#avatar-rigging
1 messages Β· Page 23 of 1
would you have an idea what else could cause the knees being bent like this?
if it's not the bones
Only now did I see it from the side, it's pretty badly bent https://cdn.discordapp.com/attachments/1203294959047020594/1417304630542602250/VRChat_2025-09-16_02-01-40.932_1080x1920.png?ex=68c9ff4c&is=68c8adcc&hm=519aded72b3dc99ac1da7d284e4a0133987fc5884c2c199d7a84b33102eea1b1&
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
that's a hard part to paint
Extremely I'm losing my mind
bruh this rigging is driving me nuts
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
There is a max amount of bones that can affect the area
could this cause the arms to mess up weird? if theres a closed face?
inside the arm?
Ok I fixed that and just put the model in without the accesories/clothes and it still did it
dont rely on auto weights
auto weighting of any kind, even the excellent robust weight transfer, should be a starting point.
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
there's plenty of youtube tutorials with great tips
for manually weight painting :D
I've never seen automatic weighting be fine, but it sounds great that you have π
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
you might have to apply the armature modifier first and then add a new one
also i suggest robust weight transfer to copy weights. blender built in is eh
Ok ty I will try thatβ€οΈβ¨
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?
Looks like you're in Unity - in blender, of course. in unity it depends a lot on how those things were made
well theyre all rigged im just trying to get a way to attach one end of the hoses bone chain to the backpack and the other end to the weapon
i just dont know how to get the bones in between to move based upon those 2 points
oh - are you wanting a physbone chain pinned at both ends? You can't.
damn
is there any way to get close to that result?
not for something like this. For like a necklace you do one physbone chain in the center
i see
unfortunate
i did what you said...
Idk why but it keep giving me this error when I didn't loose part them is there a ways to fix my armature recently pose and body problem?
I don't see what's wrong, so don't know what to fix
probably just weight paint it manually
Ok
Ok I did the weight paint still a problem cuz when I weight paint the clothes just stretch up to fit the recent pose not the new one I think I did something wrong with my body pose mesh and armature
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.
Bruhπ₯
?
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
well blender is quite good for stuff like this
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
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?
does anyone know how could i fix this weird collapse?
one image is the arm posed (collapsed weirdly) aand the other ones are the topology of the mentioned arm
tried looking at when does the collapsing starts
you can always add more topology
could be but as you can see in the images for some reason a few vertices get cramped together
yep... so... weight paint them such that they don't π
on this one its way more visible, from this point is when vertices begin to get cramped together
The bone layout is weirding me out
yeah I don't do the square bone display thing
Is that a volume bone in the shoulder?
actually its the best way possible because if i keep weight painting it only makes it look worse
if you don't want to change the weight painting I'm not sure what else to tell you
i mean i keep pretty much retrying
but its those points that for some reason grab tons of geometry that collapse it
To me it looks like the helper bone is causing it
yeah, kinda does
i have checked and it doesnt even interact with the affected area
which is the armpit
Then check one vertex' from the armpits weight in edit mode in the n panel
Perhaps an unrelated bone is affecting it by accident
If not, youll see there how much weight as number is affecting it in that list
i checked for some unrelated weights and even normalized, still the same
i will have to keep testing since when i try to fix something like smoothing it just makes it worse
idk if this is much helpful but i have found this
well i recorded from the inside how it deforms
yea ima need help fixing this rig up (this is the og rig from the game)
start doing that on all the bones going wrong way, shift + s , unless your shortcut is different
There's a really good reference in the pinned messages for a good VRC rig
It's the humanoid one
since it has facebones im guessing its from some game and you will have no shape keys at all, you make them 
christ thats alot
yup seen rigs like that before
i havent rigged or done anything with rigs in years its gonna take me awhile lol
i think theres some option on import to allign most bones automatically
except end ones
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?
