#avatar-rigging
1 messages · Page 21 of 1
check for multiple uv's i got no clue about those ones
how do i do dat?
ik
imma try to turn it sideways
What was your process of exporting from roblox and then importing into blender? Maybe something went wrong along the way?
i just went in roblox studio
imported my avatar
exported it as an obj with textures
and now yeah
want image file?
some avatars when converted/whatever have many uv's , one of them might behave with the current texture
just have to edit it to see or try one at a time
where do i see them?
theres only one...
only UVmap
imma use manual texwture space
praying its not too hard
btw i seperated clothes and hats
but
when togueter it doesent do that but it doesent want to be in right coordonates
im gonna try to reexport my roblox avatar
wait
@robust crescent my avatatar needs to be R6 or R15?
LETS GO
I GOT MY AVATAR FULLY WORKING (im being happy rn dont uncap me)
wait
what do i even do after exporting avatar cus i cant get it to tpose
😭
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?
If anyone could tell me whats going on it'd be a huge help
I'll get a blender screenshot while I'm here
Ah wait I'm silly and also struggle to read read text, need to add the thing to the chest
I'll try the Z thing still with everything and if it don't work uhhh
I dunno
So it seems I just need to add Z to everything.
Fun!!
WAIT
I.
I got it.
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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if you want it to be humanoid, it has to look like the one pinned. Yours looks like it'd work
Thank you!
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.
also what is supposed to be the hand bone is moving the end of the arms insteat of the ball like hands
are the hands separate parts?
sounds like you need to check and possibly update the weight painting
Everything is joined together but I tried remeshing to the same result
ok, joined together is fine
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
beyond that, time to look at weight paint
Ok, thank you!
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?
nope
looks like it's not weight painted
the parts are not proprly connected with each other because its mainly made for blender
I'm not sure what any of that means, but it looks like you need to see what's weighted to what
could I get some help to weight paint it properly?
it looks like all of those mesh parts are rigid, this is animatronic, right?
that would mean there's minimal deform, so weight painting is easy - each section is weighted 100% to a single bone
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
im honestly more used to using glamrocks so this is pretty new to me
Hello guy
I'm new here
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?
im about to pull out my own hair trying to figure this out
turn off the bones by what, disabling game objects? You might be better off shrinking them
yes disabling them, shrinking is not a terrible idea, let me see what that does
oh, actually that'll shrink the mesh too, maybe not what you want
yah doesnt work
would something like “Left leg” “Right leg” be detected by blender?
I don't know what the actual criteria is here, it's probably in the blender manual though
noted, thank you
I’m such a disappointment
oh my gosh, hi girlll
what the… where did you get this model from ? 😭
OMG hiiii💅
I can help you with your avatar tonight because it’s the weekend
solutions, please? 😭
not sure exactly how to fix these issues
(the clipping, and the weird weights)
its originally a-pose
honestly weight painting just takes a lot of messing around with to get right.
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
but you just have to play around with it to get it right
what’s wrong with them?
when you bend them into t-pose, it bends in a weird way? look at the area between the neck and the shoulders
are the shoulder bones on a straight 180?
yes
then leave it
this happens when you go from t pose to a pose
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
if it looks wonky in game, go back and fix it.
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
)
sure
is it like... required?
ty
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...
the thing is, the armature follows your movements. If the avatar's movements are drastically different, yeah that'll be an issue.
You can setup a second armature if it deviates a lot and use rotation constraints to transfer the rotation from the main armature
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.
you can use local orientation for rotation constraints
also, personally I have yet to get chillout to work with full body tracking in a reasonable way
Does vrchat armature need palm bones? Or just hand and fingers?
Just hand, everything below is optional
uh but if you DO have fingers, then you DO need wrist bone.
ah true its in unity's mandatory list even.
What am I doing wrong?
can we have a little context? What are you trying to do?
I am trying to rig da avatar
but the thing wont move with the model itself
Uhhhh
I'm not sure what these images are indicating
the first shows the armature itself
the second one shows that the model doesnt move along with it
and the last one shows that I already tried weigh painting it and so i dunno what else to do
but what are you clicking on in the last one?
are you painting all of that to one bone?
have you watched a tutorial on this?
