#avatar-rigging

1 messages · Page 21 of 1

buoyant ginkgo
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😭

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looks like that

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weird

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its not sideways in texture file

robust crescent
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check for multiple uv's i got no clue about those ones

buoyant ginkgo
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ik

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imma try to turn it sideways

deep tartan
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What was your process of exporting from roblox and then importing into blender? Maybe something went wrong along the way?

buoyant ginkgo
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i just went in roblox studio

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imported my avatar

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exported it as an obj with textures

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and now yeah

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want image file?

robust crescent
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some avatars when converted/whatever have many uv's , one of them might behave with the current texture

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just have to edit it to see or try one at a time

buoyant ginkgo
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where do i see them?

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theres only one...

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only UVmap

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imma use manual texwture space

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praying its not too hard

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btw i seperated clothes and hats

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but

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when togueter it doesent do that but it doesent want to be in right coordonates

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im gonna try to reexport my roblox avatar

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wait

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@robust crescent my avatatar needs to be R6 or R15?

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LETS GO

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I GOT MY AVATAR FULLY WORKING (im being happy rn dont uncap me)

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wait

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what do i even do after exporting avatar cus i cant get it to tpose

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😭

wet kiln
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Tried out the Z method in hopes it was just a bug, and it worked! Only for the hands! I swear these are parented based on what I've been told and tutorials but apparently it's not?

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If anyone could tell me whats going on it'd be a huge help

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I'll get a blender screenshot while I'm here

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Ah wait I'm silly and also struggle to read read text, need to add the thing to the chest

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I'll try the Z thing still with everything and if it don't work uhhh

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I dunno

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So it seems I just need to add Z to everything.

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Fun!!

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WAIT

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I.

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I got it.

heavy pendant
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I ended up taking a break for a couple of days this is the currently what i have for the bone structure, would this be ok or is there a couple of adjustments i would need to make before texture painting, for reference i kinda want it to move like this le poisson steve avatar : https://youtu.be/JrqtUuWap8I

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pale pumice
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if you want it to be humanoid, it has to look like the one pinned. Yours looks like it'd work

heavy pendant
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Thank you!

heavy pendant
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i ran into a little bit of a problem with the bones i attached them to the model with automatic weights and put them in pose mode, the bones on the right work while the the bones to the left of the image don't, and when i move around one side it also deforms the other. i dont really know what to do, and what im doing at this point.

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also what is supposed to be the hand bone is moving the end of the arms insteat of the ball like hands

pale pumice
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are the hands separate parts?

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sounds like you need to check and possibly update the weight painting

heavy pendant
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Everything is joined together but I tried remeshing to the same result

pale pumice
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ok, joined together is fine

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For mirroring bone weights, you have to have the left/right sides named with a pattern, use extensions like _L or .R on those bones

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beyond that, time to look at weight paint

heavy pendant
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Ok, thank you!

astral quest
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quick question, can I change weight paints with blend shapes? like if I turn on a blend shape can the weight shift with it to a new bone as well?

pale pumice
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nope

celest sun
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so

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this is another issue im having

trim timber
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looks like it's not weight painted

celest sun
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the parts are not proprly connected with each other because its mainly made for blender

pale pumice
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I'm not sure what any of that means, but it looks like you need to see what's weighted to what

celest sun
pale pumice
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it looks like all of those mesh parts are rigid, this is animatronic, right?

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that would mean there's minimal deform, so weight painting is easy - each section is weighted 100% to a single bone

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the shoulders are weird though - you may want to have separate bones that move in relation to the rest of the arm, like you'd do with pauldrons on armor. I'm not sure how this character moves, so just guessing based on this one image

celest sun
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im honestly more used to using glamrocks so this is pretty new to me

glossy vale
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Hello guy
I'm new here

astral quest
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anyone have experience making two hair styles out of one mesh? I have the blend shape to make my hair go from long to short and made a toggle to turn off the bones at the bottom of the hair and keep just the top bones at the top of the hair root active which are weight peinted to the short hair but the hair is still being moved around by the bones that are turned offf?

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im about to pull out my own hair trying to figure this out

pale pumice
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turn off the bones by what, disabling game objects? You might be better off shrinking them

astral quest
pale pumice
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oh, actually that'll shrink the mesh too, maybe not what you want

wind sigil
pale pumice
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I don't know what the actual criteria is here, it's probably in the blender manual though

wind sigil
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noted, thank you

weary knot
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I’m such a disappointment

celest sun
rigid hearth
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hakari is the head

wind sigil
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what the… where did you get this model from ? 😭

weary knot
weary knot
limpid bridge
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solutions, please? 😭
not sure exactly how to fix these issues
(the clipping, and the weird weights)

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its originally a-pose

wind sigil
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i would recommend lessening the weight that that arms have on the chest,
and making the chest control that under arm area a little bit more

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but you just have to play around with it to get it right

limpid bridge
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alr

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what about the shoulders?

wind sigil
limpid bridge
wind sigil
limpid bridge
wind sigil
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then leave it

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this happens when you go from t pose to a pose

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as long as the shoulders and arms bones (the bones, doesn’t matter if the mesh does) make a straight 180, you should be fine

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if it looks wonky in game, go back and fix it.

nova shard
# rigid hearth pls help

the meshes that arent moving arent weightpainted to any bones/ the correct ones atleast, go into blender and manually weightpaint them to the Head bone (also the seperated meshes in the 2nd photo shouldnt be detached from the armature vrcBotThink )

prime adder
pale pumice
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sure

prime adder
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is it like... required?

pale pumice
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more mesh renderers = more draw calls = worse performance

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so no, but...

prime adder
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ty

upper yoke
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I've been making the spines on all my models follow the shape of actual anatomical spine for the characters, this results in good deformation and retargeting outside of very specifically VRChat's fullbody IK (looks great with MMD worlds, Unity Mecanim, and ChilloutVR's fullbody IK). BUT, I do want to be able to use my models with fullbody in VRChat, and waiting for VRChat to re-add the toggle for spine straightening, which afaik was a thing with mods before EAC.

Is there some workaround to make characters with this kind of posture work with fullbody?

The first image is ArcticAsper's Verbunny, which has a similar posture to lots of my avatars, but somehow gets away with a straight spine, but the hip tilt isn't as extreme.

The medical term for this is an "anterior pelvic tilt" and it's generally a bad thing on humans, but it makes bipedal characters with large tails more balanced, like velociraptors. I feel like part of solution is to just make characters with smaller, lighter tails, and in-turn straighter spines, but I've already got a ton of these raptor posture models and I like the way it looks, plus they move great on other platforms in FBT, they're only broken on VRChat...

pale pumice
upper yoke
# pale pumice the thing is, the armature follows *your* movements. If the avatar's movements ...

Would rotation constraints to a straightened spine alone work? Wouldn't that end up with the head often not being lined up correctly?
Also, I do want to reiterate, with fullbody in ChilloutVR with "Pre-Straighten Spines" disabled, these models work 100% fine with fullbody, and the movements feel good. The goal is not 1:1 movement with the human body, that's impossible, but just plausible, predictable, and comfortable movement.

pale pumice
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you can use local orientation for rotation constraints

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also, personally I have yet to get chillout to work with full body tracking in a reasonable way

rustic cypress
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Does vrchat armature need palm bones? Or just hand and fingers?

pale pumice
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Just hand, everything below is optional

brazen island
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uh but if you DO have fingers, then you DO need wrist bone.

balmy delta
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you need a wrist bone either way

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its the hand of the model

brazen island
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ah true its in unity's mandatory list even.

elder tapir
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What am I doing wrong?

pale pumice
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can we have a little context? What are you trying to do?

elder tapir
pale pumice
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I'm not sure what these images are indicating

elder tapir
pale pumice
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but what are you clicking on in the last one?