isnt alcom is just a vcc alternative? like, you still need unity and you upload from there the same way. also #avatar-help
still stumped lmao
yea i just did that so i gotta figure out the ends stuff
those just manual. i mean, they dont mean shit, unity doesnt care about direction or length of endbones (or any bones)
for unity bone is just a point with position and rotation
hm, k, intresting, why 2nd ones are messed up as well
feet area
what should i do
well thats weird
every bone works fine execpt ends
should i go ahead onto unity orrrr
should i try to fix it
is that point calculated at the middle of the bone, or the start/end point? That's a question i had for a while
you have to fix it
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.
merge those chests(?) bones to chest and those wierd hip bone things to hip ? (maybe)
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.
thats how id do it, T pose handy tho (not needed)
Understood, thanks for the help!
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
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?
fingers / eyebones / toes not needed , you do need ankle bones tho
Would this work for ankle bones?
Or would this cause an issue with how the avatar's legs move?
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
so make it go out in the -Y direction. See the pinned image of the ideal rig.
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?
you need: hips, spine, chest, neck, head, shoulders, upper & lower arms, hand/wrist. Then upper/lower legs and feet/ankles.
I'd add a tail, because tails are cool. Up to you though π
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.
oh sorry I meant "hand/wrist" as one bone, it's just often named either
same for ankle/foot
I treat it like the foot bone, since "ankle" is really the joint, but there's no real standard for these names
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?
wait never mind, I'm pretty sure it's the one bone i already had
1
Mhm, thanks.
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?
Oh, sorry, that was a non-updated image. This is the proper one.
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.
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!
I've updated the rig since then. Do you think this works?
the arms will go into the torso
Yeah, I've noticed that during testing. Should I move the arms more outward?
well
the rotation point of a roblox arm is roughly here
it also doesnt need to be in tpose
since you can just enforce it in unity later
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?
By doing that, I think that would make the shoulder long enough to have it not clip.
move back and copy what I did here
if its not slightly forward itll behave weirdly with rotation
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.
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.
thats mostly ignorable
That's good.
After some testing, this worked way better than the other rig that I had. Thank you very much, Diven!
I have a problem with making a Humanoid Avatar.
You'll need to provide more detail, of course.
It says "head hands and feet are not mapped" I did not do weight painting but I don't care about that yet
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.
If you don't have those bones, go make them, VRChat requires them for a humanoid avatar.
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
HELLO π‘ 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?
are you talking about the legacy SDK2 eye tracking creator with tools like CATS?
Also, should I have made the pupil a seperate from the rest of the mesh?
Yeah, there was info saying that there was no need to imploy a transformation anymore
due to Unity using eye tracking
that would be the opposite
we don't use SDK2 eye tracking rigging/methods anymore as we're on SDK3
The opposit>
you simply need 1 pair of eye tracking bones and set the rotation in the SDK's avatar descriptor
yeah thats right, I only did the rotation bones
The "rotation states" are a little difficult to do though without keying rotation with where the pupils move
is it meant to be this way?
you can use contacts and fake eye rotations , handy for 2d ones since rotating them would not really work
Is this what you mean?
The pupils are the ones rotating, Thats what the eye bone controls as of now
yellow contact sender, collide with recivers and tell it to move eye somewhere since it a flat tilesheet
hmmm. Okay! I havent gotten to colliders yet, so hopefully I dont screw this up lol! Thanks!
Still learning this stuuff, and trying not to make mistakes π«°π
Put the eye bone's head at the exact center of rotation, have it facing vertical with 0 bone roll.
T0 center of the pupil, you mean? like I should lower it, right?
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.
Kazin Have You Read What I Said?
uhh... no?
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.
Reply or @ me π
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 )
few minutes
But that won't retain physbones.
Add a step then: strip the new armature down to just the added bones, then merge it into (ctrl+j) the avatar's armature, parenting the new bones properly.
is this a fine rig for roblox avatars?
