#avatar-rigging

1 messages · Page 20 of 1

pale pumice
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oh boy

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do you know what modifiers are in Blender?

low pine
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like i said, this is my first time

pale pumice
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like I said, I'm not teaching

low pine
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ok i know what they are, what do i do with them

pale pumice
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add an armature modifier to each mesh you want to attach to the armature

low pine
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like this?

pale pumice
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that

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now weight paint

low pine
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it aint working

pale pumice
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that's a useful statement

low pine
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how many spine peices are required?

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for a vrc avatar?

pale pumice
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hips, spine, chest, neck, head. upper chest is optional

balmy delta
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Shoulder, upper arm, lower arm, wrist are required bones
Fingers are not

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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

low pine
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work?

robust crescent
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hips, spine?, chest

nova shard
# low pine this

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

nova shard
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upper chest is optional

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chest isnt

low pine
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the big bone IS chest

nova shard
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then wheres your spine?

low pine
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the groin bone

pale pumice
# low pine .

don't forget that I am not an authority here, anything I say you should research and confirm for yourself 🙂

nova shard
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okay then wheres your hip vrcRat

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you've got 2 there and ya need 3

pale pumice
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Also that was in order from the root

marsh herald
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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"

pale pumice
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if those are separate parts still, just rename the vertex groups for attaching to arm bones to the new arm bone names

marsh herald
pale pumice
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Yes, of course

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you'll probably need to do some weight paint touch-ups

marsh herald
rare moon
# marsh herald Created duplicates of armbones and meshes because I wanted to add extra limbs, I...

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

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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
marsh herald
wintry jetty
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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

robust crescent
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limits and angle limits

wintry jetty
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pitch roll and yaw refer to what axis? im so used to x y z i dont know what those mean

robust crescent
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can test that and see wich way it goes, my skirts/hair/tail usually have ? (dont remember) ratl one of them

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dont need colliders much if you use angles

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edit it while in play mode you can see where it goes

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cone also shows it

pale pumice
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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).

brisk cloud
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neck/head gets detached from the body on full body, also view point gets lower. tried lockin on head but no luck, please helps

wintry jetty
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why does his mouth stay open wide like this? it isnt like that in the unity preview of my project

pale pumice
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unmap the jaw bone if you aren't using it for speaking

wintry jetty
pale pumice
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oh then set that up in the Avatar Descriptor

wintry jetty
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yeah. in blender i use both shape keys and flap bones but it seems i can only do one or the other in unity

pale pumice
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correct

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well... you can do bone via the descriptor and animate using the Viseme parameter

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might get messy or desynced though

wintry jetty
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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

pale pumice
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you could pose the bones then turn that into a shapekey

wintry jetty
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yeah but that takes a lot of extra work. plus i only have the jaw flap bone

pale pumice
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yep

wintry jetty
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i could use it to make new shape keys and overwrite the old ones. eventually

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working with what i have but making the jaw flap part of the shape keys instead of relying on my bones to do that

severe magnet
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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

pale pumice
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did it not come with instructions that explain this?

severe magnet
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yeah, i forgot-
i placed the constraints on the wrists and now they won't work cuz the avatar doesn't have hands

torpid ermine
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beginner question, why does some avatars have their upper leg bones Z axis point towards the front and not the back?

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or does it matter?

pale pumice
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a lot of avatars aren't made well 🙂

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ideally you want the bone roll for all the major humanoid bones to be 0

torpid ermine
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what do you mean roll? do you mean for the upper leg bones, should be Z pointing to the front?

pale pumice
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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

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I forget what that translates to for orientation in Unity

sterile orbit
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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

umbral shale
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pretty sure its the proportions

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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

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but I am not sure what im supposed to do to create my own physbones or how I would attach it to the avatar

umbral shale
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im figuring ts out nvm

lyric ginkgo
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Hello

azure wedge
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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?

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plus theyre different objects, not all joined

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(except for the tail parts)

prisma radish
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Is rigging hard to learn?

nova shard
# azure wedge im not sure how to rig this model, i want the body to be the full body, and i wa...

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

nova shard
prisma radish
nova shard
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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

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easy to actually do both after learning them: it varies depending on how the model is setup

static parcel
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Are there any sources about how unity humanoid rigging works with advanced hand tracking, such as vr gloves?

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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.

balmy delta
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less bones less precision

static parcel
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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?

