!
Update: Loaded in like this during build and test, what couldve caused this lol?
not oriented properly in blender, incorrect export settings in blender, incorrect import settings in unity, a number of things
could be the export settings, because you saw the earlier pics in blender, it's clearly standing up on the axis correctly, right...? I did mess with export settings in blender, could be that...
without knowing what you did, I couldn't possibly guess. I just use all defaults except setting "apply scalings" to "FBX All", turning off leaf bones, and setting Geometry->Smoothing to "face" (assumes you import normals in Unity).
all I did was apply FBX units to scale
I figured it out, I accidentally applied armature modifier again after putting it through CATS
it's fixed now that I essentially remade the model
so it says parts of the model arnt mapped but them i check anx they are, yet the bones are red and when i click enforce t pose it just goes all cattywampus
do you have this in Blender? I'd check bone roll first
i do
bone roll?
how would i heck th boe rol?
is that mmd model allowed to be ported to vrchat?
check the bone roll*
edit mode for the armature, inspect each humanoid bone, it's shown in the 'item' panel of the 'n' popup.
But yeah... what Diven said.
i didnt know there were restrictions
mmd models usually are only allowed to be used with mmd
ht does thatbmean? and why not use it else whre
what does that mean? and why not use it elsewhere? *
creator tos
alriht then ill delet it u guess
where in it does it say that?
idk I cant read japanese
link?
i ddn see anythig anywhere saying i couldn
whered you get it
dont remember the name, it was in Japanese and i cant use my browser rn
but when i read it it didnt seem like n isue
i wont touch it till i find where it sys i can
Heya not exactly sure if this is the right channel but. Im new to blender and im trying to make a blendshape for the clothing. The FBX that i had bought has severe amounts of faces. Is there a way to close the distance between the selected faces in edit mode or would i have to move them all manually?
miHoYo is one of the game companies that freely distribute their models for any use (except nsfw) on their page , their models abit of a mess , like using the same texture in 2 places just slightly different (guessing its for some other material) , recommend merging those , just run it through cats mmd fixes and you wont have any issues
no reason for this model to have more then 1~3 materials either 
in read over it and im allowed to
oh cool
yeah it was kinda confusing lol
do i neeed to do anything with the arms?
sorry, more specific. the bones aren't connected in any way
hit enter too early
but that answers my question
they don't need to be "connected" as blender thinks for Unity
wait... can i join bones?
not "join" exactly - what do you mean?
oh you just said i dont need to have them connected right?
is it like a merge verticies by distance thing
specifically "connected" as Blender thinks, which is the child's head attached and moves with the parent's tail
generally you do want humanoid bones connected 'cause well, you the human have connected bones 🙂
that brings up my other question, the little tail part wont cause any issues being reversed will it?
but it's not strictly necessary for them to be actually connected
reversed?
bones rotate at the head end, which is the fat one in octahedral mode
So your tail bones should probably be pointing down
(pointing means head -> tail)
btw, you CAN join bones and F works just like with meshes, in this case it makes a bone between ur two points
and alr
i gotta hope there's a handy "Reverse bone" feature or else i gotta remake all the bones
huh I'm not sure I've ever tried to make a bone via fill, that's neat
idk how to delete them and x doesn't work
x should work but not quite how you expect probably unless you're deleting bones at the end of a chain
strange
removing a bone in the middle of the chain fills in the gap
i'm having trouble i'm just gonna redo the bones
it wasn't too difficult anyway
i actually dont need a bone for the tail i dont think
i can just bind it to the spine bone
fixed
ah I figured you'd want to have it dangle around.
