#avatar-rigging

1 messages Β· Page 23 of 1

mental hamlet
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oh that's good news, thank you!

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would you have an idea what else could cause the knees being bent like this?

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if it's not the bones

humble temple
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Is there any professional weight painters who could give me a hand who could help me paint the shoulder and upper arm to move right

pale pumice
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that's a hard part to paint

humble temple
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Extremely I'm losing my mind

cerulean hamlet
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bruh this rigging is driving me nuts

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looks fine, in blender, moved a bunch of limbs and rotated and as soon as i load it up into vrchat my arms are sticking out to the right and being weird

balmy delta
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There is a max amount of bones that can affect the area

cerulean hamlet
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getting this now

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when i try to re parent

cerulean hamlet
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could this cause the arms to mess up weird? if theres a closed face?

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inside the arm?

arctic sundial
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Yep

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But it doesnt mean you cant weight paint the area manually

cerulean hamlet
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Ok I fixed that and just put the model in without the accesories/clothes and it still did it

arctic sundial
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dont rely on auto weights

pale pumice
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auto weighting of any kind, even the excellent robust weight transfer, should be a starting point.

storm badge
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i think for humanoid models, automatic weighting is usually fine, but it's always good to test out each bone to make sure nothing funky happened

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there's plenty of youtube tutorials with great tips

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for manually weight painting :D

pale pumice
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I've never seen automatic weighting be fine, but it sounds great that you have πŸ™‚

round marten
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hi can you guy help me about the tranfer weight and when i hit by face the hoodie js pose the recently pose i did to my rig and i pose the new one to fit my clothes can you guy tell me what did i do wrong about my recently pose i made

arctic sundial
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you might have to apply the armature modifier first and then add a new one

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also i suggest robust weight transfer to copy weights. blender built in is eh

round marten
oak palm
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is there a way to connect the pipe on the right to the nozzles on the backpack and the weapon so that it moves properly?

pale pumice
oak palm
pale pumice
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oh - are you wanting a physbone chain pinned at both ends? You can't.

oak palm
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is there any way to get close to that result?

pale pumice
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not for something like this. For like a necklace you do one physbone chain in the center

oak palm
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i see
unfortunate

pale pumice
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yeah it won't work on everything

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not sure why you separated it though

round marten
pale pumice
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I don't see what's wrong, so don't know what to fix

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probably just weight paint it manually

round marten
round marten
pale pumice
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I don't know what you've been doing here, I was just pointing out that that tool is great but sometimes won't work.

pale pumice
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?

round marten
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Is fine I can go to the blender discord

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See if they can help with my problem

oak palm
# oak palm i see unfortunate

i realised how annoying this is because technically it could work as you can grab physbones and move them making them anchored to your hand and their start point but you cant have it anchored to 2 different points on an avatar

vale rover
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well blender is quite good for stuff like this

summer relic
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whenever i switch over my avatar to android platform i have the issue of "humanoid avatar must have" blah blah blah but whenever its on pc it doesnt have this issue

cerulean hamlet
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can anyone tell me why might my avatar be fine when i move the bones around and testing in blender, but inside of vrchat they are like floating off to the right?

weary hollow
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does anyone know how could i fix this weird collapse?

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one image is the arm posed (collapsed weirdly) aand the other ones are the topology of the mentioned arm

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tried looking at when does the collapsing starts

pale pumice
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you can always add more topology

weary hollow
weary hollow
pale pumice
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yep... so... weight paint them such that they don't πŸ™‚

weary hollow
arctic sundial
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The bone layout is weirding me out

pale pumice
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yeah I don't do the square bone display thing

arctic sundial
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Is that a volume bone in the shoulder?

weary hollow
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its support bone

weary hollow
pale pumice
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if you don't want to change the weight painting I'm not sure what else to tell you

weary hollow
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but its those points that for some reason grab tons of geometry that collapse it

arctic sundial
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To me it looks like the helper bone is causing it

pale pumice
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yeah, kinda does

weary hollow
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which is the armpit

arctic sundial
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Then check one vertex' from the armpits weight in edit mode in the n panel

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Perhaps an unrelated bone is affecting it by accident

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If not, youll see there how much weight as number is affecting it in that list

weary hollow
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i will have to keep testing since when i try to fix something like smoothing it just makes it worse

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well i recorded from the inside how it deforms

weary hollow
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i think i found what happened

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its a topology issue

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well i better get to work

rose lava
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yea ima need help fixing this rig up (this is the og rig from the game)

robust crescent
zealous crag
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It's the humanoid one

robust crescent
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since it has facebones im guessing its from some game and you will have no shape keys at all, you make them ratl

rose lava
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christ thats alot

robust crescent
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yup seen rigs like that before

rose lava
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i havent rigged or done anything with rigs in years its gonna take me awhile lol

brazen island
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i think theres some option on import to allign most bones automatically

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except end ones

zealous crag
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Does someone know how to upload avatars from Alcom? I don't use Creator Companion and the official guide talks about that so it doesn't help much
I have VCC though, so do I NEED it or can I just do it through Alcom?

brazen island
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isnt alcom is just a vcc alternative? like, you still need unity and you upload from there the same way. also #avatar-help

zealous crag
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Ohh shoot wrong channel sorry
I didn't see the name lol

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I'll repost it there

rose lava
brazen island
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those just manual. i mean, they dont mean shit, unity doesnt care about direction or length of endbones (or any bones)

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for unity bone is just a point with position and rotation

rose lava
brazen island
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hm, k, intresting, why 2nd ones are messed up as well

rose lava
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feet area

rose lava
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well thats weird

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every bone works fine execpt ends

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should i go ahead onto unity orrrr

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should i try to fix it

celest path
vale rover
gray jay
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I'd like to import a Roblox avatar (R6) into VRChat, but I've had a lot of issues with the rig itself. I am trying to reference other avatars I know work perfectly, but I'm unsure what purpose the inner-side bones serve and whether or not I'm doing it correctly. If so, then what would these inner bones be labeled as? Inner shoulders? Any help would be kind.

robust crescent
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merge those chests(?) bones to chest and those wierd hip bone things to hip ? (maybe)

gray jay
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Is this close to what you're referring to? I removed the lower bones and have them connected to the center most-bottom bone. I also removed the odd chest bones and have the shoulders connected to the highest chest bone.

robust crescent
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thats how id do it, T pose handy tho (not needed)

gray jay
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Understood, thanks for the help!

robust crescent
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might need a fake wrist bone since vrchat wants em , is it a bunch of meshes since the origin is middle of avatar - should be at your feet

gray jay
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The origin of the armature is now at her feet and I have added "wrist" bones. Did I add them correctly? And if so, are hands needed, too?

robust crescent
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fingers / eyebones / toes not needed , you do need ankle bones tho

gray jay
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Would this work for ankle bones?

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Or would this cause an issue with how the avatar's legs move?

pale pumice
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you'd want the whole thing on the floor, not below the floor. But it's not really an ankle bone but more a foot bone

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so make it go out in the -Y direction. See the pinned image of the ideal rig.

gray jay
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The ankles are now on the -Y direction. That makes 16 bones. Would that be enough to have it use the humanoid animator in unity?

pale pumice
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you need: hips, spine, chest, neck, head, shoulders, upper & lower arms, hand/wrist. Then upper/lower legs and feet/ankles.

