#avatar-rigging
1 messages · Page 24 of 1
If its not in T-Pose you can't upload, no?
Thats only if you are humanoid
Generally you want to be in what is mostly a tpose
Some bones like finger tips can not be in tpose and generally are fine
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 ^^
yup
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?
Wait ignore me, it'd help if I actually read the pins
In the rigging setup, you can drag the correct bone into the slot, if it doesn't figure it out on its own.
I need help with my friend to rig this giant model in blender
what help do you need?
Rigging the model
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
Should that green cilinder be positioned differently?
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
You can't really do this with physbones
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.
can anyone help me make a simple rig for a humanoid avatar?
what help do you need? Make it look like the image pinned in here and you should be all set
well I have no idea how to use the blender bone editor
oh, probably start with some tutorials then
you can move/rotate/scale/etc. stuff there the same way as everything else in blender
'e' to "extrude" a new bone from the selected bone's tail
yea the thing is I've hardly used blender either
same answer then: tutorials
free video tootorals...
sure
also how would I go about it if the character is in an A-pose rather than a T-pose
I see
what are they for?
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
FBX All is ideal
I second this
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 🙂
I see. Maybe
I’ll give it a shot later
With the models I were given, i was told I’d have to fix each bone from beginning to end
And I do not know how to do that.
So I either have to hire someone or watch a long tutorial
Don't do what I do, fucking around and finding out
What, just change the end position of the bones?
I'm completely new to rigging. How would I go about doing that? 🤔 if you could help or give me a good starter, it'd help alot!!
Dm me I'll record a super quick video, as long as it is just changing the end position of the bones
thank you so much!!
i'll try this out today
THank you!!
Im going to use this
it will definitely take some time
due to the over complication of the bones
its weird, the arms are located at the feet?
but they string onto the arms
i miiight have to request some assistance on this too
this is a great tutorial!
oh my god
please keep this up on YT
i see that all the bones link to this one.
Jesus christ
Wait check to see if all the names of these bones end in "_end"
because those are "leaf bones" - old stuff sometimes needed them. we don't generally for unity.
oh - I misread that, you know what those are 🙂
i don't think so.
one sec let me convert this
this is rig is WAY overcomplicated for vrchat, and the hierarchy is all wrong. You might want to consider starting from scratch
sure, it could be done
I’m not so sure how..
Sigh
this will take a while but
I’ll learn so i don’t have this problem again in the future
i seen it more
any ideas?
about what? can you give us some context?
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.
#avatar-help unless it's specifically about rigging, but yeah, this is a topic that comes up frequently
Ty ty Kazin.
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?
Vertex Groups have been edited too
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
that's all it was.... this is so stupid
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"
Well I appreciate the help Kazin, thanks for saving me another several days of frustration
no problem!
Anyone know how I would make the smaller hand control the larger one?
Rotation constraints! One per bone, source = small hand's same bone
would I do that in unity or blender?
I know unity has them but I havent messed with it inside of blender
unity seems to be how its done in the prefab though, now that im looking at it
Unity, blender constraints don't translate to unity
you can also do it in Blender if you really want
nah ill take the easy way out lol
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
fixed my issue from the other day.
But everytime i export it,the root bone connects all of the other bones
doesn't look like you have much bone hierarchy there, like everything is a child of the root bone.
See the diagram pinned here for the ideal humanoid armature layout - after that, accessory bones should be children of stuff near them in most cases
the first one, right?
the one that says "humanoid rig"
i see. So its implying i make everything above the specific bone the parent of the last bone?
like the bottom bone will be the bottom child, the middle is the parent but the child to the one above?
you can't tell anything about parenting from this ^ view, you should be looking in the hierarchy in the outliner
also is that your root bone pointing down? that should point up
nah thats not the root bone i dont think
i flipped the bone anyway and ive been changing the hierarchy
getting there
shoulders, and top legs dont need to be parented to the chest/waist?
yes
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
legs are direct children of hips
that "hips" bone is generally the root bone
I think none of this needs to be actually "connected' if you don't want it to
alright
i have a tone of extra bones for physics (hair and skirt)
should i make the parent to those, the waist and head?
hair should probably be a child of the head, yeah
skirt, it depends on how it's built - probably here hips is good, but skirts are hard to get right
yep. Eye bones should be perfectly vertical, with the head at the exact center of rotation, and 0 bone roll.