Also - not sure what you have going on at the top of the legs, you don't need any per-leg bone there, just have the upper legs direct children of the root (hips) bone
also your spine bones should be pointing UP
again, check out the diagram pinned in here. You can leave out "upper chest" though.
spine should be root (hips) -> spine -> chest -> neck -> head
shoulders come from chest.
bruhh
also i have a weird ass issue where this one mesh object just doesn't exist when editing
i can move it around in object mode but otherwise it's not real
nvm i'm dumb
it's probably a mirror modifier on another object
it was hidden
or hidden, yep
i knew immediately after i typed that i needed help
hehe
i feel like this will be easier than i thought
??
anybody have magic tricks to weightpaint chains in blender? i'm putting chains on my avi's tail and horns for a ball and i'm doing it an unoptimized way to make it smoother but the way i weightpaint chains is i hide the links im not weightpainting, paint it to the bone, then unhide and move to the next portion and continue, is there an easier way to do this? i do it so that the link cannot warp or bend, so the physbone is what moves the whole chain
paint one, copy paste
if you have one bone per link you can simply "set weight"
but that's a lot of bones too 🙂
that is what i'm doing, i just dont know how to isolate the weightpaint to a single link when i cannot select parts of the mesh while in weightpaint mode
and yeah it is a lot of bones, im very lucky this event doesnt require a poor or better avi this time XD
you tab back to edit mode, select what you want, then tab back to weight paint and enable masking, iirc the hotkey is 1
i love you
thank you that makes it a kabillion times easier
all I've done is read more of the blender manual than you 🙂
faster at least
wtf??? where's my head bone???
gimmie my bone stupid software!!!
what did i do wrong? i exported using fbx
someone help me pls i'm so close to getting this done
this head is the LAST issue i have
Bones in unity don't really have length, if your head has no child bones, you won't really see it looking like a blender bone.
if it's still in the hierarchy, it's fine
hate to bug yall again, but i used masking to weightpaint (worked amazing, already done!) but when i go into pose mode and rotate any bone the loop at the base moves and i'm not sure why
that's quite strange
maybe i exported wrong
i was told to use copy, then check the icon for materials, then apply transforms and make sure to disable leaf bones
set "apply scalings" to "FBX All"
also I don't touch path mode, auto is fine.
moment of truth
sorry im an idiot, somehow i weightpainted the top part to the bottom bone
the head is still gone
so, no head?
...
throws phone /ref
oh, also importing with auto path and whatever the fbx all is improved the performance lol
found the issue
the head is connected to the hips for some stupid ass reason
i think i fixed it
???
those are required bones
why
because VRChat says so - not sure who said to look there but it's a little misleading, since that's Unity and not VRChat.
just split the spine bone into two
yep!
YOOOO
ok ok i gotta set up the eyes n stuff now
do i need to map chest AND upper chest?
i'm just gonna assume yes for the time save of waiting
ok that's a no
it just doesn't work anyway
OH WAIT
BRUH
i dont have permission to build the avatar
how do i get permission
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
ah
alr
is "a few hours" reachable in 100% worth of battery?
bec my headset charges really slowly so i dont wanna have to use the battery twice and then upload tmrw
How long is a piece of string?
pluh
it is equal to the string's length /silly
how do I fix the weights for this happening
and this
wait I think I figured it out
smoothing
Trying to set up eye look on an avi im tryna rig for a friend and the eyes are goin kinda fucky wucky in unity but rotate fine in blender
are they straight up in blender
no they are pointing with the eyes
gotto get them straight up
that's why, they should be straight up with 0 bone roll.
And they pivot around the head (the fat end), so put that at the center of rotation
cats have/had a test with it newer cats have a make bone straight up click
easymode
that's cool
uhh
they look kinda low there
struggling
if the eyeballs are spheres, you could put the 3D cursor at the center point of one, then snap the bone's head to that point. It's usually what I do.
Anyone have an idea why my model's hips drop whenever I walk? The torso stays level and straight at the same time, so I get this weird bent knee t-rexing going on. Pictures attached are standing vs walking
Rig for reference (most bones hidden)
might want to check the rotation of the boned. enable Axis in the viewport settings of teh amature and make sure teh z axis is alligned properly. It might also have something to do with your avatars descriptor view
my avatars chest doesn't bend the same way as it does in blender. why is that? the weights should be the same right?
here's a view from the front
weights are the same, but humanoid armature is driven by animator. you might want to reposition your bones
well, and probly not the case, but speaking about same weights, vrchat allows only 4 bones to affect a vertex
Ahh I see. Is there a good reference for how vrchat expects humanoid bones to be positioned?