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I'd add a tail, because tails are cool. Up to you though πŸ™‚

gray jay
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Got it, I think I'm just missing a couple of things from that list of needs. (Neck, Ankles/Feet and Hand/Wrist) (as I have it now, there's only one bone in place for Ankles/Feet and Hand/Wrist)
I will also consider adding a tail because, yeah, they are quite cool, lol.

pale pumice
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oh sorry I meant "hand/wrist" as one bone, it's just often named either

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same for ankle/foot

gray jay
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Oooh, that makes more sense.

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Also makes it easier for me.

pale pumice
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I treat it like the foot bone, since "ankle" is really the joint, but there's no real standard for these names

gray jay
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I see. I must ask, though, when you say "hips", should there be two bones for it or just one? Is that the singular bone I labeled waist at the bottom?

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wait never mind, I'm pretty sure it's the one bone i already had

arctic sundial
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1

gray jay
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Mhm, thanks.

gray jay
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The rig seems completed. The only issue is when trying to import it to unity and applying the humanoid animation type. It gives me the error "File 'Avatar' has an invalid Avatar Rig Configuration. Missing or invalid transform: Required human bone 'LeftFoot' not found". However, as seen in the image, "LeftFoot" can be seen in the hierarchy. Is there something I'm doing wrong?

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Oh, sorry, that was a non-updated image. This is the proper one.

storm badge
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it looks like that bone structure should work fine to configure your Humanoid Rig in Unity. you may need to manually assign bones if Unity is having trouble assigning them when you configure the avatar.

gray jay
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After some trial and error, I was able to assign the bones to the right places and found out that I needed to "Enfore T-Pose" for it to work. It looks like everything is working perfectly now. Thank you, Thulen, Kazin, and MistakeBoi!

gray jay
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I've updated the rig since then. Do you think this works?

balmy delta
balmy delta
gray jay
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Yeah, I've noticed that during testing. Should I move the arms more outward?

balmy delta
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well

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the rotation point of a roblox arm is roughly here

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it also doesnt need to be in tpose

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since you can just enforce it in unity later

gray jay
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Oh, got it. So how should I go about fixing this? Should I move the arm back to where it was before the T-Pose?

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By doing that, I think that would make the shoulder long enough to have it not clip.

balmy delta
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move back and copy what I did here

gray jay
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Alright

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And I'll do the same for the leg indication you gave

balmy delta
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if its not slightly forward itll behave weirdly with rotation

gray jay
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Oh, man, I'm glad that confirms that. I have someone testing it for me and they have a very very odd pivot rotation with the current test.

gray jay
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I have yet to test it and I know VRChat warnings are typically ignored, but it's worth mentioning that I get a new warning with the new arrangement of bones.

balmy delta
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thats mostly ignorable

gray jay
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That's good.

gray jay
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After some testing, this worked way better than the other rig that I had. Thank you very much, Diven!

frank rose
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I have a problem with making a Humanoid Avatar.

pale pumice
frank rose
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It says "head hands and feet are not mapped" I did not do weight painting but I don't care about that yet

pale pumice
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go in the rigging setup ('configure' button on the rig tab in the inspector for the model file) and make sure you have bones in the head, hands, and feet slots.

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If you don't have those bones, go make them, VRChat requires them for a humanoid avatar.

frank rose
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I don't have much skill in blender, just the skills to make a roughly humanoid model and the ability to make it a rig

strong yarrow
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HELLO πŸ’‘ Question: If blender has eye tracking , how should I calculate how much rotation the pupil makes if I cant control it's transformations in unity?

uncut breach
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are you talking about the legacy SDK2 eye tracking creator with tools like CATS?

strong yarrow
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Also, should I have made the pupil a seperate from the rest of the mesh?

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Yeah, there was info saying that there was no need to imploy a transformation anymore

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due to Unity using eye tracking

uncut breach
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that would be the opposite

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we don't use SDK2 eye tracking rigging/methods anymore as we're on SDK3

strong yarrow
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The opposit>

uncut breach
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you simply need 1 pair of eye tracking bones and set the rotation in the SDK's avatar descriptor

strong yarrow
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yeah thats right, I only did the rotation bones

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The "rotation states" are a little difficult to do though without keying rotation with where the pupils move

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is it meant to be this way?

robust crescent
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you can use contacts and fake eye rotations , handy for 2d ones since rotating them would not really work

strong yarrow
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Is this what you mean?

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The pupils are the ones rotating, Thats what the eye bone controls as of now

robust crescent
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yellow contact sender, collide with recivers and tell it to move eye somewhere since it a flat tilesheet

strong yarrow
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hmmm. Okay! I havent gotten to colliders yet, so hopefully I dont screw this up lol! Thanks!

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Still learning this stuuff, and trying not to make mistakes πŸ«°πŸ˜ƒ

pale pumice
strong yarrow
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T0 center of the pupil, you mean? like I should lower it, right?

pale pumice
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I don't know where it is, but I meant at the center point of the rotation. If that's in the middle of the pupil, sure. Usually it's in the middle of the eyeball, if they're round. Adjust accordingly for your own model.

frank rose
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Kazin Have You Read What I Said?

pale pumice
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uhh... no?

urban ether
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What's the best way (less manual work) to merge clothe(s) armatures to the main body armature.
The outfit's bones doesn't have the same names and the locations.

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Reply or @ me πŸ‘†

robust crescent
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for me - blender , pose outfit - delete vertex group - transfer weight from a body & merge after - done , some tweaks might be needed to avoid clipping ( pc just uv shift )

urban ether
pale pumice
tranquil brook
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is this a fine rig for roblox avatars?

pale pumice
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If you mean for VRChat, that's missing spine bones - see the pinned image in here

tranquil brook
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ah oops LOL

pale pumice
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you need one more backbone and a neck bone

frank rose
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I don't have much skill in blender, just the skills to make a roughly humanoid model and the ability to make it a rig (Had to repost it.)

tranquil brook
pale pumice
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Yep, that'll work

tranquil brook
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shweet!

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is there anything special i should do for weight painting or?

pale pumice
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the generic answer is: make it move how you want it to move

frank rose
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πŸ™

pale pumice
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I don't really have any other advice since each model is different

storm badge
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i can't see everythign but the rig looks reasonably functional

frank rose
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Mistakeboi I haven't weight painted it but I don't care about WP yet but I can't upload a Humanoid Avatar, I got stuck in a loop which I solved by unpacking the prefab and then it says that the head, hands, and feet are not mapped and even if I do try to upload it, it would say the build failed due to a validation error.

nova shard
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the "head, hands, and feet are not mapped" sounds like you dont have the rig setup properly or theres possibly import warnings preventing it from getting setup properly vrcBotThink

pale pumice
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Also don't unpack your avatar prefab unless you reallyreallyreally need to. I can't imagine why you would in this case.

tranquil brook
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weird problem, i have a outline set up in blender, and whenever i move the bones (forgive the bad weight painting, i have it just auto rn) the outline breaks, is there a way to fix this?

pale pumice
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how is the outline done?

tranquil brook
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solidify connected to a full black texture

pale pumice
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how are you planning to make that work in vrchat?

tranquil brook
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i have no idea im gonna be honest, thats what i was suggested to do by one of my friends

pale pumice
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ah, well I wouldn't put any effort into that if you'll need to use a different method (like a shader) in vrchat anyway.

tranquil brook
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ahh, alr

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ill have to look up a tut later when i get to that

pale pumice
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But maybe it's the order of the modifiers?