actually all of the humanoid bones should probably have 0 bone roll
fingers/toes can be whatever works, that skirt I usually have the roll oriented around the center point
it looks like those are probably already set
alright
cuz alot of these have a role of 90
or negative 90
yep, humanoid bones shouldn't
including the fingers?
no - as I said, do whatever works for those
the thumb in particular often has roll to get it to pivot right
toes on furries sometimes do too
nice
this is my hierarchy
one sec
i removed the head from the child of the neck
i just wanna make sure its fine this way
before i try making the avi again
not sure I understand what you have there.
It should be like this:
#avatar-rigging message
Ahhh i see it. Chest should be the child of the neck which is the child of the head
apologies
juuuust double checking
the bones rip apart the mesh 💔 but its fixed
My avatar always breaks tracking when i get up, anyone know how to fix this?
seems to be an issue with your seat controllers
is it supposed to look something like this?
that's what it looks like in this avatar, not sure what it being done correctly looks like
if the station uses 'seated off' to set avatar tracking control - it will break you no matter the sitting controller
but it will also force any avatar to behave properly if they still using the default for sitting
one of my things uses that to force people tracking when sat on
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
leaving it default should be fine unless you have a seated setting somewhere else in other controllers doing thing
this is my issue
also where do you find these scripts on an avatar?
nvm im dumb
i should stop yapping and try it ill be back
yea didn't work
what's strange is landing from a fall restores my tracking, but copy pasting the restore tracking from the falling animation doesnt work
not grounded+velocity sets tracking control and back to grounded it reset it to default ( jumpandfall in locomotion )
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.
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
and the rotation source is usually the next bone down
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.
yeah I think it's Y
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
It is.
by weighting do you mean weight paint?
yeah I use Tuxedo to generate them, it does a great job of it
link, if u dont mind?
does this work on 2.93? i dont see anything saying what versions it supports
I'm not sure why one would be using 2.93 nowadays
I wouldn't expect it would support that anymore.
i use 2.93 because when CATS/Robust came out for 4.1/4.2 it was extremely buggy and broke all my models
so ive kinda just stuck with it
🤷♂️
those work on modern blenders now, but also you don't need cats.
im used to doing everything manually is all
Why is there this random part of my mesh that refuses to get weightpainted?
Maybe an accidentally duplicated quad? Is it part of a different object maybe?
All other objects are disabled, and if it was duplicated but i'm using the projected falloff wouldnt it get painted anyways?
But somehow, it's gotten worse. I havent edited anything though!! I'm so confused
I do, yes. I also tried turning it off and nothing changed. Restrict is also off. Ive never used this setting and I'm not quite sure what it does.
This also may be important to mention, even though this middle section is weightpainted, it wont move with the bone.
restrict will only paint on vertices already in the selected group
Try a different blender version, preferably an lts one
I'm not sure how to downgrade.. I'm not on the Steam version
Why down?
you simply install the older one.
I dont know why in the avatar descriptor, it say that my avatar is not humanoid. But I properly setup my bones...
huh\
If your avatar shows as not humanoid because one required humanoid bone is missing or assigned wrong in the Rig.
I did all the necessary rigging it just that some of my mesh were call the same name as some bone (It working). But thank!
does anyone know how to rig a roblox model?
thats pretty vague considering how unique roblox avatars can be
i just need to know how to rig it that's all
r6
depends on how you want the limbs to move
there's a 1x1x1x1 by max12:) and i want to know how to rig the body like that 1x1x1x1
not everyone is going to know what avatar you are talking about
that doesnt tell me much on how the limbs move
i'll have to record it once i'm done streaming on twitch
you can just link the public avatar here
thats just weight painting the entire limb to a bone
like feet to feet (or knee)
and arms to the hands
torso I cant exactly tell which bone but its probably like spine
when it comes to humanoid rigs you have to follow the bone requirements
ok
hip > spine > chest > neck (and shoulders) > head
shoulder > arm > elbow > hand
leg > knee > foot
the names arent a requirement just the layout is
ok ty
If y'all were rigging this for FBT, where would you put the spine bones?