uh, pins? also mixamo produces very decent autorig for fbt, so you might want to run through it to reference
Define properly
Torso points forward, legs point backward, roll is zeroed, hips line up on Y axis with upper legs, both are straight vertical
I know. That's why I'm puzzled
lol
I've never had this problem before
been making avatars for years
Your model’s hips dropping while walking may be due to incorrect weight painting, rigid pelvis constraints, improper hip rotation, leg IK or foot placement issues, or unnatural animation curves. Ensure smooth weight transitions, allow natural pelvis movement, verify proper hip rotation, adjust stride length and IK settings, and introduce subtle vertical motion for a more natural walk
Weights are fine, no constraints on the pelvis, hip is 0 roll pointing straight up, leg IK looks fine (although the upper leg seems short?), no animations used apart from the default VRC locomotion
its locomotion, when you move it goes abit down to lean avatar
Doing some research right now but does vrchat support corrective shape keys via driver's from blender? Video below with example
https://youtu.be/1WmFaBlDBHs?si=zEaa8fsg2dqCIPWP
In this tutorial I demonstrate how to use Corrective Shape Keys to improve rigging in Blender 2.8
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direct drivers are ofc impossible, since they have nothing to do with exported fbx. perhaps you can do stuff via contacts.
Yeah, contacts and bone constraints can work quite well. I do quadricep and bicep muscles via those
And have been using contacts as part of a digitgrade leg systems
The weights may actually not be the same
Unity has a limit of 4 influences per vertex, and if you have an upper chest bone you can easily run into issues around the shoulder area as it fights for shoulder, arm, chest, upper chest, and spine influence
That limit can be removed by changing a Unity project’s project settings, but we don’t exactly have access to changing VRC’s settings
@steel halo bruh i literally said it next message, 🤓
Ah yeah I see that now, thanks for the nerd emoji
i guess this is more of a blender question but my model doesnt really work with the extra bones youd need for the humanoid rig so im kinda lost
split the upper spine bone into two, make a neck bone
you must have hips -> spine -> chest -> optionally upper chest -> neck -> head
(if you want it to be treated as humanoid)
also you need shoulders
i made a neck bone
im trying to keep everything its own mesh without deformation btw
am i making the shoulders/neck bone just pretty much to make the rig happy? bc rn its been rigged how i want it to move already
ok i need to split that chest bone
Make sure your bones are parented to the proper parents. I see your arms are not children of the right bones
Like forearm parented to the first arm bone parented to the shoulder bone parented to the chest bone
Same with the legs
ya i was gonna work on it next
you must name humanoid bones different from meshes
okay
this is how theyre set up
Ok you do got it, nice. Maybe that's the mesh then. I was lookin at the dotted lines
im gonna be entirely honest i have no idea what theyre pointing to and while thats never been an issue in blender we're about to find out if its an issue in unity 💀
alright we're getting somewhere
it now sees the T pose and its not blasting me with errors lmfao
it wants a head bone
this one right
not the neck
it all says green so im assuming we're good
would adding a bone here ruin the humanoid rig type? i wanna have this bottom part lag behind the avatar when moving and have them float
also i imagine weight painting will be a million times easier now because of the simplified geometry
no, so long as you have the hmanoid bones, you can add extras wherever you like
o cool
I'd do a chain so it moves like a tail
basically just treat it like one, use gravity on the physbone
no clue what any of that means this will only by my 2nd time doing a rig 😭
you will, don't worry 🙂
i'mma ask now so i can add more bones if i need to do that
i want this E to bend when grabbing things, do i need bones for that?
probably
alr
how many bones would it want in a finger?
idr the checklist
i'mma just get the vrc creator companion open to see
alr it's 3 per finger
do you know what to search up for a yt tutorial?
idk what i specifically need
i dont know what i dont know
two questions
- will the top being the index and bottom being the thumb with no other finger bones break the hand?