If you mean for VRChat, that's missing spine bones - see the pinned image in here
ah oops LOL
you need one more backbone and a neck bone
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.)
this better?
Yep, that'll work
the generic answer is: make it move how you want it to move
π
I don't really have any other advice since each model is different
are you asking something specific here or just showing off your blender skills
i can't see everythign but the rig looks reasonably functional
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.
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 
I too was wondering if there was an actual question, but figured they'd ask one if they had one.
Also don't unpack your avatar prefab unless you reallyreallyreally need to. I can't imagine why you would in this case.
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?
how is the outline done?
solidify connected to a full black texture
how are you planning to make that work in vrchat?
i have no idea im gonna be honest, thats what i was suggested to do by one of my friends
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.
But maybe it's the order of the modifiers?
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
not sure, i just removed them so i cant go back and double check
weird error, whenever i parent with automatic weight painting there is a copy of the model?
i dont know what could be causing this but this is weird as fuck
few more screenshots
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. π
of course - 3 dots menu at the upper right of the component
checks the three-dots menu and squints
Well. Don't I feel dumb. π€£
it happens
Thank you, you just made my life startlingly easier. π π
yeah I use this quite often
bumping this
never seen that before, more info required maybe?
also not sure what the screenshots indicate, having never seen your model
its about the double mesh
it looks like the armature modifier has the display settings inside out
that seems weird
example
^ im p sure its this
its kinda hard to see but there is two, this is all rlly odd π
Yes, so set your display settings of the modifier
where is that?
this?
yes....
no
ah
click the first two symbols
and see what changes
those two symbols change whether your pose is being displayed in edit mode or not
and whether it shows the ghost mesh of the default pose
"it didnt work" tells me nothing <.<
in this case it looks like you just simply have 2 meshes
huh π
put your mouse over one vertex and hit l
i have a save before i added the armature hold on
oh thats weird why did it do that, LOL
thanks for the assistance!
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
just animate both things in the animation?
is there a way to fix this twisting issue?
probably but what is going on here and what caused it? And maybe can you show the same pic but zoomed out some, with the wireframe on also?
whenever i twist the "hand" bone the model has that twist too, seems to be a weight painting issue but im not sure how to fix it
I meant add wireframe to the shot, not xray mode - I was looking to see how the mesh deformed
it's a toggle in the viewport overlays
ahh, yeah that's what I was expecting - you probably need more geometry there
Could make an edge loop around that, or two
alr
probably. Check the VRCTraders discord, you'll just get scammers around here.
Link is in #1204490664637890580
thank you so much Kazin!
yeah, it happens
It's what I had to do in order to fix the parenting loop
obviously I don't have your project but I suspect that was solvable in some other way
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?
lapwing uses rotation constraints for the clothing so you can either parent the bone that's supposed to have the constraint to the leg bone or add a rotation constraint in blender/unity
Okay thanks! I will give it a try
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.
Not sure what you mean but usually the eyes are part of the head yes
Also you need eye bones for the automatic looking at other avatars to work
Nevermind I got it
@wary crow for propper angles and out of box compatibility eyebones should be perfectly vertical
This is going to be a pain I have like 203 rigs connected for each hair strands to see anything.
what it has to do with eyes
I can get a good angle on it
ah i see, well learh h/shift+h/alt+h
bone collections are your friend
have some rsndom reference #avatar-rigging message
This is what see I got to mant to hide
yeah I'd put those in a collection then be able to easily hide that
Oh wait I should of changed it to stick rig
I'm going to have to separate the hair rig with the others in order to see it
Ok I'm back
With the rig like this will this work properly.
They tried of my shenanigans already.
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
but dealing with euler angles often ends up to be a mess at some border values
Yes, captain my captain I will train my understanding.
Plus, my screenshot angle is awkward from my view.
Oh I see what you mean
This is what you meant when you want the rig pointing up.