I got smth different😭😭
Have you considered idk actually weight painting to bones instead of spamming this repeatedly
You have the list of bones for a humanoid rig
You don't have to weight every bone, but they do have to exist. You can just make your spine bone really really short
one way is to rig the armor in the pose it currently is, then re-pose it to T pose and set that as the default pose.
Yeah idk how to do that
Having issues with digitigrade leg rigging. I need the tech god furries help here...
Weighting just aint workin
But I feel like everything is weighted correctly
ahh this is a fun problem. I'm arguing with one right now, it's almost right, but still not.
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.
So your saying basically turn the rig on and off again lmao
I’ll try that
Yeah lol rigging has always been so finicky XD Best of luck
If you select a vertex in edit mode, in the sidebar it shows all the vertex groups that influence that vertex. Check if there's any extra groups influencing the legs
Also remember that only the top 4 of those will be used in VRChat
Anyone know why my avatars arms go forwards when i have my hands straight down at my sides?
first guess: bone roll is not 0 for those humanoid bones
Ah ok thanks!
Got it fixed the lazy way
Rigged like Plantigrade legs
A tragedy, but an understandable sacrifice
that's ok - you the human have plantigrade legs, you use rotation constraints to fake digitgrade.
help puttig gocoloco on my avatar
not a rigging question, but I see you're already getting help elsewhere
In desperate need of help
ill pay someone to fix it i just need it done
i have 0 idea how to rig
Whered you get the model?
deviantart
Mmmmmmmmmm
its fine in blender but when put into unity it folds
Can you send a link
dms
Why dms?
i dont wanna clog up the channel
it's literally what the channel is for
and if you do it here, perhaps we can all learn along with you
oh im js doing this for a friend
ooh that's going to be fun (i.e. hard) to rig for vrchat
Ah a ripped model
oh
Ripping is bad
Ripping is ripping
I don't know, most avatars on vrc are from games, plus companies don't lose anything
anyways not the place, thanks for trying to help!
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
I believe mesh data transfer plugin has a vertex group field for that, yes
Im just not sure what setting it is.
Wdym what setting? The plugin interface is so short...
I'm curious, how could you rig texture expressions? As in eyes drawn open, drawn closed, drawn angry... and then switching them around?
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
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
Having trouble rigging my genesis 9 model for vrchat when put into blender the bones look strange
show us
Sorry I fell asleep
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.
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
Sorry did the bad pic I use a rog ally and don’t know how to screen shot
I don't do windows, but isn't it something as basic as win+S or win+shift+S?
I wouldn’t know lol
re: unity saying some error - you'd need to paste the actual error message in here or we can't really help with it
Humanoid bone names must be unique on the avatar, so the other thing you have named 'hip' should be renamed
Ok that simple? Awsome thanks
for that issue, yeah
Oh lol
what that other thing is... dunno
Awe well thanks anyway
Ok so I put in a new rig but it won’t attach
explain what it is you did here and what you expected
I have no idea what "attaching" a rig is
Nvm I fixed it
Alright so one last issue lol the hands are rigged weird
Can anyone here do a spider leg animation for an avatar? (It's fully rigged and everything, I just can't animate it)
if you want to commission someone, head over to the VRC Traders discord, link is in #1204490664637890580
I have absolutely no money to commission anyone
oh. well good luck then
Get It Here : https://discord.gg/enhEZHbTa6
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See the pinned image for the "ideal" humanoid avatar for VRChat. Note though that the upper chest bone is optional
you do not want those angled hip bones

So the pinned image is the ideal vrchat rig. Spien goes hips -> spine -> chest -> upper chest (optional) -> neck -> head
if yours is not in that order, you'll need to rework it for vrchat
guuuuuuhhh
it's not laid out like that at all,
unfortunately
mostly posing for this lil dude
welp it needs to be if you want vrchat to think it's humanoid
which means i need to rerig it, weight paint it, and try again
that image isn't great but it looks like you have a full IK rig, most of that won't be used.
i am gonna die 😭
probably not re-weight paint
yeah it's a full IK rig, used for artwork & stuff for a game
you won't use that for vrchat
yeahh i am finding that out the hard way :P
but probably the main bones are close
maybe! I can retry, last time i tried rerigging it i uh
well
i'll show you what happened.
not sure what you're showing me other than vrchat's IK is not working, probably because it's not humanoid?
i set it to humanoid, and i rigged it myself, and did such a poor job it just doesn't do anything but jitter 😭
is it weight painted?