Ye
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
How to weight paint each bone? I mean how to i just select one to weight paint?
select the bone with ctrl+shift right-click
again, tutorials should have shown you this
okey dokes thank u
remember that for VRChat, each vertex can have at most 4 weights
one moment as I have just the thing
it looks like you are weight painting everything to a single bone
Rigging is the key to making a 3D character ready to animate, but everyone finds it so intimidating. Even I was afraid of it at first. But now I find it beautiful, so I want to show you how it works!
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these videos should help with the basics of weight painting and everything you need to know to get them working '
Thank youuuu!!!!!
yeah np! I actually just had to learn weight painting or rather the really entry level basics to fix an issue I was having
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
anyone know how i can adjust the eyes seperately? i want to rotate and adjust them so i dont get this crosseyed look
Just click the unlink
where is that in the gui?
Next to each eyelook setting
found it. thank you
Can I weight paint each bone by selecting surface polygons?
yes
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
So i use regular human rig (like the one from rigify) on low polygon right?
you can do that
whatever rig suits you and that you want
i’m just answering your question how to weight the polygons
That last message seems important, check your permissions
Sorry if you were replying to me. I was abit dumb and missed something important haha
I was 🙂
Thank you stll though
for a moment I thought I clicked a different channel and almost started trying to find the message
hahaha
Hello

I dont have enough bones I guess so can I just extrude some bones and use them for the bones im missing?
I tried it the first time but idkkkk
Depends which bones youre missing
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.
if there is a base pose / sculpt / whatever and try weight transfer -here is one plugin that make it easier https://jinxxy.com/SentFromSpaceVR/products/robust-weight-transfer , otherwise just use bone to scale parts of av (not the humanoid ones)
0.00 USD - ,Join the Discord for support and news!: ,https://discord.gg/Fdy5RpunY4A Blender addon for getting smooth weight transfer results with just one click!Robus
Thank you! This will also work for adjusting the size of certain body aprts?
that tool is just for Weight Painting
Oh okay, so what tool would I use for the body slidders?
Mesh Data Transfer is a good tool for getting a good start for that, https://mmemoli.gumroad.com/l/tOKEh
Thank you!
It seems I have to use a version before blender 4.4
Is it nessesary to get an older version
Mesh Data Transfer has always worked for me
unless you're talking about weight transfer
Idk what I'm talking about. But do you use an older version of blender to use the Mesh Data Transfer?
the legacy version won't
So would the 4.4 version work with that?
yes, just try it and see
4.4 works for me so far
Sweet I'll give it a try! Thank you so much for your help
Same as any model. Check the pinned posts.
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.
automatic weight is bad. Do it manually for better results.
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.
its also the same with empty groups
oh okay, so with weight painting, do you know what each color means? red, yellow, green and blue?
red - weight painted
blue - not weight painted
I recommend looking at some tutorials
The model didnt work for mixamo
So like if i were to weight paint the head, would that prevent the heads shapekeys and ears from moving with the arms?
uhhh… explain?
shapekeys aren’t weighted, i don’t think you’re using the right terminology
i wish i could in words
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
select the mouth and ears and go to vertex groups, and then remove each one that you don't need/don't want the mouth to move with (the arms for example)
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?
yep you can do that!
thats how most creators do it :)
i recommend having a root bone for things like boob and butt
that have multiple bones attached to them
that's lovely! :)
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
that's great, always happy to see another person get into 3d modeling
this is what i mean by root bone by the way, in case it wasn't clear
yeah the fat lady model actually isnt my first, i first modeled one of those terrifying vintage 'laughing' kid mannequins
thank you
ahhh cool!
barnacles, my blender window is frozen and wont close, thats fine cause i saved the rig and model lol
yesss always save often...
so what i did for the belly is i extruded from the first one to get the second part of the belly.
and then i just clicked the root belly bone and shift clicked the spine bone and did "keep offset"
great job! thats exactly how you do it :)
Hey yall! symmetrize somehow flipping on the Z axis instead of the X axis. Anyone know whats up?
Also is my rig decent enough?
Tried setting the origin of the rig to the center between her feet but that just made the rig symetrical underneath her
Ah, nevermind i fixed it. Had to apply the rotation
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)
I'd join meshes. Do you need to keep the separate for some reason?