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are you painting all of that to one bone?

elder tapir
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o

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I am new to this stuff so i dont really know - 😭"

pale pumice
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have you watched a tutorial on this?

elder tapir
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Ye

pale pumice
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ok then I'm not sure what you did in that last one or why all of that seems to be weighted to one bone

elder tapir
pale pumice
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select the bone with ctrl+shift right-click

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again, tutorials should have shown you this

elder tapir
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okey dokes thank u

pale pumice
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remember that for VRChat, each vertex can have at most 4 weights

native spoke
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it looks like you are weight painting everything to a single bone

native spoke
native spoke
native spoke
native spoke
# elder tapir Thank youuuu!!!!!

also if you need help with blender there is an official server ( which I did link a message from ) you can get help with pretty much anything you would need when it comes to working in and navigating the app

wintry jetty
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anyone know how i can adjust the eyes seperately? i want to rotate and adjust them so i dont get this crosseyed look

wintry jetty
balmy delta
wintry jetty
prisma radish
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Can I weight paint each bone by selecting surface polygons?

wind sigil
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go to edit mode and use vertex groups
select the faces/polygons you want to weight to said bone and assign it to the vertex group of it

prisma radish
wind sigil
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whatever rig suits you and that you want

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i’m just answering your question how to weight the polygons

pale pumice
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That last message seems important, check your permissions

urban shoal
pale pumice
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I was 🙂

urban shoal
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Thank you stll though

pale pumice
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for a moment I thought I clicked a different channel and almost started trying to find the message

urban shoal
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hahaha

marble flare
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Hello

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I dont have enough bones I guess so can I just extrude some bones and use them for the bones im missing?

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I tried it the first time but idkkkk

arctic sundial
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Depends which bones youre missing

marble flare
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lowkey I forgot but I think its like chest, neck, spine

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maybe something else

frigid geyser
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Hey!! Needing help on how to have the clothes move with the breasts, butt and leg when they're moving. Also needing help with the clothes adjusting to body modification sliders like breast size.

robust crescent
frigid geyser
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Thank you! This will also work for adjusting the size of certain body aprts?

uncut breach
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that tool is just for Weight Painting

frigid geyser
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Oh okay, so what tool would I use for the body slidders?

uncut breach
frigid geyser
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Thank you!

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It seems I have to use a version before blender 4.4
Is it nessesary to get an older version

uncut breach
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Mesh Data Transfer has always worked for me

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unless you're talking about weight transfer

frigid geyser
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Idk what I'm talking about. But do you use an older version of blender to use the Mesh Data Transfer?

uncut breach
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the legacy version won't

frigid geyser
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So would the 4.4 version work with that?

uncut breach
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yes, just try it and see

pale pumice
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4.4 works for me so far

frigid geyser
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Sweet I'll give it a try! Thank you so much for your help

uncut mulch
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how do I rig this model? (I just made it)

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i want it to be humanoid rigged

trim timber
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Same as any model. Check the pinned posts.

uncut mulch
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basically my model is one model, and when I try to apply a skeleton with an anatomically correct skeleton to it, i click automatic weights so i dont have to do weight painting, but I get this heat weight error thing at the bottom.

so i tried dividing the model by its materials in edit mode, and then i tried automatic weights, it worked, but when i go into pose mode and move the bones, the shape keys (which are suppoed to be for facial expressions, blinking and lip sync get dragged along with the bones i'm moving, like the jaw moves towards the bone i rotate. also the ears, which are already joined with the head, get moved seperately from the head as if the ears and arms were linked (they aren't) whenever i move the arms.

trim timber
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automatic weight is bad. Do it manually for better results.

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Weight paint it manually and most of those issues will disappear. For the shapekeys, you could try separating the model into parts (by materials or however else) and making sure that you delete all shapekeys that shouldn't affect those parts.

uncut mulch
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oh okay, so with weight painting, do you know what each color means? red, yellow, green and blue?

trim timber
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red - weight painted
blue - not weight painted
I recommend looking at some tutorials

brazen island
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@uncut mulch just send it to mixamo first

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way better than blender auto

uncut mulch
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The model didnt work for mixamo

uncut mulch
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So like if i were to weight paint the head, would that prevent the heads shapekeys and ears from moving with the arms?

wind sigil
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shapekeys aren’t weighted, i don’t think you’re using the right terminology

uncut mulch
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i wish i could in words

uncut mulch
# wind sigil uhhh… explain?

yesterday when i put a rig on the model and did empty groups, and moves one of the arms, the mouth started opening and moving around and it was following wherever i rotated the arm, same with the ears that are supposed to be joined (ctrl + J) with the head

wind sigil
uncut mulch
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nevermind about that im good BUT something else, im weight painting and im starting to get the hang of it. but I want to add bones for the boobs and belly (Im making a funny fat lady model) I want to be able to have physbones for the boobs and belly, but i dont want that to be affected by the weight painted chest bone, so do I just paint around the boobs and belly and paint the boobs and belly bones as their own weights?

wind sigil
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yep you can do that!

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thats how most creators do it :)

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i recommend having a root bone for things like boob and butt

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that have multiple bones attached to them

uncut mulch
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right

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thank you

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AWESOME! I understand weight painting now!

wind sigil
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that's lovely! :)

uncut mulch
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i've been watching this tutorial while also coming to this server for some helpful side tips and questions that aren't answered in the tutorial

wind sigil
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that's great, always happy to see another person get into 3d modeling

wind sigil
uncut mulch
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yeah the fat lady model actually isnt my first, i first modeled one of those terrifying vintage 'laughing' kid mannequins

wind sigil
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ahhh cool!

uncut mulch
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barnacles, my blender window is frozen and wont close, thats fine cause i saved the rig and model lol

wind sigil
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yesss always save often...

uncut mulch
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and then i just clicked the root belly bone and shift clicked the spine bone and did "keep offset"

wind sigil
brave rover
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Hey yall! symmetrize somehow flipping on the Z axis instead of the X axis. Anyone know whats up?

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Also is my rig decent enough?

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Tried setting the origin of the rig to the center between her feet but that just made the rig symetrical underneath her

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Ah, nevermind i fixed it. Had to apply the rotation

brave rover
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At the cost of my sanity, She's now rigged, besides the hair and ears. Right now I have the hair and ears all joined with the head in blender, but would yall recommend making them seperate objects? (they're all seperate meshes)

trim timber
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I'd join meshes. Do you need to keep the separate for some reason?

brave rover
trim timber
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most my avatar's are one mesh only

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making it multiple just makes performance worse

brave rover
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got it

trim timber
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it's handy for weight painting!

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but not for the final product

brave rover
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so separate to make weight painting easier and then join when im all finished?

trim timber
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yeah

pale pumice
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I generally keep mine split up in parts until export time, it makes it easier to mix and match parts (especially clothing)

trim timber
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Ye same

lethal glen
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Could someone help me? this model I got doesn't have a head bone and whenever I try to add one it just doesn't work. Like when I go to the weight painting area I don't see the bone and it just doesnt work

trim timber
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is the bone parented to the mesh?
is the vertex group for the head bone there?
can you select the vertex group in weight paint mode?

lethal glen
trim timber
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add it manually with the +
name it the same thing as the bone

quaint canopy
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Does anyone know how to "re-connect" toggles and animations to an asset that's been resized in blender?