- will the current placement of bones not register as a hand? or does it not matter
uh, maybe rigging?
you don't need hands but if you have them having fingers outside of the norm is going to make them act weird
i can just add dummy bones like for the legs that dont do anything
it'll just be a bit strange
i'll only do that if it behaves poorly tho bec i dont wanna do the extra effort for that to actually cause an issue vs solving it
i have everything but the tail weight painted bec i wanna have the tail lag behind when moving
yes, and you can also have them rotate along with other bones
if you want it to move, it should be weight painted. You do want to do the tail.
ok but do i need multiple bones for it to bend smoothly?
oops forgot to un-reply
anywhere you want a bend, you put a joint
alr so then after that how do i make it lag behind?
tails have multiple bones
and after weight painting*
physbone in unity
is that simple? if it is then i can prob just figure it out
i'm assuming it's as simple as changing a type field to physbone
there are lots of videos on how to make tails move realistically, that's basically what this is
oops, added more bones but found out that it didn't add more vertex groups...
can i redo the parrenting with add empty groups again?
why? stuff should already be parented
i need the vertex groups so i can weight paint
a) you can make them manually
b) they automatically get created when you select a bone and start painting
handy that
i only just now knew i could manually select bones
this entire time i've been locking and unlocking them to see which one it was
38 bones
funny, unity said fuck you to my leg bones.
yeah if there's nothing weighted to them, it thinks they're unnecessary
i looked and it straight up doesn't have the leg bones
it's what you said, they aren't weight painted so they got removed
but i need to keep them
oh! right - there's an export option in blender, or an import option in unity
I forget which though, haven't used this myself
i'm using blender to make the model
something about don't export unweighted bones
it's gotta be import bex export has nothing
i cant get any help online (i dont know what i dont know) but they DO exist
they just dont show up in the slightest
how do i make them display
wait, they are in the hierarchy?
yeah
oh, good, that's fine then. go do the rig setup
put the right bones in the right slots
i'm kinda dumb for not trying that
i was just like "well they dont appear so they must not work"
i cant use the bones i have bec the fingers aren't straight by default
i think i know how to fix that but it's gonna be a pain in the ass to redo everything
nvm i dont
i'll just ignore them for now
For some reason when I put one arm up the other goes down instead of also going up. Can I fix this without having to re-rig the arms? They are weight painted just fine and parented fine
Im just so confused lmao
like their movement is opposite of each other and its driving me insane
Both arms should be up but instead the other arm goes the opposite direction it's supposed to
might just say fuck it, delete arm bones and re-rig
everything else seems fine tho so idek
Yeah this fixed it but if anyone knows why this happens I'd love to know lol
how can i make the controller be in the right spot?
controller? you mean the gizmo that lets you rotate the bone? It's at the bone's head.
okay
move it in blender, don't move humanoid bones in unity
ya
its too early for me to figure this out lmao imt rying to get a 2 segment arm working with 4 parts needed for unity to be happy lol
you don't have to weight paint all the bones, they just have to be there
how can i make my eyes not rotate but still follow the movement of the bone
you'd have to make some kind of complex animation for that
rly? i cant just have some sort of ik or constraint?
you could probably play with FinalIK to do something like this
can some one help me add a rig to my model
that's what this channel is for
idk how to rig like i said so idk what im doing
have you watched any tutorials yet?
yea but im still confused
if you have specific questions, that'd be a good place to start
yes
... what?
... what?
not sure what that has to do with rigging?
-89u[j'm/
if the neck is too long for it to be reasonably humanoid, you could make a second set of bones that you weight paint, and use rotation constraints to drive them off the normal neck/head bones which you put into the humanoid rig.
what about hair
what about it?
yes basically
can i dm you for it to be easier to talk
no, in here others may chime in or benefit
looks like it is, though not humanoid in the way vrchat would want it. There's an image of one pinned in here
when i import in unity theres no rig though
watch basic avatar setup tutorials, you have to actually set that up
in unity or
ok
can someone help me rig this model?
what model?
need more information than "can someone help"
ive got the mesh, i need help rigging it....
Learn to rig NOW. I show how to set up an armature, how to parent things to bones, weight painting and how to solve common issues, and basic inverse kinematics.
Patreon, Gumroad Shop, Discord, and other stuff:
https://linktr.ee/Joeycarlino
Parent to nearest bone addon: https://github.com/g3ntile/parentToNearestBone
Rigging playlist: https://y...
position constraint
if it's 100% flat
you can also use position constraints + contacts to get x and y position and feed it to a blendtree so you can animate the eyes yourself
Is there a way to get great looking finger rig that's even and aligned correctly? Adjustments are unintuitive and it's one of those situation it's unclear how to improve on a hand rig. I'd like to avoid muscle setting because it doesn't address the underlying rig issues.
