#avatar-rigging
1 messages · Page 22 of 1
you can't have a mesh named the same as a bone
Ah ok
may or may not have an issue with rigging this model..
This is a general overview on how to navigate my public asset resource, the the workflow for getting those models working as avatars, all in Unity, no Blender knowledge needed, for beginners or experiences creators alike.
I go over a lot, so I recommend skipping to timestamps you need.
My public Titanfall Asset Resource:
https://drive.google.c...
This was the tutorial I followed to import the model to unity
This video will teach you how to extract the models, textures from the game files.
Applying the textures in the shader tab in blender (part 2): https://youtu.be/UV3SxMEsMe0
Download links:
Titanfall vpk tool: https://github.com/Wanty5883/Titanfall2/blob/master/tools/Titanfall_VPKTool3.4_Portable.zip
Legion rpak tool: https://wiki.modme.co/wiki/...
This is how I got the model into Blender
I used the Spectre Model from Titanfall 2
dont ask for DMS here. Scammers lurking
Blyaat
just describe your problem and have people help here
tsk This is RIGGED
alright so i just got 6x slimes for fbt and i turned on lock head and hips because otherwise my camera is in my neck. now how tf do i orient these bones to not make my avi a hunchback or have it's chest poking out or laying down on a slant? ive been experimenting for a while and every time i fix one of these issue another one comes up. whats the secret combo for good fbt? can someone draw me a picture pls? that would actually be super helpful. here's what i got right now:
hmm you can is this for a vrchat avatar? if so i can think of something
Lock head is definitely the best - do you have your viewpoint in a weird place or something?
Otherwise there's an ideal armature pic pinned in here, it has the spine a bit straighter than you do
Hello everybody, is there a specific height I should pose my rig at for sitting (on a chair) position? Should the pose have the feet on the ground or the buttocks?
i need help rigging my avatar, im completely new to making avatars
explain where you're at in the process
it's not but also you'll get scammers DMing you around here, try the VRC Traders discord, link is in #1204490664637890580
Just wondering Im trying to find an app or something on my pc(windows 11/10) to create and model avatars that I can upload,I have no idea what app to use
You must use Unity with the VRChat SDK to setup the avatar and upload it.
start here: https://vcc.docs.vrchat.com/guides/getting-started
This guide will show you how to install the VRChat Creator Companion (VCC) and how to use it for the first time. Here's what you'll need:
Hi! Does anyone have any tips for rigging a poncho? I added one on this avatar I'm working on but it only now hit me that I have no idea how to make it work haha
I added a bunch of bones to it in Blender kinda like a skirt, if that helps
I don’t have experience with Physbone Ponchos, but normal ponchos work best in an A-Pose, even an I- pose. A T-Pose is an enemy of ponchos because they will inevitably cause Bunching with the arms down. Whereas an I pose allows the Poncho to Flow outward
I love that I entirely forgot to add weight painting to an entire part of the body so it gets so fucked up
does anyone know how you would rig 2d pupils?
I usually just have the bones be placed really far back behind, and have them rotate a tiny amount to limit the angular movement or make it barely noticeable
how far behind, exactly?
Its not a set distance
There's a few ways to go about this:
-
setting the eye bones really far back. This can be somewhat measured by creating a sphere and scaling and placing it so that there is a section of surface where you would like the eye to rest. Then you can set the 3D cursor to the sphere and create the eye bone at that location.
-
2D eyes. These eyes actually move in 2D by creating custom animations for each direction. Using a bone that has nothing attached to it, you can set it as the eye bone and use constraints and contacts to measure X and Y coordinates that the animations can be mapped to using a 2D blendtree
-
Scaling the eye bones down. You can make the eyes "pop" out of the head, then scale the eye bones down on one axis (global y axis, but double check which local axis this is for the bone), which will dampen the movements on that axis.
If you have 3 vive trackers, which bone does the tracker on the hip use? The hip bone? And does moving said hip-bone change how the avatar will move with FBT?
losing my mind trying to figure out why this is happening
oh my gosh they are jay walking xD
explain what exactly you did to cause it, and also maybe show the armature?
well
all i really did was convert it into unity
in blender it looked completely fine
ah nice, it's got a bunch of twist bones
show us that dialog that shows which bones are assigned to which slots
The dialog?
panel, page, whatever. in the inspector when you click "configure" in rigging setup, the diagram of the avatar with the bones in the appropriate slots
I'm betting that Unity guessed the wrong bones, like it put the twist bones into the humanoid bone slots or something. You'd have to translate those, or maybe rename the lot of them in Blender.
Unless you can read them, in which case make sure they're assigned properly
ah alr alr
oh yep, this is exactly the problem. I pointed google translate's camera at it, the arms are all wrong
drag the right bone into the right slot 🙂
no no, you want twist bones, they're really great when setup right
got it
I never do an avatar without them
Let me see if i can fix it rq...
(thanks Feilen for the awesome Tuxedo plugin that makes this simple)
optimize that ones materials, it only have 4 textures wich can also be merged/baked into 1-4 materials depends on what you want to do , id usually go 2
How in the world can one make say, a chain that goes from one body part to another? I wanted to have a chain go from nose to ear, but this seems to be borderline impossible to do, at least simply. to just get the bone chains that come off of each to connect in the middle. ive tried position constraints, aim constraints, anchor objects with physbone drivers on separate objects, etc. I tried messing around with finalik as well, but im honestly not experienced in it's use to make any decent use of it.
part of the issue I figure, also, is that both chains have physbones
the closest i have gotten is using a mid point anchor, and having an aim constraint on both the first bone in each chain, and the final bone in each chain, which point to the anchor, and a position constraint on the anchor that points to the physbone components. then both chains move together well, but they dont stay joined at the midpoint
yep, that's about how it goes
Is there a way to add an chain constrain bones to my avatar?
hmm that doesn't seem to be supported in VRCHat
I really hate how whenever I use the auto-generated one for the humanoid bones
Instead of putting the hips bone for hips, it puts the bone name bone.079
I also love how physbones just decided to break entirely in game because it works perfectly fine and unity but as soon as I open it in game it's entirely broken
Only happens when you have more than 8 components on quest
Only have one, I reuploaded it and it fixed
Vrchat moment
you should go to the VRC Traders discord to commission people, you'll just get scammers around here.
Link is in #1204490664637890580
importing fbx into blender then back into unity makes the arms bend like this at the elbow, but the forearm and wrist are in the correct place
anyone ever got this message even tho their avatar was fully rigged and set to humanoid?
This avatar is not imported as a humanoid rig and will not play vrchat’s provided animation set
Is there any fix for that?
in that upper left image, below where you cropped (ideally don't crop so much), maybe there is an error message under a drop down
I figured it out, there was an issue with animator not having avatar set inside of it
weird that that didn't get filled in when you did the rig setup though
yeah, maybe it was because I accidentally mixed two different armatures together so the names of bones were completely random
does anybody know whats causing the "michael jackson lean" on some avatars?
The bone alignment viewed from the side, specifically hips to head
could you show an example?
what i tend to aim for, can be 'close' and it behaves, waay off its going to do funny things
can anybody help? is there anything i can do to stop the legs from being pulled backwards?
edit the rig to make the leg bones straight.
i tried doing that with another model, and it made the problem worse
I'm not saying it's the exact fix for this specific issue that you haven't really shown at all, just saying that that rig ^ should probably have the leg straight, see the sample pinned in here.