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I guess I could set it to bend the one joint more, to match up?

balmy delta
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not what I mean

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less bones less points of rotation

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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

rare moon
static parcel
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That might be a better option, yeah

harsh bobcat
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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

autumn grotto
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Thanks for all the people helping each others to grow their skill and sharing solution with them

drowsy horizon
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my shoulders keep getting fucked up when importing to unity

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does anyone know how to fix this?

uncut breach
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most likely not unity, it's just the weight painting on the shoulders are bad

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do the same pose in blender's pose mode and you'll see the same

pale pumice
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sometimes the shoulder bones are weirdly long, or pivot from an awkward place. but yeah, not a unity thing

torpid ermine
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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?

torpid ermine
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like what happens if my shoe has high heels

chilly ether
pearl rover
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the legs keep shifting to the side, everyththing is mapped correctly and the orientations are perfectly mirrored

robust crescent
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is this in playmode with av3/ect ? , it will shift slightly cause of locomotion

pearl rover
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im using gesture manager

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the animations seem fine

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theres probably nothing wrong and im just used to working on shorter avatars

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💀

robust crescent
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its not your rig, its locomotion

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try with base set to -none- it wont do that in playmode

pearl rover
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thanks

crystal sinew
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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?

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I want to learn how to avoid it in the future

candid solstice
crystal sinew
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well, nothing wrong with doing it. I just want to know how I can avoid it

candid solstice
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But why? I dont think there is a way to avoid it, or any good reason to. Its just one button press.

crystal sinew
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if its possible ofc

candid solstice
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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.

crystal sinew
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No worries! I appreciate you asking 💖 Hopefully, someone else might have some insights on this

torpid ermine
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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)

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Actually, scratch that

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it is not unity, i think it is VRChat controllers for animation and body tracking requires a t-pose

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so, you MUST t-pose for vrchat I believe

robust crescent
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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 )

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T is very handy when you want to add things to avatar

torpid ermine
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If A or T works, would Y also work?

torpid ermine
languid swan
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Umm, does anyone know how to fix this?

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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

pale pumice
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what do you think is wrong?

languid swan
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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

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-This is an avatar that I'm making from scratch without much prior practice btw ^^"

pale pumice
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ah you mean the mesh not moving how you want along with the bones?
that means do more weight painting.

languid swan
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Ooh ok ok, I'll try 👌

warm dragon
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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?

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it says character is not in t-pose. i remember seeing how to force a t-pose but i dont remember where that is

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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

timber wraith
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uhhh try renaming one of those bones to like

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so theyre all unique

warm dragon
timber wraith
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you gotta do it in the fbx you imported

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So

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Blender

warm dragon
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oh okay

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alright everything looks fine now. but how do i add a animator?

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@timber wraith do you know?

timber wraith
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No clue sorry

brazen island
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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
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i got the avatar looking are working well. i just need to fix the eyehight now

prisma radish
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What does the pop out message mean? also how to fix it?

pale pumice
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it means the automatic weight painting you tried didn't work and you'll probably have to do some manual

pale pumice
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the hard way

prisma radish
pale pumice
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haha yeah it's not fun

prisma radish
pale pumice
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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.

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there's some complicated process I've seen using bone envelopes, but it still only gets you close

prisma radish
pale pumice
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that's what I'd suggest doing

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ha

prisma radish
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???

pale pumice
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silly bots.

prisma radish
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?????????????????

prisma radish
pale pumice
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I really don't have any useful info about using automatic weights, sorry.

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in my experience it hasn't really been worth putting any effort into if it doesn't work.

prisma radish
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i might need to download ykw4 dumps then

robust crescent
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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)

pale pumice
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that seems like a decent start

tough robin
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is there a way to have more than 4 weights per vertex that vrc supports?

tough robin
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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

rare moon
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try importing the fbx from unity and checking what vertex groups a problem vertex is assigned to

tough robin
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why didnt I think of that..

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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...

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I dont understand why

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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...

deep tartan
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try merging by distance?

tough robin
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they are separate meshes, that will do nothing

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they are separate on purpose, its a toggleable part

deep tartan
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that may be the issue then

tough robin
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"that" being?

deep tartan
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them being seperate meshes

tough robin
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what part of that would be the issue?

deep tartan
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its not fully connected

tough robin
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But why would that matter?

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weights are the same, rig is the same,

deep tartan
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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

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I had a similar issue once when I tried to swap out the genitals of a base

tough robin
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but youre providing no reason why that would be the case. That makes no sense to me, Ive done this before without holes

deep tartan
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Im not entirley certain what causes the mesh to not line up properly, I just know merging them by distance fixes it

tough robin
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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?

