#avatar-rigging

1 messages · Page 24 of 1

balmy delta
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Tpose isnt required its just recommended

plush badger
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If its not in T-Pose you can't upload, no?

balmy delta
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No?

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Its not an error

plush badger
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Or use the sitting and alkl the other playable layers

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Oh, nvm then

balmy delta
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Generally you want to be in what is mostly a tpose

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Some bones like finger tips can not be in tpose and generally are fine

plush badger
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Soooo the problem was because of a previous enforce T-Pose causing the weird hips/legs thing. Resetting the pose and manually adjusting the fingers to the T-Pose fixed it all ^^

pale pumice
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yup

heady fable
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Heyya sorry to bother y'all again. I'm trying to get my avatar rigged and Unity insists it needs a "human bone named Head" but.... I have one? And it's capitalized properly? I'm hearing that there's a specific series of names it looks for in the armature hierarchy but I can't seem to find the actual requirements. Any ideas?

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Wait ignore me, it'd help if I actually read the pins

pale pumice
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In the rigging setup, you can drag the correct bone into the slot, if it doesn't figure it out on its own.

vapid kelp
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I need help with my friend to rig this giant model in blender

pale pumice
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what help do you need?

vapid kelp
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Rigging the model

icy horizon
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putting this in here too because it fits. Im trying to attach a long dress to a model but im not sure how to make it have physbones like a regular dress or even how to attach it to the main avatar because of all the extra bones. any help appriciated

modest granite
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Should that green cilinder be positioned differently?

cerulean silo
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I'm trying to rig a chain that can be pinned on both ends, but still has dynamics inbetween. How would I rig this? I tried going along the chain and then use a pin bone at the end, but that didn't work

pale pumice
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You can't really do this with physbones

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often the way to fake it is to have one physbone hanging down from some center point, like if doing a necklace, hang it from the neck in the middle. doesn't work in a lot of cases though.

tawdry palm
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can anyone help me make a simple rig for a humanoid avatar?

pale pumice
tawdry palm
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well I have no idea how to use the blender bone editor

pale pumice
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oh, probably start with some tutorials then

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you can move/rotate/scale/etc. stuff there the same way as everything else in blender

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'e' to "extrude" a new bone from the selected bone's tail

tawdry palm
pale pumice
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same answer then: tutorials

tawdry palm
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free video tootorals...

pale pumice
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sure

tawdry palm
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also how would I go about it if the character is in an A-pose rather than a T-pose

pale pumice
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doesn't really matter

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rig it in a-pose, convert if you really want to, or just deal

tawdry palm
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I see

reef snow
pale pumice
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what are they for?

plush badger
# reef snow

If this is in Unity it might be that you exported an FBX on top of another existing fbx whos original export settings had something different to yours in the catagory of "All local", "FBX Units Scale" something else I can't remember or "FBX All". I get that issue often when doing that. Try a different one of those export settings to see if it fixes it

pale pumice
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FBX All is ideal

plush badger
pale pumice
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only use something else if you know the project used something else before and you don't want to fix it to match the standard everyone else uses 🙂

reef snow
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I’ll give it a shot later

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With the models I were given, i was told I’d have to fix each bone from beginning to end

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And I do not know how to do that.

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So I either have to hire someone or watch a long tutorial

plush badger
plush badger
reef snow
plush badger
reef snow
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thank you so much!!
i'll try this out today

timid dove
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damn

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i really drawed left weights on right arm

reef snow
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Im going to use this

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it will definitely take some time

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due to the over complication of the bones

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its weird, the arms are located at the feet?

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but they string onto the arms

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i miiight have to request some assistance on this too

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this is a great tutorial!

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oh my god

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please keep this up on YT

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i see that all the bones link to this one.

plush badger
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Wait check to see if all the names of these bones end in "_end"

pale pumice
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because those are "leaf bones" - old stuff sometimes needed them. we don't generally for unity.

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oh - I misread that, you know what those are 🙂

pale pumice
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this is rig is WAY overcomplicated for vrchat, and the hierarchy is all wrong. You might want to consider starting from scratch

reef snow
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ah, yeah someone who uses these models told me to try fixing most of them

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by hand

pale pumice
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sure, it could be done

reef snow
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I’m not so sure how..

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Sigh

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this will take a while but

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I’ll learn so i don’t have this problem again in the future

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i seen it more

timid dove
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any ideas?

pale pumice
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about what? can you give us some context?

timid dove
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ohh

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nevemind i maked wrong key shape

astral creek
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Don't know if this is the incorrect channel to ask, lemme know if it is: Has anyone had experience porting MMD to VRC? I'm very new to it, especially with the Cats Plugin, and would like some help if at all possible 😄, again lemme now if this is the wrong place to ask, just joined the discord today. Ty.

pale pumice
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#avatar-help unless it's specifically about rigging, but yeah, this is a topic that comes up frequently

astral creek
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Ty ty Kazin.

heady fable
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Heyya, got an odd one. I'm trying to create an avatar in unity but the humanoid animation type is complaining about bone X not being an ancestor of bone Y. The issue is that bone X doesn't exist anymore and bone Y has since been parented to something else. Is there some other bit in blender that's storing this old information?

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Vertex Groups have been edited too

pale pumice
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nope, but it may be that you have to "refresh" that by switching to generic and applying, then back to humanoid and trying the setup again

heady fable
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that's all it was.... this is so stupid

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I've been pulling my hair out for 2 days trying to figure this out cause it did that error every time, and all it took was "humanoid - generic - humanoid"

pale pumice
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yeah you'll get used to the silly quirks 🙂

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(there are so many)

heady fable
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Well I appreciate the help Kazin, thanks for saving me another several days of frustration

pale pumice
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no problem!

sharp fable
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Anyone know how I would make the smaller hand control the larger one?

pale pumice
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Rotation constraints! One per bone, source = small hand's same bone

sharp fable
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would I do that in unity or blender?

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I know unity has them but I havent messed with it inside of blender

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unity seems to be how its done in the prefab though, now that im looking at it

pale pumice
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Unity, blender constraints don't translate to unity

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you can also do it in Blender if you really want

sharp fable
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nah ill take the easy way out lol

pale pumice
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yeah I do a bunch of rotation constraints in blender to drive body shaping bones the same as I do in unity, but this one I definitely wouldn't bother with

reef snow
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fixed my issue from the other day.

But everytime i export it,the root bone connects all of the other bones

pale pumice
reef snow
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the first one, right?

pale pumice
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the one that says "humanoid rig"

reef snow
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i see. So its implying i make everything above the specific bone the parent of the last bone?

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like the bottom bone will be the bottom child, the middle is the parent but the child to the one above?

pale pumice
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you can't tell anything about parenting from this ^ view, you should be looking in the hierarchy in the outliner

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also is that your root bone pointing down? that should point up

reef snow
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nah thats not the root bone i dont think

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i flipped the bone anyway and ive been changing the hierarchy

pale pumice
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getting there

reef snow
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shoulders, and top legs dont need to be parented to the chest/waist?

pale pumice
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yes

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using Unity's standard naming, it should be:
hips -> spine -> chest -> upper chest (optional) -> neck -> head
and the shoulders are direct children of the higher of chest or upper chest

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legs are direct children of hips

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that "hips" bone is generally the root bone

reef snow
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ahhh i see

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for the hands

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should i connect these bones?

pale pumice
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I think none of this needs to be actually "connected' if you don't want it to

reef snow
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alright

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i have a tone of extra bones for physics (hair and skirt)

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should i make the parent to those, the waist and head?

pale pumice
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hair should probably be a child of the head, yeah

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skirt, it depends on how it's built - probably here hips is good, but skirts are hard to get right

reef snow
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alright.