From there, what do you mean "pulled backwards" exactly? that image doesn't look like a situation where anything is being pulled anywhere
the image does not picture the problem im having. here, i'll try to sketch it out
ok then yeah, try to help us understand the problem
i posted the sketch below
Okay but when does this happen? under what conditions?
the sketch shows what position the legs end up being in the game
always, whenever you stand still
you walk, then it "readjusts" by taking 2 steps, and then the legs become like that
in vr? FBT or not? Using the base locomotion or some other base animator?
pc
Yeah it naturally does the readjusting thing using the base locomotion.
yeah but the "readjusting" results in that leg pose
I'd love to see the actual bone positions, maybe take a pic in this world:
https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2/info
but I suspect it's exaggerated because your leg isn't straight. I'd also check that the bone roll for those leg bones is 0.
alright, i'll give it a try
they are indeed 0. i made sure of that.
for some reason whenever i go into my menu or use the camera, the legs go back to normal
but they start to bend again when i hold right click on the camera to move (which is demonstrated in this video)
this looks pretty reasonable to me, it's trying to position the feet under the body in a natural way
doesn't look natural at all
besides, pretty sure legs are supposed to have a slight bend in order to work
I'm probably too used to looking at furries.
most probably, yes
the best way to explain it; vrchat is trying to do this to the avatar:
so not very natural, no
Now, this is weird. Have you checked if other players see you the same way?
not yet, but pretty sure they do
i'll see if changing the animation in a custom ik controller will do the trick
i know it has something to do with the ik
Pleaseee I need help with weight painting for Mac 🙏🏽
The vids I found where all for windows and older blenders
So I'm rigging this looping strap for this model atm. I'm thinking of using two sets of bones (one front, one back), either as chains or disconnected but parented
I know it's not the best solution, since there'll be stretching where each chain ends. I'm just wondering if anyone has a better idea for rigging a looping piece like this (that works with physbones)
I'd imagine one string of bones in the middle could work for both the front and back parts of the strap. But I'm not knowledgeable about this stuff
I'm looking at elbow and knee joints. Apart from using good topology, how do avatar creators preserve the volume in the knee for when it bends a lot? Looks to me like an extra "helper bone" at the knee with a rotation constraint would be best since VRC added their own efficient constraints?
Just curious if there are other options I should look at.
Yep, I'd also consider a single bone chain in the middle. Otherwise you'll have a hard time getting the ends to work together.
This is exactly what I do on some joints, along with twist bones on others
Thanks for the feedback guys
Alright, thank you. I think I'll look into twist bones as well :>
For making twist bones, Feilen wrote this great blender plugin:
https://github.com/feilen/tuxedo-blender-plugin
A Blender plug-in to facilitate producing game models, namely by baking everything into one atlassed model with Blender's own rendering engine! - feilen/tuxedo-blender-plugin
Oh sweet
Hello, I'm trying to understand how vrchat's FBT works to fix a model I have, so I found Kung's video tutorial on FBT but i have more questions.
Is there tracking compensation on the controllers or something like it?
In the game, I can extend my arms to the sides and it matches the arm length, but if I move the hand down the controller extends much lower down.
It gets larger as I reach down the floor, like the controller moves relatively much faster than the arm?
this is with the model already fixed according to the video
afaik. vrc has two modes, armspan and height. first one is kinda deprecated and makes your tposing arms to be a real world sized, your long anime legs look like youre on crutches, second one make your height a real one and your arms (since you do have anime legs scaled now for your height) look like a tyranosaurus paws and reach only that far. the more avi is out of sync from irl proportions, the more visible it is.
i didn't know how height works, i assume the old video is about armspan, it works but fails on this, the arms appear to be too short
however make the arms longer, and extra the length to reach the floot, in T pose, makes the arms bend. I can't get out of that editing loop
there's no documentation anywhere on how Height mode works/wants to fit you to the model is there? :(
maybe I'll take a picture T posing, then match it as close as possible in blender...?
maybe it's a problem with the torso, I did notice that when I bend down I couldn't touch my chest anymore, maybe that's that.
yeah that was it,
the chest wasn't moving down along with the hips, because it was set to 'Lock Hip'
changed it to 'Lock Head', and now I can reach the floor, and the torso and everything is correct.
could anyone help me out on this one? I'd like to rig this model but I have literally no idea how to make a working rig as I have no experience with Blender...
you could try using Mixamo... or find a tutorial. Pinned in here is an image of what an ideal humanoid rig looks like
blender does not change over windows or macos
they were talking about key binding differences. I couldn't think of any that'd be relevant, but I don't do Macs, so maybe.
I'm unsure how to fix this, or what steps I should take to find out how, I'm inexperienced with rigging, and the friend that rigged this for me is too busy to help ;-;
I looked for tutorials but when I try to copy them, I get the same result as the pictures each time
specifically what about this very dark and low-contrast image should we be looking at?
the hands?
yes, I can at least see they are hands
the thumb looks dislocated, and the blender rig seems fine
I've tried to fix the hands myself, but I've gotten nowhere
ah ok, I can't really tell much from the image
got a pic of the bone in blender with the mesh in x-ray?
got a bunch of extra bones there, interesting.
it wasnt rigged by me, and I dont do rigging, so I'm not sure what should be where
I'm learning to rig and theres alot of terms I dont know
the thumb looks positioned ok, I'd check the bone roll, and make sure it moves right when you pose in blender.
The small two fingers look like the bones aren't in the right place. And there are unnecessary hand bones.
from the looks of it, the starting bone seems too long, or misplaced
ahh that's a good angle - yep, the head of that is where it pivots from, it looks too far into the hand
im trying to figure it out, im unsure what bone to move
the first bone in the thumb (closest to camera) seems to produce the same result no matter where I move it
How can I rig the neck to the head?
do you have any bones already?
No
at all?
nope
oh well then start by making a whole armature. There's an image pinned as to what one should look like to be humanoid in vrchat
Yeah but i still need to know how I'm mean't to rig the neck
the head bone is connected to the neck bone?
yeah how thats suppoed to work?
I'm not really sure what you're asking I guess
its 2 bones on 3 joints
so you have bones then?
N. O.
Vr chat's avatar necks 2 bones for 2 joints. My model had 3 joints with the neck allways pointing to the side instead of up with 2 joints like it's shows. So Idk how I'm supposed to rig it
yeah to be humanoid in vrchat you get one neck and one head bone, both of which face generally vertical. What you attach to those is entirely up to you. In this case probably it'd work just fine if you just have the head bone come right up from that central joint instead of going forward
So like this? Because so I would purther the head rotation up and down from the joint if thats even possible
not really sure where the actual bones are there?
I've said like 3 times now. THE MODEL HAS NO THE BONES
and yet you've said there are no bones, so I really don't know what you're talking about.
But I meant in that last image - what there is an actual armature bone?
No bones I mean
are you indicating where one would be? If so, what in the diagram is doing that?
The 2 black lines?
I see, thank you.
So yes, that's what I was thinking.
if that won't move how you want, do it anyway, then put more bones where you want the pivot to be and then use rotation constraints to copy the rotation from the one VRchat will move
So I make it so when this bone rotates another also rotates?
yeah - you make the bones VRChat will drive, then the bones that actually move your mesh, and copy rotation from one to the other.
it's what you have to do when you get far from humanoid
Ok bet tysm
it might work ok without that - you'd have to try it to see
I'm looking for a rigger with a lot of experience for a model, i have it fully rigged and i only need to skin it, it is has some complicated parts, i did something myself that works but i want to find some pro with experience to do it better and contact them in the future for more stuff (obviusly i'm going to pay), if someone is up for the challenge md me, the model is this one
Wireframe here
your Avatar is so goood:)
Thank you very much <3
commission people at the VRC Traders discord, link is in #1204490664637890580 . You'll get scammers DMing you around here, so beware.
ah yes art station 
Upsy, didnt know
yeah there are a lot of spammers in my dms as well😅
Yes, its my model
I'm working on it really hard, but it's a challenge so big for someone without almost any experience
i only rigged like 3 models
and this one, on the shoulders has 4 layers
yeah this one looks like a complex one.
how many layers overall?