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I can't see what order they're in but if that's done before the armature modifier, I could see it not being affected by the posing

tranquil brook
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not sure, i just removed them so i cant go back and double check

tranquil brook
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weird error, whenever i parent with automatic weight painting there is a copy of the model?

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i dont know what could be causing this but this is weird as fuck

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few more screenshots

rigid pivot
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OK, here's a basic level question: In Unity, is there a way to copy (CTRL+C) all the values of an XYZ entry and paste them somewhere else? On that thought, it'd be nice to copy the position of, say, a pistol and mirror the orientation/rotation between left and right, but let's stick with copying position (placing a control panel onto a wrist, for example) for now. πŸ˜…

pale pumice
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of course - 3 dots menu at the upper right of the component

rigid pivot
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checks the three-dots menu and squints

Well. Don't I feel dumb. 🀣

pale pumice
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it happens

rigid pivot
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Thank you, you just made my life startlingly easier. 😁 πŸ‘

pale pumice
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yeah I use this quite often

pale pumice
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never seen that before, more info required maybe?

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also not sure what the screenshots indicate, having never seen your model

arctic sundial
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its about the double mesh

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it looks like the armature modifier has the display settings inside out

pale pumice
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that seems weird

arctic sundial
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example

tranquil brook
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its kinda hard to see but there is two, this is all rlly odd 😭

arctic sundial
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Yes, so set your display settings of the modifier

tranquil brook
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where is that?

arctic sundial
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modifier display settings are on the modifier

tranquil brook
arctic sundial
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yes....

tranquil brook
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ah, alr

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should i just remove it or? im really slow today, my bad lol

arctic sundial
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no

tranquil brook
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ah

arctic sundial
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click the first two symbols

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and see what changes

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those two symbols change whether your pose is being displayed in edit mode or not

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and whether it shows the ghost mesh of the default pose

tranquil brook
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ok that seems to have fixed it

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maybe?

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ok nvm what

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it did not 😭

arctic sundial
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"it didnt work" tells me nothing <.<

tranquil brook
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mb

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p much it didnt look like it changed anything

arctic sundial
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in this case it looks like you just simply have 2 meshes

tranquil brook
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huh 😭

arctic sundial
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put your mouse over one vertex and hit l

tranquil brook
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i have a save before i added the armature hold on

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oh thats weird why did it do that, LOL

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thanks for the assistance!

foggy oxide
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Is there a way to make so when I resize a blendshape it will resize another part using Scale Constraint. If not then tell me how

pale pumice
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just animate both things in the animation?

tranquil brook
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is there a way to fix this twisting issue?

pale pumice
tranquil brook
pale pumice
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I meant add wireframe to the shot, not xray mode - I was looking to see how the mesh deformed

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it's a toggle in the viewport overlays

tranquil brook
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o

pale pumice
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ahh, yeah that's what I was expecting - you probably need more geometry there

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Could make an edge loop around that, or two

tranquil brook
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alr

pale pumice
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probably. Check the VRCTraders discord, you'll just get scammers around here.
Link is in #1204490664637890580

spice willow
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Deleted message so I could stop scammers

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yet again, thank you Kazin

pale pumice
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yeah, it happens

frank rose
pale pumice
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obviously I don't have your project but I suspect that was solvable in some other way

runic swift
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hi guys if the avatar has no mesh body in blender then it is for swapping purpose right? But with only the limbs the bottom half of the clothing doesnt seem to be interacting with the legs, is there a simple fix to this or a tutorial on this?

pale pumice
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weight paint

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Probably the clothing isn't weighted to move with the bones.

topaz idol
pale pumice
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oh the clothing is rigged on its own?

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yeah I'd combine that.

runic swift
wary crow
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Hello! I'm new to creating my avatar I'm having trouble trying to attach my eyes to my avatar. By rigging the left and right or should I just join the eyes to the head, and it should work? I'm confused.

arctic sundial
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Not sure what you mean but usually the eyes are part of the head yes

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Also you need eye bones for the automatic looking at other avatars to work

wary crow
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Nevermind I got it

brazen island
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@wary crow for propper angles and out of box compatibility eyebones should be perfectly vertical

wary crow
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Like rotate a little bit

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Or Stright

brazen island
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up

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as in up

wary crow
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I will just show my work

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Are you talking about from the side view or front

brazen island
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any view?

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up is up

wary crow
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This is going to be a pain I have like 203 rigs connected for each hair strands to see anything.

brazen island
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what it has to do with eyes

wary crow
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I can get a good angle on it

brazen island
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ah i see, well learh h/shift+h/alt+h

pale pumice
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bone collections are your friend

wary crow
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I can't fine them

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They lose

brazen island
wary crow
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This is what see I got to mant to hide

pale pumice
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yeah I'd put those in a collection then be able to easily hide that

wary crow
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Oh wait I should of changed it to stick rig

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I'm going to have to separate the hair rig with the others in order to see it

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Ok I'm back

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With the rig like this will this work properly.

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They tried of my shenanigans already.

brazen island
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what part of up/vertical is unclear. other angles may work with extra adjusting in descriptor, as long as theyre still parallel, which cant be seen from that random angle

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but dealing with euler angles often ends up to be a mess at some border values

wary crow
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Yes, captain my captain I will train my understanding.

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Plus, my screenshot angle is awkward from my view.

wary crow
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Oh I see what you mean

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This is what you meant when you want the rig pointing up.

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Thank you it's working now

pale pumice
old swallow
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please help me why are they red i don't know what i did wrong
i am reasonably new to avatar making btw please dumb every explanation down lol
if it helps it says "chest(transform)" is not a child of "spine(transform)" "spine"
or something close

pale pumice
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You seem to have put the armature root into the hips slot - this is incorrect

old swallow
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:D*

pale pumice
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ah good

old swallow
# pale pumice ah good

but yeah i tried doing some modifications today and i want to know whats happening here like my bones radiusess are okay but they are being elongated for some reason

pale pumice
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guessing you exported from blender with different scaling settings than were previously used. set "apply scalings" to FBX ALL

urban ether
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Mask multiple vertex groups while using Robust weight transfer?
So it doesn't affect those areas.

tranquil brook
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minor problem thats bugging me, how should i go about fixing this clipping problem?

balmy delta
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Those 3 loops are smushed together

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It needs to take up the whole area thats rotating not just the edge

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Think of it like a sphere instead of a tube

pale pumice
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I'd add more geometry there - basically more edge loops around the joint.

cedar ferry
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i wonder if anyones gonna port standable to an avatar,

pale pumice
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I thought people use that all the time?

brazen island
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i guess he expects that to be app-free

upbeat zephyr
balmy delta
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You can try remaking it but you wont be able to copy all of the features of it

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Playspace moving is a big issue

copper halo
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Gogoloco is the closes you gonna get

south raft
formal galleon
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howdy howdy!!! i have a question!!!

im trying to rig this wolf link for vrchat, but i'm not exactly sure on where to start ;;; it already came with a rig, but ill post two photos : one with the original rig, and one without to show the model
any ideas?

im fairly new to blender, but i would love to learn ;;

robust crescent
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fake humanoid bones not weighted to anything and a bunch of constraints to the other mesh thats visible , then you can make locomotion based from the humanoid instead of the generic , wich are soo not fun

formal galleon
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ahhh i see!! thank you!!!

unkempt nacelle
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Does anyone know what weight paint does

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Or how to use it in unity

random mica
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hey so if i wanna make a four legged model like that how would i

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like what animations do I need to make and what do the bones need to be named

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if im doiing my own custom rig and animations do i even need to specify any of that

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the thing in my pfp

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is what i want

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and there's no model of him, so i gotta make my own

brazen island
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bone names dont matter humanoid or not, as long as you dont try to rename them throughout the whole process (easily fixable for humanoid, not so much for generic). making own four-legged animations is quite ambitious tho

proven shore
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anyone ever made a rig in maya and try to export it to unity?πŸ˜…

brazen island
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those are not mandatory

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you probly having more problems with shoulders being children of a chest while you have upper chest

#

dash-circled bones is what unity thinks is optional, solid circles are required. vrc on top of that requires shoulders and neck. and strict hierarchy should be present

proven shore
#

ah, so im guessing im gonna have to redo some of the weight painting on it?

brazen island
#

wha

#

you have to parent right bones to right bones

#

unity doesnt care about weightpainting, even if it ends up complete mess it wont complain

proven shore
#

oh i see thank you

proven shore
keen flame
#

I rearranged the hierarchy of this avatar model using this Avatar Configuration tool to fix some errors, how do I save those changes?