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What your suggesting is not a fix because it defeats the purpose of the mesh, its suppose to be separate to be toggleable

deep tartan
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I would work around it depending on what kind of toggle you want, I would just make a shape key

tough robin
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not an option, the purpose is to swap out the geometry in that area for a completely different mesh

deep tartan
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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. vrcCatThink

tough robin
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its not a blender issue, its a unity issue, the inconsistency can not be recreated in blender even if I import the FBX back

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I dont really want a second body mesh because that would mean having to do essentially every geometry edit twice.

deep tartan
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what'd ur fbx model settings look like?

tough robin
deep tartan
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i mean in unity sorry

tough robin
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oh you mean in unity

deep tartan
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yeye

tough robin
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before you say anything humanoid doesnt make a difference

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as the model is retargeted to the avatar skeleton with vrcfury

deep tartan
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oh my

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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

tough robin
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this isnt a vrc fury issue either though

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this issue is visible even outside of playmode

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ah great I found the issue lol

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now I feel dumb for not checking this earlier

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the avatar creator edited the pose in unity instead of blender, so the default poses are inconsistent.

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thats.. frustrating

torpid ermine
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shouldn't it be humanoid rig? in the rig tab

earnest crown
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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

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also is there a way to test the model in blender to see if the bones that are assigned are correct

torpid ermine
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pose mode?

earnest crown
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how do i do that

torpid ermine
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(i forgot...)

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top left?

earnest crown
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also whats up with the thing above the model, it doesnt seem to have any interactivity

tough robin
earnest crown
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or should it be 3

uncut mulch
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can someone help me with the full body and IK tracking error?

torpid ermine
uncut mulch
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The first image is labeled as "HLP" or "HLB" something like that

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But the bone in the middle is labeled as "waist"

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2nd image is obviously thigh bones, and this is edit mode by the way

torpid ermine
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looks like your bones are zero length and all pointing in same direction

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when it should look like an actual skeleton with bones that are a certain length going to another bone

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hips bone should point up to go towards the spine, and thighs should point down for legs

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hence the 180

pale pumice
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there's a diagram in the pinned messages

torpid ermine
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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?

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is there a diagram showing what the VRChat bones maps to a IRL skeleton?

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or are they not supposed to be the same?

pale pumice
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the diagram I refer to should do this

copper halo
pale pumice
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yeah Unity only really "sees" the bone heads

copper halo
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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

torpid ermine
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is the hip bone just a singular point where the spine begins?

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if i understan correctly

pale pumice
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in Blender it's a normal bone, going vertical. But in Unity yes, basically

copper halo
copper halo
pale pumice
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ah, that's true

thin crystal
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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...

outer cosmos
tired agate
uncut mulch
uncut mulch
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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

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i'm not getting that error anymore so yeah

eternal ruin
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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?

pale pumice
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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.

eternal ruin
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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

pale pumice
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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.

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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.

eternal ruin
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yeah

strong hedge
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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.

jaunty chasm
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AHHHHHHHHH

prisma radish
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wow i love rigging.

atomic fossil
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Guys do you know how I can link the armature I created with this model?

pale pumice
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Armature modifier on the mesh object(s)

atomic fossil
pale pumice
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I don't, but that's what you need if you don't have one

atomic fossil
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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?

pale pumice
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Again, you put an armature modifier on the mesh object(s), referencing your new armature

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(and then of course, you deal with weight painting)

atomic fossil
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mh i doesn't let me do anything

pale pumice
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sorry, I don't know what you were doing and can't read that

atomic fossil
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did parent and automatic weight

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shit won't move

velvet canopy
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On the mesh?

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It should have auto’s but Blender sometimes doesn’t do what it needs to

queen granite
pale pumice
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there probably, since it's about building the avatar rather than rigging the parts

queen granite
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ty

tropic grove
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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)

balmy delta
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if the bones are named the same then you can just reparent the mesh to the other armature

tropic grove
balmy delta
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in blender

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just reparent the mesh to the other armature

tropic grove
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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?

balmy delta
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however you want to reparent

pale pumice
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update the armature modifier to point at the correct armature too

tropic grove
pale pumice
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sometimes it's the little things 🙂

tropic grove
tight birch
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is tehre a way to preview/test vrcaht poses adn animations in blender?

rare moon
pale pumice
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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

rare moon
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oh yeah sorry i misread 😅

tight birch
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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

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when I crouch and walk the legs are behaving extremly weird

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for one thing they are more curled inwards than on other avatars, and when I walk crouched they jump pretty high

pale pumice
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might have to see it happening to understand what you mean, and a shot of the rig in idle pose

tight birch
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I'M getting teh screenshots