I was looking at a youtube tutorial, and they kept the head and pupils as seperate objets. So i have the head, torso, legs, and eyes separated. do you reckon i should just join all of them?
got it
so separate to make weight painting easier and then join when im all finished?
yeah
I generally keep mine split up in parts until export time, it makes it easier to mix and match parts (especially clothing)
Ye same
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
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?
The bone is parented but the vertex group isn't there
add it manually with the +
name it the same thing as the bone
Does anyone know how to "re-connect" toggles and animations to an asset that's been resized in blender?
like i have these stockings i resized for my lunabeast, but the toggles and animations are now not working on the resized ones
i added back in the parameters and menu and FX but it's done nothing
so im missing a step
they're in my avi but when i go to Gesture Manager in play mode, none of the toggles work
I'll assume it's because you renamed them, look at error in the bottom right
you'd be better off overriding the previous fbx
with the new one
open assets in the explorer window. Find the fbx, drag the new fbx (with the same name) to the explorer window, pick replace/override
ahhhhhhh okay
or just export from blender and save in the assets, whist overriding the fbx
okay i'll try that, i removed the original FBX cause i thought that's what i had to do lol
honestly I'm not sure why
I don't attach clothing in unity, I thought that would work
maybe it's the meta file?
i'll try that
yeah no it just goes right back to the unfitted ones
goddamnit
i think it's the prefab. somehow it's not in here
how do i replace the prefab for the new sized stockings?
nvm i got it figured out but the damn toggles are still broken
once you select the bone and start painting, it'll automatically make the vertex group to match, unless you specifically disabled this setting.
sometimes, it will not select properly. in this case, making vertex group manually is possible.
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.
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?
@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
Thank you for the guidance ill try if not ill take to dynamics
any ideas of why the mesh is not connecting to the bones?
Im not sure but is it actualy weight painted, check by clicking the bones then shift click and mesh and go to weight paint
Did you weight paint it?
Not yet is that the issue? When I’ve done a rig before it still worked a bit without weight painting
I'm not sure how that would work, without skin weights the mesh won't move with a bone
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
you didn't install the required shader
yep i found what was missing,it was in my face the whole time,the audio link
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.)
@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.
anyone know why the head bones are moving smooth and nice and then the rest no matter how I paint them are choppy and not smooth at all
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
What are twist bones for?
more natural movement in the body
https://youtu.be/eOwd5KNypfA?si=ITLCWCk-a8B3v3YS
This is explains what they are
I accidently put the elbow as the source in the second rotation constraint. That is wrong. It should be the arm.
Playlist with more tutorials: https://www.youtube.com/playlist?list=PLtyZOFyiveKq9Co2bpkrX3-qXO01CNJHY
Thank you!
https://youtu.be/_GmAupH5Co0?si=-wSQex2vbwKSa1yb
This is how to use them
VRChat Discord - https://discord.com/invite/vrchat
Written Guides - https://vrclibrary.com/wiki/books/create-your-first-vrchat-world
https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026
https://vrclibrary.com/wiki/books/the-vrchat-creation-compendium
https://steamcommunity.com/sharedfiles/filedetails/?id=2190684978
Avatar I'm making if for PC. My friend doesn't have VR controls
If you want to make twist bones, Feilen's Tuxedo Blender Plugin makes doing so really easy
I always make them
how to fix this endless error loop?
trying to reapply animations and toggles from one asset to a resized one?
i can't find a youtube tutorial on this
seems like a vrcfury thing, have you tried the discord for that?
i was not aware there was a vrcfury server but now i need to join it lol
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.
this wording is a bit confusing, do you want the sleeves to basically always point down to be effected by gravity, while the ends of the sleeves move separately from the hands. so the sleeves move with the upper arm or forearm but feel like they're affected by gravity?
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.
hmm, rotation constraint from arm to sleeve but lock the X axis?