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like i have these stockings i resized for my lunabeast, but the toggles and animations are now not working on the resized ones

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i added back in the parameters and menu and FX but it's done nothing

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so im missing a step

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they're in my avi but when i go to Gesture Manager in play mode, none of the toggles work

trim timber
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I'll assume it's because you renamed them, look at error in the bottom right

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you'd be better off overriding the previous fbx

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with the new one

quaint canopy
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hmmm okay i'll have to re-import it

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how do i overwrite it?

trim timber
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open assets in the explorer window. Find the fbx, drag the new fbx (with the same name) to the explorer window, pick replace/override

quaint canopy
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ahhhhhhh okay

trim timber
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or just export from blender and save in the assets, whist overriding the fbx

quaint canopy
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okay i'll try that, i removed the original FBX cause i thought that's what i had to do lol

trim timber
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yeah, nah

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too much work

quaint canopy
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got it lol

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asking cuz im dumb, is this how i do it?

trim timber
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yes

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that

quaint canopy
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okay done

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okay i did that but it's still the unfitted ones???

trim timber
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honestly I'm not sure why
I don't attach clothing in unity, I thought that would work

quaint canopy
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maybe it's the meta file?

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i'll try that

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yeah no it just goes right back to the unfitted ones

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goddamnit

quaint canopy
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i think it's the prefab. somehow it's not in here

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how do i replace the prefab for the new sized stockings?

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nvm i got it figured out but the damn toggles are still broken

pale pumice
wind sigil
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sometimes, it will not select properly. in this case, making vertex group manually is possible.

pale pumice
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I haven't had a situation where I could not select a bone in weight paint mode, if you get there, something is definitely wrong.

urban shoal
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Hi guys, im doing physbones but im adjusting the sliders of Gravity, Pull and Spring but i dont actually see any change when moving the avatar?

brazen island
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@urban shoal afaik they messed up with playmode physbones in current sdk, so editing live doesnt do anything, you need to re-enter playmode, or maybe disable-enable physbone component? also #avatar-dynamics

urban shoal
limber flame
urban shoal
pale pumice
limber flame
pale pumice
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I'm not sure how that would work, without skin weights the mesh won't move with a bone

zealous sonnet
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does anyone have pointless creations pipboy assest and if so how do i make the screen not appear pink,idk what to do for that

trim timber
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you didn't install the required shader

zealous sonnet
rose frost
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Does anyone know how I should connect these bones to make it so that I can hold this blaster with 2 hands? I'll use position and rotation constraints to connect the grip bones to the avatar's hands, but idk in which way I should connect the bones to eachother to make sure it follows both hands correctly.
(The top bone is the bone for the body btw.)

brazen island
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@rose frost you dont need actual bones. make sure gun's origin is at main grip, add empty object (or use bone but again, no point) and move it to a second grip, acitvate aim constraint towards it, gun should remain at the same position. now you can move empty object onto 2nd hand bone with 0 offset and the gun should continue to aim at it. next just do animations turning constraint off/on.

limber flame
pale pumice
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that neck bone just looks like you have verts painted, even if they look blue. Click on one of those verts in edit mode and see which weights it has

urban shoal
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What are twist bones for?

wind sigil
wind sigil
urban shoal
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Thank you!

urban shoal
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Avatar I'm making if for PC. My friend doesn't have VR controls

pale pumice
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If you want to make twist bones, Feilen's Tuxedo Blender Plugin makes doing so really easy

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I always make them

quaint canopy
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how to fix this endless error loop?

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trying to reapply animations and toggles from one asset to a resized one?

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i can't find a youtube tutorial on this

pale pumice
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seems like a vrcfury thing, have you tried the discord for that?

quaint canopy
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i was not aware there was a vrcfury server but now i need to join it lol

tiny vale
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Hi. I'm looking for advice on how to rig and setup these sleeves so that the arm twists separate from the sleeve, and the sleeves mostly stay upright.

I've tried a couple of approaches using aim constraints or physbones and haven't been able to get something even close to workable yet.

I've seen other outfits with large sleeves, but either they only follow the upper arm (which I have got to work), or are locked to arm rotation and move pretty badly.

wary crow
tiny vale
# wary crow this wording is a bit confusing, do you want the sleeves to basically always poi...

I'm not sure how to explain it better. They should move with the arm, but say you are standing in a tpose and twist your hand upside down - that twist extends up your arm, and anything weighted to the arm bone will move along with it. I don't want that. I want you to be able to twist your arm, without also twisting the sleeve.

I've tried a few approaches; both involve weighting it not to the armbones but instead to bones under the arm - whether using physbones w/ gravity, or aim constraints, but haven't been able to get a working result yet.

pale pumice
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hmm, rotation constraint from arm to sleeve but lock the X axis?

somber bane
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does anyone knows how to rig clothes in unity, there is a way i've seen my friends do it without blender, they were gatekeepin' it

urban shoal
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Hi Everyone, i am trying to add thigh jiggle, is this the right idea? or should the bone be perpendicular ? and should you only weightpaint the front of the thigh and not all around it?

somber bane
trim timber
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I would love to know how

somber bane
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same

trim timber
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to my knowledge weight painting can only be done in Blender

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or Maya or something

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not unity

somber bane
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idk nothin' in blender, i just have it to inspect .blend avatars

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i just learned how to make a toggle like a bed and doen't follow you

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and how to make a submenu for scripts

tiny vale
# somber bane it is

I suspect you are misunderstanding what they are doing. I've never heard of that as something you can do in unity, and would require (probably paid) plugins. But I've heard of no such thing.

You can scale existing clothes to cover you avatar, but weights are unlikely to match - corrective blendshapes and mesh hiding can help there and I know there are plugins for both if the avatar isn't set up for it.

somber bane
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i found a way

pale pumice
trim timber
hasty cloud
wind sigil
hasty cloud
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its the right eye that is messed up

pale pumice
barren yarrow
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hey yall, my first time rigging an avatar from scratch. Is it a problem if the mesh itself isnt 100% symmetrical? Will I need to fix this before I start rigging or can I eventually line the model up through posing to be mostly symmetrical once it's weight painted?

pale pumice
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it doesn't have to be symmetrical at all... unless you specifically want it to, in which case of course you should fix that.

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You could just split it in half, delete half, then mirror the other half.

barren yarrow
pale pumice
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well some things just aren't symmetrical, so this can work however you want

lusty panther
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Having an issue with the rigging of an avatar I'm trying to make? When in desktop it'll be like the image on the left, but work normal whenever I'm moving. In vr, it'll only do that when I'm standing at a specific height but when I'm moving it becomes jittery. Does anyone have any tips for what I could do or at least point me in the right direction?

hasty cloud
pale pumice
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then there's some other issue still

hasty cloud
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even tried making them point upwards, THEN setting the bone roll to 0

pale pumice
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that's ideal, yes.

hasty cloud
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even then it doesnt work and gives me the exact same problem i was having before

pale pumice
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again, I didn't say this would solve whatever problem you are having, just that this is the "correct" way.

hasty cloud
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ik im not blaming you, im just so confused

pale pumice
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k

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is the head of the bone at the center point of the rotation?

hasty cloud
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im confused.

oblique furnace
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Changing bone positions/rotations and then overwriting the model doesn't change any configured avatar

rare moon
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here is an avatar i created that has this same effect on the sleeves

tiny vale
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I have familiarity with polar physbones. Good for emulating expected movement. Like beads sliding or pivoting on a ring. :)

barren yarrow
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how would I do the armature for a mesh like this, where theres no real point to including the middle though pinky bones? Do I have to include them anyway to meet the requirements for the rig, or can I leave them out?

pale pumice
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nope, you can leave out all of the fingers, you just need the hand bone (for the wrist joint).