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here are some helpful screenshots

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the first image is the problem

pale pumice
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what are you doing when the avatar gets into that pose?

tight birch
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physically crouching

pale pumice
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the clipping is certainly a weight painting issue

tight birch
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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?

pale pumice
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I'm not sure why the leg would push that out, but it's hard to understand what's happening from here

tight birch
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I recreated teh pose in blender, same thing happening here. I'm not at all sure how I should approach this problem

balmy delta
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Its not physically possible to bend your leg like that irl

pale pumice
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right, but this is VRChat 🙂

balmy delta
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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

tight birch
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yeah that's what I figured, crouching seems normal when I don't go that low

pale pumice
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ok yeah that seems kinda normal

static flax
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does anyone know why i always have extra vertices no matter how many times i try to symmeterize the mesh on this model?

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its like its adding a whole new set of vertices but when i delete them it effects the mesh

balmy delta
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looks more like its stretching the mesh

static flax
pale pumice
#

I've done that with the mirror modifier, seems to work fine

#

this all assumes the mesh object's origin is at x = 0

static flax
#

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

pale pumice
#

hmm not sure what the issue would be then

static flax
#

its like theres invisible vertices or something

pale pumice
#

make sure everything is shown, that you're on the basis blendshape

#

and everything is on one side of X

static flax
#

ok im not super knowledgeable in blender how do i check the blendshape

#

and what do you mean on one side of x

pale pumice
#

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

static flax
#

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

pale pumice
#

it's always fixable, just might not be worth the effort 🙂

static flax
#

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

pale pumice
#

that's basically what weight painting is 🙂

static flax
#

Yeah but I’m doing it the non weight painting way

rapid mulch
#

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

static flax
#

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

robust crescent
#

very hard to explain in text ratl 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

#

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

rare moon
rapid mulch
#

Thank you so much!! I’ll try out your suggestions once I get home!

static flax
#

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

rare moon
static flax
#

Like the actual bone size?

#

Is that gonna affect how the rig functions with fbt at all?

rapid mulch
rare moon
# static flax Like the actual bone size?

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)

static flax
#

this is my rig rn for reference

rare moon
rare moon
static flax
#

oh ok yeah that works

hollow quartz
somber cliff
#

my avatar faces the wrong way when I go to edit mode for the bones. Any explanation for this and how to fix it???

pale pumice
#

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.

somber cliff
#

I'll try that last bit

pale pumice
#

it's not clear what that 90 rotation applies to

somber cliff
pale pumice
#

I'm still going to say apply transforms

somber cliff
#

what do I do next?

pale pumice
#

might want to go into pose mode for the armature and clear all transforms there too

pale pumice
#

I suspect you can probably make an educated guess, let me know if you get stuck 🙂

somber cliff
#

I did it lol

somber cliff
pale pumice
#

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.

somber cliff
pale pumice
#

nah, that's probably all you need

somber cliff
somber cliff
pale pumice
#

?

somber cliff
#

avatar is still facing the wrong way in edit mode

pale pumice
#

got any transforms on mesh objects?

somber cliff
pale pumice
#

no, in object mode for each mesh object

somber cliff
#

seems to be all at zero

pale pumice
#

good

somber cliff
#

where to go from here?

pale pumice
#

I don't know what's wrong

#

those two pics there look right though?

somber cliff
#

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...

pale pumice
#

you can absolutely apply a pose - you apply the armature modifier which causes the pose

somber cliff
#

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!

pale pumice
#

you're welcome!

somber cliff
pale pumice
#

not oriented properly in blender, incorrect export settings in blender, incorrect import settings in unity, a number of things

somber cliff
pale pumice
#

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).

somber cliff
somber cliff
#

it's fixed now that I essentially remade the model

royal sapphire
#

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

pale pumice
#

do you have this in Blender? I'd check bone roll first

royal sapphire
#

bone roll?

pale pumice
#

ideally it should be 0 for most humanoid bones

#

and eyes

royal sapphire
balmy delta
#

is that mmd model allowed to be ported to vrchat?

royal sapphire
#

check the bone roll*

pale pumice
#

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.

royal sapphire
balmy delta
#

mmd models usually are only allowed to be used with mmd

royal sapphire
#

ht does thatbmean? and why not use it else whre

#

what does that mean? and why not use it elsewhere? *

balmy delta
#

creator tos

royal sapphire
#

alriht then ill delet it u guess

royal sapphire
balmy delta
#

idk I cant read japanese

royal sapphire
balmy delta
#

why are you asking me for one

#

you are the one that downloaded it

royal sapphire
balmy delta
#

whered you get it

royal sapphire
#

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

ruby zealot
#

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?