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
ok
kind of just jumped into this hoping it would be an easy process, and immediately found out that it was not,
well no idea what to suggest because I have no idea what state it's in
no what?
not weight painted ^
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,
that doesn't mean anything if you haven't selected a bone with weights
word!
I assume selecting the armature / bones would then show up with some sorta heatmap?
cause when selecting anything, nothing but blue appears,
so i am assuming it's not weight painted
if you're in weight paint mode the right way
if you go into pose mode and mesh moves with bones, it's weight painted somehow
so i guess it is?
everything all moves w the rig
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
mostly due to me quite literally having no idea what im doing, at least in the rigging & avatar department
I guess it's mostly just this uh
mess of whatever the fuck this is
that's bothering me the most right now
yeah - full IK rig that you don't need, that'll be fun to fix
sigh ;-;
i kinda just uh
decided to remove everything from the right
so i can restart
because it has all the bones i need, i think
i just gotta figure out wtf im doing 😭
moth man
no idea which one to label spine, and which one to label chest, etc etc

the spine hierarchy goes, from the first bone in the armature: hips -> spine -> chest -> upper chest (optional) -> neck -> head
shoulders come from the higher of chest or upper chest.
See the diagram pinned for detail
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
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.
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,
Yes
awesome, cool
you can drag/drop whatever into the rig setup. Unity guesses and is often wrong if your armature is complex
it was infact, NOT fun, and I think I have given up, at least with this model, unless I can get someone to help me by doing this bit for me I don't think this will be getting uploaded lmfao, too tired for all this 😭
i could try to help? although i won't be able to do it for you, but i could try to guide you through it
It's such a mess.. I have two halves of different braincells that i rub together to try and figure this stuff out, I think im in a position where i need to reparent all the bones.. but there are also like 400+ bones for some reason on this model, and reparenting them is a nightmare 😭
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
many of those bones you don't need for vrchat
@wind glacier you don't care about the Rear.* bones, but otherwise this'll do
"i understand"
(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)
should be good now i've re parent everything by hand
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.
do i have to weight paint for the hips ?
it looks fine for other bone but not for the hips
All mesh needs some sort of weight paint
but I believe anything with none will just default to the root bone anyway.
is it to much red for a hips weight paint ? ( i'm so bad at drawing x) )
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)
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?
probably no weight yet, blender will auto-add them if you start adding weight for one of those bones
Oh nice thank you
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
Would this "tube" need bones to move properly with the leg
I dont know if just weight painting will do the trick
I have no idea what you think "move properly" means. So... maybe?
having a parent bone for the hair is good because you can use that as the root bone for a physbone component in Unity
Here this is what I meant move properly, when the leg moves since its attached it also moves as well, or I want it to. but idk how I can get it to look "smooth"
Maybe i need to have it rigged with ik according to the leg? idk anything about rigging lmao
"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
Not gonna lie I dont know how to figure out that, but ill play around till i get it
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.
Same value as what?
Wait you mean the leg right?
I thought we were talking about that tube
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
I don't see why you'd need more bones
well... you could certainly, like if you want a physbone or something
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
If you have this in Blender that would be better for the diagram.
Wish I could, but my blender is currently completely frozen
ok
was this ripped from a game or something
Basically
Yeah it doesn't look right
Straight from fortnite
oof this is gonna be a problem
thats definitely not a vrchat rig
Cause its the only decent model
Your rig is set up for unreal engine not unity
I have absolutely no way to rig stuff
Blender is free
money can be exchanged for goods and services
I know that
I'm not paying someone for a rig 💔
Plus, my ass is beyond broke
And you don't necessarily have to re-rig it entirely
I would use an auto-rigger but it kind of messes up the textures
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
It is set as humanoid
I use Mixamo
I forgot that the bones need to be parented to each other for I.K. to work and it is complaining about the hierarchy order That's probably what it is
Fair enough
just to be sure, this is the root bone ?
I see no bone there.
i mean the "------" pointing to the feet
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
its fine to have anything but armature origin to be not at 0 0 0
Yep, probably.