I mean layers of cloth
i dont know about rig layers if that is a thing, its a 3D max proyect
it's not really a thing
I don't know either but I think there is a thing which has layers in a model other then just clothes, I just don't remember it
hmm, not sure what it could be
Here's one of the clothing pieces I'm struggling with. To reiterate: I've been working with a friend on my model and I've been following the steps for connecting the pieces and weight painting. Some clothing fbx didn't have vertex groups for some reason so I added them myself, applied transforms and transferred weights but nothing is working. Specifically, they aren't moving in pose mode. Object data is connected to my body armature too.
does this mesh object have an armature modifier pointing to the correct (hopefully only) armature?
oh if I open the image I see that, sorry
So go into weight paint and look there - the images you've shared don't show any weight of course.
you'd need to select the bone in question, and see if the mesh has any weight
oh you did - there's no weight then
so it won't move
Even with it having Vertex Groups? I transferred the weight over when I added it to my main armature so it should've been rigged. At least, that's what it said when I got it.
weight transfer is close at best. I see no weight there at all, I'd expect some part of that mesh to be not blue
So basically I just need to draw my own weight on it since the original disappeared?
I'd try using Robust Weight Transfer on it (with the body as source, assuming it's weight painted well), and then touch it up when it's not exactly right ('cause it won't be)
I'm not quite sure where that is. I just know this section where the 'transfer weights' is. Is it part of that when selecting it? Or is it somewhere else?
it's not anywhere if you didn't install it, it's an add-on
huh I'm not sure what that "transfer weights" even does
There are many addons that I need but don't even know where to start lmao
Eh, there are few you need. This one is pretty decent though, it does a great job of getting weight painting close to right
again, assuming you have a decent source, such as an already weighted body
Yup, my body is fully rigged and ready to upload, it's just clothes that I need and other minor stuff.
Better! At least it moves with my legs now!
excellent!
Thank you btw! Though I have one last question regarding an object like this: Are chains meant to do this? I understand that once I give the bones proper function in Unity they'll probably be fine but aren't they supposed to move with my arm even in Blender? Not fluid movement, but I'm pretty sure parts shouldn't be stuck in one place like this?
those look like the bottoms aren't weight painted
Gotcha. Welp, these are now small things that I can easily fix. Thanks again!
you're welcome!
Alright, I have to return because it's actually being stubborn and still not fixing itself. I'm happy that I'm learning how to fully weight paint but I don't know why the pulling has gotten even worse. Here's what it looked like before I filled in the rest of the chains.
Then after.
It may already be weighted to other bones, alot of the time blender will implicitly give vertices without any weighting to the lowest bone like the pelvis/hips
In that case, would I remove them from the Vertex Group section and keep the important parts like the arms, chest and spine?
If they are their own mesh, you could! Though I find it safer to just manually remove all weighting from that group.
anyone have any tips on how to rig the belts on this coat thing?
'professional vrchat avatar creator' past history screams scammer - show you know anything
gone already too.
Was it ismail studio?
yep
same
So, I managed to fix all my problems with some help, but I've found yet another one. If I accidentally have my edits connected to a shapekey (it was not on basis for some reason), can I transfer those edits to basis or do I have to redo the edits I made in basis?
@frigid root select basis, goto edit mode, select verticies, find somewhere in edit menus "blend from shape"
Thank you!
Why is the mesh dipping weirdly like that where the hips meet the thigh? How do I fix it?
what did you do to cause this, looks like you are weight painting, did you pose a bone?
yeah looks like
I’m weight painting the thigh and when I pose it into a sitting position it warps strangely, I try adjusting the weight paint but it keeps doing that
unfortunately the best answer is "better weight painting"
I've got no idea how to re-rig this skylanders model, can someone help me?
the bone heads look like they're in good places, probably just rotate the tails around to snap to the heads of the children in most cases. See the pin in here for a clue as to what it should look like.
My friend said that the rig was missing the neck, chest, spine, hips, and both shoulder bones. Do you know how to add bones to a rig?
yep, it does look like that. If you're editing the armature in blender you can use 'e' to "extrude" a new bone from the selected bone's tail. Mirror mode works too so you can do both shoulders from the chest bone, then re-parent the upper arms to those.
does anybody know how to fix the "your legs are not 180 degrees" warning?
re-orient the bones in Blender or similar
they might simply be upside-down, often you'll see that on avatars from games or something
no worries, i (sort of) fixed it
oh good
is this good for a coat rig?
or do i need bones on the sides too?
i think i need a break
imma continue this tomorrow
Can someone help me figure out why lil sync isn't functioning properly? Can explain (or just see avatar channel)
can anyone tell me if there are any issues with this rig or the chest bone settings? enforcing t-pose when it's been added in unity breaks the model entirely and I don't know why
your spine bones look to be pointing down instead of up, and I'm not sure I can see what the shoulders look like. It'd be good to know what "breaks the model entirely" means.
here's the enforced t-pose when I haven't applied the chest bone to the avatar config, as well as what happens after i apply it
ill get a closer look at the shoulders now
if you have this in blender it's way better to look at there, Unity has a weird idea of how to represent bones
the original image is from blender, the problem seems to be only on unity's end as the model functions perfectly fine in blender. is there a way in blender i can force tpose for a similar effect and check?
you can pose things however you want in Blender, and set that pose as the rest pose
I'm confused as to what happened in Unity there but also your bones are still upside-down
maybe it's an issue with how Unity's axis differs from blender? is there an easy way I can fix this and test or should I just get my modeller to re-rig it :O
I have no idea what to suggest because I can't really tell what it looks like in Blender, but you can simply reorient those bones
if you're free and are able to use blender atm id be happy to send you my current .blend file if you'd like to take a look and get a better idea of whats going on ^^
sorry, I don't do that for free
thats all good!
ended up flipping the bones, fixing the hierarchy and testing which resulted in this
which is an improvement!
but still not very good
are those angled bones that look like low shoulders actually shoulders? what bone is their parent?
if you mean this, it's the spine bone, and it's only parent is the hips bone beneath it. it's connected to the physbones in place for the jacket, idk if thats a good thing or not as this was all done by my modeller
yeah what are those side bones - not the shoulders? if not, where are the shoulders?
i mustve taken this screenshot before I put the shoulders in, here's an updated look with them attached to the arm but with the same issue
this change also gave me the following error which i've never seen before, a bit confusing because i didnt even touch the leg bones
ok well again I really don't know for sure what this looks like because you keep showing Unity pics rather than Blender pics.
The reposition errors are likely because something got changed, if you redo the rig setup those should get handled.
can someone call and help me out on unity?
Hi, when I move only the armature, the offset is the same.
Can't I link them so I can put another project inside? o:
(I tried moving the armature first, then the mesh, and I also tried applying all the transformations to the modifier, but it doesn't change anything.)
which mode are you in here, object?
yea
can you show the hierarchy?
In here.
and you only had the armature selected there? I've never seen this
Same at the video the other armatures are hidden
that's fine, hide/show those wouldn't cause this
That's it, I'm just trying to link my meshes to the armature so they move properly with the armature
I have the same problem on other avatars
armature modifier + weight paint ought to do it
Could you please tell me how to do this ?
I'd suggest video tutorials, it's not really something easy to explain in text
Alr, ty ^^
Does having an upperchest bone still cause issues with FBT with SDK3?