Thank you it's working now
you want the eye bone's head to be at the exact center of rotation though, if that's it above the eye, it'll rotate up/down funny
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
The bones must be in the correct order: hips -> spine -> chest -> upper chest (if present) -> neck -> head
You seem to have put the armature root into the hips slot - this is incorrect
i was able to fix it thank you anyway >D
:D*
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
guessing you exported from blender with different scaling settings than were previously used. set "apply scalings" to FBX ALL
oh! thank you a lot
Mask multiple vertex groups while using Robust weight transfer?
So it doesn't affect those areas.
minor problem thats bugging me, how should i go about fixing this clipping problem?
Bigger cut space
Those 3 loops are smushed together
It needs to take up the whole area thats rotating not just the edge
Think of it like a sphere instead of a tube
I'd add more geometry there - basically more edge loops around the joint.
i wonder if anyones gonna port standable to an avatar,
I thought people use that all the time?
i guess he expects that to be app-free
Anyone know why the jacket connects to the chest bone in Blender but not Unity?
You cant just port it to an avatar
You can try remaking it but you wont be able to copy all of the features of it
Playspace moving is a big issue
??????
Gogoloco is the closes you gonna get
thats not how that works π
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 ;;
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
ahhh i see!! thank you!!!
hey so if i wanna make a four legged model like that how would i
like what animations do I need to make and what do the bones need to be named
if im doiing my own custom rig and animations do i even need to specify any of that
the thing in my pfp
is what i want
and there's no model of him, so i gotta make my own
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
those are not mandatory
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
ah, so im guessing im gonna have to redo some of the weight painting on it?
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
oh i see thank you
ok i yea i see now, i saw an example of it it works now
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.
Enforce tpose
They done save when there are errors
Are all bones green? Then its fixed
Even then it's still not saving...
Okay I think I've actually got the hang of it now.
hi how can i make it Not float off the body cause this is pissing me off
make what not float?
weight paint it better and give it more vertices Ig
arms
are those things arms? zooming in so we can't see detail isn't very helpful, but yes, what Diven said, more geometry.
still zoomed in
at least now when they say "arms" we have kinda clue what they're referring to
\o/
you have no topology for it to be able to rotate with
so of course its going to just move the whole thing
so should i add another bone to the shoulders
you don't need more bones, this is the correct bone layout for vrchat
bones are not topology
faces arent just infinitely dense curves
consider faces to be (mostly) rigid for our purposes here, and you'll figure it out
entirely rigid of being a line from point to point
right
only got 2 points? no curves
i fixed it π
thank you ugys
guys
maybe its slightly jank but if it works it works
i dont care
Hi everyone, Whats a butt, thigh jiggle you guys reccomend? im struggeling to make it look decent
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.
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
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. ^^
that's good advice
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
old blender there too
would moving to a newer be better?
Im only using the old cause Cats plug
you can use modern ones with the right cats plugin, or just not use cats like I do π
Okay, but would that help fix the armature/ rigging issue I'm having?
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
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
where, in blender? it's just a matter of the armature modifier then weight painting
Yeah
so to sum up weight painting it's supposed to help not make things move?
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
Im trying to figure that out too
weight painting, but in their case it was multiple armatures.
heh probably
Iβve 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 donβt really work in gesture emulator, Iβll slide someone a few bucks if they can fix it
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
thats a blender rig are you even allowed to use this for vrchat whered you get it
Creator has no official vrchat version, only this
Says I can modify for personal use so
I again ask are you even allowed to use it for vrchat
What does that mean?
Like permission from the creator?
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
Donβt make public donβt redistribute
Iβm not giving it away, nor making it public use
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
Hell it even says I could commission someone to animate it for me
relax guy
not at all
animate as in blender
Or maybe it means animate in frankensteinian terms and I could hire a mad scientist to bring it to life
It's one of my first times actually using Unity. Why does it delete bones and connects to the wrong bones sometimes?
it guesses, without mesh on the arm bones it'll guess wrong. Just drag the right bones into the right slots.