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
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?
that's not possible
it is
I would love to know how
same
to my knowledge weight painting can only be done in Blender
or Maya or something
not unity
idk nothin' in blender, i just have it to inspect .blend avatars
i just learned how to make a toggle like a bed and doen't follow you
and how to make a submenu for scripts
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.
i found a way
I'd make the bone be a child of the leg bone. Where you put it, and what you weight paint really depends on how and what you want to move.
yeah, they misunderstood rigging for attaching already rigged clothing
what could cause the eye to suddenly shift positions like this when adjusting the eye look? (also im pressing preview)
your eye bones are set up or rotated incorrectly
bone roll is 0 and eye bones r pointed forward
its the right eye that is messed up
You want the eye bones pointed upwards
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?
it doesn't have to be symmetrical at all... unless you specifically want it to, in which case of course you should fix that.
You could just split it in half, delete half, then mirror the other half.
exactly what I ended up doing + just had to manually flip the uv's. good to know that it doesn't have to be symmetrical though, but I'm assuming that it does make the pose deformation more consistent to either side
well some things just aren't symmetrical, so this can work however you want
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?
already tried, still doesnt work
then there's some other issue still
even tried making them point upwards, THEN setting the bone roll to 0
that's ideal, yes.
even then it doesnt work and gives me the exact same problem i was having before
again, I didn't say this would solve whatever problem you are having, just that this is the "correct" way.
ik im not blaming you, im just so confused
im confused.
Did you go back into the fbx import in Unity and reset the pose and then re-enforce T-Pose?
Changing bone positions/rotations and then overwriting the model doesn't change any configured avatar
sorry this is very late, but if you still haven't figured this out, try having a root bone that has gravity on it and uses a curve to adjust the allowed angles for a polar type angle limit (so it is essentially a hinge for this first bone, and then whatever you want for the rest)
here is an avatar i created that has this same effect on the sleeves
That is exactly what I did, and it works fairly well. I've got most the clipping resolved, but not all - it's got a rigged elbow and that's causing fun. I think the remaining clipping will be handled by stencils.
I have familiarity with polar physbones. Good for emulating expected movement. Like beads sliding or pivoting on a ring. :)
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?
nope, you can leave out all of the fingers, you just need the hand bone (for the wrist joint).
note that without all the fingers some world things are going to be very wonky, such as SaccFlight.
thats alright, I should at least add the joints for like the middle finger so the glove curls in correctly, right?
i just want grabbing functionality really
if you want the glove to curl in some way, you probably want bones to do it 🙂
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
you mean the default ones in the base locomotion? Yeah, of course those animate specific fingers for specific gestures
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
I'd probably do at least the index, it'll get you the collider for that too
if i remember correctly when you hold index trigger on rift s controller the rest of the fingers come with it yeah
alright thanks
i use cats for that
oh yea forgot that exists
thanks!
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.
Does the weight of the unique bones just get copied over?
weight is in the vertex groups on the mesh, not the armature.
so if the names are the same it'll be fine
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.
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.
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.
can anyone help rig up my avi?
You'll need to ask a more detailed question than that.
can anyone give a bone struture to my avatar?
mixamo can
ok thx
what is their username...
you could also commission someone at the VRC Traders discord, link is in #1204490664637890580
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)
that sounds like you have not enough storage 🙂
i deleted everything i have!!!
and unity has nothing to do with rigging anyway
w h a t
you make your rig in blender
how do i...ok im gonna break my head over this,can someone do it for me.
then you assign the bones to the humanoid standards in unity
it's really not too difficult
there are some great beginner tutorials on it
im starting to lose it...
Learn how to easily rig a low poly character in Blender 2.9x. This is the second in a series of three videos. In the first video, we modeled this character and in the third video, we key frame animate an idle and a running animation.
Video 1 - Easy Low Poly Character Modeling in Blender 2.9x: https://youtu.be/eBOcbYHexAM
You can download the t...
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
look,i will give you the file of the model and you can do it yourself i can't with this...
it used to be ctrl+click, but now it is shift+ctrl+click
no, i don't work for free
I suggested where you can commission people
if you are getting fed up with this you need to take a break and come back when you are feeling more level-headed
even if you paid me it would have to be a pretty large amount because my comms are closed, my queue is backed up, and i'm on a vacation rn
yeah - I'm in the middle of stuff too and full character rigging is a bunch of work, it wouldn't be cheap.