I'm noticing all but a few of my avatars have spine issues I can't replicate on any other platform, but the ones that do work fine don't have upperchest bones.
I guess, less of a X-Y problem question, but is it possible to bake in default FBT offsets on an avatar? I can't really get anything that looks and feels as nice by messing with the T-pose animation/humaniod T-pose compared to just offsetting the trackers in VR with FBT on.
yes having a upper chest bone can cause issue with FBT..
VRChat doesn’t save FBT calibration, but you can bake those offsets by editing your avatar’s rest pose in Blender, then reexporting and reuploading.That way, it always feels right without recalibrating in VR.
It seems like it usually forces the neck to align with the upperchest bone, making them aligned in Blender fixes that and didn't put the bones in a weird place for this model at least
I need to see if the Mechanim rest pose and the IK animation can be different now... I was able to get close doing this with the rest/Mechanim pose, but then the avatar looks less nice in half-body (and presumably CVR & and Overte where original spine worked fine)
This didn't work ;-;
anyone know an easy trick to find unweighted vertices, i apparently have 4 that dont have weight painting, but i cant find them
Go to Edit Mode, select a vertex group, then do: Select > Select All by Trait > Unweighted Vertices. That’ll highlight the ones with no weights.
theres no unweighted vertices button there for me
The “Unweighted Vertices” option only shows up if you have a vertex group selected. Go to Edit Mode, pick a vertex group from the list, then try
ok, imma need some help for this one
i wanna make an avatar that has "segmented" fingers
aka, it's gonna have fingers that arent gonna deform in shape
and i need help knowing how to rig and or mess around to make it work
image bellow to show what i mean/think
other ideas for finger shapes are also welcomed
wait actualy
nvm
i figured it out
im stupid
and once again, gentlemen, i am on to something....
how do i get the weight painting even on both sides?
If you still need help use cats blender it will auto fix stuff like this
need to turn the skeleton into a riggin for VRchat?
yes
yah... okay so i made this skeleton for defult can i use that??
this is video, the bones are diffrent
Really hard to tell what's going on there, and much of that looks like an IK rig. I'm not sure what program this is, but that "octahedral" button may help you visualize the armature better to compare to the pinned image
wait, is this just an ancient blender?
I think a lot of what's in there you'd want to just strip out, only keeping the bones which deform the mesh, those that have weight paint
like this?
Looks like you don't have shoulders, you'll need those. Otherwise except for the extra IK bones and such, it looks reasonable.
i added sholders
like this?
you sure its rigable now??
Looks good, yep. I can't tell how many spine bones you have there but VRChat wants 3: hips -> spine -> chest, and the shoulders come off the tail of the chest bone. You don't need the upper chest bone.
i dont?
no, upper chest is optional.
Looks good so far
want me to give a blend file?
yeah this looks decent
i dont know if adding this here is a good idea.
is it okay?
"decent" is "okay"
but it doesn't matter what it looks like or what I think, what matters is whether it works in VRChat.
don't export the camera and light from blender (or whatever you were using)
does VRC or unity support any sort of corrective shape key options for armatures or is the workflow / pipeline to use corrective bones?
Im making a character with an oversized shirt and im not liking how the armature bends the shirt when the legs are at a sitting position. I'd like to just make some blendshapes that correct each side so that the shirt fakes looking naturally drawn over the pants, but looking online at subreddits and old tutorials, it seems the standard is corrective bones with ad adversion to shape keys due to performance.
Yeah, in some cases you can kinda fake it with bones that move via rotation constraints, or contact senders/receivers that trigger shape keys
shape keys are way less expensive than they were before VRChat switched to Unity 2022 though, so I wouldn't really worry about performance issues with them anymore.
how do i fix the texture blurness?
please don't ping me for new questions I'm not already helping with. And this is not a rigging question.
oh... sorry
So you could have say.. a contact on the upper leg / foot that operates on a float where the closer the contact is to reach its goal the more the shape key hits 1 on its float?
yep, exactly like that.
Huh. Seems easy enough. Will experiment with that soon then. Thank you!
does anybody know what world cause a rigs hand and finger bones to change proportions when exporting from blender into an fbx in unity? the rest of the rig is correct and functions just fine, only the hand and fingers get borked
i suspect it's that there are 5 vertices on the wrist but can't figure out how to correct it
too many fingerbones here merge those to wrist
unity goes 'i have no idea about the 4th bone' and get confused
ty
so is there a way to create rigging 2D face?
in unity i mean.
i mean there are some players that have 2D face rigging abilitys
you can create rigging (i.e. armature and bones) in Blender, not Unity
but what about the face rig?
what's a face rig in this case?
it's not clear what you're trying to do or why you're asking about face rigs.
im sure anyone know about how face rigs work
Well sure, I know some about that but again, what is your goal?
it's not clear what you want to use a face rig for
you dont use face rigs like that for avatars
you can to create visemes but you wouldn't actually use one in Unity or VRChat
the goal is to make the complate lo-poli character luci
that's a large, broad goal, not the "what do you intend to do with this face rig" goal
you need to make it a sprite sheet texture for the material not whatever the individual objects you have right now
^^
you have an animation rig for blender where you would swap out shit for whatever frame you are currently making]
thats not meant for avatars
I feel like this is really obvious and in my face but just incase its not: what does this mean? I'm trying to test my avatar in its early stages but the humanoid mapping is not registering my neck bone for some reason
as it states in the last sentence
you cant have something named the same as the bone
When rotating my root bone all my aim constraints seems to rotate too. What's the reason behind it? The expected behaviour is that the aim constraint should only aim at the target bones.
I assume it's to do with world or scene? tried togglign through the different types but a simple aim at bone X seems to generally break and doesn't seem to work outside of scene up.
hi hello im trying out rigging for the first time after finishing the model but for some reason whenever i move one of the bones around some of the parts aren't connected n ive put put the mesh all together im just rlly confused why its doing this n idk how to fix it. srry if this is in the wrong chat btw wasent sure if i shouldve placed it in model channel.
if an part doesn't move when you rotate a bone, that means either it doesn't have an armature modifier, or it doesn't have any weight paint.
and when it moves halfway, theres a possibility that you have a second, perhaps broken armature modifier left also affecting the mesh
or that it's weight painted poorly
When world scale is set to "Based on Height", what actually determines the height? Is it the view position height?
yeah most height in game is from that position
how would i fix this for vrchat? its originally for ik
what needs fixing though? The IK bones will be irrelevant, so you could delete them or just not export them.
when i do, my mesh deforms wrong
im also not sure which bones are needed or not, i bought this model DX
what i thought would help is someone experienced with blender removing all excess bones and make it vrchat compatible
you can commission people at the VRC Traders discord, link is in #1204490664637890580
^ sus, probably scammer. Be careful.
@lilac warren did you want me to?
Are you able to give it a shot lol?
hello..! this is my first attempt at an avatar, but I realize that im not sure how to rig it to where the legs move right.. vrchat's website doesn't recommend using the default humanoid rig. does anyone have any experience with rigging non-humanoid characters that still move with your controllers and head? the mouth and eyes are going to be pngs so theres no worry about that part ^^"
i can continue to try and set things up with guidance, i just am really struggling here ;0;
there's an image pinned in here of the ideal humanoid rig
you can adapt it
But if you don't it'll be harder, you'll have to build a full base locomotion layer
oh, thank you!
what do you think the best way to go about that is? im mostly concerned about how the feet will move in relation to the legs
I don't know what sort of locomotion you're going for yet, so it's hard to suggest a way to do it
i'll probably just try and go simple rather than trying to animate a whole walk cycle- at first i wanted them to kinda waddle but i quickly realized that was out of my skill range
Yeah, to do that you'd need to build a base locomotion controller
dude, why?
go into general or something, this is a technical discussion channel
problem solved.