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im gonna child eyes to the head too

pale pumice
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yep. Eye bones should be perfectly vertical, with the head at the exact center of rotation, and 0 bone roll.

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actually all of the humanoid bones should probably have 0 bone roll

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fingers/toes can be whatever works, that skirt I usually have the roll oriented around the center point

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it looks like those are probably already set

reef snow
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cuz alot of these have a role of 90

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or negative 90

pale pumice
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yep, humanoid bones shouldn't

reef snow
pale pumice
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no - as I said, do whatever works for those

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the thumb in particular often has roll to get it to pivot right

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toes on furries sometimes do too

reef snow
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i see

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i got my eye bones vertical

pale pumice
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nice

reef snow
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this is my hierarchy

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one sec

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i removed the head from the child of the neck

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i just wanna make sure its fine this way

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before i try making the avi again

pale pumice
reef snow
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Ahhh i see it. Chest should be the child of the neck which is the child of the head

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apologies

pale pumice
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no

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neck is a child of chest

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in what I said: this is a parent -> this is a child

reef snow
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ohh mb

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i fixed it

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alrighty

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so, the arms dont need a parent?

pale pumice
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I said that too

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in that same message.

reef snow
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juuuust double checking

balmy delta
reef snow
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the bones rip apart the mesh 💔 but its fixed

upbeat zephyr
limpid bridge
upbeat zephyr
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that's what it looks like in this avatar, not sure what it being done correctly looks like

robust crescent
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if the station uses 'seated off' to set avatar tracking control - it will break you no matter the sitting controller ratl but it will also force any avatar to behave properly if they still using the default for sitting

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one of my things uses that to force people tracking when sat on

upbeat zephyr
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i'm not messing with the chair, i'm messing with the way the avatar acts when getting up from a seat. It PC walks when getting up from any seat

robust crescent
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leaving it default should be fine unless you have a seated setting somewhere else in other controllers doing thing

upbeat zephyr
upbeat zephyr
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i should stop yapping and try it ill be back

upbeat zephyr
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yea didn't work

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what's strange is landing from a fall restores my tracking, but copy pasting the restore tracking from the falling animation doesnt work

robust crescent
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not grounded+velocity sets tracking control and back to grounded it reset it to default ( jumpandfall in locomotion )

upbeat zephyr
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i did it

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'twas that simple

fathom violet
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How does everyone here set up their twist/rotation constraint bones for elbows/wrists nowadays? I know how to add bones and weight in blender, and i know how to set up constraints in unity. however, I'm concerned i'm both (a) im riggign the bones in the wrong spot (b) im not setting up the vrc rotation constraint values properly.

pale pumice
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I use the Tuxedo blender plugin to make them in Blender, then in VRChat, restrict the rotation to the one axis it needs to be (depends on the bone), and usually about 50% power

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and the rotation source is usually the next bone down

fathom violet
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I have set my rotation constraints up before in unity with only the Y axis affected, but I'm more concerned about where the bones need to be placed and how the weighting looks.

pale pumice
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yeah I think it's Y

fathom violet
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old tutorials do it in too many different ways. some just simply duplicate the bone, some subdivide and weight those and remove the original weight, etc etc

fathom violet
pale pumice
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by weighting do you mean weight paint?

fathom violet
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yes.

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I am having a blender issue

pale pumice
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yeah I use Tuxedo to generate them, it does a great job of it

fathom violet
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link, if u dont mind?

pale pumice
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search for "tuxedo blender plugin" - I don't have it bookmarked

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it's made by Feilen

fathom violet
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does this work on 2.93? i dont see anything saying what versions it supports

pale pumice
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I'm not sure why one would be using 2.93 nowadays

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I wouldn't expect it would support that anymore.

fathom violet
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i use 2.93 because when CATS/Robust came out for 4.1/4.2 it was extremely buggy and broke all my models

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so ive kinda just stuck with it

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🤷‍♂️

pale pumice
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those work on modern blenders now, but also you don't need cats.

fathom violet
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im used to doing everything manually is all

rustic cypress
arctic sundial
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Maybe an accidentally duplicated quad? Is it part of a different object maybe?

rustic cypress
pale pumice
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Do you have auto-normalize on?

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or maybe "restrict"?

rustic cypress
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This also may be important to mention, even though this middle section is weightpainted, it wont move with the bone.

pale pumice
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restrict will only paint on vertices already in the selected group

arctic sundial
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Try a different blender version, preferably an lts one

rustic cypress
arctic sundial
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Why down?

pale pumice
south locust
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I dont know why in the avatar descriptor, it say that my avatar is not humanoid. But I properly setup my bones...

raven oar
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huh\

jagged swan
south locust
austere root
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does anyone know how to rig a roblox model?

balmy delta
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thats pretty vague considering how unique roblox avatars can be

austere root
balmy delta
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again

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roblox avatars are very unique

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rthro? r6? r15?

austere root
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r6

balmy delta
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depends on how you want the limbs to move

austere root
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there's a 1x1x1x1 by max12:) and i want to know how to rig the body like that 1x1x1x1

balmy delta
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not everyone is going to know what avatar you are talking about

austere root
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one sec

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this 1x1x1x1

balmy delta
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that doesnt tell me much on how the limbs move

austere root
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i'll have to record it once i'm done streaming on twitch

balmy delta
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you can just link the public avatar here

austere root
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true

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1 sec

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here

balmy delta
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thats just weight painting the entire limb to a bone
like feet to feet (or knee)
and arms to the hands

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torso I cant exactly tell which bone but its probably like spine

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when it comes to humanoid rigs you have to follow the bone requirements

austere root
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ok

balmy delta
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hip > spine > chest > neck (and shoulders) > head
shoulder > arm > elbow > hand
leg > knee > foot

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the names arent a requirement just the layout is

austere root
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ok ty

upper yoke
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If y'all were rigging this for FBT, where would you put the spine bones?

balmy delta
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You have the list of bones for a humanoid rig

upper yoke
mossy slate
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can somone help me allign the armour with the model t pose

pale pumice
mossy slate
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Yeah idk how to do that

sacred python
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Having issues with digitigrade leg rigging. I need the tech god furries help here...