#

Clicking Apply here doesn't seem to work...

#

Because even then, when I exit, the changes aren't saved.

keen flame
#

Oh...

#

And then what?

copper halo
copper halo
keen flame
#

The model looks really weird now. Did I do something wrong?

keen flame
keen flame
#

Okay it's now working somehow

#

I don't quite know what happened.

keen flame
#

Okay I think I've actually got the hang of it now.

tranquil brook
#

hi how can i make it Not float off the body cause this is pissing me off

pale pumice
#

make what not float?

balmy delta
#

weight paint it better and give it more vertices Ig

tranquil brook
pale pumice
#

are those things arms? zooming in so we can't see detail isn't very helpful, but yes, what Diven said, more geometry.

tranquil brook
#

ill see what i can do

balmy delta
#

ah yes

#

black circles

#

very helpful

tranquil brook
balmy delta
#

still zoomed in

pale pumice
#

at least now when they say "arms" we have kinda clue what they're referring to

tranquil brook
#

there

pale pumice
#

\o/

balmy delta
#

you have no topology for it to be able to rotate with

#

so of course its going to just move the whole thing

tranquil brook
#

so should i add another bone to the shoulders

pale pumice
#

you don't need more bones, this is the correct bone layout for vrchat

balmy delta
tranquil brook
#

ohwait

#

help im stupid πŸ’”

pale pumice
#

is your goal to have the mesh flex? Then you need more faces

#

i.e. "more topology"

tranquil brook
#

ahh, oops πŸ’”

#

thanks

#

ill try that

balmy delta
#

faces arent just infinitely dense curves

pale pumice
#

consider faces to be (mostly) rigid for our purposes here, and you'll figure it out

balmy delta
#

entirely rigid of being a line from point to point

pale pumice
#

right

balmy delta
#

only got 2 points? no curves

tranquil brook
#

i fixed it πŸŽ‰

#

thank you ugys

#

guys

#

maybe its slightly jank but if it works it works

#

i dont care

spark hearth
#

Making a PAC-MAN Arrangement model

urban shoal
#

Hi everyone, Whats a butt, thigh jiggle you guys reccomend? im struggeling to make it look decent

hollow apex
#

Not sure if my scratch homies can help me out. Not sure why but my armature is refusing to symmetrize. I named everything with .L, not sure if my rotation is correct, and when i hit symmetrize it just duplicates the bones to the same side.

pale pumice
#

it definitely uses the bone names for some of this, but I forget if this thing uses them. I.e. have a .L or .R suffix

hollow apex
#

ok solved it. I'll post here in case anyone else has trouble, someone made a really helpful comment on a youtube tutorial about rigging. ^^

pale pumice
#

that's good advice

violet lynx
#

So I need help with an avatar, the model is using an animation rig for blender so I need help for it to be dumbed down/simplified to work with unity

pale pumice
#

old blender there too

violet lynx
#

Im only using the old cause Cats plug

pale pumice
#

you can use modern ones with the right cats plugin, or just not use cats like I do πŸ™‚

violet lynx
#

Okay, but would that help fix the armature/ rigging issue I'm having?

pale pumice
#

nope! What I do here is put all the not-VRChat bones into their own collection, and just select that and delete them before exporting.

#

I have full IK rigs in a few avatars I work on

violet lynx
#

im not all that good with blender, I just recently learned how to add textures, and I'm trying to turn an animation avatar, over to a vrchat avatar

#

It has it's own armature, but REFUSES to link with the body

pale pumice
#

where, in blender? it's just a matter of the armature modifier then weight painting

violet lynx
#

Yeah

violet lynx
#

so to sum up weight painting it's supposed to help not make things move?

pale pumice
#

no

#

to sum it up, it's used to make mesh move with specific bones.

lilac canyon
#

okay, so i imported my avatar into blender but the issue is that the skeleton isn't connected to the avatar, how would i rig it to the avatar

violet lynx
pale pumice
#

weight painting, but in their case it was multiple armatures.

violet lynx
#

So this is where I start weightpainting?

pale pumice
#

heh probably

waxen willow
#

I’ve got some issues with a model, there so many strange bones that I have no idea what the hell they do, and CATS imported it to the point they don’t really work in gesture emulator, I’ll slide someone a few bucks if they can fix it

pale pumice
#

Looks like a full IK rig

#

but don't do that here - you'll just get scammers DMing you now.
Head over to the VRC Traders discord to commission people - link in #1204490664637890580

balmy delta
waxen willow
#

Says I can modify for personal use so

balmy delta
waxen willow
#

Like permission from the creator?

balmy delta
#

just because you can download and modify it doesnt mean its allowed to be put in vrchat

#

creators have their own tou

#

a lot of which if its not made for vrchat its not allowed to be uploaded to it

waxen willow
#

Don’t make public don’t redistribute

#

I’m not giving it away, nor making it public use

charred warren
#

I'm about to do the weight painting, and he has no arms besides the bones. Is that gonna be an issue?

#

and also the rig I guess

waxen willow
#

relax guy

balmy delta
waxen willow
charred warren
#

It's one of my first times actually using Unity. Why does it delete bones and connects to the wrong bones sometimes?

pale pumice
charred warren
pale pumice
#

drag the right bone from the hierarchy on the left into the slot under the humanoid picture on the right

#

it looks good though?

charred warren
#

The feet

charred warren
pale pumice
#

unity's visual representation of the bones is different than blender

charred warren
pale pumice
#

go try it and find out

#

but don't expect the look of the bones to match blender, that's all

charred warren
lean badger
#

the body isnt connect to my tracking points?

pale pumice
#

does it move right when you pose it in Blender?

lean badger
#

idk how to do that in blender

pale pumice
#

oh

#

well you'll need to learn that

lean badger
#

i really only know to do blendshapes

pale pumice
#

because if the answer is no, then you have to rig this properly, weight painting and such

lean badger
#

ugh

#

@pale pumice it started floating again after putting "hips" into root transform on the meshes in the skinned mesh renderer

pale pumice
#

if it's not rigged right, you're not going to fix it in unity

lean badger
#

thought i should mention it

#

it is moving pretty good and normal in blender

lean badger
#

@pale pumice can you help me with this last thing rq

pale pumice
#

I can't hold your hand on this, and please don't ping me when anyone here can answer the question

#

but go ahead and ask

lean badger
#

how do i fix the couple things that are in the armature folder

pale pumice
#

folder?