Anybody know how to weight paint necklaces
When I do it too any body it just stretches out
When the neck moves
its just weightpaint it to chest , no neck at all , my neck dont move 180°
if you want it to move however id use a bone parented to chest and physbone angle limits so it flops around
The only time I've done any neck painting for a necklace is if the neck-to-body join moves a bit and it actually affects the chain
my weightpaints arent mirroring to the bone for the other side, even though i enabled X mirror and auto normalize. I thought i named all of the bones right :c
also mirror vertex groups doesnt show up as an option, i'm using blender 2.9
ooh 2.9 is a weird choice.
but it does depend on bone / vertex group names - do they obviously have left/right names?
i made sure to have everything have the .L or .R suffix
I'm literally working on a thing now that mirroring wasn't working how I wanted, but I have the luxury of deleting half of it and mirroring.
It seems like sometimes it doesn't actually mirror when you want, but I haven't figured out exactly why yet.
it's odd, it was working on the ears but not the arms
real frusturating lol
and the way i kinda have it set up is difficult because the mesh isnt all one piece like how i see on the youtube tutorials
you can join stuff if you want, and even separate later. That shouldn't be a big issue.
im thinking about asking around to see if anyone is willing to weight paint it for like 20 bucks but im not sure if theres really a channel to do that in here or if it counts as advertising
VRC Traders discord
This character is somewhat similar in proportions specifically in regards to feet
I don’t even think you’d need to rig the lower leg bones just rig the whole leg to the upper leg and the foot to the foot bones
The chest area should be straightforward and so should the head
Oh yeah and the hips bone needs to be above the upper leg and the chest on level with the shoulders
would i just not put weight on the rest of the leg bones? would the foot move weird with the leg?
it would still be attached to the leg
let me make an example
actually maybe i was wrong
hey guys, im making a collar, its currently fully rigged, but i wanted for it to be rigged just as a normal collar, yet than when i modify the bone size in unity, it changes only the bones linked to the thread of the collar, and not the collar itself, that way it would be easy to adapt it to many characters, any idea how to do so?
any other alternative to adapt it quickly to many avatars works too!
I'd do that resizing in Blender.
but probably you'd have to adjust the actual bone that the pendant thing is connected to
the thing is for people to buy the collar, do 2-3 small resizes and have it fit their avatars, if each person has to go to blender, its quite a bummer
oh I see, you want customers to resize it in Unity.
yeah, i made it so it fits most bodies, but 2-3 tweaks are always needed
Hi! I had a question about meshes and bones on an avatar.
I have a humanoid avatar that does not bend the meshes, but instead uses separate objects for legs, arms, head, etc...
I'm wondering if I should join all these objects into one, or keep them separate. Would joining them all increase the preformance? Or is it best to keep them separate?
I guess I saw some optimization tips that said having a lot of objects can be demanding, but then I heard meshes that bend can also decrease performance.
merge everything alot better then many objects, render once instead one for each object and you avoid having them being cullded out of exsistance when you arent looking straight at them
Got it, thank you! :)
Hii! I followed the avatar rig reference in the pinned, but I have.. no idea what to do next. I've watched about three tutorials, and I'm still having problems. I figured I'd make the rig the VRC way and then just ask for help here. So.. What do I do now? How do I mirror the bones on the arm and leg, and do I put bones for physbones in this armature if I wanted physbones? (Ex: If I wanted the earrings to move in VRC with a physbone, would I put that in this armature?)
None of my bones have been parented with a key, I have not applied any transformations or modifyers, and I haven't done armature deform with weights (so there is no pose mode). I'd rather just ask for help here since the tutorials are getting me nowhere.
Some of the bones, like on the hands, look like they have a dotted line on them, but everywhere else on the armature doesn't have those. I don't know why some duplicates make the line and some don't, but I just really want to wrap this up at this point. I'll cross the weight painting bridge when I get to it.
if you turn on X mirroring when editing the armature (upper right), you can create/extrude/etc. bones already mirrored. Now you'd have to just duplicate them, move them to the opposite side, and name them with a left/right extension. Such as lower_arm.L
if you want physbones, put a bone where you need it, weight paint the mesh to that. For things like hair, it's best for them to have a common parent so the entire tree of bones can use a single physbone component.
not sure what you mean "parented with a key"?
Idk the tutorial said something about using Ctrl P to parent them and I haven't done that yet because they won't actually specify which ones to parent and which ones to not.
Where to I turn on X mirroring?
upper right of the armature edit view, you'll see X Y Z there, turn on X
re: parenting, you do want bones to be parented properly, however you want to do set that, be it ctrl+p or the "parent" field in the bone properties box
legs/arms should be obvious. spine goes: hip -> spine -> chest -> upper chest (if present) -> neck -> head
and shoulders come off the chest or upper chest
the hip bone is the root bone.
("pelvis" is likely a better name, but whatever)
After I turn on X mirroring on the arm, what exactly do I do again? Sorry, it's hard to follow. It's my first time every making anything like this.
that just makes it so when you have two bones that should be mirrored and are named properly that they'll be mirrored when you do a move/rotate/etc.
If you don't have those bones you have to create them.
I applied them to the arm, I'm just not sure what to do with it next. Do I have to create another arm for it to work-?
I found out you can do it with right click +symmetrize as well, they're mirrored now
I'm gonna reread what you said about the parenting thing, apply it, and come back
Am I doing this right for the spine? I parented the hip to the spine
not a whole lot you can tell from the image but it looks ok?
I was just asking because if you ctrl+p in different combinations, it latches onto the knee and I didn't know which was correct
you select stuff you want to parent then last the target. Most blender operations are like that, the target is last.
Okay, and the hips are the target because they're the "root", right?
no the target is the target of whatever operation you are doing.
select source bones, then the target bone, do the operation.
What's the difference between a source bone and a target bone?
...
"put these things there"
"these things" are the source and "there" is the target
Sorry, I have processing issues. Thank you for making it a bit simpler
ok
I'm trying to use very generic terms because many other blender operations use this same method
and I very purposely do not teach specifics - I don't have your file, so the best I can do is provide vague guidance that might work for you, adjust as you need.
no
Oh.
hips is the parent of spine
select spine (source) then hips (target), perform parenting
Ohhhhhhh now I get it
or say: select sholder.L and shoulder.R, then chest, parent! and you get the shoulders as children of the chest.
(also fix my typing/spelling)
This makes way more sense ty 😭
Okay.. when I select the source(spine) and then the hips(target) and parent, it latches to the knee. I think I'm doing something wrong.
Unless that's right
you can also look in the properties box for the bone and just select which bone its parent should be
I never use the ctrl-p here, not sure why.
Properties box? There are a lot of buttons labeled properties, and I'm not sure which one I use.
bottom right box in blender's default view, select the individual bone icon
"relations"
as the parent-child thing is a relation
So hips are the parent, and spine is the child
Okay, it's parented. How do I parent the spine to the left leg too? It won't let me from here it looks like.
pro tip: name your bones something nicer than "bone.005"
not sure what you are trying here? the spine is a child of the hip bone, that is all.
upper leg bones are children of the hip bone.
then the lower leg bone is connected to the... upper leg bone
you know the song 🙂
They're parented, I'm just wondering if the other one is supposed to be parented too. Only one hip has the line
The left hip is parented, the right hip doesn't look like it is
look in the properties box to be sure.
It says that the left hip is the spine's parent
Hey guys what's a good avatar me and my crush could where
It's bone 006L which is the left hip. I'll rename them soon, dw
This is the wrong channel to ask lol
Sorry lol
Is it even possible to parent two bones at ones?
once*
Nvm dont answer that
I figured it out
I selected both hips at the same time and then parented it using the box
Okay, when I have everything I want parented, what's the next step?