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
you can compare the head and tail positions
Yeah that's what I'd do
I will guess it and resize one side and check
probably just copy the X value from one and paste it into the other, inverted.
that's totally close enough 🙂
Does anyone make avis
Lots of people here do, why?
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
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
Sure, but read what I said.
Ok thanks
should I add an extra ankle bone here or should this work fine in game?
you only need that one
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
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.
this better?
I can't make out the spine detail
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
When I just created from meta rig, but it's looks like this
and then result avatar validation failed
on vrchat sdk
currently remaking the rig
kept having problems with unity so i am remaking the rig rofl
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
wondering if it should be more like this? but i think i remember unity has problems when i tried this awhile ago, like not picking up the chest bone? idk ill try again
You can manually set the chest bone if Unity doesn't pick it up. Same with any other bone
This looks good to me
ty for the help:)
Anyone know how I'd rig a wendigo? (Only the legs, since they have that second knee or smth)
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
i do have the set up for those kinds of legs
found it on yt
I Highly Recommend turning subtitles on as they fill out some missing details and say exactly what bones I'm referring to.
Heyo! This tutorial explains how to make a rig that will give you accurate digitigrade tracking for your avatar. The effect is super neat and is known about in part due to DragonSkyRunners RnD on the topic. This video will...
yeah thats the one i was talking about
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.
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?
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
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.
sorry for late reply but if you haven't figured it out, it looks like they are weight painted to another bone. Blender does not by default normalize weight painting values (in practice they are normalized per-armature, but the actual data isn't affected) so a value of 1 on the head bone doesn't mean it can't be weight painted to another bone
well if you want the bone to move on it's own, yes, use physbones and a physbone collider
if it's parented to the bone with the collider, you can just use angle limits
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.
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.
Makes sense, I'll check that. I haven't worked much on that avatar because I couldn't fix that. That makes a lot of sense and will check that, I really appreciate it
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
what does "failed merging" mean though?
I managed to merge "everything™" but something aint right
the bones do not move the mesh as they should
see image 2, and 3
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
Asking for a friend, what are armature modifiers?
blender modifier that ties a mesh object to an armature. required if you want the mesh to deform with movement of that armature
-# 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
Is there a way to merge them with the body mesh, so this won't happen?
guessing it is that
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.
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
and then i transfered weights
ok well when you move the mesh object you also have to update its armature modifier
that, yes.
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
Hey 👋
Rigging Roblox models in Blender can definitely be annoying at first
Are you working with an R6 or R15 model, and is it a custom mesh or a Roblox exported one
Hi! I am using a R6
Are you using the default Roblox R6 mesh or a custom one
are you building the armature from scratch or using a base rig and adjusting it
Im taking a R6 Obj that I exported through roblox studio
Yeah, that’s the common R6 problem.
The fix is usually rebuilding a clean armature aligned to Roblox’s joint positions, then re weighting the arms before parenting everything
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
That would be soo great
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?
Sure
🤣
I need someone's help rigging/helping me rig my model
this is the place
Have you find someone that will help
I have not
Did you want help or want someone to do it for you?
I need help with rigging my model since i have no idea what i'm doing
okay, what do you have so far?
I have the Hips, Spine, chest, neck and head
Do they need to be attached or separate to the chest?
they need to be children of the chest, but none of the bones need to actually be attached to its parent.
Are these arms good?
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
I finally got everything
How do i make the model move with the bones?
weight painting
How do i do that?
look up a video tutorial, it'll be easier
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
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
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
it's possible, one way is to use contacts to detect when to do that
ohhh i seee
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
yep, that's how I'd do that
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
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
-_-
let me just make the avatar already 😭
the bone is already there i dont know whats going on
Show us that it's there
Also show the armature in the hierarchy, from the root down to the head bone, with shoulders shown and everything else collasped.
here, the hand bones speak for themselves so i dont need to list them off
Yeah no worries - this looks pretty reasonable. Now show the rig setup screen with these things in the right slots.
Also before you click "configure" there, make sure there are no errors reported there.
there's no configure button anywhere here
if it shows something wrong with the humanoid rig there will not be a configure button
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
aaand as you can see theres the error
Okay, now click configure and make sure you put that bone in the right slot
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
if it's in the right slot then it will be working and that message will go away.
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
materials often don't transfer from your modeling program - which is fine, you need to set them up in unity anyway
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
not sure what I'm looking at here?