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Weighting just aint workin

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But I feel like everything is weighted correctly

pale pumice
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ahh this is a fun problem. I'm arguing with one right now, it's almost right, but still not.

graceful wharf
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Yeah I believe that may be a bind pose issue. I've had this problem creep up once when I was working in Maya because the transforms on the mesh I transferred the weights to wasn't applied or frozen or when I initially parented the rig to the mesh the mesh had transform values. However, with Blender you can just pose a character however you want and apply the bind pose but in Maya at the time there was no way of doing it. So I basically duplicated the mesh at its rigging pose, stripped it of all of its transforms and modifiers (In Maya it is called History) , and then transferred the weights by vertex ID to vertex ID (In Maya one-to-one copy weights) and it did the trick.

sacred python
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I’ll try that

graceful wharf
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Yeah lol rigging has always been so finicky XD Best of luck

upper yoke
pale pumice
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Also remember that only the top 4 of those will be used in VRChat

finite sundial
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Anyone know why my avatars arms go forwards when i have my hands straight down at my sides?

pale pumice
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first guess: bone roll is not 0 for those humanoid bones

finite sundial
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Ah ok thanks!

sacred python
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Rigged like Plantigrade legs

upper yoke
pale pumice
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that's ok - you the human have plantigrade legs, you use rotation constraints to fake digitgrade.

abstract spear
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help puttig gocoloco on my avatar

pale pumice
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not a rigging question, but I see you're already getting help elsewhere

long crane
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In desperate need of help

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ill pay someone to fix it i just need it done

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i have 0 idea how to rig

balmy delta
long crane
balmy delta
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Mmmmmmmmmm

long crane
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its fine in blender but when put into unity it folds

balmy delta
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Can you send a link

long crane
balmy delta
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Why dms?

long crane
pale pumice
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it's literally what the channel is for

pale pumice
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and if you do it here, perhaps we can all learn along with you

long crane
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oh im js doing this for a friend

pale pumice
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ooh that's going to be fun (i.e. hard) to rig for vrchat

balmy delta
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Ah a ripped model

pale pumice
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oh

long crane
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yeah its from a game or smth

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is that bad?

balmy delta
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Ripping is bad

long crane
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i mean i get ripping from other people

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but games?

balmy delta
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Ripping is ripping

long crane
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I don't know, most avatars on vrc are from games, plus companies don't lose anything

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anyways not the place, thanks for trying to help!

slow birch
rustic cypress
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I know I am able to transfer weights from one mesh to another. But am I able to do that with one specific bone's weights?
Ex: I want to transfer ONLY the chest weightpainting from one mesh to another

arctic sundial
rustic cypress
arctic sundial
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Wdym what setting? The plugin interface is so short...

crimson latch
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I'm curious, how could you rig texture expressions? As in eyes drawn open, drawn closed, drawn angry... and then switching them around?

arctic sundial
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Blendshapes that move painted planes around or 100% texture animation using UV tiling.

I've seen people not weight paint option one at all, fully as per usual, or even set up rotation constraints in unity with a third bone just in order to fill humanoid rig requirements. So really there's no one way. Your options depend on how you set them up and what style you want

rapid mauve
# slow birch

Symmetry tools in Blender don't automatically copy vertex groups in one click, but you can easily mirror or transfer weights using the dedicated "Mirror Vertex Group" function in the Vertex Group panel

untold wyvern
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Having trouble rigging my genesis 9 model for vrchat when put into blender the bones look strange

untold wyvern
untold wyvern
pale pumice
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really awful pic, you should screenshot instead of photo.
But I think it's visible enough - looks like a game rip rig, where all the bone tails are not pinned to their direct children's head. It's not too bad to fix.

untold wyvern
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Yeah the child thing right when in unity it keeps saying that it’s not connnectrd to a child or somthing but I’m new at this stuff and don’t know what I’m doing XD

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Sorry did the bad pic I use a rog ally and don’t know how to screen shot

pale pumice
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I don't do windows, but isn't it something as basic as win+S or win+shift+S?

untold wyvern
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I wouldn’t know lol

pale pumice
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re: unity saying some error - you'd need to paste the actual error message in here or we can't really help with it

untold wyvern
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Ok!

pale pumice
# untold wyvern

Humanoid bone names must be unique on the avatar, so the other thing you have named 'hip' should be renamed

untold wyvern
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Ok that simple? Awsome thanks

pale pumice
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for that issue, yeah

untold wyvern
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Oh lol

pale pumice
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what that other thing is... dunno

untold wyvern
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Awe well thanks anyway

untold wyvern
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Ok so I put in a new rig but it won’t attach

pale pumice
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explain what it is you did here and what you expected

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I have no idea what "attaching" a rig is

untold wyvern
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Nvm I fixed it

untold wyvern
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Alright so one last issue lol the hands are rigged weird

spiral bay
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Can anyone here do a spider leg animation for an avatar? (It's fully rigged and everything, I just can't animate it)

pale pumice
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if you want to commission someone, head over to the VRC Traders discord, link is in #1204490664637890580

spiral bay
pale pumice
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oh. well good luck then

finite forge
golden carbon
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Just started rigging in blender, am I missing anything important?

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side view:

pale pumice
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See the pinned image for the "ideal" humanoid avatar for VRChat. Note though that the upper chest bone is optional

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you do not want those angled hip bones

narrow pivot
pale pumice
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So the pinned image is the ideal vrchat rig. Spien goes hips -> spine -> chest -> upper chest (optional) -> neck -> head

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if yours is not in that order, you'll need to rework it for vrchat

narrow pivot
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guuuuuuhhh

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it's not laid out like that at all,

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unfortunately

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mostly posing for this lil dude

pale pumice
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welp it needs to be if you want vrchat to think it's humanoid

narrow pivot
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which means i need to rerig it, weight paint it, and try again

pale pumice
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that image isn't great but it looks like you have a full IK rig, most of that won't be used.

narrow pivot
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i am gonna die 😭

pale pumice
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probably not re-weight paint

narrow pivot
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yeah it's a full IK rig, used for artwork & stuff for a game

pale pumice
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you won't use that for vrchat

narrow pivot
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yeahh i am finding that out the hard way :P

pale pumice
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but probably the main bones are close

narrow pivot
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maybe! I can retry, last time i tried rerigging it i uh

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well

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i'll show you what happened.

pale pumice
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not sure what you're showing me other than vrchat's IK is not working, probably because it's not humanoid?

narrow pivot
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i set it to humanoid, and i rigged it myself, and did such a poor job it just doesn't do anything but jitter 😭

pale pumice
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is it weight painted?

narrow pivot
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Honestly? no real clue, this is a public resource from a game I play, and the person who released it uses it for VFX work / game artwork, I've never properly messed with a rig like this before

pale pumice
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ok

narrow pivot
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kind of just jumped into this hoping it would be an easy process, and immediately found out that it was not,

pale pumice
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well no idea what to suggest because I have no idea what state it's in

narrow pivot
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I have the whole ass .blend file though,

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i uh

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would assume this means no,

pale pumice
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no what?

narrow pivot
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not weight painted ^

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usually weight painting looks a bit like a heatmap, i've at least messed with it a tiny bit in blender, but i typically do inanimate objects, so i've never really had the need to look too far into it,

pale pumice
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that doesn't mean anything if you haven't selected a bone with weights

narrow pivot
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word!

narrow pivot
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cause when selecting anything, nothing but blue appears,

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so i am assuming it's not weight painted

pale pumice
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if you're in weight paint mode the right way

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if you go into pose mode and mesh moves with bones, it's weight painted somehow

narrow pivot
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so i guess it is?