I'm not sure what your goal is, was just answering the question about mirroring
weight paint, at a guess?
I fixed the error after like two hours of messing around with the rig, I'm just tryna figure out physbones now
So you need help me with the physbones
Huh?
I think I did physbones right
The physbones are in the hair and earrings.
I just don't know what to do from here besides weight painting. Do I need to generate a rigify model to do this too? Because if so, it's not working.
Okay
But why does the Avi look more likely creepy, or is that the fashion you are going for
Creepy??
Hey, does anyone have experience with lpoly avatars with dresses like this? I can't seem to find a way to weight paint it. I've tried every possible combination I could think of. Both hips are identical, and this is the best I can do without making it worse. I just don't want the legs to clip through.
I also want to know what I should do about this arm. There's no vertices in the middle, and so it won't let me paint where I want it to bend. Will this be a problem in Unity or can this be fixed in Unity?
And if not, how do I fix it in blender?
you need geometry there, period
Okay. I wanted to add loopcuts, but it told me loopcuts won't work well on a "deformed mesh". Should I still add those regardless or is there something I can do to get rid of that warning before I do it in case it really does mess up my model?
show your geometry when showing pics like this. Also, are these all the bones? You have no bones for the skirt itself? It should be just a matter of paining partly to each leg then.
Should I add bones to the skirt??
I want it to move with the legs. The legs clip through the skirt.
This
Also, is there a certain way I should weight paint this so the knees don't bend like this? They morph weirdly.
Fixed it. :)
If anyone can help me rig glowsticks to an avi could you DM me?? It’s set all in one prefab asset so idk what to do because the arm ones don’t follow the arms and there’s no way to separate the glowsticks from the prefab that I know of
added fk ik switch for arms n legs
custom bones wip
Are you making this rig for animation in blender?
yep
may try ti export to vr
but ehhh
drc
alright, was about to say that ik/fk wont transfer over to unity
anyways, can anyone tell me where on an avatar the hip bone should start? I see people placing it somewhere in the abdomen on their avis and I can't seem to find an official recommendation of what landmark to look for
ehh its easy to make anyway
hem lowk
i just study
actual anatomy
ive been rigging
for a while
so
im used to placing it properly
but idk how to explainit
proper anatomy doesn't exactly translate to vrc. Leg bones needs to be straight in vrc when irl the thigh bone does angle outwards
I am very conveniently rigging a skeleton so I can show what i mean lol
weird
well oll get it eventually
real life proportions to apply though for good fbt results
I'm having this issue were the finger shortens itself whenever I enter play mode
this is the fbx import of gamevketchan avatar from booth
did I make a wrong selection during import or is there aautomated fix for this sort of issue?
this is how game imports happen sometimes. if the bones are actually parented well, you could probably script sticking the parent's tail on the child's head, but I don't know if there's an actual tool for it, and it probably wouldn't really be ideal anyway if there are multiple children for a given parent.
probably could do it for the humanoid bones
You have to weightpaint the sweater's mesh onto the same bones the base's body uses or if its already rigged/they share the exact same naming scheme you could merge the two together
also multi-posting across all the channels will get confusing for you so you really should only post in one at a time 
Sorry ;-;
Yes, but how do we do that? I don't understand everything...
This is a quick guide that goes over the basics of weightpainting: https://www.youtube.com/watch?v=4fICQmBEt4Y but theres likely some better in-depth tuts in this channel or you could just look up youtube videos
I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
You can find my entire Blender 2.8 Speed Tutorial series here:
https://www....
basically you'd be adding the sweater to the body in blender nothing would be done in unity unless the sweater was made for that base/to work with that base
for clothes there id a plugin called robust weght painting
made for clothes
It kind of depends on the model you're making, but basically you want it to start where you want your avatar to bend. You don't need to rig a pelvis, so generally most humanoid avatars you would put it below the pelvis/align it with the crotch. If humanoid is not what you're going for or what I said isn't what you meant, lmk
There's also a pin on what VRC humanoid models work best in the channel
It ended up being a matter of rotating - 90 on the z axis while set to normal
nice! I love when things are easy
I realized something was wrong with the arm's fingers, so I edited them and then deleted the other side to symmetrize.. but the symmetry is off. Any way I can fix this for it to be a perfect mirror?
The entire arm is what I'm trying to mirror.
I'd duplicate the bones then mirror them on the X axis.
Forgot to update this lol dw I figured it out. My model wasn't properly aligned on the origin, so it wouldn't mirror correctly.
ah yeah, that'll do it.
I'm just weightpainting now, I had to cut a bunch of geometry to make the fingers bend. I found that putting a 0.2 weight on the top of the finger and a 1.0 weight on the bottom makes them bend near perfectly which I'm happy about
Yeah sometimes you have to do a bit or re-modeling to get things to bend right, and you only discover it's needed when weight painting gets frustrating
Yeah. 😭
I've deleted my armature at least 5 times now and repasted it because I realized I needed loop cuts somewhere
why would you delete it?
It always gave me an error if I tried to loopcut while the armature was attached, and someone posted on the blender site that deleting it and then repasting it usually worked for them- and it worked for me so
huh I've never seen that ever, fascinating
Yeah, it's because of the "loopcut will not work on deformed mesh" error.
that's usually a warning, and it will work, depending on geometry
you can also just select the edges and subdivide them
How do I get the finger bones to move with the hand when I move it?
They are parented
hey guys so ive been trying merge these two armatures togeather for susie but i cant seem to get them to merge correctly, for some reason one of them moves like twice as fast like after i merge them together? does anyone know of like a fix or a tip for this?
im not 100% certain but i feel like it has to do somthing with like the vertex groups?
identical armature?, just merge both meshes and delete the other armature ( ctrl+j )
wait if i like merge the meshes will i be able to like toggle them on seprately later?
2 different materials, you can seperate after
cause like the goal is to be able to like do this
sweet thx, yeah I havent thought of doing that it works now
not sure I see the point of a full-body swap within the same avatar, just change avatars.
How can I make it so when the selected bone moves only pacific objects moves?
dont think the entire pacific ocean is an object
you need to weight paint it
specific I meant
you need to weight paint the part of the object you want to be affected by the bone
Do I have to? Literally I just want curtain whole OBJECTS to move, not parts of them
💔🥀
you have to at some point weight paint it so it actually moves when the bone moves
So what I just selected the objects I want and drench them in red?
Rather than painting, you can tab to edit mode, select parts, tab back to weight paint mode, enable the paint mask (upper left) and then use weight -> set weight
or just apply it in the green tirangle
ah the hotkey for the mask is "1"
hmm? where is that
you mean the data tab in the properties box?
I'm not sure where weight is there
its the list above visemes
do you mean vertex groups?
oh I see, in edit mode, yeah
I said in edit mode
Yes, this works if you are setting weight for an entire group
which assuming the person is wanting to do it for the entire eye but doesnt want to use weight paint mode
yep, probably in this case that'll work
which like weight painting is tedious when it comes to making stuff not clip but like its a robot and weight painting isnt going to bite your arm off
I often use the "set weight" method for rigid objects
I rarely find I have a whole group having all vertices one weight but on a robot that's probably the case
I usually do it in edit mode cause
click vertice
ctrl L
apply 100 weight
How do enable paint mask?
hotkey is 1 - it's one of the little icons at the upper left in weight paint mode
ts pmo 💔🥀
?
pressing set weight does this
?
How am I supposed to have both objects and a bone selected???