#

there are no folders here.

#

this is a parent-child relationship situation, the only actual "container" is the collection

lean badger
#

when i imported it into unity the head and ears were in the armature drop down in unity but blender doesnt have anything like that

#

so have everything under collection instead of the yellow guy armature?

pale pumice
#

you seem to be missing a modifier on the Ear object, possibly that and the others are missing armature modifiers

#

no - mesh objects on an avatar should be children of the armature object

lean badger
#

okay i thought so

pale pumice
#

I would check over those armature modifiers

lean badger
#

alright thank you

#

have a goodnight

outer frost
#

which is the best way to rig this model in this fixed pose

glad temple
#

i'm using unity and have remade this model a couple times and haven't seen this one. The left and right hands are deforming so badly and i provided the current hand for the model. I have no idea how to fix it really, been trying to fix it somehow for two days by now πŸ™

jagged swan
outer frost
jagged swan
#

yeah

#

That's what I usually use in blender

outer frost
#

is it need editing the rig that made by rigify manually?

jagged swan
#

rigify does most of the hard work that's why it's easy and you can also edit it manually

cobalt urchin
#

okay so ive figured out the model and all that, now how do i get these bones of his to make his body work? (hoping on tails and ears to be flowy like most vrc avis lol)

brazen island
#

weight paint

cobalt urchin
#

it uh.. didnt work

pale pumice
#

did you not weight paint the shirt?

#

Also - you rotated that bone in pose mode, right? Not armature edit mode?

cobalt urchin
#

yeah

pale pumice
#

got an armature modifier on the mesh object?

cobalt urchin
#

no

pale pumice
#

oh well you need that

#

you can't really even do weight painting properly without

cobalt urchin
#

the only modifier on the model itself is the decimate to try and help with its triangle count

pale pumice
#

you'll want to apply that before you export

#

but you must have an armature modifier on each mesh object that is to move with the armature.

cobalt urchin
#

its all once object when i merged it all earlier

pale pumice
#

I of course don't know your project, so I'm speaking generally.

cobalt urchin
#

fair

#

to bring you up to speed: im done with the general model i think, all i need to do now is get it rigged and then figure out how to get it into vrc itself lol

#

im doing what most yt vids say to do the parent with auto weights but then it just doesnt connect lol

pale pumice
#

I've never found auto weights to be of much value. I just drag the mesh object so it's a child of the armature, add an armature modifier, then go weight paint.

#

if your body is fully rigged though, you might try the blender plugin robust-weight-transfer - it should get you 3/4 the way there.

#

you will still have to touch it up

cobalt urchin
#

there's something i didnt see before

pale pumice
#

yeah it tries to guess, but often can't

cobalt urchin
#

how do i go about weight painting then? cus im assuming he's not suppose to be full red lol

brazen island
#

youtube

pale pumice
#

Yep, definitely watch tutorials on this, it's hard to describe in text.

cobalt urchin
#

youtube also tells me the model is suppose to move with the armature- but it doesn't

pale pumice
#

Especially since the end goal is "moves how you want it to"

#

it doesn't until it's weight painted

cobalt urchin
#

so after fucking about ive still found nothing that works, scaling the model, merge by distance loose parts the works and still turn up with that error message

#

okay well i found something, that does and doesnt work, his heat diffusion addon worked as in getting the rig to model, but now it fucks up in other ways, shorts dont move, hoodie kinda fucks up when moving the tail around

nova shard
#

are you manually weightpainting it?

cobalt urchin
#

no, but that's because it only shows red, and nothing else

nova shard
#

red = fully weighted blue = no weights, if its full red you'll likely need to erase some of the weightpaint rather then add

cobalt urchin
#

it doesnt show up blue

#

it shows up black

nova shard
#

black?

#

can you screencap/screenshot?

cobalt urchin
nova shard
#

do you have a bone selected in the screenshot?

cobalt urchin
#

no

nova shard
#

try selecting one and see if it changes colour

cobalt urchin
pale pumice
#

black means those vertices have no weight paint, i.e. they are not a member of the vertex group named for the selected bone.
Full blue means 0 weight, not "no weight"

#

also do not trust the colors, especially without normalizing

cobalt urchin
#

so how do i make it apart of a vertex group?

pale pumice
#

just painting will add vertices you paint automatically.

#

Assuming you have set this up right

cobalt urchin
#

tbh probably not

pale pumice
#

i.e. have an armature modifier on the mesh object, then in object mode: select the armature, shift select the mesh object, go into weight paint mode.
Then choose a bone by clicking it with ctrl+shift+rightclick. paint however you like.

#

move the bone around, see how it moves the mesh.

#

repeat, repeat

cobalt urchin
#

shift ctrl right click does nothing

pale pumice
#

which blender version?

cobalt urchin
#

whatever the most recent version is on steam

pale pumice
#

I don't have a clue what that is. Look in the title bar or bottom right corner

cobalt urchin
#

4.5.3

pale pumice
#

ok then that's the valid combo for that

cobalt urchin
#

yeah right click does nothing but the lasso, even while holding shift ctrl

drowsy plover
#

Sup everyone

pale pumice
cobalt urchin
pale pumice
#

not unless we're talking about a commission here

cobalt urchin
#

oooookay so everyone needs everything to be a commission- got it- will not be sending then-

pale pumice
#

I can't speak for anyone but myself, and me doing work for someone else means I'm being paid

cobalt urchin
#

gotcha

pale pumice
#

advice and hints are free πŸ™‚

cobalt urchin
#

yeah no see i dont have the kind of money to commission people for that

cobalt urchin
pale pumice
#

not a thing I do, I'm working on my own stuff right now. The tedium of baking multiple materials into single ones for many many props

cobalt urchin
#

Ima just pretend I know what that means, cus I didnt know anything about blended up until I started this

#

Admittedly still dont lmao, its why I ask a lot of dumb questions and it sounds like gibberish lol

pale pumice
#

It's when you have many materials in blender (like say, stainless steel, dark grey plastic, cast iron, and a glowing red plastic light) and you want them to be only one, because that's efficient, so you do a thing where you kinda "map" those materials into a single one. In Blender this is "baking".
(it's a kitchen range)

cobalt urchin
#

i see

restive nova
#

guys how do you fix things like the top of a skirt getting stretches when you bed down and clipping when you bend.

pale pumice
#

patience, time, repeatedly poking at it until you get it kinda close to okay.... skirts are hard.

restive nova
pale pumice
#

lucky. Very cool.

robust pumice
#

hilarious question, how would one go about rigging a non-humanoid (or specifically a non-pedal rather than bi-pedal) avatar

like a park bench for example.

nova shard
#

make it parented to the armature but not weightpainted to the rig at all

lunar pawn
#

heyy i want my character to not have 5 separate fingers but 4 fingers that are like together and a thumb (like mittens p much). How do i make sure unity doesnt fuck me over with that πŸ˜“

#

Do I just make two bones into the big part of hand ?

nova shard
#

you could keep the full required amount for vrchat to accept it as a rig but only actually weightpaint it to a single finger's set of bones depending on what the wireframe is like

lunar pawn
#

:0

#

I’m gonna try to find a tutorial

pale pumice
#

you don't need any finger bones at all but if you don't use them all I'd have another avatar as backup in case you want to do something that requires them, such as sacc flight.

balmy delta
balmy delta
lunar pawn
pale pumice
balmy delta
#

only the wrist bone is required

lunar pawn
#

ty so much for the help

slate sapphire
#

id reccomend adding the bones but not paint them, as some worlds detect your index promixial (i think, whatever the 3rd bone is) for push buttons

pale pumice
#

definitely!