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note that without all the fingers some world things are going to be very wonky, such as SaccFlight.

barren yarrow
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i just want grabbing functionality really

pale pumice
#

if you want the glove to curl in some way, you probably want bones to do it 🙂

barren yarrow
#

are specific bones of the mesh used for specific animations? like does the grab animation apply specifically to the finger denoted as the middle finger, ring, pinky, index etc

pale pumice
#

you mean the default ones in the base locomotion? Yeah, of course those animate specific fingers for specific gestures

barren yarrow
#

yeah im on rift s so whatever the palm trigger would do is what id want. im just trying to figure out whether or not I should include the index or the middle finger as the one that has the bone here

pale pumice
#

I'd probably do at least the index, it'll get you the collider for that too

barren yarrow
#

if i remember correctly when you hold index trigger on rift s controller the rest of the fingers come with it yeah

#

alright thanks

true ridge
#

Armature.001 is the base and Armature is the clothes

trim timber
#

i use cats for that

true ridge
trim timber
#

like this, yeah

#

it's quite handy sometimes

pale pumice
#

I do this manually - I strip the armature with the "extras" down to only the extras, ctrl+j to join them, then parent the extras properly.

true ridge
pale pumice
#

weight is in the vertex groups on the mesh, not the armature.

trim timber
#

so if the names are the same it'll be fine

pale pumice
#

right

#

if the clothing armature is really unique I'll rename its bones to match the avatar's armature's bones (which auto-renames vertex groups on attached meshes) first.

tiny vale
# rare moon https://vrchat.com/home/avatar/avtr_aacc3621-2dca-475f-bf52-723b3302c602

I did finally take a look at yours, and it takes the same approach the other well-setup one I looked at did: The sleeves functionally end at the elbow. That simplifies things a lot, because it's the elbow itself giving me the most issue - especially as the Spiri'vali has a rigged elbow. I have a physbone on the elbow, but it feels like in the end, it just physbones are too slow, so with rapid movement it'll still clip through.

Even expanding the sleeve has made very little difference, and shrinking the arm a little. Not only do I complicate things by going all the way to the wrist, but the sleeves are fully open meaning you can see all the way up to my torso, so I can't scrunch the arms like you might normally do.

For most normal movement though it barely clips at this point.

I've yet to see an avatar that has sleeves rigged like I'm doing though. They all stop at the elbow, have it fully weighted to the arm, or have the sleeves oversized and closed on the end allowing the arm to be scrunched.

If I can solve the elbow though they'll be basically perfect.

tiny vale
#

At this point, this is what I'm trying to solve, but I'm not sure if I can do so reasonably.

#

Maybe this is more a dynamics question at this point, since I think the rigging itself is probably good. Just not 100% sure I have it rigged well where the elbow is. The Elbow is rotationally constrained to upper and lower arms and the physbone is under that.

fading verge
#

can anyone help rig up my avi?

pale pumice
#

You'll need to ask a more detailed question than that.

fading verge
#

can anyone give a bone struture to my avatar?

brazen island
#

mixamo can

fading verge
fading verge
brazen island
pale pumice
fading verge
#

Im trying to find someone to rig it for me bc unity is being stupid with me and not letting me get the editor i need,it keeps saying not enough storage when i deleted everything i have(besize my model)

pale pumice
#

that sounds like you have not enough storage 🙂

fading verge
#

i deleted everything i have!!!

brazen island
#

and unity has nothing to do with rigging anyway

fading verge
#

w h a t

trim timber
#

you don't rig in unity

#

that is not possible

rare moon
#

you make your rig in blender

fading verge
#

how do i...ok im gonna break my head over this,can someone do it for me.

rare moon
#

then you assign the bones to the humanoid standards in unity

rare moon
#

there are some great beginner tutorials on it

fading verge
#

im starting to lose it...

rare moon
#

this one is a bit old but it's still pretty good

#

the only thing is that the way you select bones in weight paint mode has changed

fading verge
#

look,i will give you the file of the model and you can do it yourself i can't with this...

rare moon
#

it used to be ctrl+click, but now it is shift+ctrl+click

pale pumice
rare moon
#

if you are getting fed up with this you need to take a break and come back when you are feeling more level-headed

rare moon
pale pumice
#

yeah - I'm in the middle of stuff too and full character rigging is a bunch of work, it wouldn't be cheap.

empty crescent
#

So i'm rigging the Ybot for a bit of practice. Will VRchat fuss about the way i have the chest and spine angled? i have them angled this way because of how the chest rotates on top of the ball (trying to have it move in a more robotic solid pieces way)

nova shard
#

it wont fuss but might throw an ignorable warning, plenty of e-girl models have their spines/chests angled like that

#

prolly something to do with their exaggerated proportions or for better FBT movement vrcBotThink

robust crescent
#

ratl use the same one for proportion checks , seen so many avatars wich had legs too long or arms too short

coarse harness
#

Hey how do I rig the model? I’m really struggling to weight paint and idk how to go about rigging

pale pumice
#

basically: create an armature that looks like that ^ and weight paint the mesh so it moves with the bones.

#

the weight paint part isn't easy

coarse harness
#

I’m like really struggling

#

I have an armature but the weight paint part is so hard

coarse harness
#

Nevermind actually weight painting easy

pale pumice
#

haha, it seems that way

golden rock
#

Is there like a video for armatures

trim timber
#

a lot

fallow orbit
#

So I was trying someone's suggestion of using mixamo to rig my avi, and I follow the mixamo steps and then exported to fbx and when I try to put it into unity nothing comes up. Does anyone have a fix for this?

#

I tried exporting both .fbx and .fbx for unity and they both did the same thing

pale pumice
#

expand that to show us what's in it

fallow orbit
#

I'm assuming this is what you mean?

pale pumice
#

yeah - wanted to see if there were actual mesh objects in there

fallow orbit
#

I mean those are the same meshes from the model and theyre all checked on

pale pumice
#

are they weighted to bones though?

fallow orbit
#

Sorry I've never used mixamo before so just to clarify, after making the rig I will need to import into blender and then weight the bones and then export that fbx ?

pale pumice
#

I've never used mixamo for this either so I don't know what it does or doesn't do, but in Blender, go into pose mode, and rotate some bones. If the mesh does not follow along then yeah, you'll need to weight paint.

#

(just to clarify too - bones don't get weighted. Mesh gets weight painted to move with the bones, all the weight information is in the mesh, not the armature)

fallow orbit
#

Thanks for clarifying, I tried importing the fbx to blender and theres nothing there either lol so I really have no idea what happened with the export

#

even though it says my meshes are in the right panel

pale pumice
#

edit one and see if there are any vertices

fallow orbit
#

No there is not

pale pumice
#

welp

fallow orbit
#

yeah idk maybe there was an issue with the model I put in im super new to this so ill just have to keep troubleshooting

fallow orbit
#

Yall im not even kidding my avatar was still there it was just so tiny I couldnt see it unless I zoomed in a LOT 🤦‍♀️

#

idk why my first thought wasnt to try scaling up

pale pumice
#

ha! of course it's a scaling thing

golden rock
#

Can someone please send a video of how to rig avatars like fnaf avatars for example

balmy delta
#

you just kinda rig them like any other avatar

limpid bridge
cedar pine
#

Where can I find resources for rigging the hand bones? I used the cats plugin

pale pumice
#

pinned in here maybe? what do you want to know exactly?

trim timber
#

rigging hands is the same as rigging anything

pale pumice
#

yep.

#

the thumb is a little harder, but you can play with bone roll there to get it to align well

fallow orbit
#

I got close to getting my avatar uploaded and then ran into this... I've tried looking it up and the only answer I saw were from people that downgraded to unity 2019 which I really don't want to do if possible... does anyone know what piece of the project could be missing here? I have VRC avatar descriptor and the bare minimum needs to upload an avatar so I'm not sure

pale pumice
fickle rose
#

Hi! I used rigify to rig a model, and am currently trying to use CATS to fix the rig, but it's giving these errors, what should I do?

pale pumice
#

are you using the right cats? but also, what are you trying to fix?

fickle rose
#

Nvm, got it taken care of, sorry!