This is weight paint 101. Start in object mode. Select armature, shift-select mesh, switch to weight paint mode.
ctrl+shift-click the bone you want to paint to (or select it from the dropdown at the top). Now paint.
Or, tab to edit mode, select mesh. Tab back, enable the mask, set weight.
yeah neither of those work...
works for me exactly like this.
Wait, do you have an armature modifier on your mesh?
I don't see it in that last image but it's clipped so I've no idea what's selected
did you even parent it to the armature or even have the vertex groups added
iirc parenting isn't relevant (for weight painting) and it'll add the vertex groups when you start painting, but the armature modifier is required.
Id assume it not being parented wouldnt let the modifier work
I don't think it's relevant
ah - it seems it actually is!
... maybe, I got my blender in a weird state here, hang on
ok yeah it isn't required. But if you have it as a child of the armature, with the armature modifier, then un-parent it, it seems you lose the armature modifier and then it doesn't work.
But re-adding just the modifier does indeed make it work fine.
You do ultimately want meshes to be children of the armature though, so it doesn't make sense not to.
at some point Id recommend joining those meshes though cause holy hell thats a lot
oh absolutely! I'd just join all of the body meshes into one.
I also just parent with empty groups as a habit cause it makes no difference having the vertex groups already there
not from what I can tell
pretty sure there is a thing that lets you remove unused groups
was that not already a function or is it only materials that has it
as far as I can tell, it's not already a function
oh that was the issue, tysm!
ah good
how to fix the issue where the ground lvl is not the ground
like something with the ik is messed up causing the floor to be not at the correct height
the floor lvl becomes 1ft higher than its supposed to be with the avatar
make sure the avatar's origins, for all parts, are at the world origin, and the avatar is standing on that point. And all transforms are applied.
In blender or similar, that is.
anybody have experience with weight painting muscular arms?
do you mean you want to see muscle movements working?
Most of my avatars have an extra upper arm bone that rotates along with the forearm to cause the bicep muscle to pop out, it's pretty noticeable if you're looking, though I think most people never look.
Also have tried it on quads but you really don't see that one.
may i see how youve got it it set up?
the extra bone
that might solve some of my issues
The head is at the same point as the upper arm's head, it's about 3/4 the length. Constrained to rotate on just the one obvious axis, I forget which it actually is in Unity.
weight paint is just roughly where the muscle is, you'd need to set it up for your own use of course.
I don't have the project open but I think it does about 50% of the rotation of the lower arm
oh and it's a child of the upper arm bone, so it rotates correctly along with that
maybe a silly question but do bone constraints transfer from blender or is it something that needs to be set up in unity
I saw a video of someone doing this on a leg like, 3 years ago?
they don't transfer - I set them up in both places.
ah okay
I also do a lot of rotation limiters in Blender to make sure my bones don't move in weird ways when I'm trying to weight paint, some joints only move on one axis.
every party of the body has been fine but whenever i get to the arms its just a never ending uphill battle, getting the forearm to look right kills me every time
I usually do muscles like this for biceps and quads, twist bones for upper and lower arms, and shaping bones for the butt, that joint deforms weird without on lots of models. And occasionally one for elbow shaping.
for context the character has like really really muscular arms
yeah and you'll want those to actually activate, or it looks... fake.
yeah
I get that we're cartoons and furries and such but I like a little bit of realism 🙂
me too
my friend has a sort of tilt sensor using physbones that biases her tail off to the side when she leans over, I have to get around to copying that idea, it looks great
does the model have to be a perfect a-pose with arms straight out or can it be like this for VRC? Ive already been wrestling around with a perfect a-pose but that might be part of my issue
ohhh that’s cool
oh I see, I saw this character a few days ago. Quite muscley
yar
I prefer T-pose for setting up stuff in Unity and usually Blender, but A pose is great for fitting clothing
can the arms be pushed forward like that in a more natural stance or should they be straight out to the sides?
if that makes sense
im just concerned it’ll mess soemthing up
hmm I'm not sure, I haven't tried it
hecky
unity will enforce t-pose when you set up the fbx so it should be okay
if not you can just go back and change it later unless you have more work to do in blender
can someone help me rig a very small model like just the arms
they have just a ball for the hand
if you want it to be humanoid, see the pin in here for the ideal humanoid armature. Not sure how well that'll work though.
at least weight paint will be easy, with rigid parts
Thats not humanoid in the slightest
You require a humanoid rig
How do I aqquire one
ohh oki
sorry
how do I follow that with my avatar
auctually
how would i rig that to my avatar
and where can I get a preset
There are no presets
Its just
Hip, spine, chest, neck, head
Leg, lower leg, ankle
Shoulder, arm, elbow, hand
do you have to name them?
no but its useful for when you rig it as humanoid in unity later
how would I go about not getting the jacket to clip through pants I know clothes are hard to do and I've avoided doing clothes for this reason
maybe weight painting, maybe shrink the body below the clothing, maybe remodel the clothing, it's very hard to tell from an image like this
i shrunk the clothing below already and its weight painted
doesn't mean it's weight painted well
is it possible to have it move with a walk animation by using blend shapes?
might save me the hassle if it can
blendshapes would definitely be more of a hassle
wow that'd be horrible to do, you can't really control the inbetween path of the pixels
does anyone know a unity compatible way to fix the pelvis to upper leg deformation?
If you haven't you should probably check out corrective blendshapes I work in Maya so I don't know if it's any different in blender but really nice tool to fix deformations on certain angles
How could i set them up? I have heard of those but blender only has shape keys
Most stuff on blender Is like propietary aka it doesnt meet the fbx standard
Hum in blender I can't be of any help probably should look for some tutorials, I used shape keys in the past could probably work, you just need to move the vertices on the right angle where the deformation happens and key each pose, will it export? Well that's up to blender luck ig
@pale pumice what component did you use for the biceps
the muscle movement thing? rotation constraint
is there a way to convert the rotation of another bone into transformation
what do you mean by transformation?
like when the forearm rotates i want the bicep bone to move up
up as in translate up? You can't convert rotation to translation
well.... you can with an armature but you can't really constrain bones to move in specific ways in vrchat, so it's tricky to do this well
can you show me how you did your biceps then?
You read where I explained it, right?
ah good 🙂
also is there a way reimport an fbx without having to reconfigure everything if i made a small change to the mesh
the reimport button doesnt seem to be doing anything
simply overwrite the .fbx. If you didn't unpack and don't make drastic changes it should work fine.
If you did unpack the avatar prefab, this won't work, drag a new copy into the scene and start over, or use Pumkin's tools to copy stuff over.
(and don't unpack)
oh thank you!
hey sso i pretty much have aa little struggle with avatar rigging on the pelvis to crotch area, the following image is pretty much how i want it to deform, next image will be how it actually deforms. do you all have any ideas onto how could i achieve this?
this is how it deforms in reality
the first image was made with a shape key btw
you wont ever get it this smooth with just weights unless you add a "anti deform" bone that holds weight exactly at the top crease. another option is to work with corrective blendshapes
I’m looking into buying the avatar base called “Velle” since I tried the demo and really liked the face tracking, but the body proportions feel pretty off. How hard is it to adjust those, or is it even possible? Finding an avatar that fits my 185cm height right out of the box has been tricky, so I just want to know if editing proportions is doable on bought avatars.
You can literally pose the avatar (pose arms longer for example) and apply that as a new rest pose. With CATS blender plugin this is done in 3 clicks no joke
But far to My knowledge unity doesnt support corrective blendshapes
Like how blender does
If You have the FBX file Is totally doable
Yeah but this issue relies mostly on the legs and You ain't joking about the weight painting part, what i managed to do Is literally the Best possible it can get
Yeah i was considering the helper bone part but i must really figure it out totally, to make sure it doesnt interfere with the other bone's weights
what if the avatar doesnt include a fbx in the downloaded files can i make one from the prefab?