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everything all moves w the rig

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I am just extremely new to rigging & weight painting and everything in general, and it's just been kind of a large learning curve i guess, so sorry if im asking dumb questions

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mostly due to me quite literally having no idea what im doing, at least in the rigging & avatar department

pale pumice
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so it's weight painted

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good

narrow pivot
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I guess it's mostly just this uh

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mess of whatever the fuck this is

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that's bothering me the most right now

pale pumice
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yeah - full IK rig that you don't need, that'll be fun to fix

narrow pivot
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sigh ;-;

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i kinda just uh

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decided to remove everything from the right

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so i can restart

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because it has all the bones i need, i think

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i just gotta figure out wtf im doing 😭

peak cradle
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moth man

narrow pivot
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no idea which one to label spine, and which one to label chest, etc etc

peak cradle
pale pumice
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the spine hierarchy goes, from the first bone in the armature: hips -> spine -> chest -> upper chest (optional) -> neck -> head

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shoulders come from the higher of chest or upper chest.
See the diagram pinned for detail

narrow pivot
#

word

#

i was just gonna do this but

#

that makes sense ty

#

@pale pumice sorry to be taking up so much of your time but uhm..

#

what does this mean? it's what stopped me earlier too

#

do i have to parent all of them in blender?

#

they are all kind of in their own lil group

pale pumice
#

So I've said this a few times: #avatar-rigging message
the reason I have is that these should be not just in this order but each should be a direct child of its parent.

narrow pivot
#

dying inside

#

uhm

#

would just eh

#

dragging and dropping them into the proper order

#

fix it..?

#

or would that break it 😭

#

i'm renaming them in blende rrn to make my life easier,

pale pumice
#

Yes

narrow pivot
#

awesome, cool

pale pumice
#

you can drag/drop whatever into the rig setup. Unity guesses and is often wrong if your armature is complex

narrow pivot
limpid bridge
narrow pivot
#

a friend of mine suggested CATS, but it seems like the boen structure is so fucked on this model that cats just didn't even know what to make of it, and parented a single bone

#

I am thinking of just trying to rerig it and hoping i can somehow make it all work, cause god damn is this hurting my chuddian brain

pale pumice
#

many of those bones you don't need for vrchat

pale pumice
#

@wind glacier you don't care about the Rear.* bones, but otherwise this'll do

wind glacier
#

"i understand"

pale pumice
#

(the rear ones help with deforming the rear when the legs rotate - in this case they're rotation constrained at 25% to the upper leg bones)

wind glacier
#

should be good now i've re parent everything by hand

pale pumice
#

That looks perfect

#

while you're here though, make sure the bone roll for all the main humanoid bones is 0. fingers/toes do whatever.

#

And eye bones should be perfectly vertical, with the head at the center of rotation, 0 roll.

wind glacier
#

do i have to weight paint for the hips ?

#

it looks fine for other bone but not for the hips

pale pumice
#

All mesh needs some sort of weight paint

#

but I believe anything with none will just default to the root bone anyway.

wind glacier
#

is it to much red for a hips weight paint ? ( i'm so bad at drawing x) )

pale pumice
#

doesn't matter what color it is if it moves how you want it to move.

#

but I do strongly suggest painting with X mirroring on

#

(also auto-normalize)

fallen iron
#

So im specifically weigh painting certain parts of my mesh using the vertex groups, but I dont have the ankle and toe bones showing in it?

pale pumice
#

probably no weight yet, blender will auto-add them if you start adding weight for one of those bones

wind glacier
#

is it better to remove the hair bone and parent everything to the head directly or i keep it like that ?

#

because the head bone and the hair bone are almost the same

fallen iron
#

I dont know if just weight painting will do the trick

pale pumice
#

I have no idea what you think "move properly" means. So... maybe?

pale pumice
fallen iron
#

Maybe i need to have it rigged with ik according to the leg? idk anything about rigging lmao

pale pumice
#

"smooth" 🙂
This looks like a tube, so if you don't want the tube to deform then any given loop around it should have exactly the same weight paint so the vertices move in unison

fallen iron
pale pumice
#

you can tab over to mesh edit mode, select the ring, tab back, turn on the paint masking (upper left corner) and paint the selected parts the same value, or in the weights menu you can use 'set weight' to make them a specific value.

pale pumice
#

as each other

#

whichever value you have your paintbrush set to

fallen iron
#

Wait you mean the leg right?

pale pumice
#

I thought we were talking about that tube

fallen iron
#

Yeah Im just confused asf rn sorry

#

So this is what I have for the leg bone

#

And the hip bone I have is this

#

Thats with the leg bent backwards

#

I dont know if I need more bones or something because it only deforms in one area no matter what I change the two bones to?

#

This is with the leg forward bent

pale pumice
#

I don't see why you'd need more bones

#

well... you could certainly, like if you want a physbone or something

fallen iron
#

Hm

#

Yeah idk

#

I just dont want it to contort so much

#

Idk if i can do that though

#

With this setup

#

Wait i think im evolving

#

Im making it a bit better

spiral bay
#

And then the heirarchy

pale pumice
#

If you have this in Blender that would be better for the diagram.

spiral bay
pale pumice
#

ok

spiral bay
#

That's a bit of the heirarchy

balmy delta
#

was this ripped from a game or something

spiral bay
#

Basically

misty gyro
#

Yeah it doesn't look right

spiral bay
#

Straight from fortnite

pale pumice
#

oof this is gonna be a problem

balmy delta
#

thats definitely not a vrchat rig

spiral bay
misty gyro
#

Your rig is set up for unreal engine not unity

spiral bay
misty gyro
#

Blender is free

pale pumice
#

money can be exchanged for goods and services

spiral bay
spiral bay
#

Plus, my ass is beyond broke

misty gyro
#

And you don't necessarily have to re-rig it entirely

spiral bay
#

I would use an auto-rigger but it kind of messes up the textures

misty gyro
#

You might be able to force unity into making it humanoid in the import settings by skipping out on some of the bones you don't need

#

An auto rigger doesn't touch the textures

spiral bay
misty gyro
spiral bay
#

Fair enough

wind glacier
#

just to be sure, this is the root bone ?

pale pumice
#

I see no bone there.

wind glacier
#

i mean the "------" pointing to the feet

pale pumice
#

no that's a relationship line

#

it points from an object's origin to its parent's origin

#

which suggests to me that you should apply transfoms on that object that doesn't have its origin at the world origin

brazen island
#

its fine to have anything but armature origin to be not at 0 0 0

pale pumice
#

Yep, probably.

short bluff
#

I have a question since nor ai or google knows,
while resizing my armatures arms with CATS pluggin I accidentally made the left lower arm shorter than the right lower arm and saved it as rest pose and closed the project, now the left arm is shorter
I don't see how to make the left lower arm copy the size of the right lower arm, ai said to copy the scale of the right arm but both are at 1,1,1 scale lul

#

I mean my right arm is shorter

pale pumice
#

you can compare the head and tail positions

short bluff
#

mmm so that's still manually checking they match

#

right

pale pumice
#

Yeah that's what I'd do

short bluff
#

I will guess it and resize one side and check

pale pumice
#

probably just copy the X value from one and paste it into the other, inverted.