#

I just used mixamo instead of rigify

fallow orbit
#

Hii guys so trying to finalize my avatar and running into a few more issues the biggest one being that when I load in im floating. I'm assuming it has something to do with my avatar being above this line in unity? However I'm not sure how to change that as when I try to move the just avatar it moves the line as well

The other issue I'm having is my elbow bones not working even though the bones are there and they work in gestural manager as they should, I'm not sure if that would be related to the first issue or not

(ignore the clipping pls lol)

trim timber
#

the floating is fixed in blender
move your avatar to world origin and make sure it's on the floor, apply all transforms in object mode
A - to select everything
Ctrl A
pick Apply All Transforms

#

the shortcuts are for blender 4.2 if you're using a different blender they may be different

stone timber
trim timber
#

why would I know that?

robust crescent
#

best & affordable /error does not compute vrcRat

viral flame
#

Like it

river pike
pale pumice
#

haha

trim timber
#

no way xd

viral flame
nova shard
#

fair warning alot of those MMD sections and DA users dont like/permit their content to be used in vrchat, not sure why they'd add them in the first place

#

and gamerips are iffy to work with aswell

coarse harness
#

ight so I'm done with weight painting and allat so I'm putting it in unity to probably try and finish it. what do I do now?

trim timber
# coarse harness ight so I'm done with weight painting and allat so I'm putting it in unity to pr...

upload it I guess, or set up toggles and stuff in unity
https://youtu.be/rRAnDMUbWt8?si=E17jW5D6FE2Sr2qV

Part 1: https://www.youtube.com/watch?v=xjS8rreIMos

00:00 - Intro
00:19 - Importing Your Avatar: UnityPackage Import
00:42 - Importing Your Avatar: FBX Import
01:20 - Importing Your Avatar: FBX Rig Configuration
02:23 - Importing Your Avatar: FBX Material Setup
03:56 - Avatar Descriptor
04:25 - Avatar Descriptor: View Position
04:45 - Avatar De...

▶ Play video
astral quest
#

so I rigged new clothes to this base in blender, used my normal export settings of such, and now the whole body dissappeared in unity?

trim timber
#

is your unity shader maybe set to transparent or has backface culling?

astral quest
#

no its not anything to do with materials or anything

pale pumice
#

Did you unpack the model prefab in your scene?

#

Previously I mean.

astral quest
pale pumice
#

yeah this is one of the things that happens when you unpack, so don't.
Redo the rig setup of the model (set to generic, apply, set back to humanoid, apply, configure, save), and drag a new model into the scene and transfer stuff over to it.

astral quest
pale pumice
#

you can't re-pack

astral quest
pale pumice
#

no, it'll be a prefab

#

it won't be the right kind of prefab that the FBX file is already.
Drag a new one into the scene and work from there, you're wasting your time otherwise.

astral quest
pale pumice
#

it won't, but I wish you luck trying this.

astral quest
pale pumice
#

FYI I'm talking about unpacking the avatar prefab that is what you get when you drag the FBX model itself into the scene. not some other packed up prefab.

#

if you have that inside another, that isn't what I'm talking about.

astral quest
quasi kernel
#

what happens if you open your fbx with a different program? Did you export everything? Or did you just exported the selected object?

#

Btw. I also have a question: I have a ghost avatar with a non humanoid rig, but I want the headbone to move with my headset. It's not automatically doing that. What do I have to do?

trim timber
trim timber
quasi kernel
#

yeah but I feel like there must be a better solution. I could technically just humanize my rig but that's adding unnecessary bones.

coarse harness
#

ok so I brought the model into unity and it said that 43 verticies weren't assigned to bones. What does that mean? do I weight paint it again?

quasi kernel
#

yes, it's a weight paint thing

#

you might have missed a few verticies during weight painting. Last time I had this with my avatar eyes

#

(yesterday lol)

coarse harness
#

how do I know where it is?

quasi kernel
#

You have to check each bone...

#

I don't think there is an easy way to find where the weight paint is missing.

trim timber
#

if i can find it

#

thus

#

this

coarse harness
#

select Mesh Edit Mode the check box "Developer Indices"

#

idk what this means

trim timber
#

it's a setting that makes the verteces have numbers next to them

#

I don't have my computer open rn, I can't show you where that is

coarse harness
#

ok so I ended up figuring it out

#

fixed em all

#

problem is now

#

that I cannot locate all my bones in unity

#

that're in blender

#

like it won't show up in the sidebar

pale pumice
#

when - just in normal mode, or in the rig setup mode?

coarse harness
#

I think in normal mode? like when I first bring the model in

uncut breach
pale pumice
coarse harness
#

it just shows all these

pale pumice
#

those legs ought to be children of hips

#

otherwise, what's wrong here?

coarse harness
#

the arms arent showing

pale pumice
#

expand "hips"?

coarse harness
#

nevermind I am so silly

pale pumice
#

okay

coarse harness
#

so what should I be focusing on now that I've uploaded the guy into unity? what do I do atp

trim timber
#

parent the legs to the hips in blender before doing any unity stuff

coarse harness
coarse harness
#

for some reason my eyes are upside down in unity?

trim timber
#

how are your bones pointed in blender?

#

and is the bone roll 0?

coarse harness
#

oooooooh ok my fault

#

ugh

#

I keep getting conflicting information

#

I literally go back to blender to check out the face and see if I can rig it better before I can put it into unity and I check the tutorial I've got and it says that the pupil, eyelashes and head should be separate

#

so I have no idea what to do

#

I hate this so bad

#

I think I misunderstood what advice I was given here and merged them

#

I hate i hate i hate i hate hnnnnnng

#

I wish there was just one big tutorial to help but there isn't any and there's way too many and it's too confusing

trim timber
trim timber
balmy delta
#

Significantly easier to work with the part separate

#

After finishing your edits merge after for performance

trim timber
#

yes

coarse harness
#

well what do I do now? I merged everything in the process of weight painting and now I'm basically screwed

trim timber
#

separate it 🤷

coarse harness
#

I can't

trim timber
#

why not?

#

in blender you can separate by materials, loose parts or selection

#

I don't see why that option wouldn't be possible

balmy delta
#

Its literally just selecting the part then right click separate by selection

trim timber
#

exactly

#

that's what I do

coarse harness
#

ok so do I just have to do this for the eyes, eyelashes and eyebrows?

trim timber
#

whatever it is that you need to have better control of when weight painting

coarse harness
#

I wish I could pay to have someone do this

trim timber
#

you can

coarse harness
#

I cannot

trim timber
#

you can commission someone there to do what you need

coarse harness
#

I have no money

trim timber
#

ah

coarse harness
#

I'm poor

trim timber
#

i see

coarse harness
#

broke even

trim timber
#

have fun learning

coarse harness
#

it's torture

#

I actually hate this

#

nevermind we're so back

subtle tide
#

HOW DO i pull up rigging to start riggin on blender

trim timber
#

watch tutorials

#

lots of tutorials

#

and check the pins for what a VRC Armature should look like

balmy delta
#

Rigging involves doing multiple different things

coarse harness
subtle tide
#

i jsut want the rigging amination so im able to upload

pale pumice
#

everyone's got their own method - learn from them all, try them out, develop your own method

subtle tide
#

ahhh

#

alr alr

coarse harness
#

nothing is working and nothing is helping me so I'm just gonna drop it. I don't know what to do so I am once again asking for help

trim timber
#

what's the problem?

coarse harness
#

https://www.youtube.com/watch?v=YutNpbIGrHA following this tutorial o the eyes and I separated them into different meshes and yet it won't move like hers. it moves separately, probab;y because it's a different mesh

#

I feel so frustrated I wanna cry actually

trim timber
#

i cried making avatars too

pale pumice
#

so for those of us who aren't going to watch a 10 minute video in order to guess how to help you, we're happy to help with specific, focused questions.

trim timber
#

also this

pale pumice
#

Actually I have had two cocktails and should not say stuff like that 🙂

#

Hi, how can we help? 🙂

trim timber
#

haha

coarse harness
#

I just don't know what to ask because it feels like everything is too complicated and I just feel stupid

pale pumice
#

everything is very complicated and you are very stupid until you learn and then you are not.