How do I do that, with the Avatar Configuration? or the menu on the right?
drag the right bone from the hierarchy on the left into the slot under the humanoid picture on the right
it looks good though?
This is how it's supposed to look
unity's visual representation of the bones is different than blender
Oh, so if its used in Vrchat it'll look normal?
go try it and find out
but don't expect the look of the bones to match blender, that's all
It's not too bad for what it is since the rig is so odd but this is what it looks like
the body isnt connect to my tracking points?
does it move right when you pose it in Blender?
idk how to do that in blender
i really only know to do blendshapes
because if the answer is no, then you have to rig this properly, weight painting and such
ugh
@pale pumice it started floating again after putting "hips" into root transform on the meshes in the skinned mesh renderer
if it's not rigged right, you're not going to fix it in unity
^^
@pale pumice can you help me with this last thing rq
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
how do i fix the couple things that are in the armature folder
folder?
there are no folders here.
this is a parent-child relationship situation, the only actual "container" is the collection
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?
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
okay i thought so
I would check over those armature modifiers
which is the best way to rig this model in this fixed pose
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 π
rigify might be good for it:3
you sure about that?
is it need editing the rig that made by rigify manually?
rigify does most of the hard work that's why it's easy and you can also edit it manually
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)
weight paint
it uh.. didnt work
did you not weight paint the shirt?
Also - you rotated that bone in pose mode, right? Not armature edit mode?
yeah
got an armature modifier on the mesh object?
no
the only modifier on the model itself is the decimate to try and help with its triangle count
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.
its all once object when i merged it all earlier
I of course don't know your project, so I'm speaking generally.
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
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
there's something i didnt see before
yeah it tries to guess, but often can't
how do i go about weight painting then? cus im assuming he's not suppose to be full red lol
youtube
Yep, definitely watch tutorials on this, it's hard to describe in text.
youtube also tells me the model is suppose to move with the armature- but it doesn't
Especially since the end goal is "moves how you want it to"
it doesn't until it's weight painted
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
are you manually weightpainting it?
no, but that's because it only shows red, and nothing else
red = fully weighted blue = no weights, if its full red you'll likely need to erase some of the weightpaint rather then add
do you have a bone selected in the screenshot?
no
try selecting one and see if it changes colour
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
so how do i make it apart of a vertex group?
just painting will add vertices you paint automatically.
Assuming you have set this up right
tbh probably not
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
shift ctrl right click does nothing
which blender version?
whatever the most recent version is on steam
I don't have a clue what that is. Look in the title bar or bottom right corner
4.5.3
ok then that's the valid combo for that
yeah right click does nothing but the lasso, even while holding shift ctrl
Sup everyone
I'm curious what mode you are in, since that is not how it works for me.
if you'd like i can send it to you and you could fiddle with it?
not unless we're talking about a commission here
oooookay so everyone needs everything to be a commission- got it- will not be sending then-
I can't speak for anyone but myself, and me doing work for someone else means I'm being paid
gotcha
advice and hints are free π
yeah no see i dont have the kind of money to commission people for that
how far does a vc and helping out that way get me?
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
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
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)
i see
guys how do you fix things like the top of a skirt getting stretches when you bed down and clipping when you bend.
patience, time, repeatedly poking at it until you get it kinda close to okay.... skirts are hard.
actually i fixed it with a data transfer idk what you were on about
lucky. Very cool.
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.
make it parented to the armature but not weightpainted to the rig at all
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 π
Do I just make two bones into the big part of hand ?