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
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?
that's the base material, the weird distorted parts of it are meant to be the transparent part
i can send the original textures
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)
oh well im sure it's nothing to worry about so much
guys what settings would be good for hair?
There is no correct values. Depends on the amount of bones in the hair, how flowy you want it to be and soo on. This is very much a ”play around with the sliders untill it looks good” moment, press playmode and check
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
yeah lol happened awhile ago haha
reminds me of salazar in pirates of the caribbean
alright thanks for the tip i'll see what I can do with it
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.
by "reparenting" if you meant you did this in Unity, that isn't going to work: you must do this in Blender (or similar)
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
I did try to change the hierarchy in Unity, but I can try to do it in Blender too.
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)
Could I also delete the extra spine bone in Blender?
Yes but probably don't delete it if it has mesh weight painted to it - you should probably merge two of those together somehow
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
yeah probably. Might have to touch it up a little, but a bone merge ought to work ok
Alright I will try this, thank you!
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
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.
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)
Nope. Left the mesh completely be just duplicated the bones
yeah that's why then.
for what, weight painting? I don't have a link handy.
Yes. Honestly I feel like I’d need to be guided
Last time I weight painted I struggled terribly
okay
Could you somewhat make a video or educate me through vc?
Or just send me one
nope, sorry, already said I don't have any links handy, and I'm not going to try to make one
alright then thats fine
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?
paint them differently
you really need to find a tutorial. It's like a heat map - blue = no weight, red = full weight.
i see
taking what youve told me.. Im gettign somewhere.
still no tutorial, but im seperating them all one by one.
How would yall rig like fleece cape such as this?
Ugh, that's going to be a challenge
Does anyone have any experience with 'Applying Pose as Rest Pose' Troubleshooting?
you mean the function in cats plugin?
oh ok - just checking, since it has a thing for that, last I checked anyway.
Been doing it manually but it always reverts 🤔
Is there a link for an updated cats?
Would be worth trying atleast
I don't use it, but I believe it's here: https://catsblenderplugin.xyz/
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
Thank you, happy this worked tbh
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
Trying to fix weightpaint on a hand.Trying to figure it out beecause the results always end to this.
might not be a weight paint issue, but maybe bone position. make sure all transforms are applied.
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 ?
mesh will not move without weight paint
Ooook, so I apply thé paint on every angle of the rig ?
select a bone and paint whatever mesh you want to move with that bone
Thanks !
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?
could be a couple things honestly, as far as i know the feet bones are weird cuz they are what the floor collides with so you want them high enough to not clip through it but low enough to be actually on the floor but it could also just be your Sit/Stand option in game, my model for example floats in its standing pose when i go into sit mode and stand up
try delete toe bone
im working on rigging an asset and the armature wont connect to the mesh, could someone tell me what im doing wrong?
Can't comment on the parenting but that's waaay too many polys, especially for vrc
its getting dropped down when im done riggin lol
Fairs, though you might find rigging easier if you drop them beforehand as you'll likely have to make some weight paint adjustments if you modify the topology after.
Currently how are you trying to connect to the mesh to the armature?
ctrl+p autoweight
the way mesh "connects" to an armature is via the Armature Modifier and weight paint.
i weight painted and its still not working, the bones move in pose but not the mesh
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
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
are you able to join a vc and walk me through it?
no, sorry. There are lots of tutorial videos though
okok thank you!!
okay sooo i got it to work in blender but it wont move in unity💀 any way you can help me?
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
Can anyone rig a model for me?
you should head over to the VRC Traders discord if you want to commission people, you'll just find scammers around here.
Yeah but I'm broke beyond belief
oh so you're looking for someone to work for free, got it.
The what now?
It's literally how I give people the avatars they buy off of me
doesnt make it valid in terms of TOS
So, I can't upload avatars to people's accounts through vcc?
vcc doesnt upload avatars
vccamages unity packages
and no, sharing your password is already tos
Then what's the thing that uploads it
unity/vrc sdk
Then what do you expect me to do? Send them the files?
@spiral bay by design, yes
Yeah no
That's how rippers come along
Then they take credit for my work, and off it goes
imagine buing sh*t without getting full unity package😂
That's extremely common
And if they were buying an entire avatar with the files and everything, it would cost a lot more
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.