#

I rigged up an avatar with digitgrade legs and it works amazingly. it took me like 3 months to figure it out. learning is fun.

coarse harness
#

oki so I separated the eye and the eyelash

#

I put the shapekeys there

#

ugh

#

in the video it's both moving with one shapekey

#

mine isn't

pale pumice
#

sorry, what is your goal here?

#

I've not been paying attention

coarse harness
#

to make a blink

#

to rig the eyes

#

I messed up and completely forgot before merging all the meshes and putting it to unity

pale pumice
#

those are two different things, take one at a time

coarse harness
#

well I mean one thing, I'm just really stupid right now and have no idea how to word it

#

shape keys

pale pumice
#

what about shape keys?

trim timber
coarse harness
#

oh ok

pale pumice
#

are we talking like eyeballs here?

coarse harness
#

I thought it'd be easier to do 2D eyes

trim timber
#

wdym 2d?

coarse harness
#

the pupils are flat while inside of holes instead of dealing with spheres

trim timber
#

I see, mine are the same

coarse harness
#

how do I make a mirrored shape key

trim timber
#

are the vertices identical on both sides?

#

they need to be 100% the same

#

i found that feature to not work well for me, so I just make shapekey again

pale pumice
#

ah I only work with 3D spherical eyes

balmy delta
coarse harness
#

making them blink

balmy delta
#

ah

#

for my avatar I just dragged the top edge and bottom edge of my eye together

trim timber
#

same

balmy delta
steep current
balmy delta
#

also with concave eyes/"2d" eyes you need to have the rotation point be significantly further back for the pupils so it pans rather than rotates

balmy delta
#

typically eyes that are actually fully modeled spheres not the eye socket and pupil like you have has the rotation point at the center of the eye

#

for eyes that are just a pupil floating in the socket the rotation point needs to be further back

#

or else the pupil will just rotate and clip out of the eye

coarse harness
#

Oooooooh ok thanks so much!!!

coarse harness
#

here's my eyebones, their settings, how they look in blender and unity separately! I don't know what is going on but the texture on the eyes keep flipping

#

if someone could help me that would be very appreciated

brazen island
#

eyebones when talking vrc, look perfectly up

#

i also fail to see texture difference

#

oh wait i see it

#

but fix bone orientation first

coarse harness
brazen island
#

easiest way most cases is to just write down bone name, erase them and then extrude with x (vertical), then rename bones same as before to do same vertex goups. but your does have extra bones who knows for what

pale pumice
#

ah I usually turn on mirroring, put the 3D cursor for one bone at the bone's head, select the tail, move it to the 3D cursor, then move it +Z

#

but yeah you can delete and recreate too - still the 3D cursor is useful here

coarse harness
#

I'm so confused 😭

pale pumice
#

about?

fluid lake
trim timber
#

?

fluid lake
fluid lake
pale pumice
#

neat

fluid lake
coarse harness
# pale pumice about?

nothing in specifics! I just have a hard time processing what you mean. it's a me thing

#

I ended up deleting and redoing the bone

pale pumice
#

I can explain parts in more detail if needed

fluid lake
#

can i fix the fingers in unity or do i need to use blender?

coarse harness
#

I would love that! thank you so much. lemme just see if this helped

pale pumice
fluid lake
robust crescent
#

wont like those

pale pumice
#

eh, I have some avatars with them, you don't need to map those to anything

#

but also... you don't really need them either, just one "hand" bone.

fluid lake
robust crescent
#

rare i see those but i just merge them to wrist they wont do much anyway

pale pumice
#

wait, you don't have those mapped as the proximal bones, do you?

coarse harness
#

the texture for the eyes are still flipped sadly

pale pumice
pale pumice
#

flip the faces in blender, etc.

uncut breach
#

lead paint stare

coarse harness
#

cuz maybe the bones were being weird

pale pumice
#

I'm not sure why you would? But yeah, post in #avatar-help , describe how your material works - got culling set to front maybe?

coarse harness
#

oh ok! thank you so much!

fluid lake
pale pumice
#

blender, edit armature, delete the bones or merge them into one

robust crescent
trim timber
#

beautiful

upbeat zephyr
#

is there a way to edit these animations? I want the ears to change rotations depending on the expression

#

figured out how to edit the face animation, still looking to animate the bones

#

found out i could just press record then rotate the bones but it doesnt translate to vrchat

balmy delta
upbeat zephyr
marble flare
#

Do yall know how to swap bones?

pale pumice
#

swap?

marble flare
#

Yeah

#

Like

#

ok tldr

pale pumice
#

you can just swap which armature is used in the armature modifier on your mesh objects in Blender

marble flare
#

I used a premade roblox rig but it doesnt work for vrchat because its "missing" bones but roblox rigs dont use those

pale pumice
#

ideally you'll want the bone names the same, or you'll need to rename a bunch of vertex groups.

marble flare
#

Where that at?

pale pumice
#

Wrench icon on each mesh object

marble flare
#

Oh one last thing how do I rename them?

pale pumice
#

you'll want to drag the meshes to be children of the new armature too

#

what, vertex groups? double-click the name of anything nameable in Blender and you can rename it

marble flare
#

Oh thats convenient

#

Wait....what wrench icon? 🧍

#

You got a video tutorial or sum? im a lil stupid

pale pumice
#

in the "properties" area in blender, usually lower-right. Select the object then go in the blue wrench tab

marble flare
#

I swear Im trying you talking bout a wrench and I just ??????

#

Aint no wrench

pale pumice
#

Armatures don't have modifiers

#

it's why I said to click on the mesh objects 🙂

#

you tell the mesh, "use this armature for deformation"

marble flare
#

But I did click the mesh?

pale pumice
#

seems like you clicked an armature to me

#

it even says "rig" in the top of that properties box, the name of the object selected

marble flare
#

I think im losing it and so is blender

#

I got it now idk

pale pumice
#

pro tip: click things in the hierarchy, way easier than trying to click them in the 3D view

marble flare
#

I cant do all the parts at once?

pale pumice
#

hmm, not sure I've tried, probably not

marble flare
#

fantastic

#

Ok I give up idk what im doing can I just pay one of yall to do it for me

#

I beg I beg

pale pumice
#

go to the VRC Traders discord to commission people, you'll get spammers here. Link is in #1204490664637890580

trim timber
#

spammers and scammers hah

marble flare
#

Oh right I forgot

pale pumice
#

er, scammers

#

typo 🙂

marble flare
#

Yall think 10$ is enough?

#

They literally dont have to do anything its already weight painted they just gotta swap the rig

trim timber
#

that means doing weight painting all over again

#

XD

#

go ask in vrc traders

marble flare
#

No it doesnt?