robust crescent
#

no reason for this model to have more then 1~3 materials either ratl

royal sapphire
royal sapphire
steep trellis
#

do i neeed to do anything with the arms?

pale pumice
#

weight the mesh to the bones

#

also you need shoulder bones

steep trellis
#

sorry, more specific. the bones aren't connected in any way

#

hit enter too early

#

but that answers my question

pale pumice
#

they don't need to be "connected" as blender thinks for Unity

steep trellis
#

wait... can i join bones?

pale pumice
#

not "join" exactly - what do you mean?

steep trellis
#

oh you just said i dont need to have them connected right?

#

is it like a merge verticies by distance thing

pale pumice
#

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 🙂

steep trellis
#

that brings up my other question, the little tail part wont cause any issues being reversed will it?

pale pumice
#

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)

steep trellis
#

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

pale pumice
#

huh I'm not sure I've ever tried to make a bone via fill, that's neat

steep trellis
#

idk how to delete them and x doesn't work

pale pumice
#

x should work but not quite how you expect probably unless you're deleting bones at the end of a chain

steep trellis
#

strange

pale pumice
#

removing a bone in the middle of the chain fills in the gap

steep trellis
#

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

pale pumice
#

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.

steep trellis
#

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

pale pumice
#

it's probably a mirror modifier on another object

steep trellis
#

it was hidden

pale pumice
#

or hidden, yep

steep trellis
#

i knew immediately after i typed that i needed help

pale pumice
#

hehe

steep trellis
#

i feel like this will be easier than i thought

robust crescent
#

π looks funny pasted, easy to change after

steep trellis
#

??

ocean surge
#

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

robust crescent
#

paint one, copy paste

pale pumice
#

if you have one bone per link you can simply "set weight"

#

but that's a lot of bones too 🙂

ocean surge
#

and yeah it is a lot of bones, im very lucky this event doesnt require a poor or better avi this time XD

pale pumice
#

you tab back to edit mode, select what you want, then tab back to weight paint and enable masking, iirc the hotkey is 1

ocean surge
#

thank you that makes it a kabillion times easier

pale pumice
#

all I've done is read more of the blender manual than you 🙂

ocean surge
#

faster at least

steep trellis
#

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

pale pumice
#

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

steep trellis
#

it's not even there though

#

it's just gone

#

it says there's no head bone

ocean surge
#

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

pale pumice
steep trellis
#

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

pale pumice
#

set "apply scalings" to "FBX All"

steep trellis
#

?

#

oh

pale pumice
#

also I don't touch path mode, auto is fine.

steep trellis
#

moment of truth

ocean surge
steep trellis
#

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

pale pumice
#

those are required bones

steep trellis
pale pumice
#

because VRChat says so - not sure who said to look there but it's a little misleading, since that's Unity and not VRChat.

steep trellis
#

of course

#

i better not need to re-paint my weights

pale pumice
#

just split the spine bone into two

steep trellis
#

alr

#

wow i can use subdivide lol

pale pumice
#

yep!

steep trellis
#

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

pale pumice
#

?upload

tough forgeBOT
#

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

steep trellis
#

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

pale pumice
#

How long is a piece of string?

steep trellis
#

pluh

steep trellis
pale walrus
#

how do I fix the weights for this happening

#

and this

#

wait I think I figured it out

pale pumice
#

smoothing

deep tartan
#

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

robust crescent
#

are they straight up in blender

deep tartan
#

no they are pointing with the eyes

robust crescent
#

gotto get them straight up

pale pumice
#

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

robust crescent
#

ratl easymode

pale pumice
#

that's cool

deep tartan
pale pumice
#

they look kinda low there

deep tartan
pale pumice
#

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.

deep tartan
#

they are like weird points

#

I think i fixed it for the most part

amber kestrel
#

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)

tight birch
#

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

brazen island
#

well, and probly not the case, but speaking about same weights, vrchat allows only 4 bones to affect a vertex

tight birch
brazen island
#

uh, pins? also mixamo produces very decent autorig for fbt, so you might want to run through it to reference

amber kestrel
#

Torso points forward, legs point backward, roll is zeroed, hips line up on Y axis with upper legs, both are straight vertical

tight birch
#

I have no other ideas, sorry

amber kestrel
#

I know. That's why I'm puzzled

#

lol

#

I've never had this problem before

#

been making avatars for years

spark zinc
# amber kestrel I know. That's why I'm puzzled

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

amber kestrel
robust crescent
#

its locomotion, when you move it goes abit down to lean avatar

fallen grotto
#

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
Please Support me on Gumroad: https://gumroad.com/dannymac

My Socials:

Instagram: https://www.instagram.com/danny_mac3d/
Tumblr: http://danny-mac.tumblr.com/
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Facebook: https://www.facebook.com...