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)
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 
use the same one for proportion checks , seen so many avatars wich had legs too long or arms too short
Hey how do I rig the model? I’m really struggling to weight paint and idk how to go about rigging
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
I’m like really struggling
I have an armature but the weight paint part is so hard
Nevermind actually weight painting easy
haha, it seems that way
Is there like a video for armatures
a lot
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
expand that to show us what's in it
I'm assuming this is what you mean?
yeah - wanted to see if there were actual mesh objects in there
I mean those are the same meshes from the model and theyre all checked on
are they weighted to bones though?
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 ?
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)
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
edit one and see if there are any vertices
No there is not
welp
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
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
ha! of course it's a scaling thing
Can someone please send a video of how to rig avatars like fnaf avatars for example
you just kinda rig them like any other avatar
(sorry for the late reply) well, not really
most fnaf models don't require any manual weight painting since they're not able to bend anyways
Where can I find resources for rigging the hand bones? I used the cats plugin
pinned in here maybe? what do you want to know exactly?
rigging hands is the same as rigging anything
yep.
the thumb is a little harder, but you can play with bone roll there to get it to align well
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
#avatar-help but that message itself is not very useful - if there's more errors, post the first 2-3 in there.
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?
are you using the right cats? but also, what are you trying to fix?
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)
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
What is the best (and affordable) entry option for VR body tracking?
why would I know that?
best & affordable /error does not compute 
#full-body-tracking perhaps
Like it
Homie I posted that 4 years ago
haha
no way xd
I’m trying to get a new VR headset I just want to know that public on private I want new avatar
https://mondocat.tv/wiki/index.php/Assets
It's not up to date but
Lots of avatars and resources
Thank you
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
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?
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...
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?
is your unity shader maybe set to transparent or has backface culling?
looks like it was in the scene but the prefabs also drop in like this
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.
ill reimport the original file and pack it and see if that changes anything
you can't re-pack
if you turn it into a prefab and re-drop it in it will be packed
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.
lmao what, itll be the exact same thing but now "repacked" im talking about the original files without importing the new fbx in
it won't, but I wish you luck trying this.
lol what do you think you are getting when you buy avatars? you get the prefabs saved in a scene
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.
sure, does anyone else in here have suggestions?
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?
don't export from Unity if that's what you're talking about
just import the fbx to whatever app
make it humanoid (not all bones need weight painting, they just need to exist)
yeah but I feel like there must be a better solution. I could technically just humanize my rig but that's adding unnecessary bones.
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?
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)
how do I know where it is?
You have to check each bone...
I don't think there is an easy way to find where the weight paint is missing.
there's a script...
if i can find it
thus
this
I don't know what it's telling me to do
select Mesh Edit Mode the check box "Developer Indices"
idk what this means
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
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
when - just in normal mode, or in the rig setup mode?
I think in normal mode? like when I first bring the model in
Creators should be making prefab variants of the model prefab or just use Scene files. Drag the FBX into the scene and use something like Pumkin's avatar tools to copy over the components
it could be this: under Armature in the FBX export, there's a checkbox for "Only deform bones" - if you have that on, any bones that have no mesh weighted to it will be omitted.
it's not checked
it just shows all these
the arms arent showing
expand "hips"?
nevermind I am so silly
okay
so what should I be focusing on now that I've uploaded the guy into unity? what do I do atp
parent the legs to the hips in blender before doing any unity stuff
Dw I did real quick
for some reason my eyes are upside down in unity?
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
I believe that the tutorials you're watching tell you that it's easier to rig those parts while they're separate. However we're telling you to merge them after because that's better for performance reasons.
yeah, it's hard to make one big tutorial because most things are "it depends"
Significantly easier to work with the part separate
After finishing your edits merge after for performance
yes
well what do I do now? I merged everything in the process of weight painting and now I'm basically screwed
separate it 🤷
I can't
why not?
in blender you can separate by materials, loose parts or selection
I don't see why that option wouldn't be possible
Its literally just selecting the part then right click separate by selection
ok so do I just have to do this for the eyes, eyelashes and eyebrows?
whatever it is that you need to have better control of when weight painting
I wish I could pay to have someone do this
you can
I cannot
if you join VRC Traders #1204490664637890580
you can commission someone there to do what you need
I have no money
ah
I'm poor
i see
broke even
have fun learning
HOW DO i pull up rigging to start riggin on blender
watch tutorials
lots of tutorials
and check the pins for what a VRC Armature should look like
Thats not a menu/mode
Rigging involves doing multiple different things
stay to like one tutorial and stick with it because a lot of tutorials have conflicting information and sometimes have misleading info
i jsut want the rigging amination so im able to upload
everyone's got their own method - learn from them all, try them out, develop your own method
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
what's the problem?