#

You just gotta transfer the weights

#

The arms are the same

#

Just gotta rename the bones

#

and boom done

pale pumice
#

weights are in the mesh, you don't have to transfer anything

trim timber
#

so do it yourself

#

🤷

marble flare
#

THats literally not what I needed to do tho

#

Ik how to transfer the weights

#

Thats is quite literally...not what I asked

trim timber
#

"you don't have to transfer anything"

marble flare
#

Deadass not what I said either

#

They dont even gotta transfer the weights...Ill do it

trim timber
#

i'm quoting kazin not you

pale pumice
#

I'm just saying that there's no need to transfer weights here since the weights are stored in the mesh (in the vertex groups, specifically)

marble flare
#

Just swap the rig

#

OH

trim timber
#

-_-

marble flare
#

damn

#

hehehe

#

I knew that

#

Anywho

tame burrow
#

Anybody know how to fix gimbal lock on bones?

#

I've encountering it with 2 bones where they rotate on all 3 axes when using the rotation tool, and rotating the bone around one axis in the inspector rotates it visually around 2 axes in the scene window.

#

NVM I changed my Blender export settings to Primary Bone Axis -Z Axis and Secondary Bone Axis to -X and that fixed it.

pale pumice
#

You can also use the 3D cursor as your origin point too

tardy grail
#

what do I gain from having a toe bone

oblique furnace
#

Though most people especially FBT people dont do this. They may just have the bone be for syncing position of some prop

rare moon
#

although toe bone has a weird issue where you'll sometimes end up standing on your tippy-toes when you should be standing flat

#

i've only used a toe bone twice and it's been for anthro/furry avatars where the species really makes sense to have one (kangaroo and monkey)

heady shell
#

Hey is anyone here any good at weight painting? I've gotten almost everything done but am really stuck. I would really appreciate any tips

rare moon
#

generally it's better to just state the issue you're having first so that people are aware if they can help or not

#

Which message would you be more likely to respond to?

#

personally I'd only answer the latter, since that's a clear answer, while the first could be literally anything, so i'm not sure if i can help. This could both be the same issue, but it's about how you word your ask for help.

heady shell
#

Well I just can't seem to figure out how to properly get the blue mesh her to properly weight paint and move with the skeleton

heady shell
#

I'm able to get the helmet, kneepads, and boots no problem. I just cant figure out the torso

heady shell
#

@rare moon I hope that helps

rare moon
heady shell
#

@rare moon hey that actually helped a good bit! Although the only thing it didnt work on was the chest armor. The skirt worked great! Do you have a recommendation for how this part should be painted for the chest bone? And also why does it not move properly now matter what weight I try to do?

#

or anyone else that would know

untold prairie
limpid bridge
#

that's a mixamo animation... not yours 😂

trim timber
#

🐟

crystal nova
#

i'm making rebecca from cyberpunk edgerunners and have her metal arms on but have no clue how to rig them to move with my fingers correctly because the actual hands are smaller

pale pumice
#

If you're replacing the hands, just redo the hand rigs. If these are going to be optional add-on, I'd probably rig the cyber hands separately and use rotation constraints to copy the human hand rotations.

wintry jetty
#

think i set up the hair bones okay? doing physbones for the ears as well so i have 2 different roots

coarse harness
#

hey can someone please help me

pale pumice
coarse harness
#

my fingers are looking really bad in unity and idk what to do

pale pumice
#

low-rez pic, not sure what "bad" means

coarse harness
#

here's how they look in blender for comparison

coarse harness
#

I don't really know how to describe it

pale pumice
#

yeah I'm really not sure I even see what you mean in these pics, they're low-res and there's a lot going on that isn't fingers

coarse harness
#

does this help at all?

pale pumice
#

not really? I don't know what I'm even looking at there. If that mess is fingers maybe the answer is to weight paint it better?

coarse harness
#

probably, I tried using automatic weights and fixed it up a bit but idk

coarse harness
coarse harness
#

@pale pumice sorry for the tag I just need some help with this

pale pumice
#

a) fix model is for MMD models, I'm not sure why you'd use it here

#

b) while in weight paint mode, select a bone and rotate it around, making sure the mesh moves how you want it to. Adjust paint if necessary.

#

c) there's no way I can tell you how it should be weight painted just by looking at an image

#

oh d) move each and every bone to see how it moves and adjust. I like to start from the end and work my way back up because parents move children too.

trim timber
coarse harness
#

should I just delete the skeleton and restart? I don't know what to do

pale pumice
#

why? It looks reasonable

coarse harness
#

my fault. I fixed it

#

I got excited and typed all caps

tropic atlas
#

I was wondering if anyone had a solution to the problem of objects constrained to the head disappearing in the mirror and camera clone of your avi on the local client.

wary crow
# coarse harness

was this caused by the arm bones being weighted to the entire hand, aswell as anything beyond instead of ending at the joints?

coarse harness
#

I do wanna say that the model does appear pretty gnarly on quest, the head is all messed up and it moves pretty weird, but I don’t wanna focus on it right now until I’m done with my current model I’m working on

wary crow
#

For the limbs weights, did you give each bone full influence over the entire limb segment, or did you blend the influence around the joints so each bone primarily controlled only its immediate area?

#

is that intentional?

wary crow
sharp ferry
#

So I reimported a FBX for an avatar to add the clothing to my avatar without having a second armature attached. Whenever I enter play mode, it just looks like this. Is there a setting that will fix this?

#

It might be something wrong with blender's import/export settings? I'm not sure what the problem would be though

pale pumice
pale pumice
#

probably you'll need to redo the rig setup

lavish cliff
sharp ferry
#

Hmm. I can ask the model creator. It's an edit on the novabeast, and I took the FBX and loaded it into blender. I remember I had to fiddle with the import settings because the bones weren't pointing in the right directions. That could be the problem

lavish cliff
#

it's a simple fix; see the conversation i linked

green oar
#

Man how the balls do I fix this? I've been on Blender for the better part of like 12 hours.

pale pumice
#

Looks like bad weight paint but are you at that stage yet?

green oar
#

I have tried everything.

#

Literaally everything you can imagine and it just won't work.

pale pumice
#

Okay, but that doesn't help me know what to suggest

split ermine
#

Hey guys! I was recently trying to rig my own avatar but I am finding it quite tricky. I am currently working on Blender 4.4. If anybody has some helpful tips that they can throw at me, that would be most appreciated. Thank you guys!

trim timber
#

are the lightbulbs supposed to move like wrists?

#

it'd just use a humanoid for that
not every bone needs weight painting
you could easily do most of the stuff for the head, maybe chest too
wrists for lightbulbs
the rest not weight painted but bones need to exist

#

i think that could work

split ermine
#

Basically those lightbulb looking nubs are the disembodied hands. They kinda just float on their own

#

Basically I tried one bone for the hand and one bone per hand. But they wouldnt move still even after applying automatic weights

pale pumice
#

should be easy enough to do with a humanoid rig, just weight paint the light bulbs to the hand bones. Automatic weights probably won't help you here.

outer wolf
#

I'm learning how to rig models from Blender, but I think there are some problems.

nova shard
#

remove the weightpaint from the leg on the arm/shoulder/hand/finger bones and check that nothing on the arm is weightpaint to other bones then the arm bones

#

it'll move wonky if the mesh sections are weightpaint to more then one bone that dont share the same parents/are close to each other

wary crow
brisk peak
#

Hello
@split ermine

#

Am just kinda bored in my studio and I thought of adding new friends to talk with hope you're cool with it tho

#

Actually I'm a skilled 3d artist,I do model 3d custom vrchat avatar from scratch perhaps you might be interested in commissioning someone to help you create a 3d custom characters for your vrchat??