You could maybe extract it but its way better if it either has an FBX or a .blend file
Those are a little bit more editable
And besides You may infringe the creator's terms by ripping (some creators may not allow the extraction of assets)
Usually avatar bases come with an editable, a unity project and a substance painter project too
ill give this tool a try
Oh well that's totally up to you
wasnt there a robot avatar template where you could adjust it to your body proportions so you have a reference?
found another free tool on github that does basically the same https://github.com/kittynXR/imscaler
Unity tool for properly scaling VRChat avatars to match real-world proportions - kittynXR/imscaler
made a thingy in fusion 360 with my body hight and arm length so i have a reference lol
Good lord, you had to ping 3 times?
A prefab is an fbx+unity stuff.
yeah whatever the tool for unity seems to work fine
update, reallly managed to fix it by adding a helper bone
while its not perfect it deforms way nicer
I like helper bones for stuff like this
Is there any easy fix to a messed up weight paint
depends a lot on what "messed up" means, but probably the answer is to just weight paint 🙂
Make sure to 1, have auto normalized enabled and 2 do not stay with whatever automatic weight painting gives you
Definitely.
Another update, it deforms Bad on unity
I have tried the built in rotation constraints and they're just garbage
Unity strips weights down so that max. 4 bones can affect any given vertex. You can check how it is for unity by going to weights dropdown (or search) and "limit total" and set the limit number in the next popup to 4.
No, its actually the constraint's fault since it doesnt transform as i expect it to
Since weights are actually normalized
Fair enough, should be an easy fix in that case
Hold on, constraint? The helper bone moves? It shouldnt...?
It should move but it doesnt move the way that i need it to, essentially ruining the entire purpose of fixing things
Why should it move? I dont see the reason as it only counterweights the upper leg squish
Well, rotate actually since when i test My avi, the constraints for some reason inflate the legs on a awful way
Sounds like you have a constraint on it and just assign a new source (like from an old setup)
Aka its not fully zeroed before adding source bone
Actually no, the thing Is that on blender it works fine. But when i added the constraint with similar settings, it rotated entirely differently
When testing on play mode for some reason it would inflate the hips weirdly
Thing that does NOT happen on blender
Well then without seeing the whole thing I can't tell you why
Once i can i Will be able to tell You, right now My PC pretty much Is fully disconnected from power
Does anyone here repair models i need a raphael TMNT model fixed with topology and seams and rigging
Dont ask for services here <.<
Then where
Go to VRC traders there should be a link around here somewhere. Too many scammers here.
Also, I have a question what’s the bear necessities of bones that you need for a functioning VR chat avatar?
toes, fingers, upper chest are optional
blender isnt letting me install CATS what do i do?
make sure you install the right version for the version of blender you have, and if that still doesn't work, of course we'd need to look at an error message or something.
Can someone help me
i need help with some rigging
please do not send me a friend request
Explain what it is you're trying to do, then perhaps
fix what about it?
doesn't seem unreasonable. There IS a discord specifically for multi-limbed or non-humanoid avatars like this, "Virtual Limbs"
Yeah probably your best bet
id ask creator for help but they are very busy
might've put it in either the wrong area or the right one but
does anybody know how to fix this as I've tried copy and create from model and as you can see it likes to be Reed Richards against responsibility
probably you exported from blender with the wrong scaling settings - did you set "Apply scalings" to "FBX All"?
(in the export dialog)
how do i check that?
oh let me see if i can find that
You basically have to export with the same settings as were previously used, or the scaling is off
i can't find anything with that on export
oooooo thank you i see it now
inside the chest, where is a breast's root placed?
I'd triangulate a point from both breast root bone heads and the chest bone at roughly the same level vertically, and stick it roughly there.
thank you much!
how do i fix these crotch legs?
been killing my avatars for a long time never managed to fix it :/
"crotch legs"?
Legs on my avatar stand like this, no clue how to fix it
Don't got a better description other then crotch legs
Didn't help
The legs still bend outwards
In the default position I stand on, and I play on desktop
The knees bends out strangly, if I twist around in game a bit they straighten up
how's those bones looking from side in blender, should be straight'ish
i tried to intentionally misalign them because when they were perfectly straight they didn't work
remember posture check (spine) it will do odd things if they arent similar to that
Would be my guess, it will try to straighten your av in vrchat
will adjust a bit more
straight other parts then try it ou t
nope didn't help
:/
i had the exact same problem
i managed to fix it by unmapping the toe bones in the unity humanoid rig
if you still want "toes" though, i did manage to come up with a trick:
just add physbones to the toe bones and add a floor collider and set every option for the physbone to 1
i'll screenshot my settings once i open my project again, sorry if i'm bad at explaining
i'm not entirely sure why the issue happens though
but i believe it has something to do with the ik? (ps: changing the ik animation in the ik controller does nothing xD)
hope this was useful
anyone good reshaping clothes to fit any avi? im struggling hella bad
"any" dunno, but I've done some reshaping
i be dturggling so har
Can anyone help me with the rigging and weightpanting ?
Sure, ask feel free to ask specific questions.
Mind if we call I'm not really good at texting ,,
sorry, I don't do that
if you keep it in here, anyone can help.
Okay
So I took a rig that I made and pasted it on the model
Is the somthing I should do to connect it?
Or does it automatically connect
I'm assuming you mean in Blender - the mesh objects will need an armature modifier pointing at that armature.
this is so smart
Guys rate my rigging skills 👌
yall i have no idea if this is the correct place to put this or not (if not im sorry) but can somebody tell me wtf is going on
Trying to make a humanoid, I have "hips" as the root but apparently Transform 'hips' not found in HumanDescription. Why is it suddenly rejecting it?
Ok so I applied the model as Generic then applied it back as Humanoid and the error is gone for now, so that's really weird.
The message means "i (unity) failed to auto recognize this bone". You can always go to the rig tab in your import settings and assign bones that are either missing or where unity filled the wrong ones. Its by no means perfect
The bones have always been correctly assigned though.
I have the same thing where once a blue moon it doesnt while any other time its fine and no changes were made to the rig
I always see there are 3 bones above the hip bone, while my model only has two (spine and chest). I remember there can also be a upper chest bone or what is the big bone in this picture?
Spine hierarchy should be: hips -> spine -> chest -> upper chest (the big one) -> neck -> head
is it bad that my model never had a upper chest?
I play with it since years lol just changing the look here and there
no, it's entirely optional
either mirroring or proportional editing. you have both on, so try it without one or the other, or neither on
weightpainting, my beloathed. 😔
yep.
Separate selection
Weight transfer
Join and merge by distance
My beloved
Well
Select first mesh then select the other keeping the first selected
Weight paint mode
Transfer weights
Lemme find the video
Here's the fastest way to transfer weight-painting from one character to another in Blender -
Full Blender Rigging Tutorial Series Here:
https://www.youtube.com/watch?v=4fICQmBEt4Y&list=PLZpDYt0cyiusytIPAOTPRzsa4GK6LgY3_&index=12
If you wanna support my mission to save Game-Devs valuable time, consider joining the Support Squad!
https://www...
I try to fix my bones cause I have crooked legs, and looking at the rig the bones might be the issue. But after editing the bones and overwriting the fbx now in Unity it gives me an error. Any idea how to fix this or if the legs are screwed from something else?
first picture is how it currently looks in game, second is what I want.
set it generic and back to humanoid it will get the values right , if you change bones & overwrite the fbx it will tell you (like your error)