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
Up to date VRChat upload tutorial https:
//youtu.be/ZaIi9r7_KRo
That VRChat visemes document for ref:
https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub
Cat's blender plug in:
https://youtu.be/UNSatI6zycU
https://github.com/GiveMeAllYourCats/cats-blender-plugin
going to add some blendshapes in blender so...
I feel so frustrated I wanna cry actually
i cried making avatars too
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.
also this
Actually I have had two cocktails and should not say stuff like that 🙂
Hi, how can we help? 🙂
haha
I just don't know what to ask because it feels like everything is too complicated and I just feel stupid
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.
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
to make a blink
to rig the eyes
I messed up and completely forgot before merging all the meshes and putting it to unity
those are two different things, take one at a time
well I mean one thing, I'm just really stupid right now and have no idea how to word it
shape keys
what about shape keys?
not gonna watch the video, but... if your eyes are separate meshes, you can make a shapekey for one eye and for the other and name them the same thing. When you merge the meshes, it'll be one shapekey.
oh ok
are we talking like eyeballs here?
I thought it'd be easier to do 2D eyes
wdym 2d?
I see, mine are the same
how do I make a mirrored shape key
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
ah I only work with 3D spherical eyes
what are you trying to do with the eyes?
making them blink
same
disturbingly slow blink
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
wdym by this
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
Oooooooh ok thanks so much!!!
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
eyebones when talking vrc, look perfectly up
i also fail to see texture difference
oh wait i see it
but fix bone orientation first
this might be a stupid question but how would I go about fixing the bone orientation?
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
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
I'm so confused 😭
about?

?
one sec
neat
spiffy
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
I can explain parts in more detail if needed
can i fix the fingers in unity or do i need to use blender?
I would love that! thank you so much. lemme just see if this helped
its not clear what is wrong but I'd go into blender and make sure the bone roll is all set to 0 for the fingers. Thumb you'll have to work out the right angle.
thumb is fine, the finger joints are set inside of the handplate
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.
epico
rare i see those but i just merge them to wrist they wont do much anyway
wait, you don't have those mapped as the proximal bones, do you?
the texture for the eyes are still flipped sadly
that's not a rigging question though
flip the faces in blender, etc.
lead paint stare
it's not flipped in blender which is the problem, which is why I thought it was a rigging issue. My fault tho
cuz maybe the bones were being weird
I'm not sure why you would? But yeah, post in #avatar-help , describe how your material works - got culling set to front maybe?
oh ok! thank you so much!
how do i do this?
blender, edit armature, delete the bones or merge them into one
cats way example , select bones not wanted - merge to parents
beautiful
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
physbones need "is animated" to be enabled
thank you!
Do yall know how to swap bones?
swap?
you can just swap which armature is used in the armature modifier on your mesh objects in Blender
I used a premade roblox rig but it doesnt work for vrchat because its "missing" bones but roblox rigs dont use those
ideally you'll want the bone names the same, or you'll need to rename a bunch of vertex groups.
Where that at?
Wrench icon on each mesh object
Oh one last thing how do I rename them?
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
Oh thats convenient
Wait....what wrench icon? 🧍
You got a video tutorial or sum? im a lil stupid
in the "properties" area in blender, usually lower-right. Select the object then go in the blue wrench tab
it's the "Object" field, pick whichever armature object you want, drag it in there.
https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/armature.html
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"
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
pro tip: click things in the hierarchy, way easier than trying to click them in the 3D view
I cant do all the parts at once?
hmm, not sure I've tried, probably not
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
go to the VRC Traders discord to commission people, you'll get spammers here. Link is in #1204490664637890580
spammers and scammers hah
Oh right I forgot
Yall think 10$ is enough?
They literally dont have to do anything its already weight painted they just gotta swap the rig
No it doesnt?