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
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.
finger bones arent required at all so you can literally just have it be the middle finger and thumb
finger bones arent required for vrchat
Aaaah index finger is not needed ?
none are required
the entirety of fingers arent required
only the wrist bone is required
ty so much for the help
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
PAIN
why are the legs crossed?
hard to tell from here, maybe bone roll?
uhh
you shouldnt have two hip bones
See the image of the ideal VRChat armature pinned in this channel for reference.
also, note the ever so slightly bend of elbow and knees
the bend helps vrchat to find which direction is forward
also - bone roll should be 0 for all main humanoid bones. fingers/toes you can deviate if needed
so what i need to do?
what is your goal?
the legs should go straight down
hips
this looks good how it is
and don't zoom so much, it's hard to see what is going on here
there will be a gap between hip bone (center) and leg ones which is fine. dont bridge that gap with extra bones
how to connect hips with legs?
what do you mean connect? They're fine like that
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
and here?
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.
and here
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.
there are 4 bones going from arm to fingers
it should be upper arm -> lower arm-> hand -> all fings from 1 hand bone
time passes...
i'm too dumb...
and?
just extrude a new one from the lower arm, and make the proximal finger bones direct children (but not "connected")
what
direct children but not connected
the bone parenting panel i told you of
assign their parent in the parent field and untick the box above it that says connected
"connected" pins the bone's head to its parent's tail
you don't want that in this case
i dont know
where this
there are a bunch of symbols there, including a green bone
here?
That is the properties panel, yes. You can see the parent box and the "connected" checkbox I was referring to
ohh thank you
do that for the upper legs too as you just skipped that i guess
now onto weight painting π
checked bone roll?
I usually add rotation limiter constraints to the joints that only move on one axis.
totally not necessary though
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
not working
lets see them in blender then
go in the rig setup and make sure the shoulder bones are in the right slots
sometimes it fails to guess
i have no shoulder bones actually
oh - those are required
lets try...
you had them before, must have deleted too many
i think i need to save bones sample for future pain
huh?
yes he have no material
im so tired
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
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?
I am going insane, anyone know why this isn't triggering the animation?
because that's an AND statement - all conditions must be satisfied
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
So this one should work sinse I only have 1 condition set for this one?>
Thank you
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?
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.
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
Gotya I'll change that straight awayy
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.
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
use Avatars 3.0 Emulator or GestureManager and test in play mode
I tried But I got a bunch of error messages for this one. I guess the version was too modern for what I am using? Idk. But sinse you told me to get that plugin, I am guessing there is no fix for the face dissapearing bug?
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
Fudge the recording took my music sorry
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
is the model spawing a particle when entering playmode? 
Does this awnser your question? (Sorry this is litteraly my first time ever trying out 3d modeling)
yeah I'm not sure why that would be a separate mesh
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?
you'd need to show the armature
How could I check that?
also do you use FBT?
me or them?
you
Ok show us your armature.
aight give me a sec
this a good screenshot? If not ill retake it at different angles
do you have this in Unity as a humanoid rig? Those legs aren't going to work right
oof yeah
Do i set it to Generic or...?
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.
oh lawd, ive never made animations before. Is there no other way?
use a humanoid rig
Then... what do i do with the legs?π¬
see the diagram pinned in here for an ideal humanoid rig.
Is it the Rig Requirements one?
it's the image that says "humanoid rig" in large letters
Hmm I dont think I can make it like that without making the model inaccurate? I guess ill have to do animations...?
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
(my Unity contains an avatar which I'm doing exactly this complicated digitgrade setup to right now)
That gives me an idea. If I just maneuver the feet bones to be plantigrade and not digitigrade, will it be fixed? π€
I'm not going to say "fixed" but that's definitely an approach that can work
ill check it out and report back in a bitπ
make backups!
I did!
So would something like this create less issues?