short bluff
#

it's ok it its a lil missmatched

#

okay off by 0.0002 thanks that works xp

pale pumice
#

that's totally close enough 🙂

sturdy yoke
#

Does anyone make avis

pale pumice
#

Lots of people here do, why?

sturdy yoke
#

My files shut down and I can't make any more and I can't make any aivs and I have not got anybody to make me an aivs in 6 months

pale pumice
#

oh - you probably want to head over to the VRC Traders discord if you want to commission someone, you'll just get scammers DMing you here.
Link is in #1204490664637890580

sturdy yoke
#

And my PC is broken

#

Do you make any

pale pumice
#

Sure, but read what I said.

sturdy yoke
#

Ok thanks

sharp fable
#

should I add an extra ankle bone here or should this work fine in game?

pale pumice
#

you only need that one

languid root
#

working on yet another avatar, how does the rig look so far (aside from the waist part which i cannot do anything about other than just keep it in rofl)

#

also it should look familiar if you played roblox before

pale pumice
#

that inverted root bone is wrong, point that up. You don't need the sideways hip bones. And the spine count is wrong - it should go: hips -> spine -> chest -> upper chest (optional) -> neck -> head. And the shoulders should come from the higher of chest or upper chest.
Great start though, and easy fixes.

languid root
#

this better?

pale pumice
#

I can't make out the spine detail

terse pilot
#

Any insight about why this is happening with those 3 extra geometry on the head? The vertex of those pieces are not directly connected with the face mesh, but everything is one single object. I tried merging the vertex with the ones from the face but something similar keeps happening

torpid edge
#

When I just created from meta rig, but it's looks like this

#

and then result avatar validation failed

#

on vrchat sdk

languid root
#

currently remaking the rig

#

kept having problems with unity so i am remaking the rig rofl

wooden niche
#

hey guys, for my avatars spines and chest bones, are they okay like this or are they supposed to be straighter? planning on trying fbt soon and wondering if it will affect it or not

wooden niche
terse pilot
#

You can manually set the chest bone if Unity doesn't pick it up. Same with any other bone

#

This looks good to me

wooden niche
#

ty for the help:)

spiral bay
#

Anyone know how I'd rig a wendigo? (Only the legs, since they have that second knee or smth)

dense sky
#

like a digitigrade leg kind of thing?

#

cos you can just treat the ankle as part of the humanoid rig's lower leg

#

mines kinda messed up but for example

#

theres a much more complicated setup you can do so it deforms better, but most people arent bothered about that

daring ruin
#

i do have the set up for those kinds of legs

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found it on yt

dense sky
#

yeah thats the one i was talking about

unborn nebula
#

hello im trying to do a small rotation constraint on my robot avatar and for some reason the bone is rotating strangely. the wierd thing sticking out is suposed to rotate with the wrist only on the y axis making the arm rotate when the wrist rotates, but its rotating on its own.

pallid jay
#

ok im going to do my best to describe what im wanting to do: its basically to like prevent clipping. if a bone (black line) isnt in the way, red line doesnt move, but if it moves where itd intersect, it moves out of the way

#

if that makes any sense. how would i go about doing this, colliders? rotation constraints?

#

both?

light tendon
#

do you guys have a defalt body

#

for download

daring abyss
#

IF anyone can help I need help figuring out an solution to rigging this necklace bit, mainly with have the bottem connect to both of the bones beside each other. I know that isnt possible but i just need a solution so the whole thing can connect. its just breaks like this and doesnt really loop like i would like for a necklace

pale pumice
#

You can't connect those bones in a useful way, unfortunately. What I usually do for these is mostly stick it to the chest bone, but use a center bone chain for it to move around a little. Not great, but it's about all we can really do.

rare moon
rare moon
#

if it's parented to the bone with the collider, you can just use angle limits

ionic vault
#

Does anybody have a tip for me on how to rig the coat? Never done long loose clothing before and don't know how to start.

pale pumice
#

Look up a tutorial on how to do skirts. I'd probably rig that with one bone chain on each of the open edges, and maybe 2-3 in the back. Weight paint it to the torso, then let it loose on the bone chains roughly from the waist down. Use physbone limiters so it doesn't go crazy. And good luck, this is one of the harder things to do.

terse pilot
prisma crown
#

Any clue why it failed merging the extra ears of the nardoragon in blender?

#

The ears at the top work fine, but the bottom (extra ears) have issues

#

-# I am aware i have to re-parent the bones and delete an extra headbone, as well as rename, them as they have the same name as the original ear bones

#

rotating the imported ears itself works, so the original fbx is not broken

#

there must be something i am missing

pale pumice
#

what does "failed merging" mean though?

prisma crown
#

I managed to merge "everything™" but something aint right

#

the bones do not move the mesh as they should

#

see image 2, and 3

pale pumice
#

that's a matter of weight paint though. It could be if you merged one armature into another, the new bones got renamed. Or your armature modifiers are now pointing at an invalid armature

prisma crown
#

Asking for a friend, what are armature modifiers?

pale pumice
#

blender modifier that ties a mesh object to an armature. required if you want the mesh to deform with movement of that armature

prisma crown
#

-# Renamed bones without the shape keys detached them, making the ear not move with the bone, that i noticed and therefor renamed the bones before merging

prisma crown
#

guessing it is that

pale pumice
#

merge what with the body mesh?

#

you can only merge objects of the same type

prisma crown
#

This is what i did:

pale pumice
#

I'm not really sure what you're doing there

#

nor why you're transferring weights?

#

yeah I can't really follow that without knowing what you're clicking. Feel free to explain in text.

prisma crown
#

I am joining the bones first

#

then i am moving the meshes

#

i also removed the extra headbone that i imported and that got autorenamed, and parented the ears to the right head bone

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and then i transfered weights

pale pumice
#

ok well when you move the mesh object you also have to update its armature modifier

prisma crown
#

Sorry if i am asking, new to this

#

-# ping on reply, ty

fallen sequoia
#

Im having difficulties making a rigg for a roblox model, I am willing to take any requests that would like to help build me an armature on Blender

fiery fable
fiery fable
fallen sequoia
#

Hi! I am using a R6

fiery fable
#

Are you using the default Roblox R6 mesh or a custom one

fiery fable
fallen sequoia
fiery fable
#

If you want, I can walk you through it or I can help you set it up cleanly so it exports correctly back to Roblox

fallen sequoia
#

That would be soo great

fiery fable
#

Awesome 🙌
It’ll be a lot easier if I can look at the file directly
Want to move this to DMs so you can send the OBJ and I’ll check the armature setup?

fallen sequoia
#

Sure

astral path
#

🤣

gilded badge
#

I need someone's help rigging/helping me rig my model

pale pumice
#

this is the place

fiery fable
gilded badge
pale pumice
#

Did you want help or want someone to do it for you?

rotund zodiac
#

I need help with rigging my model since i have no idea what i'm doing

pale pumice
#

okay, what do you have so far?