▶ Play video
brazen island
#

direct drivers are ofc impossible, since they have nothing to do with exported fbx. perhaps you can do stuff via contacts.

pale pumice
#

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

steel halo
#

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

brazen island
#

@steel halo bruh i literally said it next message, 🤓

steel halo
#

Ah yeah I see that now, thanks for the nerd emoji

hidden bridge
#

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

pale pumice
#

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

hidden bridge
#

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

pale pumice
#

and the other spine bone, yes

#

you don't have to weight paint the shoulders

hidden bridge
#

ok i need to split that chest bone

hidden bridge
#

hmm

#

should i name bones differently than meshes

#

add bone to the end

hollow quartz
#

Like forearm parented to the first arm bone parented to the shoulder bone parented to the chest bone

#

Same with the legs

hidden bridge
#

ya i was gonna work on it next

pale pumice
hidden bridge
#

okay

hollow quartz
#

Ok you do got it, nice. Maybe that's the mesh then. I was lookin at the dotted lines

hidden bridge
#

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

hidden bridge
#

thx guys

#

we're so back

steep trellis
#

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

pale pumice
#

no, so long as you have the hmanoid bones, you can add extras wherever you like

steep trellis
#

o cool

pale pumice
#

I'd do a chain so it moves like a tail

#

basically just treat it like one, use gravity on the physbone

steep trellis
#

no clue what any of that means this will only by my 2nd time doing a rig 😭

pale pumice
#

you will, don't worry 🙂

steep trellis
#

i'mma ask now so i can add more bones if i need to do that

pale pumice
#

add as many bones as you want to have

#

no rules about non-humanoid bones

steep trellis
#

i want this E to bend when grabbing things, do i need bones for that?

pale pumice
#

probably

steep trellis
#

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

steep trellis
#

idk what i specifically need

#

i dont know what i dont know

#

two questions

  1. will the top being the index and bottom being the thumb with no other finger bones break the hand?
  2. will the current placement of bones not register as a hand? or does it not matter
pale pumice
#

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

steep trellis
#

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

pale pumice
#

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.

steep trellis
#

oops forgot to un-reply

pale pumice
#

anywhere you want a bend, you put a joint

steep trellis
#

alr so then after that how do i make it lag behind?

pale pumice
#

tails have multiple bones

steep trellis
#

and after weight painting*

pale pumice
steep trellis
#

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

pale pumice
#

there are lots of videos on how to make tails move realistically, that's basically what this is

steep trellis
#

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?

pale pumice
#

why? stuff should already be parented

steep trellis
#

i need the vertex groups so i can weight paint

pale pumice
#

a) you can make them manually
b) they automatically get created when you select a bone and start painting

steep trellis
#

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.

pale pumice
#

yeah if there's nothing weighted to them, it thinks they're unnecessary

steep trellis
#

how do i stop that from happening?

#

this model obviously has no legs

pale pumice
#

what bones are mapped in the rig setup?

#

if it missed some, add them yourself

steep trellis
#

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

pale pumice
#

oh! right - there's an export option in blender, or an import option in unity

#

I forget which though, haven't used this myself

steep trellis
#

i'm using blender to make the model

pale pumice
#

something about don't export unweighted bones

steep trellis
#

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

pale pumice
#

wait, they are in the hierarchy?

steep trellis
#

yeah

pale pumice
#

oh, good, that's fine then. go do the rig setup

#

put the right bones in the right slots

steep trellis
#

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

deep tartan
#

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

deep tartan
hidden bridge
#

how can i make the controller be in the right spot?

pale pumice
#

controller? you mean the gizmo that lets you rotate the bone? It's at the bone's head.

hidden bridge
#

okay

pale pumice
#

move it in blender, don't move humanoid bones in unity

hidden bridge
#

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

pale pumice
#

you don't have to weight paint all the bones, they just have to be there

hidden bridge
#

oh yeah lol

#

i had to kinda rerig it a little

hidden bridge
#

how can i make my eyes not rotate but still follow the movement of the bone

pale pumice
#

you'd have to make some kind of complex animation for that

hidden bridge
#

rly? i cant just have some sort of ik or constraint?