That does not look like the pinned diagram
I checked "Render when off screen " for both face and hair meshes and that fixed the face dissapearing when I aproached it
oh interesting, okay
oh. it has to look exactly like it. Sheeeesh. I guess ill learn how to mess specifically with digitigrade models X(
Again, the rig matches you, the human. If you deviate from that, this gets very advanced and you'll have to either use methods to connect the alternate rig to the humanoid one (i.e. rotation constraints and such) or build the entirety of the locomotion system from scratch.
rotation constraints sound like the easier/safer route...
it's the method I prefer for this
Blender constraints. or Unity/VRC constraints? (Is it a blender thing, or a unity thing?)
blender constraints don't carry over to unity
ahh figures
I do actually set them up in Blender but you need to do it in Unity
i see, i see. Ill track down a tutorial specifically for digitigrade legs and constraints so I don't bog you down. Ill come back here if I have any further questions that aren't covered!
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
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
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.
hmm
also I export with "FBX All", haven't used units scale, probably that's fine though.
I did that, didn't change anything. I applied the t-pose in the Rig Configuration, and it fixed it, but my character's head is permanently facing up now cuz it's a hunchback π So I figured it IS something in Rig Configuration, but idk any other way to fix the floating issue without doing that?
without seeing what you have I have no idea what is wrong
I'll get a picture hold on
nvm it fixed somehow π I just reset it in the configuration window and it's suddenly fine AND on the ground βββ
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? π
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
you must have unique blendshapes in all of the viseme slots.
Ok so all of them need to be filled. 100% required.
How about unique? Do all of them have to be unique?
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
so it's definitely best if they are
hmmmmmmmmm
also sil is silent, so usually it's a shape key that does nothing at all.
I guess it's time to download and learn blender and how to make blendshapes
Oh thank you, I was about to ask that π
great reference: https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/
A complete table of visemes detected by Oculus Lipsync, with reference images.
... didn't that used to have all the reference images? huh.
So this should technically work?
make sure you don't use any of those for anything else either, especially the one in sil.
Anything else, in that, no other Viseme's? Or not even as the base face for my character?>
So I'd need to remove this hand gesture?
anything else
gotya! Thanks
that's an animation, I have no idea what it does, so....
the animation uses the blendshape "Fcl_ALL_Neutral"
vroid converted in unity i see
Yeah don't use that as sil then.
No I think I am going to remove fcl all neutral from the gesture animation and just use it as the SIL
then it should work
blender way you end up with visemes without guessing where Fcl_xxxx goes
, its not hard, if you end up animating any of those assigned to a viseme funny things happen
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
Ye but this is litteraly my seccond day ever in my life doing 3d stuff
oh nice
So I'll first need download Blender and if for my first model I can get away without using blender just yet
That is fine for me
But I am a perfectionist if nothing else so Blender is very much a new tool I will be learning in my near future
Thank's for all the help btw Kazin <3
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
it works!!!!!
yeeeeeeeee!
But it looks like poo because the blendshapes aren't made. Amme just download blender straight away
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.
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.
I think you fix hand offset by adjusting the hand boneβs position/rotation relative to the controller in Unity usually done by editing the avatarβs rig or the hand anchor offsets.
how can I find the hand anchor?
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.
I can recommend someone that can help you with that.
all ears π
careful of scammers, this is a pretty clear sign of one
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
its the bird from zenless zone zero, I'm just not sure how I would rig that in blender so everything would work
Sorry, no idea what that is
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
yep
its possible to make vrchat avatar from blockbench fbx model?
Can you rig and weight paint with that?
i can but i dont need weight bcs parts works like bones
more work and grouping all this sh...
You always need weight to attach mesh parts to bones
i have little progress
its actually can work without bones in blockbench
just more time and work
the individual objects are the bones
yes
How to create blendshapes?
edit your model in a 3D model editor like Blender
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...
Turning on legacy fingers verifies that the muscle settings were applied correctly though
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
Just does not show up
vrchat doesnt use that at all
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)
hmm
Surely there as to be another method? I am finding so many remnents of Spring Bone scripts in VRM 1.0
Amme keep looking
Their website seems to communicate something, i am SO CLOSE to understanding it but I cannot frikking read japanese
https://vrm.dev/en/univrm/springbone/univrm_secondary Yeah no everthing points toward VRM Spring Bone (Script) Still existing and functioning, it just does not for me
converting vrm in unity is 'meh' , do it in blender and then set it up in unity, you wont have a terrible performance avatar
converting?
