#avatar-rigging

1 messages · Page 25 of 1

quasi urchin
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ohh

pale pumice
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Also assume that joining anything like this you may have to do some reshaping to make it look how you want.

serene whale
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Do you use the CATS plugin at all?

quasi urchin
serene whale
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okay so the easiest way I can explain it because I can’t record on my laptop and trying to record with my phone and do this isn’t easy.

quasi urchin
serene whale
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What I’ve always done is, drop the Custom Model Creation tab down and locate when I’m assuming you merged your meshes, right?

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I do, Merge Armatures and only have the Merge Bones checked

quasi urchin
serene whale
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That will put the head under the body but because there’s no weight paint, the head will not be attached to the neck when you move.

pale pumice
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apply transforms "on"? It's a thing you run once, not a setting you turn on

quasi urchin
pale pumice
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yeah that's not the thing we're usually referring to

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in object mode, select an object, ctrl+a and you can apply all transforms there.

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you want to do that before you join objects or they might be scaled/rotated differently.

serene whale
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Yes, so you only want to have merge all bones checked

quasi urchin
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ohhhhhh that explains a lot

serene whale
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Mhm

quasi urchin
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im so sorry for sounding stupid, blender hurts my head somedays

pale pumice
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the FBX dialog even has a warning with that "apply transforms" checkbox

serene whale
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And then you’ll select the body first, ctrl click on the head and enter weight paint

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Make sure what you’re weight painting is the head by searching here

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And I make sure the ENTIRE head is being effected

pale pumice
quasi urchin
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so erm, this keeps happening when i click all transforms with either cats or the crtl+a version

pale pumice
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this is a strange model you have here.

serene whale
quasi urchin
pale pumice
quasi urchin
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im using zinfit base and the kyomi head by saikura

serene whale
pale pumice
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... well then, didn't expect an attack, okay

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you all have fun with this.

serene whale
quasi urchin
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can we not argue please? i really need this to work 😭

serene whale
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But going by words and a few pictures, I’m lost

quasi urchin
serene whale
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that may help

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Let me attempt to do what you did and see if I can fix it

quasi urchin
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oh my lord im stupid, i just got the head narnia thing to fix itself 😭

serene whale
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oh that’s good !

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is there still a gap when the head moves?

quasi urchin
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yeah there is, im finishing the recording up rn

serene whale
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Okay, I’m not sure how you’d fix that.. you could maybe delete some vertices and join them yourself to fix it. I’ve never ran into this problem so I’m not sure

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when you’re positioning the head on the model, do you place the head directly on the neck or do you have some of the neck inside the head? That could be why there’s a gap too

quasi urchin
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with this head theres a no neck shapekey but the shapekey even when applied to basis reverts when in edit mode and still creates the dip in the neck when merging the vertices, and for weightpainting it doesnt change anything

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its a fairly long video so sorry for that 😭

serene whale
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Okay, stick with what you have

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But click on the body first, ctrl click on the head and go into weight paint

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Try to weight paint the head

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I’m a little rusty, let me try rq

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When I do it, granted my bones are already merged, there’s no gap when the head is moved

quasi urchin
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i'm honestly not sure why its different for others but breaks for me cause i've tried with the amelia head as well and it still doesnt work like it should

serene whale
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Want me to try? If you’re comfortable you can dm me the FBX of your model and I’ll try to do it

quasi urchin
quasi urchin
serene whale
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Go ahead !

quasi urchin
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Sent!

serene whale
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If I’m able to fix it, I’ll let you know what I did so you can fix it if it ever happens again

serene whale
quasi urchin
robust crescent
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Thats a very old cats and when headswapping you need to connect the vertices or its easy to get wierd holes when you bend it , leg exsample but its the same for anything

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seen some just shove neck into head to avoid it, looks wierd when you look up close tho

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if any blendshape affect neck you can shape propogate part of it so its never affected by any shapekey

trim bay
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please help why does my nail keep running away, i am using blender 4.1 after using 3.4 for years everything is so different im so scared

balmy delta
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just looks like bad weight painting

trim bay
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thank you i will try checking

serene whale
spiral tartan
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hi hi!! does anyone know if its possible to have two diferent pairs of bones for breasts? the reason im looking to do this is because my "boobs -" blendshape changes where the breasts are and thus changes how the physbone affects the movement and doesnt line up with the colliders. is it possible to have "small boob" bones and toggle them on when the smaller breasts are toggled? im not just talking about new physbones, but having two different bones weighted to the same mesh and switching between them. thank you!

pale pumice
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sure, that's entirely possible. Just might be fun with the weight painting.

spiral tartan
pale pumice
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Yep, pretty much.

spiral tartan
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ideally it would just prohibit movement a bit 🤔

uneven dust
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Anyone know what the problem is with this setup? Unity says the upper legs are not a child of the hips. I am not able to make them the child of the hips without breaking the spine.