rotund zodiac
#

I have the Hips, Spine, chest, neck and head

pale pumice
#

excellent. Now do arms

#

(they come off the chest)

rotund zodiac
#

Do they need to be attached or separate to the chest?

pale pumice
#

they need to be children of the chest, but none of the bones need to actually be attached to its parent.

rotund zodiac
#

Are these arms good?

pale pumice
#

you'll need hand/wrists too, to be humanoid, but you've got the rest right

#

There's an ideal diagram pinned in this channel, good for reference. Even if it has an upper chest

rotund zodiac
#

I finally got everything

rotund zodiac
#

How do i make the model move with the bones?

pale pumice
#

weight painting

rotund zodiac
#

How do i do that?

pale pumice
#

look up a video tutorial, it'll be easier

winged ember
#

What is the standard technique for preventing thigh/pant clipping when the thigh is raised (e.g., sitting with knees up)? I’ve tried helper bones and weight painting, but it still clips after ~70° (would like it to work up to 110°). I know corrective blend shapes but there seems to be no way to automatically trigger that based on bone rotation. Maybe physbone collision can help but I'm afraid of overcomplexing things

dense sky
#

dont you just have a blendshape that makes the entire leg super skinny when the pants are toggled on

#

why does it have to be triggered by bone rotation

winged ember
#

Using this model (lucy from ZZZ) as example, when the leg is raised the thigh intersects with the belt. Typical idea is probably to use a corrective blendshape to also raise the pant and belt in this position but that doesn't seem possible in VRChat

pale pumice
#

it's possible, one way is to use contacts to detect when to do that

dense sky
#

ohhh i seee

winged ember
#

Thank you! I just looked up what contacts is, it looks like I need to put a contact receiver on hip bone and contact sender on thigh bone, then use proximity to drive the playable layer in some way to change the mesh

pale pumice
#

yep, that's how I'd do that

languid root
#

currently trying to rig ultrakill's revamped something wicked, i havent seen any avatars of the revamped one yet but that will be put to a stop soon enough

#

also my first actual humanoid rig

languid root
#

the weights somehow dont apply to the mesh, idk whats going on with it

#

rigging is the hardest part of setting up a vrchat avatar

#

tbh

#

what the error says

#

nvm found a solution

#

im also going to be migrating to unity 2022 this time, 2019 isnt really doing the trick all too well

languid root
#

-_-

#

let me just make the avatar already 😭

#

the bone is already there i dont know whats going on

arctic sundial
#

Show us that it's there

pale pumice
#

Also show the armature in the hierarchy, from the root down to the head bone, with shoulders shown and everything else collasped.

languid root
#

here, the hand bones speak for themselves so i dont need to list them off

pale pumice
languid root
#

there's no configure button anywhere here

#

if it shows something wrong with the humanoid rig there will not be a configure button

pale pumice
#

that's not correct, there should be a configure button anyway

#

but I don't have a clue what that image is showing, don't clip it so much

#

the thing I mean is find your model file, click it, and in the inspector, go to the "rig" tab

languid root
#

aaand as you can see theres the error

pale pumice
#

Okay, now click configure and make sure you put that bone in the right slot

languid root
#

thats the thing it IS in the right slot its just not registering it to be in that spot

#

i dont know why its not working

pale pumice
#

if it's in the right slot then it will be working and that message will go away.

languid root
#

OHHHH i saw the configure button in the wrong spot

#

i now know

#

now then i need to figure out the material problem

#

its just light gray

pale pumice
#

materials often don't transfer from your modeling program - which is fine, you need to set them up in unity anyway

languid root
#

oh yea i just watched a video on how to do it now the materials are in, but the alpha part of the material is shown

#

it shouldnt look like this

pale pumice
#

not sure what I'm looking at here?

languid root
#

it's the ultrarevamp version of something wicked from ultrakill, im trying to make an avatar for that version

#

the only avatars i see of it is the pre-revamp of it

pale pumice
#

no I don't care what the avatar is, I mean the materials thing you're talking about

#

what's it supposed to look like?

languid root
#

that's the base material, the weird distorted parts of it are meant to be the transparent part

#

i can send the original textures

pale pumice
#

oh well if your material is not set to do transparency, it won't. If the transparency comes as an alpha channel in a base color texture, be sure it's marked as such on that texture file (see the inspector)

languid root
#

oh well im sure it's nothing to worry about so much

dusk spire
#

guys what settings would be good for hair?

copper halo
#

No two sets of hair will move the same with the same settings

#

I would personaly put the pull alot lower than the spring for hair. With gravity on and no limits. But thats a me moment. That usualy ends up with some very flowy hair. If done too much, it can almost look like its underwater

dusk spire
#

alright thanks for the tip i'll see what I can do with it

neat nexus
#

Hello! I need some help converting an already rigged Unity model into an avi. The model already seems to have a pretty reasonable skeleton, but the vrc plugin is not letting me build it because "the parents of both Shoulders and the Neck should be the Chest" which is not the case on my model. I've tried reparenting the DEF_NECK under DEF_SPINE_04 but that results in a different error from Unity complaining about the skeleton being different from the HumanDescription. I'm pretty new to Unity and Avi creation so I have no idea how to fix this.

pale pumice
#

I'm not sure what all those objects are, or where the armature object itself is so I don't know how the spine layout is

#

looks right if ROOT is the armature

#

er, well - can't see where the shoulders are either, so I'll reserve that judgement

neat nexus
pale pumice
#

ah yep, that is incorrect

#

looks like an extra spine bone there, 04

neat nexus
#

I did try to change the hierarchy in Unity, but I can try to do it in Blender too.

pale pumice
#

neck and shoulders must be direct children of the bone you have in the Upper Chest slot.

#

(or chest for those of you who don't use upper chest)

neat nexus
#

Could I also delete the extra spine bone in Blender?

pale pumice
#

Yes but probably don't delete it if it has mesh weight painted to it - you should probably merge two of those together somehow

neat nexus
#

I'm just hoping that I can reuse as much of the original rig/weight data as possible without having to redo it myself lol

pale pumice
#

yeah probably. Might have to touch it up a little, but a bone merge ought to work ok

neat nexus
#

Alright I will try this, thank you!

subtle tide
#

I wonder if I add one long bone for a chain hanging form the ring of my finger for vrchat I wonder if pyshbone will work fine still

reef snow
#

Model was missing finger bones so i added some but they're missing in unity.

Index and Little finger bones are missing and idk why.

pale pumice
#

did you weight paint the mesh? Unity usually won't map bones if they aren't weight painted, but you can manually do it.

#

(it won't do anything useful though)

reef snow
pale pumice
#

yeah that's why then.

reef snow
#

Got a good tutorial for it?

#

It seems very complicated

pale pumice
#

for what, weight painting? I don't have a link handy.

reef snow
#

Last time I weight painted I struggled terribly

pale pumice
#

okay

reef snow
#

Or just send me one

pale pumice
#

nope, sorry, already said I don't have any links handy, and I'm not going to try to make one

reef snow
#

you mind me sending screenshots and asking questions?

#

i had to downgrade my Blender due to the XPS plugin not working

#

so im on 3.6

#

it seems all the fingers are weighted together.