Welp maybe when I wake up tomorrow someone as some insight for me
That is your advice: convert model in blender (import .vrm, export as .fbx), setup avatar in Unity in the standard methods.
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?
An example of it not moving enough
Can anyone help me rig this model?
exactly what help do you need?
if it doesn't move enough, there's some weight to another bone. I suggest painting with auto-normalization on. Without normalizing, what you see as red might not actually be full weight.
I'm just tryna rig it cause I'm horrible at rigging
There's no weight on any other bone, I've cycled through all of them
it doesn't make sense that it wouldn't move 100% with that bone then.
again, meaningless unless you've normalized weights
Normalizing it breaks it even more lmao
breaks it how? You re-paint after that
Because it erases everything I've painted and reassigns everything to random spots
because you have weight on random spots now
Like the bend goes from what I showed before to only moving the 2 vertices directly under the joint
Yep, that isn't surprising at all, and it's the cause of your not-moving thing
?
If you aren't looking at normalized weights then the color is meaningless
What does "normalizing" actually do?
averages weights so the sum total is 1
Ah so how it works natively with Maya
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.
Worse than .5 cause they will fight for custody
Causing shrinking n stuff
if both are painted to 1 then it'll split them evently
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
but yeah, of course there's gradients involved.
and yeah, Maya defaults to this on. I always enable auto-normalization.
There is an autonormalize checkbox
Like I got more movement by making it and the other joints leading up to it in the finger share custody
as opposed to just that one joint
I know it makes absolutely no sense, but that's why I'm here lmao
Like this is how much it moves now AFTER normalization and being weight painted the same way as I showed before
And it randomly fixed itself..... bruh
Not an option. Used VRoid to make it, which as an incompatible "color"/ "Mesh" / "texture"/ "paint"/ "material" (idk what to call it) for fbx so the model exports completely white
100% an option
you need to create and apply materials in Unity, it doesn't matter that they're white
if you don't have actual texture files you can export them from the .vrm in blender
unity materials are entirely independent
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?
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?
FYI you don't need to switch to pose mode, just rotate the bone in weight paint mode, that's how you can see how much painting you need.
here though you definitely have some weight in that spot. Remember that you might not be able to see it by color alone, and the colors are misleading unless normalized.
oh - also remember that the weight might be on a child bone of the one you're moving around
Omg. It was randomly put onto a finger bone from automatic weights. Thanks!
yup π
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?
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
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 
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
Also you can set angle limits with phys bones
a .vrm gets you nothing for vrchat except a rigged model
when i trying atach model to bones i see error
Bone Heat Weighting: failed to find solution for one or more bones
auto weighting rarely works well
is the way only to attach but not autoweight?
its buggy actually
i hate this
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
im really tired of this so goodnight
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?
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.
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...
How do I... are there tutorials to help me know where to begin doing that?
is that a question
sure, start with a basic "learn blender" one
id use a tilesheet then a fake eyebone and contacts
other ways thats bit easier , my first attempt at one 
My friend attempted something or other to the feedback you gave, and I wonder if you wanna take a look at this version:
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.
I mean like, you gave it a go-around the first time, no?
no? I glanced at your images, that's all.
Ah
Well, if you wish to discuss payments in regards to overlooking and maybe optimizing/rigging the model, I'm game.
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
explain what "this" you are talking about here?
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
right pictures show it but without some reference we don't know what to look at in the pictures.
So thanks, that helps.
my first guess is bone roll is not 0 for all of those bones
You dont actually have to force tpose
Truebut without forcing it, it says its out of T-Pose
And?
Just double checked this on the legs and feet, hips, chest and spine but all are 0
ah good