#

proximal = close, distal = far, so that's the distal

pallid marten
dusty nebula
timid dove
#

🫀

#

i hate rigging

timid dove
#

why are the legs crossed?

pale pumice
#

hard to tell from here, maybe bone roll?

timid dove
arctic sundial
#

you shouldnt have two hip bones

timid dove
#

wait

#

i dont know actually how to do this

pale pumice
#

See the image of the ideal VRChat armature pinned in this channel for reference.

arctic sundial
#

also, note the ever so slightly bend of elbow and knees

#

the bend helps vrchat to find which direction is forward

timid dove
#

:/

#

im bad at this

pale pumice
#

also - bone roll should be 0 for all main humanoid bones. fingers/toes you can deviate if needed

timid dove
#

so what i need to do?

pale pumice
#

what is your goal?

arctic sundial
#

the legs should go straight down

timid dove
#

hips

arctic sundial
#

this looks good how it is

pale pumice
#

and don't zoom so much, it's hard to see what is going on here

arctic sundial
#

there will be a gap between hip bone (center) and leg ones which is fine. dont bridge that gap with extra bones

timid dove
#

how to connect hips with legs?

pale pumice
#

what do you mean connect? They're fine like that

arctic sundial
#

they do not need to be touching

#

but the upper leg should be parented under the hip. you will find that in the relations section of the bones panel

timid dove
#

and here?

arctic sundial
#

same principle

#

get rid of the connective bone between shoulder and spine

pale pumice
#

Also the shoulders should be children of that highest chest bone, and you want an actual neck bone there

#

Spine should go: hips -> spine -> chest -> upper chest (optional) -> neck -> head

#

with shoulders from upper chest if present, chest if not.

timid dove
#

and here

arctic sundial
#

your hand has 4 hand bones

#

make it one

pale pumice
#

yeah, you can do stuff with multiple, but there's not really a good reason to

#

one avatar base I have has multiple hand bones, not sure why they did that.

timid dove
#

what you mean make it one

arctic sundial
#

there are 4 bones going from arm to fingers

#

it should be upper arm -> lower arm-> hand -> all fings from 1 hand bone

timid dove
#

i can just parent fingers to hand

#

and delete this 4

#

resize and bla bla bla

pale pumice
#

no need to resize

#

well resize what?

timid dove
#

uhh

#

wait

pale pumice
#

time passes...

timid dove
#

i'm too dumb...

pale pumice
#

nah, just inexperienced

#

do it a few times and it's easy

timid dove
arctic sundial
#

you removed all

#

you ought to keep 1 hand bone

pale pumice
#

just extrude a new one from the lower arm, and make the proximal finger bones direct children (but not "connected")

timid dove
#

uhhh

#

and what i need to do this?

arctic sundial
#

what

timid dove
arctic sundial
#

the bone parenting panel i told you of

#

assign their parent in the parent field and untick the box above it that says connected

pale pumice
#

"connected" pins the bone's head to its parent's tail

#

you don't want that in this case

timid dove
#

i dont know

arctic sundial
#

no

#

in the panel on the right

timid dove
#

where this

arctic sundial
#

there are a bunch of symbols there, including a green bone

timid dove
arctic sundial
#

yes

#

parent is the bones parent

pale pumice
#

That is the properties panel, yes. You can see the parent box and the "connected" checkbox I was referring to

timid dove
#

ohh thank you

arctic sundial
#

do that for the upper legs too as you just skipped that i guess

timid dove
#

parented to hips

#

i think thats all?

pale pumice
#

now onto weight painting πŸ™‚

arctic sundial
#

no idea, our view of the avi was limited

#

added neck?

pale pumice
#

checked bone roll?

#

I usually add rotation limiter constraints to the joints that only move on one axis.

#

totally not necessary though

timid dove
#

so i need to add Toes?

arctic sundial
#

what about "avatar not in T pose" makes you think adding toes will solve the problem

#

see if you can enforce t pose in that menu at the bottom where the transforms are shown

timid dove
#

not working

arctic sundial
#

lets see them in blender then

timid dove
#

what you mean?

pale pumice
# timid dove ohh

go in the rig setup and make sure the shoulder bones are in the right slots

#

sometimes it fails to guess

timid dove
#

i have no shoulder bones actually

pale pumice
#

oh - those are required

timid dove
#

lets try...

pale pumice
#

you had them before, must have deleted too many

timid dove
#

i think i need to save bones sample for future pain

#

yes he have no material

#

im so tired

vapid kelp
#

I need help

#

with my friend rigging this model, we cant figure it out

eternal plaza
#

A very big ask (I think) I have this model of Frankenstein and my friend says the rigging is bad so I was wondering if anyone could fix the rig or use one of those auto rig websites to rig it

#

Heres the only picture I have of the model

#

I have no actual way to rig this thing properly because I don't own a computer

coral compass
#

Hi, I have a very specific problem with my avatar that I have not been able to solve for weeks

On PC everthing is fine and the avatar works perfectly
On Quest, exact same project with some optimisation (copy from PC) -> People see my legs broken in full body tracking. More specifically they see my leg rotated in weird angle (like 180Β° rotation, broken etc)
Sometimes it works sometime not depending on my position

Anyone has an idea? It sounds like a proportion problem or something related to the skeleton?

modest granite
#

I am going insane, anyone know why this isn't triggering the animation?

pale pumice
#

If you want that to be an OR, make multiple transition lines, one for each condition

#

Also you're using AnyState - uncheck "can transition to self" on all of those transitions or you'll have very weird behavior that takes up a lot of CPU time

modest granite
pale pumice
modest granite
# pale pumice looks like it should, yes.

Neutral as been set as my default. Even if I set other emotions as "Set as Default Layer" and they become orange isntead of Neutral, the face still doesn't change. That must mean I messed up with recording the face states right?

pale pumice
#

you're testing in play mode, right?

#

also you have no transition from AnyState to Neutral, so it'll never happen except on animator start.

modest granite
# pale pumice you're testing in play mode, right?

Don't know what that is.

This screenshow would show you the animations I made did at least propperly record the emotions. But for some reason when I preview through the Animation Menu the model teleports halfway into the ground with arms and knee's bend, and when I look directly at the face it dissapears

modest granite
pale pumice
#

the play button at the top of unity, where you can test your avatar

#

"teleports to the ground" - this is "bike pose", the default pose when your animator is active in Unity, it's normal.

modest granite
#

glad to hear that

#

That did it!

#

Thank you!

#

Now I just need to figure out a way to stop the face from dissapearing when I look at it when it's in bike mode

#

Because I cant actually test the action logic this way

pale pumice
#

use Avatars 3.0 Emulator or GestureManager and test in play mode

modest granite
pale pumice
#

If you're using the beta VRChat SDK, that's currently broken, either don't use Gesture Manager or don't use the beta SDK.

#

otherwise I have no idea what you mean by face disappearing

modest granite
#

Fudge the recording took my music sorry

pale pumice
#

ok how is the face attached, is it not just part of the body mesh?