Issues:
- Finger is slanted fist
- Large gap between Middle and Ring finger
If there is a method to incrementally improve on hand rig that would be appreciated. Right now there is a lot of unexpected results from changes. It's hard to say what would and wouldn't influence index controllers fingers.
The debugging process is pretty complex as well. Right now I need to make a fist in VR in an index controller in order to test this. If there is a way to check in blender it would make this a lot easier to figure out.
Attempted to manually copy Unity's enforce t-pose over to blender but in the case of the thumb Unity will continue to offset the thumb's rotation. So you can't try to clone unity does the pose.
Im just now realizing that there is a reason that those bones on the left might be rotated 90 degrees t on purpose? Does it offer improvements to FBT? when i search for techniques related to this i seem to find a old fix back in the day for vrchat to have a second armature that is constrainted to a normal humanoid one but thats to allow control of a quirky sized avatar. Can someone point me in the right direction why this might be a superior method?
It has no impact on tracking afaik. By default SteamVR hand rig uses something similar. Only the location of the joint matters for movement.
Does anyone know a good method for hip leg bend area so it looks nice and plum on all sides instead of being bendy
how would i get this piston to function normally in vrc
Yeah, that's not really going to work out how you think. I'd just import the FBX into Blender and treat the blender -> unity path as one-way.
give it a bone then use an aim constraint
Aim constraints are so underrated
Is there a substitute for this? FinalIK is whitelisted but ironically this specific component is not
I'd like to avoid using something like FABRIK/CCD because it would be unwarranted levels of complexity for what can be achieved with this more simple type
Oh, it seems LimbIK is whitelisted which may be roughly the same
will this be functional in vrchat? will it cause issues
your humanoid skeleton should match your human self. To do digitgrade you do a second set of bones and use rotation constraints or other methods to make them move.
I mean, or you can stand in exactly that pose IRL, but that's tricky 🙂
anyone know why it does this when i merge? idk how to even discribe this to try and google for an answer
the head decides to connect to the elbow?
try applying transforms to the bone before merging/parenting
Not 100% on how to do that but I was able to separate and then move back where it was supposed to be and then reconnect to the neck. Was a weird pain but I got it fixed. Thank you!
hii!! first i didnt make this model and like.. i wanna upload it because i like the game + the character itself.. idk HOW to rig and this model came w some sort of rig?? everything looks fine but its giving me errors
there is a version w/o a rig but i really do NOT want to learn how to rig/ more prefered 😥
It looks like you have the wrong bones in the slots. Neck should not be in Upper Chest, for example
ill try
i thinksies i did that last time too and it gave me some error
gimme a sec
"some error" - share it, it's difficult to help otherwise
im sorry i dont remember what it was before 😭 hang on
'sokay - if it happens again, share
so should i leave upper chest blank? since its like an unnessasary bone
good lord i cannot spell
Yeah it's optional for VRChat
also upgrade your Unity
yeah so it should go hips -> spine -> chest -> shoulders and neck
if your avatar isn't setup that way, you'll need to rework the armature
yes yes i got that
ive been so lazy to i did at one point and like it completely corrupted on me
i gotta redownload stuff n what not i hate waiting tho
well unity thinks you don't so either you don't or you've got the wrong bones in the wrong slots in the rig setup
it SHOULD be fixed i see no other errors but i will check
yeah the rig setup was weird her shoulders were connected to the neck
yeah that's not right
yeah
i fixed that tho.. one think i finally know how to do bc vroid models used to be the same but with the leg bones
alrighty i gotta fix and optomize some textures and hopefully shes good to go
tysm!!
oh wait nvm we may be cooked
its saying the rig isnt even humanopid when its selected as humanoid 😭 what the fart
if there are wrongly mapped bones, it'll do that
no idea which bone "axel" is here
what language lol
Does anybody know a lot about Pumkin tools? I am having an issue with it
State your issue instead of asking to ask
how do i get started with rigging its soooo harddd 😭
(please ping me wheen replying or i will forget)
just add an armature and start adding bones
extrude the same way you extrude vertices
the thing is... i tried that with the legs on my character, and they didn't move the legs
well you need to parent the mesh to the armature then weight paint
okay, well the parenting seems easy enough but what in mount olympus is weight painting
you paint weight to the mesh saying "hey track this bone by this much between the value 0 and 1"
mkay
any videos you recommend, the only reason i didnt use on for the other stuff is cuz it was confusingh
Learn to rig NOW. I show how to set up an armature, how to parent things to bones, weight painting and how to solve common issues, and basic inverse kinematics.