#

how do i seperate them?

pale pumice
#

paint them differently

reef snow
#

hm

#

do the colors have different effects?

pale pumice
#

you really need to find a tutorial. It's like a heat map - blue = no weight, red = full weight.

reef snow
#

i see

#

taking what youve told me.. Im gettign somewhere.

#

still no tutorial, but im seperating them all one by one.

fossil gate
#

How would yall rig like fleece cape such as this?

pale pumice
#

Ugh, that's going to be a challenge

hollow moss
#

Does anyone have any experience with 'Applying Pose as Rest Pose' Troubleshooting?

pale pumice
#

you mean the function in cats plugin?

hollow moss
#

Not used Cats in...

#

Long, best answer I can give

pale pumice
#

oh ok - just checking, since it has a thing for that, last I checked anyway.

hollow moss
#

Been doing it manually but it always reverts 🤔

#

Is there a link for an updated cats?

#

Would be worth trying atleast

pale pumice
hollow moss
#

I probably would only use it for this as yeah I prefer to do things manually

#

but lets see if it works

#

Huh.. weird how it works with cat

#

but the normal blender way, nope lol

hollow moss
pale pumice
#

oh nice!

#

the "normal way" I've just applied the armature modifier to do it

hollow moss
#

Yeah I'm just trying to so something odd

#

In the past I did a perm. edit to the base body, making the thighs, legs and shins all 1.15 on x and y, and arms the same on y and z

#

So a quick first stept for resizing is getting the armature of outfits made for this base to perm. edit to the same scaling

#

Then I sculpt as need but it means like 90% less work

#

Now I only have to fix clipping

#

and check the shoulders / hips to see if its smoothly scaled

#

if not, easy fix! nod

reef snow
#

Trying to fix weightpaint on a hand.Trying to figure it out beecause the results always end to this.

red wren
reef snow
#

i caught onto that

#

but thanks still

empty widget
#

Hello, I need some help with rigging. I added clothes, I sculpted it and I realized it wasn't linked to armature even if the good modifier is shown in the hierarchy.
When I use the position mode, the body is moving, but nothing more.

I didn't use weight paint, it's probably the solution, but i'm not sure how to use it... Also, I read there was an easier way using transfer weight instead of using sculpting paint. What do you think ?

pale pumice
#

mesh will not move without weight paint

empty widget
#

Ooook, so I apply thé paint on every angle of the rig ?

pale pumice
#

select a bone and paint whatever mesh you want to move with that bone

empty widget
#

Thanks !

wet light
#

in vr the floor is like out of reach for some reason, but my feet touch it still, should i move the feet bones down or is it something else? like my height settings i guess?

torpid ermine
#

out of reach?

#

what do you mean feet is touching floor but out of reach

trail charm
torpid ermine
#

try delete toe bone

hot epoch
#

im working on rigging an asset and the armature wont connect to the mesh, could someone tell me what im doing wrong?

brisk nova
hot epoch
brisk nova
#

Currently how are you trying to connect to the mesh to the armature?

pale pumice
#

the way mesh "connects" to an armature is via the Armature Modifier and weight paint.

hot epoch
pale pumice
#

then you're missing something, such as the armature modifier, or maybe you weigh painted to a different armature and the vertex group names are wrong

hot epoch
#

vertex groups?

#

im so lost lmao

pale pumice
#

yeah weight data is stored in vertex groups on the mesh object, named exactly the same as the bone's name

#

without that vertex group, all vertices will be weighted to the root bone

hot epoch
#

are you able to join a vc and walk me through it?

pale pumice
#

no, sorry. There are lots of tutorial videos though

hot epoch
#

okok thank you!!

hot epoch
pale pumice
#

Please don't ping me if it's a question anyone here can help with

#

But you'd have to explain what you've done and how you are testing

spiral bay
#

Can anyone rig a model for me?

pale pumice
spiral bay
pale pumice
#

oh so you're looking for someone to work for free, got it.

spiral bay
#

Not for free

#

I'd upload it to their account too

glossy galleon
#

wouldn't that go against the creators TOS though

spiral bay
#

It's literally how I give people the avatars they buy off of me

brazen island
#

doesnt make it valid in terms of TOS

spiral bay
#

So, I can't upload avatars to people's accounts through vcc?

brazen island
#

vcc doesnt upload avatars

#

vccamages unity packages

#

and no, sharing your password is already tos

spiral bay
#

Then what's the thing that uploads it

brazen island
#

unity/vrc sdk

spiral bay
brazen island
#

@spiral bay by design, yes

spiral bay
#

Yeah no

#

That's how rippers come along

#

Then they take credit for my work, and off it goes

brazen island
#

imagine buing sh*t without getting full unity package😂

spiral bay
#

That's extremely common

#

And if they were buying an entire avatar with the files and everything, it would cost a lot more

glossy galleon
#

if you read the SELLERS PAGE, they will have a model TOS

#

if you don't read the TOS, you shouldn't have the model. period.

spiral bay
#

Shouldn't have the model?

#

So, I suddenly can't make a model?

glossy galleon
#

if you are going to completely ignore the model makers terms of service then yes, you shouldn't have it

#

that's just common sense

spiral bay
#

So I can't have my own model that I made

#

Just cause of some tos

glossy galleon
#

no no, I'm saying if you have a model that you bought, you shouldn't be uploading it to other people's accounts because most of the time it goes against tos

spiral bay
#

I don't even buy models

glossy galleon
#

if it's a model you made from scratch then that's a different story

#

I must have missed that part

#

that's entirely my bad twin

spiral bay
#

We didn't mention it 💔

#

Wait, so, everything we just talked about only applies to reselling models?

glossy galleon
#

not exactly reselling

spiral bay
#

Also, where is this TOS?

glossy galleon
spiral bay
glossy galleon
#

if you buy a model and try to resell it, it goes against the creators terms of service on said model

brazen island
#

by tos of vrc noone can share their account data and should upload models to their account themselves

glossy galleon
spiral bay
glossy galleon
#

most people who rip and resell or reupload models can have them taken down by vrchat as well because it goes against the uploader tos

#

it is also common sense to not rip and reupload somebody else's intellectual property

brazen island
spiral bay
glossy galleon
#

9 times out of 10 model WILL have a license and you can and will be sued for uploading versions of it without the creators permission

glossy galleon
spiral bay
glossy galleon
#

if it's private then that's fine

spiral bay
#

And they've never had it removed

glossy galleon
#

private models, public models, etc

spiral bay
glossy galleon
#

and modt of the time it's because it hasn't actually been reported by the creator of the model

glossy galleon
#

but that's not the point

spiral bay
#

I'm not talking about them just pubbing the model, they straight up made everything public, the effects, model, every last thing

glossy galleon
#

plus the moderation on this game low-key kinda sucks

pale pumice
#

huh, I'd never buy an asset I didn't get source files for.

glossy galleon
#

so nothing really happens unless the creator of the model who has the license for it reaches out and does aomething

spiral bay
glossy galleon
#

yyyep

spiral bay
#

The entirety of the files

#

Every last effect

pale pumice
#

yep, that does happen

spiral bay
#

And no action gets taken at all

pale pumice
#

people suck

spiral bay
#

They should stop focusing on banning people for minor things and ban the people that are actually doing damage