pale pumice
#

you could probably play with FinalIK to do something like this

hidden bridge
azure crest
#

can some one help me add a rig to my model

pale pumice
#

that's what this channel is for

azure crest
pale pumice
#

have you watched any tutorials yet?

azure crest
#

yea but im still confused

pale pumice
#

if you have specific questions, that'd be a good place to start

azure crest
#

do i need a armature

#

for the model

pale pumice
#

yes

azure crest
#

ok

#

also if a neck is like this how would i rig it

spiral cloak
#

stretch the texture

#

into the size confines shrink the body

pale pumice
#

... what?

spiral cloak
#

... what?

pale pumice
#

not sure what that has to do with rigging?

spiral cloak
#

-89u[j'm/

pale pumice
azure crest
#

what about hair

pale pumice
#

what about it?

azure crest
#

nvm is a rig and a armature the same

#

?

pale pumice
#

yes basically

azure crest
#

can i dm you for it to be easier to talk

pale pumice
#

no, in here others may chime in or benefit

azure crest
#

ok

#

is this a rig or is it diffrent

pale pumice
#

looks like it is, though not humanoid in the way vrchat would want it. There's an image of one pinned in here

azure crest
#

when i import in unity theres no rig though

pale pumice
#

watch basic avatar setup tutorials, you have to actually set that up

azure crest
#

in unity or

pale pumice
#

?

#

yes you have to set that up in unity

azure crest
#

ok

tame willow
#

can someone help me rig this model?

torpid ermine
#

what model?

balmy delta
tame willow
balmy delta
rare moon
#

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

copper rover
#

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.

copper rover
#

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.

fading verge
#

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?

copper rover
tardy grail
#

Does anyone know a good method for hip leg bend area so it looks nice and plum on all sides instead of being bendy

signal grotto
#

how would i get this piston to function normally in vrc

pale pumice
#

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.

balmy delta
pale pumice
#

Aim constraints are so underrated

light moon
#

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

light moon
#

Oh, it seems LimbIK is whitelisted which may be roughly the same

tardy grail
#

will this be functional in vrchat? will it cause issues

pale pumice
#

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 🙂

charred gulch
#

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?

hollow quartz
charred gulch
undone wadi
#

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 😥

pale pumice
undone wadi
#

ill try

#

i thinksies i did that last time too and it gave me some error

#

gimme a sec

pale pumice
#

"some error" - share it, it's difficult to help otherwise

undone wadi
#

im sorry i dont remember what it was before 😭 hang on

pale pumice
#

'sokay - if it happens again, share

undone wadi
#

so should i leave upper chest blank? since its like an unnessasary bone

#

good lord i cannot spell

pale pumice
#

Yeah it's optional for VRChat

undone wadi
#

ok coolieo

#

the one error popped up again ill show\

#

i remember how to fix it

pale pumice
#

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

undone wadi
#

i gotta redownload stuff n what not i hate waiting tho

pale pumice
#

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

undone wadi
#

it SHOULD be fixed i see no other errors but i will check

undone wadi
pale pumice
#

yeah that's not right

undone wadi
#

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

pale pumice
#

if there are wrongly mapped bones, it'll do that

undone wadi
#

i feel like im decoding some egyptian language

pale pumice
#

no idea which bone "axel" is here

undone wadi
#

oh oopsie

#

axel is shoulder

limpid bridge
narrow roost
#

Does anybody know a lot about Pumkin tools? I am having an issue with it

balmy delta
clever ledge
#

how do i get started with rigging its soooo harddd 😭

#

(please ping me wheen replying or i will forget)

balmy delta
#

extrude the same way you extrude vertices

clever ledge
balmy delta
#

well you need to parent the mesh to the armature then weight paint

clever ledge
#

okay, well the parenting seems easy enough but what in mount olympus is weight painting

balmy delta
#

you paint weight to the mesh saying "hey track this bone by this much between the value 0 and 1"

clever ledge
#

mkay

#

any videos you recommend, the only reason i didnt use on for the other stuff is cuz it was confusingh

balmy delta
clever ledge
#

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

balmy delta
#

you need all the bones to make it humanoid

#

they dont need to be weighted but they need to be there

clever ledge
#

mkay, so, does that mean i also need floating arm bones?

#

Cuz vro has no arms

balmy delta
#

they dont need to be weighted but need to be there

clever ledge
#

mkayy thxx, ill come back if i run into any problems

#

does it matter if the unused ones are centered with the mesh

pale pumice
#

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

clever ledge
#

Does this look descent enough?