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

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
Oh, no, I don't do that at all
I don't even buy models
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
We didn't mention it 💔
Wait, so, everything we just talked about only applies to reselling models?
not exactly reselling
Also, where is this TOS?
it applies to the models you buy
What about public models?
if you buy a model and try to resell it, it goes against the creators terms of service on said model
by tos of vrc noone can share their account data and should upload models to their account themselves
if the model is ripped and resold, they can be sued for it i actually believe
Which also ends up causing rippers
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
any model has some license to it, usually defaulting to non-commercial, tho commercial can happen too
That's odd, cause Aryanthewolf hasn't had a single punishment despite having ripped someone's avatar twice already and making it public
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
unfortunately this happens almost all the time and it's hard to catch almost everyone, moderation like this also takes time
The only model I've ever bought was an avatar from Payhip, but I just added stuff and made it a personal avatar
if it's private then that's fine
It happened twice in two years, that's the thing
And they've never had it removed
models are tipped and uploaded almost every single hour bro
private models, public models, etc
There's a difference between a model and an entire avatar
and modt of the time it's because it hasn't actually been reported by the creator of the model
....what...? a model is the main component of the avatar man
but that's not the point
I'm not talking about them just pubbing the model, they straight up made everything public, the effects, model, every last thing
plus the moderation on this game low-key kinda sucks
huh, I'd never buy an asset I didn't get source files for.
so nothing really happens unless the creator of the model who has the license for it reaches out and does aomething
Exactly, we've seen people cussing getting banned hundreds of times, but straight up Pedophiles aren't even getting warned
yyyep
I'm saying they started sending it out to people that didn't buy it
The entirety of the files
Every last effect
yep, that does happen
And no action gets taken at all
people suck
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
through the fact that uploading on account is not a viable action
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
well if you have people willing to buy without getting source files, I guess that works then.
Yeah, I always let them know beforehand
More people actually try to buy an upload rather than a file
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
gesture layer, VRC Animator Tracking Control to take over the arm, then just an animation. Return control after.
that works with the whole arm?
sure
WARD
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.
did you check the armature's weightpaint before exporting to unity? or make sure you applied any unapplied modifiers?
Need to make it humanoid in unity
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
Did you actually weight paint
Idk what that is. How do I do that?
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
Okay please bear with me lol
question. it wont let me weight paint the robotic limbs
thats not really a question but is the robot parts parented to your armature?
no i had to remove an arm and leg to add it
- 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.
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
ok so this works but how do I make it so the arm isn't stiff when the toggle isn't on?
not sure what you mean by stiff?
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.
But, it can't do both?
no you get one or the other
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
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
this part, I mean
I'm not sure I'm following you
what I said there is accurate - you can read the documentation for the component yourself
which component?
oh, right
thank you very much for your help. I'll try to get it right
sorry to be difficult
no worries
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
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
you also really don't want to unpack your prefab in most cases.
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.
thanks! so far its okay, it still looks weird so i hope itll work in game
I'm not sure what's weird about that
just the long hand bone for the staff
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
its assigned properly, gotta go back to blender rip
is that a staff bone or a hand bone though?
how little bones can you have in a rig before the vrc IK stops working? which bones are absolutely required
legs down to including feet, arms to hands, hips, spine, chest, neck, head
can I get away with a single arm bone? or do I need two arm bones?
arms, plural
you need shoulders, upper and lower arms, and hands
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
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
Ive tried weightpainting, it only slightly lessens it ;-;
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.
Do you happen to have video or something on how to do the second option? I'm a visual learner and I only recently realized this issue was a thing with my avis 😭
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
Ill try that out after im done spending time with my partner, ill come back if I have issues with it, tysm
hey so im not sure how to even find the clean up menu but this dip keeps happening everytime i merge by distance and i cant get it to fix itself
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.
i'll try that and pray that it works 😭
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
@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
i've got it on 0.021 for the merge and even doing it in the cleanup menu is still happening 😭
all i did was join the head and body meshes as told in the top message
I'm not sure what you're referring to as "still happening"?
hmmm
the dip in the head from the image
assume we have never seen this before and have no idea what it's supposed to look like
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
thank you so much 😭
im assuming you mean just send another photo
no I mean explain what to look at