Patreon, Gumroad Shop, Discord, and other stuff:
https://linktr.ee/Joeycarlino
Parent to nearest bone addon: https://github.com/g3ntile/parentToNearestBone
Rigging playlist: https://y...
okay
and ive seen that ppl usually have armature in the main body for movement in there
Would i have to add it for smth like this?
i mean, i only rlly need the legs and tail to move
you need all the bones to make it humanoid
they dont need to be weighted but they need to be there
they dont need to be weighted but need to be there
mkayy thxx, ill come back if i run into any problems
does it matter if the unused ones are centered with the mesh
you really want the rig to look proper, there's a pinned message in here with a diagram
of course, you also don't have to rig that humanoid, but then you'd need to make your own locomotion system
Does this look descent enough?
Also when the legs move, the body deforms as well, how would i fix this?
don't weight paint the body to the leg bones
and that doesn't really look like the diagram
well i didnt go off the diagram, but would it work for this avatar?
do you want it to be humanoid? use the diagram.
sigh
the point is, you can't make the avatar work without the armature being set up correctly to be "humanoid"
otherwise it literally will not work, and will not play animations. basically, it'll t-pose and that's it
yeah i figured that out, i had to redo it
click "configure" and put the right bones into the right slots
is it not sposed to show the armature as it would in blender cuz its hard to make out the bones
unless you're in the rig setup mode (when you click "configure" there), you won't see actual bones in Unity
(you can still manipulate them though)
because your bones have silly names. Name them better and it'll be obvious where they go
i didnt even name em, and how would that fix the error?
I have no idea what the cause of the error is without seeing the hierarchy, but naming them nicely will probably help that a lot
mkay
What would be the best way to rig digitigrade/animal legs? Or does it not really matter much?
there are a bunch of tutorials, if you want this to work nice in vrchat. it's definitely not trivial.
I righ mine like the right side (but with the knee a bit more forward), but also do a set of plantigrade bones to drive the digitgrade bones via rotation constraints, since IRL I am plantigrade.
Obviously adjust this plan if you are somehow otherwise 🙂
Thank you 👍
I think I've done this 3x now, the first two really badly 🙂
Hey so is there ever being a huge update on VRChat
there are updates frequently, check in #announcements
Oh thanks
Hey guys i have a request, could one of the developers bring back the old home room I miss the OG days
this isnt really the correct channel to be requesting anything this is for avatar rigging...
I couldn't find the right one so I selected random
#feature-requests if you wanted to discuss it, canny if you wanted to submit it officially. Also read channel topics, it should be pretty clear this isn't the best place for that.
this might be a bit of a dumb question but how do i go about rigging a character with no visible arms, neck or legs? would i just give it bones that connect the limbs together with no weight painting?
yes, you need a full set of humanoid bones (except fingers) for it to work at all.
thank you
I'm trying to simplify the rig by removing unnecessary bones and merging some, but I can't see which bone I'm selecting
Manually re-rigging the model is a non-starter because I've tried that before and got NaN weights so I gave up. https://youtu.be/dvybkDbR-kY/
Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/cmyk8964
you're in object mode (top left under edit/render), with the armature selected
press tab to go into edit mode (or click where it says object mode, should be a dropdown). this should allow you to see which bone you're actually selecting. edit mode will also allow you to "dissolve" bones into each other, so that final bone should have the combined weights of the old bones.