#

Like, 12 year olds on vrchat are getting banned more than pedophiles are

#

Anyways, how did we go from trying to find someone to rig a model to something like this

brazen island
#

through the fact that uploading on account is not a viable action

spiral bay
#

It's still safer than risking getting ripped

#

Like, I'd rather not have my files and effects get leaked to hundreds of people without any action taken by moderators

pale pumice
#

well if you have people willing to buy without getting source files, I guess that works then.

spiral bay
#

Yeah, I always let them know beforehand

#

More people actually try to buy an upload rather than a file

carmine crater
#

How would I make an emote that only affects an arm? I'm trying to make it so my avatar can hold up a balloon with one arm when toggled, because I'm a lazy pc player

pale pumice
#

gesture layer, VRC Animator Tracking Control to take over the arm, then just an animation. Return control after.

carmine crater
#

that works with the whole arm?

pale pumice
#

sure

somber marten
#

WARD

jolly light
#

Okay so i have my avatar done. Gogoloco is on it. Its been painted through Adobe substance 3d put together in blender and sent it to unity to set the camera and add physbones to the cape. I replaced an arm and leg with robotic limbs. But whenever I upload it and put it on the avatar remains in its pose from unity and no parts of the body moves.

nova shard
#

did you check the armature's weightpaint before exporting to unity? or make sure you applied any unapplied modifiers?

balmy delta
#

Need to make it humanoid in unity

jolly light
#

I did the humanoid and I dont know how to check that. This is literally my first ever avatar.

#

Idk if I made a mistake when putting the avatar together in blender though. I was told I did it wrong but I was following the instructions I was given

balmy delta
#

Did you actually weight paint

jolly light
#

Idk what that is. How do I do that?

balmy delta
#

Cant really explain other than numbers that in total for each vertice add to 1 relatively
It just tells the vertices of the mesh how much influence each bone has

jolly light
#

Okay please bear with me lol

balmy delta
#

Look up tutorials on youtube

#

Its just called weight painting

jolly light
#

question. it wont let me weight paint the robotic limbs

nova shard
#

thats not really a question but is the robot parts parented to your armature?

jolly light
#

no i had to remove an arm and leg to add it

celest path
#
  • add armature
  • click mesh first, then armature, CTRL+P to parent.
  • click the mesh, add an armature modifier, select the armature as target

And go from there

#

i strongly advise to understand how weight painting works at a foundamental level before you learn different ways to approach it.

jolly light
#

Okay so me removing the arm and leg to replace it with the robotic limbs isn't what messed it up. Thats good to know

carmine crater
# pale pumice sure

ok so this works but how do I make it so the arm isn't stiff when the toggle isn't on?

pale pumice
#

not sure what you mean by stiff?

carmine crater
#

that's what i mean

pale pumice
#

that tells me nothing

#

this thingy either lets you animate a limb, or allows VRChat to do its thing it does with your limb

#

that is all.

carmine crater
#

But, it can't do both?

pale pumice
#

no you get one or the other

carmine crater
#

ohhh

#

ohhhhhhhhh

#

ok

#

I see

#

I've been trying to figure out how to get a limb to be animated for a toggle and then follow vrc movement when the toggle is off

pale pumice
#

this component really just tells VRChat's engine "hey, I want to animate this limb, give me control over it until I give it back to you"

#

so it sounds to me like exactly what you are trying to do

carmine crater
#

yes

#

Am I reading it wrong, or is what you said not possible?

pale pumice
#

I'm not sure I'm following you

#

what I said there is accurate - you can read the documentation for the component yourself

carmine crater
#

which component?

pale pumice
carmine crater
#

oh, right

#

thank you very much for your help. I'll try to get it right

#

sorry to be difficult

pale pumice
#

no worries

carmine crater
#

omg i figured out what i was doing wrong

#

i should've just used the base layer in the gesture controller instead of making a separate layer

wise burrow
#

Unity didnt want me to unpack my prefab, so i connected bones and objects in blender, and my tpose if messed up now. The lines I pointed to are what is messing it up. I'm not sure how to fix it, or if I should just bring in the objects separately. Sorry about the music

pale pumice
pale pumice
# wise burrow

in the inspector here, there's an error which I can't quite read due to the resolution, but I think it tells you to open "import messages" below. Do that, and fix the problem described therein.

wise burrow
pale pumice
#

I'm not sure what's weird about that

wise burrow
#

just the long hand bone for the staff

pale pumice
#

If that's actually a hand bone that's wrong - look in that list of bones again and make sure hand bones are assigned to the proper slots

wise burrow
#

its assigned properly, gotta go back to blender rip

pale pumice
#

is that a staff bone or a hand bone though?

grand bough
#

how little bones can you have in a rig before the vrc IK stops working? which bones are absolutely required

pale pumice
#

legs down to including feet, arms to hands, hips, spine, chest, neck, head

grand bough
#

can I get away with a single arm bone? or do I need two arm bones?

brazen island
#

arms, plural

pale pumice
#

you need shoulders, upper and lower arms, and hands

quasi urchin
#

Does anyone have a video or something on how to fix this? The head and neck don't stay connected and weightpainting doesn't seem to fix it

brazen island
#

it is weightpainting. make sure there are no other bones affecting the stuff. having weight normalisation in blender helps finding these.

#

ie neck edge should already be 100% head bone weight and nothing else

quasi urchin
#

Ive tried weightpainting, it only slightly lessens it ;-;

pale pumice
#

You'll want to either actually join those two parts, or paint the edge vertices identically or they won't move together.
Personally I see no reason to not join the head and body meshes.

quasi urchin
pale pumice
#

are they separate objects now? In object mode, select body, shift-select head, ctrl+j

#

then probably go connect vertices, could merge them manually or there's "merge by distance" in the mesh -> cleanup menu - make sure you only select what you want to merge though

#

I absolutely do not have links to videos for anything like this

quasi urchin
#

Ill try that out after im done spending time with my partner, ill come back if I have issues with it, tysm

quasi urchin
pale pumice
#

I meant in the layout tab, mesh edit mode, Mesh -> cleanup -> merge by distance

#

it was a guess, I had no idea what the topology looked like, just saying I'd join them.

quasi urchin
#

i'll try that and pray that it works 😭

pale pumice
#

it's quite possible that's the wrong choice, if there are lots of vertices close

#

it looks like maybe 30? so you can just manually do them too

serene whale
#

@quasi urchin did you merge everything for your avatar already? My knowledge is very little when it comes to avatar creating as I’m still learning. But the way I’ve always done things works without fail

quasi urchin
#

i've got it on 0.021 for the merge and even doing it in the cleanup menu is still happening 😭

quasi urchin
pale pumice
#

I'm not sure what you're referring to as "still happening"?

serene whale
#

hmmm

quasi urchin
pale pumice
#

assume we have never seen this before and have no idea what it's supposed to look like

serene whale
#

I’m importing a body and head into my blender as we speak so I can try recording a video on how I do it. But my laptop is slow lord help me

quasi urchin
pale pumice
#

no I mean explain what to look at