You just gotta transfer the weights
The arms are the same
Just gotta rename the bones
and boom done
weights are in the mesh, you don't have to transfer anything
THats literally not what I needed to do tho
Ik how to transfer the weights
Thats is quite literally...not what I asked
"you don't have to transfer anything"
Deadass not what I said either
They dont even gotta transfer the weights...Ill do it
i'm quoting kazin not you
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)
-_-
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.
You can also use the 3D cursor as your origin point too
what do I gain from having a toe bone
When the model would be too far off the ground when there isn't a tracker affecting the foot, the foot will try to stand on its toes, rotating the foot
Though most people especially FBT people dont do this. They may just have the bone be for syncing position of some prop
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)
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
what exactly are you having issues with? most people would be scared to answer since the message makes it seem like anyone who responds should be able to answer your question, but nobody knows if they can answer it since they don't actually know what the problem is
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.
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
it just never moves as it should
I'm able to get the helmet, kneepads, and boots no problem. I just cant figure out the torso
@rare moon I hope that helps
honestly for the torso i try to keep the weights pretty smoothed out. If you're trying to match the weightpainting from a base model though, try using this tool: https://github.com/sentfromspacevr/robust-weight-transfer
@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
try something like this

that's a mixamo animation... not yours 😂
🐟
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
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.
think i set up the hair bones okay? doing physbones for the ears as well so i have 2 different roots
hey can someone please help me
with....?
low-rez pic, not sure what "bad" means
it's going in on itself and is stretched
I don't really know how to describe it
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
I'm really trying to take pics but idk how to really show it
does this help at all?
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?
probably, I tried using automatic weights and fixed it up a bit but idk
yeah the mess is supposed to be fingers but idk what I'm doing wrong in the weight paint
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.
yeah, it can break avatars that aren't MMD (that's made more clear in unofficial cats). Using this buttom for fbx models can break them
should I just delete the skeleton and restart? I don't know what to do
why? It looks reasonable
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.
was this caused by the arm bones being weighted to the entire hand, aswell as anything beyond instead of ending at the joints?
So it was a problem with the weights yes but I can’t really pinpoint it specifically. Basically tried automatic weights and ended up flubbing it because of an issue with assigning it (I got an error but I didn’t really mess with it, I thought it was fine) but I fixed it and in turn fixed the model somewhat
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
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?
Well it looks like the problem is that the weights for each bone go to every limb segment beyond the limb segment it’s meant to actually control
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
what'd you set "Apply Scalings" to? If not "FBX All", try that.
Resulted in this
probably you'll need to redo the rig setup
Mf became a pretzel.
#avatar-help message this was the same issue, i suspect
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
If you've changed all of the bone rotations, you almost certainly need to reset the humanoid avatar
it's a simple fix; see the conversation i linked
Man how the balls do I fix this? I've been on Blender for the better part of like 12 hours.
how did you get here?
Looks like bad weight paint but are you at that stage yet?
I have tried everything.
Literaally everything you can imagine and it just won't work.
Okay, but that doesn't help me know what to suggest
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!
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
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
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.
I'm learning how to rig models from Blender, but I think there are some problems.
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
For characters that are made of floating rigid parts you should probably not try to apply automatic weights, instead only weight to the bone you want to effect the mesh and paint everything you want to move completely red
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??
There is a server for commissions. Advertising here is frowned upon. You’re making people think you’re a scammer.
yup yup
true
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 🥀
Combo of red flags, also the person was trying to make their own avatar, they likely don’t need to commission anyone
can someone help me figure out how to rig a model as a first time avatar creator??
"i am just kinda bored in my studio" what human would ever say that 💀
Who owns a studio in this economy?
YouTube tutorials are your friend. Also check the pinned messages here
Yo I have an avatar that needs rigging can anyone do the honors
Head over to the VRC Traders discord to commission people, link is in #1204490664637890580
anyone know how to update VRCSDK
in the creator companion there's a button
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
I don't see shoulder bones - VRchat requires them.