You can also select bones in the hierarchy, and see which is highlighted in the 3D view. Sometimes that's way easier too.
this may not be the propper channel but instead of using bones for the eyes i want ot use shape keys for eye tracking. is that a possible thing i can do or am i wasting my time thinking about setting it up that way
native eyetracking is bones only. you can do some weird setups with a bone moving some sender and you reading it via proximity contact, but ofc thats not perfect
So I'm new-ish to rigging new bones (mainly due to I just came back to vrc and I've forgotten a bit about creating things from scratch). For some reason this bone is giving me a hassle and I wanted to see if someone could tell me if I'm doing this right. I've researched a crap ton of videos and none of them are working. I'm basically trying to rig the chains so they move, right. I created the bone, have it parented to the chest and then I parented the chains to the new bone. When I test it in pose mode, it works fine. Then once I import it into Unity and test it, its detached. I've tried reparenting and got the same results. I am also confused why the relationship lines are in the center, could that be part of the problem?
relationship lines mean the origin for that mesh object is not the origin. Select it in object mode, ctrl+a, all transforms.
(there are reasons you may not want this, but probably that doesn't apply here)
Oh sweet, that parts fixed at least 😅
i have no idea how this happened. I just mesh transformed and suddenly this happened
Anyone got any examples of Prosthetic or Robotic Arms?
I'm trying to gauge what I got for it's articulation
i've never rigged bones before but does it look ok? im new to 3d modeling so any input will help.
There's a diagram pinned in here as to how it should look if you want your armature to be treated as Humanoid by VRChat.
in specific, you need more than one spine bone, you need hips -> spine -> chest -> upper chest (optional) -> neck -> head
i wanted to have the head/ torso static and move with my head movements (kinda like pac-man) would that be possible?
Sure, you can weight paint mesh to whatever bones you want, you still need to have those bones in the rig.
Oh ok!
Do blendshapes count as rigging? I was wonder if there's a good way to make changes to the basis, that will carry over to the different shapes.
change basis then in the vertex menu, with vertices selected, you can pick "propagate to shapes" and the position of those vertices will be applied to other shape keys
you can also do it the other way with the "blend from shape" option - apply other shape key's vertex positions to the current key
Thanks
you'll need hand bones if you want that to be humanoid in vrchat
they dont need to be weighted but they need to at least exist
also you didnt need those pelvis bones only the leg bones
yeah I was wondering if the position of those and the shoulder->upper arm joints would be an issue
yep, true
It won't, the arm is not connected, the parent is just the shoulder, also thank for telling me about the hand
shoulder still moves the arm, but yeah, try it out.
Is there an easy way to find out which bones don't have any weights assigned to any vertices?
Can someone help me set this up?
If there is no vertex group in your mesh with the same name as a bone, that bone is not used to deform that mesh. if there is and it's empty, same.
is it normal that when grabbing the child of a multi-child physbone, pulling it doesn't turn the root at all? (even in 'average' mode?)
Okay i give up, why is my view position over my shoulder now ?
you have value on x means avatar isnt at 0.0.0
move it to 0.0.0 pos/rot , then edit your viewpoint again
Unfortunately did not work
This is the only warning i'm getting if this could be a culprit
Okay i think i see what you're getting at but this is my first crack at unity, still quite new. Can i just move the model over to center or will i break things?
actually wait that looks promising, i'm gonna compile and see what happens
Thats better, think i just need to do the same to Z
Can anyone help me figure out why the rig seems to be off balance?
I made this rig and I’m wondering what would be the proper names for it and if there’s anything that I need to change on it
it's not humanoid so you can basically do whatever and name bones whatever you want, but you'll have to build your locomotion layer from scratch.
in order to have tracking you need to give it a full humanoid rig
they dont need to be weighted but just exist
who knows how to rig an unusual shape?
im really bad at that and i fr need help
😭
hol up im getting an image of it
yes im tryna import roblox avatar
idk how to even make a rig
I do this constantly, you rig it just like any other humanoid honestly
Ppl commission me to turn their roblox avatars into vrchat avis all the time lol
like im asking how to do a rig$
ive been searshing online all day
idk how to do that
thats why im asking for help
Let’s be honest, most people take one look at weight painting and think “This looks like what happens when a drunk unicorn stands on a train track and an unfortunate passer-by happens to be a little too close after the resulting collision.”
I promise you once you get to understand certain repeated patters and recognise them. What was once...
my textures are all weird
how can i fix that
Not sure? I always just use the textures that the roblox avatar comes with on export