#

that looks like bounding box issues or something, never seen that on a face

nova shard
#

is the model spawing a particle when entering playmode? vrcBotThink

modest granite
pale pumice
#

yeah I'm not sure why that would be a separate mesh

somber cliff
#

Uhh...guys? I have a model with odd knees (It's an character with satyr legs) and when I turn a little too far to the right or left or crouch down, the legs bend WAY too far like the pictures. Someone suggested adding gogoloco and it...didnt really make the problem disappear. Anything i can do in either Blender or Unity to fix this?

pale pumice
#

you'd need to show the armature

pale pumice
#

also do you use FBT?

somber cliff
pale pumice
somber cliff
#

this is pcvr

pale pumice
#

Ok show us your armature.

somber cliff
somber cliff
pale pumice
#

do you have this in Unity as a humanoid rig? Those legs aren't going to work right

somber cliff
pale pumice
#

if you set it to generic you have to build all of the locomotion animations yourself.
You probably want it to be humanoid, but the legs bones won't work for that as-is. Digitgrade like this is tricky to do.

somber cliff
pale pumice
#

use a humanoid rig

somber cliff
pale pumice
#

see the diagram pinned in here for an ideal humanoid rig.

somber cliff
pale pumice
#

it's the image that says "humanoid rig" in large letters

somber cliff
pale pumice
#

if you want it to actually work as digitgrade legs you'll need to do some complicated stuff with a plantigrade rig that matches a human (i.e. you) and rotation constraints and such to make the digitgrade armature work.
Or just fake it, have the lower legs rigid so they move with the plantigrade rig like most furry avatars are setup.

#

this is kinda advanced and difficult to get right, if that's your goal

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(my Unity contains an avatar which I'm doing exactly this complicated digitgrade setup to right now)

somber cliff
pale pumice
#

I'm not going to say "fixed" but that's definitely an approach that can work

somber cliff
#

ill check it out and report back in a bitπŸ‘

pale pumice
#

make backups!

somber cliff
somber cliff
pale pumice
#

That does not look like the pinned diagram

modest granite
somber cliff
pale pumice
somber cliff
pale pumice
#

it's the method I prefer for this

somber cliff
pale pumice
#

blender constraints don't carry over to unity

somber cliff
#

ahh figures

pale pumice
#

I do actually set them up in Blender but you need to do it in Unity

somber cliff
pale pumice
#

I haven't found one that I like, but I've built my own method based on a few avatars I've seen do it well, and some work from a friend

somber cliff
# pale pumice I haven't found one that I like, but I've built my own method based on a few ava...

I got a basic question: I uploaded an avatar to build and test and it's floating above the ground.

It's not my VR boundary being messed up, bc no other avatar does this right now when I switch to them. They're DEFINITELY on the ground in both Unity and Blender, with the origin at their feet.

The viewpoint/avatar descriptor is properly placed in the head area.

I exported it with the FBX Units Scale option in Blender, so it seems to be scaled properly.

What could've happened?

#

I posted it here just in case it was a rig issue

pale pumice
#

please don't ping me directly for new questions that anyone can answer.
My first guess would be origin and un-applied transforms in Blender.

somber cliff
#

hmm

pale pumice
#

also I export with "FBX All", haven't used units scale, probably that's fine though.

somber cliff
pale pumice
#

without seeing what you have I have no idea what is wrong

somber cliff
somber cliff
somber cliff
#

I have a weird head bobble now whenever I move...Someone said it might be because the neck bone is too small..Is there a way to fix it in Unity WITHOUT having to go back to Blender? 😭

modest granite
#

I managed to bind facials to hand gestures. But I can't get lip syncing to work. Does anyone have any insights for me? :3

pale pumice
modest granite
#

Ok so all of them need to be filled. 100% required.

How about unique? Do all of them have to be unique?

pale pumice
#

sil must not be used elsewhere but they don't have to be unique, you just might end up with one shape doubling up if used in multiple places, which is definitely not ideal

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so it's definitely best if they are

modest granite
#

hmmmmmmmmm

pale pumice
#

also sil is silent, so usually it's a shape key that does nothing at all.

modest granite
#

I guess it's time to download and learn blender and how to make blendshapes

modest granite
pale pumice
#

... didn't that used to have all the reference images? huh.

modest granite
#

So this should technically work?

pale pumice
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make sure you don't use any of those for anything else either, especially the one in sil.

modest granite
#

Anything else, in that, no other Viseme's? Or not even as the base face for my character?>

modest granite
pale pumice
#

anything else

modest granite
#

gotya! Thanks

pale pumice
modest granite
#

the animation uses the blendshape "Fcl_ALL_Neutral"

robust crescent
#

vroid converted in unity i see

modest granite
#

ye

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Took the easy route

pale pumice
modest granite
#

No I think I am going to remove fcl all neutral from the gesture animation and just use it as the SIL

pale pumice
#

then it should work

robust crescent
#

blender way you end up with visemes without guessing where Fcl_xxxx goes ratl , its not hard, if you end up animating any of those assigned to a viseme funny things happen

modest granite
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idk if this necesary but I'm also going to delete the animation that uses the blendshape. It feels like as long as nothing uses the animation it should be fine but I ain't taking no risks

modest granite
pale pumice
#

oh nice

modest granite
#

So I'll first need download Blender and if for my first model I can get away without using blender just yet

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That is fine for me

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But I am a perfectionist if nothing else so Blender is very much a new tool I will be learning in my near future

modest granite
#

Btw idk if you guys have any insight into this. But I've been updating the version number every time but I don't see a description in game or anything. It'd be kinda usefull to see so I know it updated xD

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it works!!!!!

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yeeeeeeeee!

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But it looks like poo because the blendshapes aren't made. Amme just download blender straight away

solar raft
#

Say your real hand is offset from the ingame hand tracking position, while the controller is accurate. How does one edit the hand position in relation to the controller?

Im assuming this is something along the lines of muscle settings/rig import settings but Im just not sure what the right search terms are.

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This is one of those critical things to know how to fix in order to be comfortable in an avatar (like limb proportions) that I really feel more people ought to know how to do, especially avatar base creators.

jagged swan
pure spear
#

Hey all, I'm trying to convert a bird avatar so that it plays in vrchat using gogoloco, but you need a humanoid rig for that to work, and I'm not sure how I would go about fixing it so that it's walk and animations would still look bird-like. Any suggestions is appreciated.

hasty saddle
pure spear
pale pumice
#

Depending on how different from humanoid your bird armature is, you may have to basically make an entire humanoid avatar for VRChat's IK to drive, and use rotation constraints to have it run the bird one

pure spear
robust crescent
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id use 'empty' skeleton + constraints on bird (merge in blender so it has a mesh to 'talk' to in animator if you ever want to animate something

pale pumice
#

yep

timid dove
#

its possible to make vrchat avatar from blockbench fbx model?

pale pumice
#

Can you rig and weight paint with that?

timid dove
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i can but i dont need weight bcs parts works like bones

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more work and grouping all this sh...

pale pumice
#

You always need weight to attach mesh parts to bones

timid dove
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i have little progress

#

its actually can work without bones in blockbench

#

just more time and work

balmy delta
timid dove
timid dove
#

How to create blendshapes?

pale pumice
#

edit your model in a 3D model editor like Blender

arctic python
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Any advice on tweaking muscle settings for the updated hands IK? I just tested my work in VRC and it's my first time trying to do non-legacy fingers. It looks to me like the hand IK either partially or completely ignores my muscle settings...