Oh thank you, do you have any references I can look at
For placement
pinned in here
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
I've never had any good luck with automatic weights.
same
yeah, I find it one of the more fun parts, being able to just paint and see stuff start moving
Honestly I'm going to agree, it's surprisingly fun and it's also pretty damn easy
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
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
For me I just watched a like 2 minutes tutorial and I figured out how to have the topology set good
I could probably do a lot better if I had more experience but still this is me early early on
I’m curious how it looks
I like it until I'm spending an hour trying to get one small part to fit without clipping 🙂
Oh I just saw this wait a few secs
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
now im curious if you plan on having a flapping animation
i rarely see people doing those
Maybe, i don't know how well I can animate
And if I'm not good, I could probably get a friend of mine to do it
that's because it may be difficult to animate
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)
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…
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)
probably too much of a back of the head is painted to the head bone, add more neck?
The neck bone is too long
Weight painting of the neck seems to be high possibly on the back like Most mentioned
weight painting is easy. Weight painting is only hard if you have bad topology, which beginners often have, meaning they think it's difficult
That's also something I don't get how anyone has any issues doing, you just basically make sure your stuff has circles or ovals and that means you'll have good topology
well i will say, it's much easier with robots
oh alright
since they have lots of separate pieces, you don't have to make many areas deform
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
yeah it's hoenstly pretty easy, just need good topo :]
from my N avatar
ignore some of the weird stuff like the screen and all weapons being on lol
it is public already, i'll send you a link
i made him a few months ago
Surprised I haven't already found that one, I'll probably give it to one of my friends cuz he absolutely loves n
yeah he's got working weapons and stuff
all outfits, a bunch of screen toggles, wing puppets, and he has face tracking compatibility if you or any of your friends have that
I got to figure out how to make my blender stop crashing whenever I have Discord open
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
I'm just going to be typing on my phone for the rest of this
you can change how much memory blender is alloted iirc, that might help
I ain't got no money so I can't get it
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
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
oh people can be very gatekeep-y here, i just like sharing things
If you ever make Cyn
-# specifically the one that has the human skin on it I forgot the name
Please tell me
honestly most of my public avatars i give the files for free if people ask for them
honestly i probably will make cyn as well at some point, both before and after she "possesses" tessa
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
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
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
i do not understand that mentailty tbh
I really want more like good looking low poly avatars to exist
So it's honestly cool talking to someone that's currently doing that
yeah i make low poly avis too
low poly and cartoon style
even if i'm making money off of something, I'll still tell people how I did it
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
if you ever need tips are anything feel free to reach out
That reminds me about these 3 murder drones avatars that interact with each other I don't remember the Creator's name
But like I could be on N and use the laser cannon at one of the other ones and it would shoot hearts instead of the laser
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
Can I friend you?
-# I'm asking this because most people I know are kind of finicky on who they friend
ooh that probably uses contacts. So the laser beam has a long contact receiver on it, and then the V avatar has a sender around the whole avatar. So if they are touching, it switches the laser beam to shoot hearts instead
yeah ofc!
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
Wings are finally done
btw once you have this in unity, lmk if you need help with setting up the wing rig
I will probably need help because I have no clue what a wire rig is
-# I'm dyslexic
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
the wing rig, not wire
Oh yay I love not being able to read
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
Now it's time for me to figure out how to do my textures
Do avatars with multiple limbs really need separate armatures to move them? I was hoping to keep a low mesh count
I’m pretty sure you could just have them be on the same armature then either animate them or constrain them, you don’t need multiple armatures
Neat! I was looking for tutorials on it, and they always seemed to have the extra set of arms as their own rigged model
meshes and armatures are separate things. Also they do not need to have their own armature, just their own bones (which can be part of the main armature)
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
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?
Yeah I'd use constraints for this.
👍
yeah, just mak sure the bones are parented correctly (it looks like the lower ones should be on the spine, not the chest) and join your objects all together into one mesh
Oh, it's on purpose since they're so far down the body
since the are so far down on the body, they seem to be parented wrong
it's currently following the red line, but i'd think the green line would make more sense
Oh sorry I misread
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.
do you guys knows how to rig chain that attached to the hand and wings?
You cant rig loops but if that wing is just floating there then just put a chain of bones
the wings is floating, but how? do you mean i should make it from the arm?
If the wing isnt attached to the back or anything then itd just be the end of the chain
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 💀
don't ask for comms here, scammers lurking. Go to VRC Trades #1204490664637890580