robust nymph
trim timber
#

yup yup

nova shard
#

thats 100% a bot or scammer account, its only a few weeks old + has random model in blender as pfp + poor grammar/english. the full trifecta 🥀

wary crow
sly blaze
#

can someone help me figure out how to rig a model as a first time avatar creator??

limpid bridge
willow wagon
#

Who owns a studio in this economy?

trim timber
nova berry
#

Yo I have an avatar that needs rigging can anyone do the honors

pale pumice
boreal fable
#

anyone know how to update VRCSDK

trim timber
#

in the creator companion there's a button

swift knoll
#

Hey got a question, would I need bones for any like a tail,
-# I had looked at some references and it showed to add bones on the tail and ears, basically phybones I think, but the avatar bone viewer I looked at doesn't show the bones in the tail or ears
Update on what I mean, would I need bones pre built into my model for phybones
I answered my own question by reading

swift knoll
#

Is this good armature

pale pumice
swift knoll
pale pumice
#

pinned in here

swift knoll
#

This may be just my beginner luck, or my ego,
But I was told weight painting is so much harder than it actually is
And if I manually do it instead of using the automatic weights it's so much faster
Because for some reason if I use automatic it connects my leg bone to part of my head

pale pumice
#

I've never had any good luck with automatic weights.

trim timber
#

same

wary crow
swift knoll
#

And it's so surprising with how easy it is because this is only my 10th model
And it's my first time rigging and weight painting too

wary crow
#

I think the pain of weight painting usually comes from needing to make the topology in a way that deforms well

#

But if you know how to do that then it’s not really a problem

swift knoll
#

I could probably do a lot better if I had more experience but still this is me early early on

wary crow
#

I’m curious how it looks

pale pumice
#

I like it until I'm spending an hour trying to get one small part to fit without clipping 🙂

swift knoll
#

I'mma send the model
And then it's going to take a bit longer to get a image of the armature

#

I'm trying to figure out how I turn off the name s

#

and here's some older images

wary crow
# swift knoll

now im curious if you plan on having a flapping animation

#

i rarely see people doing those

swift knoll
limpid bridge
#

most people who make vrchat avatars do not specialize in animation, and so may not know how to animate, aside from 1-frame animations (toggles, etc)

wary crow
#

I spent a bit of time figuring out simple animations for wings in blender, and I found it was surprisingly easy, I don’t know, maybe just me…

limpid bridge
#

does anybody know how to fix this? the neck goes weird when i look down
(left: the issue im experiencing
right: how it looks by default when not looking down)

brazen island
#

probably too much of a back of the head is painted to the head bone, add more neck?

undone bough
#

Weight painting of the neck seems to be high possibly on the back like Most mentioned

rare moon
swift knoll
rare moon
swift knoll
rare moon
#

oh alright

rare moon
swift knoll
# rare moon well i will say, it's much easier with robots

I've been doing some other models that aren't related to VR chat and helping a few of my friends with their stuff and it's still pretty easy
And even then my model does have some parts that are supposed to bend so I do still have to do those and it's not hard for me

rare moon
#

@swift knoll

#

here's how i have my shoulder bones set up

rare moon
#

from my N avatar

#

ignore some of the weird stuff like the screen and all weapons being on lol

swift knoll
rare moon
#

i made him a few months ago

swift knoll
#

Surprised I haven't already found that one, I'll probably give it to one of my friends cuz he absolutely loves n

rare moon
#

all outfits, a bunch of screen toggles, wing puppets, and he has face tracking compatibility if you or any of your friends have that

swift knoll
#

I got to figure out how to make my blender stop crashing whenever I have Discord open

rare moon
#

he's on gumroad too if you want to customize him but the public version is the same as the gumroad version (aside from advertising the gumroad in the menu), it's just if you want the files

swift knoll
rare moon
#

you can change how much memory blender is alloted iirc, that might help

swift knoll
rare moon
#

no worries i'm just letting you know it's out there, but the public version again has all the features already anyways

#

hope you have fun with it! I wear him a lot lol

#

one of my favorite avis i've made

#

and i'm planning on making uzi sometime soon

swift knoll
#

Because you mentioned the gumroad thing it was making me remember about how the community I came from before VRchat it's very protective over anything that they make so they don't even like sell their creations
So I have to adapt to of this entirely new thing for me

rare moon
#

oh people can be very gatekeep-y here, i just like sharing things

swift knoll
rare moon
#

honestly most of my public avatars i give the files for free if people ask for them

rare moon
#

if you like fpe, omori, ghost and pals, or the owl house i have a bunch of avatars from each of those that i've made

#

i mostly make public avis from media that i like

#

usually cartoon style

swift knoll
# rare moon oh people can be very gatekeep-y here, i just like sharing things

It's much worse on RR where most people won't even be willing to teach methods to make things
I've had quite a few people threaten me over me trying to figure out their systems because they wouldn't show me how it works
-# and these systems were like really basic things like player grabbing, and basic physics
So far on this game people are fine teaching me literally anything or giving me access to proper tools or better resources

rare moon
#

i also have a few one-off characters i've made from shows I like but just haven't gotten around to making more, like Alastor from HH or Entrapta from SPoP

rare moon
swift knoll
rare moon
#

low poly and cartoon style

rare moon
#

I just love sharing these kinds of things

#

I'm also a big fan of avatar gimmicks/interactable props, so I try to include those in avatars when I can

rare moon
swift knoll
#

And I honestly cannot wait to figure out how that works it's just I'm not at that stage where I can do that right now
I need to make my avatar before I start doing stuff in unity

swift knoll
rare moon
swift knoll
#

Anyways I'm going to go back to weight painting cuz I'm still doing that

#

My dumbass just rigged all of the Left wing to the right

swift knoll
#

Wings are finally done

rare moon
swift knoll
rare moon
#

i have a setup for mine that makes it really easy to control since it uses just the bones for the "arms" of the wings, and two control points for the blades/feathers

swift knoll
#

Oh yay I love not being able to read

rare moon
#

I used a constraint setup that just makes it way way easier to move the wings

#

so you can add animations and physbones super easily

swift knoll
#

Now it's time for me to figure out how to do my textures

static parcel
#

Do avatars with multiple limbs really need separate armatures to move them? I was hoping to keep a low mesh count

wary crow
static parcel
#

Neat! I was looking for tutorials on it, and they always seemed to have the extra set of arms as their own rigged model

rare moon
pale pumice
#

Extra arms using the same bones as the main ones is awkward because the bones aren't in the right place, so they won't move right with just weight paint. Rigging those separately and using constraints is a better method.

#

Definitely does not need to be a whole separate armature though

static parcel
#

This little bug guy's arms are too small and out of place for the player, so my plan was to have them copy the player's invisible arms

#

They'd never line up for any interaction with objects, but they'd at least allow for simple gestures?

pale pumice
#

Yeah I'd use constraints for this.

static parcel
#

👍

rare moon
static parcel
#

Oh, it's on purpose since they're so far down the body

rare moon
#

it's currently following the red line, but i'd think the green line would make more sense

static parcel
#

Oh sorry I misread

outer wolf
#

idk why the bones CAN'T STAND WHERE I WANT

arctic sundial
# outer wolf idk why the bones CAN'T STAND WHERE I WANT

Have a look at the transforms of your mesh and armature object, they likely differ and upon merge, their transform are lined up (whats 0 for one is not 0 for the other). You can fix this by applying transforms to each object.

kindred gyro
#

do you guys knows how to rig chain that attached to the hand and wings?

balmy delta
kindred gyro
balmy delta
#

If the wing isnt attached to the back or anything then itd just be the end of the chain

oblique forge
#

who can do rigging dont care about the price i just need a model done

#

or well atp may as ell commision the whole avatar 💀

trim timber