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Turning on legacy fingers verifies that the muscle settings were applied correctly though

modest granite
#

What happened to the VRM Spring Bone (Script) Component? All the Springbone tutorials I can find mention it but it does not show up as a usable Componany when I try to add it to secondary

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Just does not show up

robust crescent
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vrchat doesnt use that at all

modest granite
#

o

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I've been lied to then

robust crescent
#

you can convert physbone to vrm ones with xroid exporter , thats about it i know (not usable in vrchat but if you ever need a vrm from a fbx in unity its very easy)

modest granite
#

hmm

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Surely there as to be another method? I am finding so many remnents of Spring Bone scripts in VRM 1.0

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Amme keep looking

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Their website seems to communicate something, i am SO CLOSE to understanding it but I cannot frikking read japanese

robust crescent
#

converting vrm in unity is 'meh' , do it in blender and then set it up in unity, you wont have a terrible performance avatar

modest granite
#

converting?

modest granite
#

Welp maybe when I wake up tomorrow someone as some insight for me

pale pumice
#

That is your advice: convert model in blender (import .vrm, export as .fbx), setup avatar in Unity in the standard methods.

heady fable
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I'm trying to weight paint some fingers and I can only seem to get it to either 1) completely break and not work at all 2) not have the fingers move nearly enough. The weight painting is set to max on the right bones and isn't shared by other ones, any ideas?

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An example of it not moving enough

spiral bay
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Can anyone help me rig this model?

pale pumice
pale pumice
spiral bay
#

I'm just tryna rig it cause I'm horrible at rigging

heady fable
pale pumice
#

it doesn't make sense that it wouldn't move 100% with that bone then.

heady fable
#

That's what I'm sayin

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This is how hard it's weight painted there

pale pumice
#

again, meaningless unless you've normalized weights

heady fable
#

Normalizing it breaks it even more lmao

pale pumice
#

breaks it how? You re-paint after that

heady fable
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Because it erases everything I've painted and reassigns everything to random spots

pale pumice
#

because you have weight on random spots now

heady fable
#

Like the bend goes from what I showed before to only moving the 2 vertices directly under the joint

pale pumice
#

Yep, that isn't surprising at all, and it's the cause of your not-moving thing

heady fable
#

?

pale pumice
#

If you aren't looking at normalized weights then the color is meaningless

heady fable
#

What does "normalizing" actually do?

pale pumice
#

averages weights so the sum total is 1

heady fable
#

Ah so how it works natively with Maya

pale pumice
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weight painting is relative. if you don't have auto-normalization on you can paint two sections full red but they'll actually be a value of .5.

balmy delta
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Causing shrinking n stuff

pale pumice
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if both are painted to 1 then it'll split them evently

heady fable
#

See here's the weird thing, I get that cause I had to do a bit with Maya years ago and was wondering why it wasn't a thing here, but I actually painted manually to avoid things sharing real estate and it made it WORSE

pale pumice
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but yeah, of course there's gradients involved.

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and yeah, Maya defaults to this on. I always enable auto-normalization.

balmy delta
heady fable
#

Like I got more movement by making it and the other joints leading up to it in the finger share custody

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as opposed to just that one joint

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I know it makes absolutely no sense, but that's why I'm here lmao

heady fable
heady fable
#

And it randomly fixed itself..... bruh

modest granite
pale pumice
#

100% an option

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you need to create and apply materials in Unity, it doesn't matter that they're white

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if you don't have actual texture files you can export them from the .vrm in blender

balmy delta
#

unity materials are entirely independent

signal grotto
#

is there a way that when i use aim constraints on this exo skeleton to not have them spaz out and seperate like the second photo?

rustic cypress
#

I'm weightpainting a backpack and a seperate part of it continues to move with no weightpaint, even though I Removed all weightpaint multiple times on its vertex group before beginning and the exact same spot moves no matter what, on both sides of the body

Any tips?

pale pumice
#

oh - also remember that the weight might be on a child bone of the one you're moving around

rustic cypress
pale pumice
#

yup πŸ™‚

modest granite
# pale pumice if you don't have actual texture files you can export them from the .vrm in blen...

I tried it before and I could not figure out how to propperly export the texture files and then reattach them to the model in Unity. Additionally, to my understanding VRM does a lot of heavy lefting when it comes to avatar creation and information retention. As someone more intimately familiar with this, is your judgement that the amount of labour I need to put into learning fbx files and texture and material extraction from vrm files to apply them again in unity is worth the ability to add physics to bones such as hair, clothes or breasts - rather than searching and finguring out physbones?

robust crescent
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learn the vrm > blender > unity way , you will have a way more optimized model - less materials and 1 - 2 textures (ish) after atlas/baking instead of 10+ , making masks much easier when you learn that and adding things in blender isnt hard once you tried it a few times

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vrms dont know what a physbone angle limits are and just rely on colliders wich is terrible for vr and its super clipping mode anyway ratl

modest granite
#

My current VRM is a VRM (VRoid) > Blender > Unity Model. Also I figured out how to add physics so for now I am good like this

modest granite
pale pumice
#

a .vrm gets you nothing for vrchat except a rigged model

timid dove
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when i trying atach model to bones i see error

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Bone Heat Weighting: failed to find solution for one or more bones

timid dove
#

ohh

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now i understand what wrong

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i hate this

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DAMN

pale pumice
timid dove
#

its buggy actually

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i hate this

pale pumice
#

It depends on what you're doing. Often I'll use Robust Weight Transfer to get me started, then do some manual touching up or sometimes outright repainting.
If it's rigid parts I'll just set the weight values uniformly

timid dove
#

im really tired of this so goodnight

tired agate
#

Say, I have a bit of an issue. Because of the fact I have no real idea what I'm doing with Blender, any chance someone here can take a look at the model a friend passed off to me to try and reverse engineer it to make it compatible as a VRC avatar?

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Rigging mostly, hence why I brought it here, but I do understand it would also fall into Optimizing if there are any issues worth fixing.

pale pumice
#

wow, that's going to be pretty close to starting from scratch. You'd need to convert that line art object into a mesh object, then retopologize it to be reasonable as an avatar.. then rig it and weight paint...

tired agate
timid dove
arctic sundial
#

is that a question

pale pumice
timid dove
#

finally, my pain is over

#

now i can create blend shapes

timid dove
#

ways to make flat 2d eyes rig

#

?

robust crescent
#

id use a tilesheet then a fake eyebone and contacts

tired agate
pale pumice
#

Neato! Going over someone else's model is not really a thing I do for free though, but if it works, then hey, that's success.

tired agate
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I mean like, you gave it a go-around the first time, no?

pale pumice
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no? I glanced at your images, that's all.

tired agate
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Ah

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Well, if you wish to discuss payments in regards to overlooking and maybe optimizing/rigging the model, I'm game.

plush badger
#

Does anyone know why this is happening? Tried tonnes of different rolls, moving the legsfurther in and further out, the knees in and out but nothing helps. It all gets worse.... PLEASE help I've been at this for hours today but days before.

Its dificult to explain but the pictures show it better. Its like the upper legs bend outwards when forcing T-Pose? So it widens the legs out and shrinks the hips down

pale pumice
plush badger
#

Its dificult to explain but the pictures show it better. Its like the upper legs bend outwards when forcing T-Pose? So it widens the legs out and shrinks the hips down

pale pumice
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right pictures show it but without some reference we don't know what to look at in the pictures.
So thanks, that helps.

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my first guess is bone roll is not 0 for all of those bones

balmy delta
#

You dont actually have to force tpose

plush badger
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Truebut without forcing it, it says its out of T-Pose

balmy delta
#

And?

plush badger
pale pumice
#

ah good