#

Also when the legs move, the body deforms as well, how would i fix this?

pale pumice
#

don't weight paint the body to the leg bones

#

and that doesn't really look like the diagram

clever ledge
#

well i didnt go off the diagram, but would it work for this avatar?

pale pumice
#

do you want it to be humanoid? use the diagram.

clever ledge
#

sigh

hollow quartz
#

otherwise it literally will not work, and will not play animations. basically, it'll t-pose and that's it

clever ledge
#

yeah i figured that out, i had to redo it

clever ledge
pale pumice
#

click "configure" and put the right bones into the right slots

clever ledge
#

is it not sposed to show the armature as it would in blender cuz its hard to make out the bones

pale pumice
#

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)

clever ledge
#

sobs

#

why must this be so harddd

pale pumice
#

because your bones have silly names. Name them better and it'll be obvious where they go

clever ledge
#

i didnt even name em, and how would that fix the error?

pale pumice
#

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

clever ledge
#

mkay

dawn torrent
#

What would be the best way to rig digitigrade/animal legs? Or does it not really matter much?

pale pumice
pale pumice
#

I think I've done this 3x now, the first two really badly 🙂

radiant scaffold
#

Hey so is there ever being a huge update on VRChat

pale pumice
radiant scaffold
#

Oh thanks

jade sail
#

Hey guys i have a request, could one of the developers bring back the old home room I miss the OG days

nova shard
#

this isnt really the correct channel to be requesting anything this is for avatar rigging...

jade sail
#

I couldn't find the right one so I selected random

pale pumice
nocturne flame
#

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?

brazen island
#

yes, you need a full set of humanoid bones (except fingers) for it to work at all.

nocturne flame
#

thank you

slow lily
#

I'm trying to simplify the rig by removing unnecessary bones and merging some, but I can't see which bone I'm selecting

hallow quartz
pale pumice
#

You can also select bones in the hierarchy, and see which is highlighted in the 3D view. Sometimes that's way easier too.

wintry jetty
#

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

brazen island
#

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

jagged python
#

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?

pale pumice
#

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)

jagged python
#

Oh sweet, that parts fixed at least 😅

glad temple
#

i have no idea how this happened. I just mesh transformed and suddenly this happened

gloomy bloom
#

Anyone got any examples of Prosthetic or Robotic Arms?
I'm trying to gauge what I got for it's articulation

heavy pendant
#

i've never rigged bones before but does it look ok? im new to 3d modeling so any input will help.

pale pumice
#

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

heavy pendant
#

i wanted to have the head/ torso static and move with my head movements (kinda like pac-man) would that be possible?

pale pumice
#

Sure, you can weight paint mesh to whatever bones you want, you still need to have those bones in the rig.

heavy pendant
#

Oh ok!

static parcel
#

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.

pale pumice
#

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

static parcel
#

Thanks

royal canopy
#

Hate rigging

#

Finished the skeleton

pale pumice
#

you'll need hand bones if you want that to be humanoid in vrchat

balmy delta
#

they dont need to be weighted but they need to at least exist

#

also you didnt need those pelvis bones only the leg bones

pale pumice
#

yeah I was wondering if the position of those and the shoulder->upper arm joints would be an issue

balmy delta
#

well

#

bone positions not really if it at least lets you rig it as tpose

pale pumice
#

yep, true

royal canopy
pale pumice
#

shoulder still moves the arm, but yeah, try it out.

slow lily
#

Is there an easy way to find out which bones don't have any weights assigned to any vertices?

coral obsidian
#

Can someone help me set this up?

pale pumice
cold cliff
#

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?)

open tundra
#

Okay i give up, why is my view position over my shoulder now ?

robust crescent
#

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

open tundra
#

This is the only warning i'm getting if this could be a culprit

robust crescent
#

should never need a value on X in viewpoint that means your av isnt centered

open tundra
#

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

open tundra
arctic matrix
#

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

pale pumice
#

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.

balmy delta
#

they dont need to be weighted but just exist

buoyant ginkgo
#

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

deep tartan
#

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

buoyant ginkgo
#

like im asking how to do a rig$

#

ive been searshing online all day

#

idk how to do that

buoyant ginkgo
deep tartan
#

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...

▶ Play video
buoyant ginkgo
#

how can i fix that

deep tartan
#

Not sure? I always just use the textures that the roblox avatar comes with on export

buoyant ginkgo
#

lemme show you

#

the textures are like sideways