uneven dust
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This is the unity view

brazen island
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your legs must be paranted to hips, whats breaking in that

uneven dust
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I thought they had to be parented to the hips

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Well I matched the example given, realizing it usually works better selecting the whole bone and then the end of a bone to parent. Now it acts like the spine doesn't exist in unity when it is actually connected to everything

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wait I might have it figured out

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Ok so full explanation, parenting bones has to be done by selecting the whole bone and then the end of another bone, which idk how I went this far without understanding that, and any bones without weights will show up as invisible

wooden niche
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hey guys i think theres something wrong with my avatars rig, specifically the hip and leg bones; for some reason when im using fullbody tracking the hip goes out and the legs go kinda backwards when im standing up straight, this doesnt happen with any other avatars i tested btw. ive tried moving these bones around and nothing changes. idk what to do anymore lmao ive tried everything i can think of😭

sometimes the legs also stick out too but i think maybe thats just because the legs are so short idk. this avatar just behaves really weird with fbt in general, tysm if u can help with this!!

robust crescent
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id try changing the spine and leg abit, too straight might confuse it wich way its ment to bend

fallen iron
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Even though I already inherently did that mostly

wooden niche
robust nacelle
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the arm is from a different body than the hand how would I connect the vertices/bodies, cause everytime I merge armatures the hand doesnt move with the rest of the arm?

balmy delta
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ehhhhhhhhh

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merge vertices

hybrid wasp
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Hey! Uhhhh this isn’t really an individual model issue just more of an issue on my end and my lack of knowledge when it comes to blender, but I have this issue to where I try to import my model from blender into unity and I either check the rig or put it in play mode, Its mesh completely shrinks to the size of the amateur or rig…. This is not just a singular model issue It happens with every model I try to import from blender into unity specifically after sculpting and I have no idea how to fix it and I’ve been dealing with it for a long time so can anybody with blender experience help me out with this?? my DM’s are open if you want one on one..

opaque cloak
hybrid wasp
opaque cloak
hybrid wasp
hybrid wasp
opaque cloak
keen temple
wooden niche
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also sorry for the ping

ashen heath
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not entirely sure if this fits the "rigging" channel but. worth trying, trying to make it so you can change the models chief uses in the different halo games, the default is infinite but how would i make halo 4 stuff work here?

ashen heath
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the halo 4 model is completley rigged and works fine

broken trout
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can someone with the exo male base answer whether it has twistbones or not? Thanks

azure crest
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is this right?

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this is my first time rigging

pale pumice
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See the pinned image for the ideal rig - you need more spine bones and the arm bones to be pointing down towards the hand.

azure crest
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ok

wooden niche
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hey guys for the legs is it ok to have them like this or do they need to be 100% vertically straight? will this affect fbt?

stray quest
modest vigil
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I did a data transfer, weight painted, and parented the object but belly button piercing wont move with the avatar on blender

arctic sundial
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check the modifier pointing to the correct armature

wispy nova
pale pumice
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stick it into Blender?

mild summit
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Hey should my tail be connected to the spine.

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Is that okay? Or is it gonna cause problems for me later?

pale pumice
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I usually prefer to place it off the lowest bone in the spine, which is usually named "Hips"

wispy nova
vestal summit
pale pumice
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haha, so many don't

vestal summit
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Oh I'm used to seeing it

pale pumice
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yep, good ones do

wispy nova
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I dont think it was designed for vrc

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But i dont see why it sjoukdnt work if its not above the limit

robust crescent
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and no its not at all ready for any vrchat , zero shapekeys , mess of bones wrong way - your average xna avatar

vestal summit
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Oh I didn't even read and didn't realize it was a game model rip oops ignore my message then

wispy nova
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What do I need to ask for then rigging or?

robust crescent
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that one would need fixing bone orientation/ext , adding shapekeys , optimizing steps (bones/materials/texture atlas-baking /bone groups ect) about 2-3 hour work

wispy nova
somber cliff
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Posting this here in case it's a rigging issue: Hey yall, my avi is clipping through its bounding box into the floor in gsme. It's like my rig is stuck higher up than the model. How do i fix? I know it's not the Viewpoint in Unity, it might be a Blender issue...

warm dagger
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Hi! Quick question

I’m a pretty experienced game dev and I rig a lot (most of the rigs i make for games have over 1k bones). For VR rigs, do you actually need IK/FK switches and drivers, or is that more of an animation thing?

pale pumice
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animation

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all you need is an armature that looks like the one pinned here

warm dagger
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oh

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thats it

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thats pretty easy

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😭

pale pumice
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yep

warm dagger
warm dagger
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lik

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e

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this

warm dagger
# pale pumice yep

would adding twist bones make any significant changes to the rig or will it remain the same if i just do regular bones

pale pumice
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nah, twist bones work just fine, you just have to use rotation constraints in Unity

warm dagger
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would the twist bone export still work in unity? or would i need to add the damped an rotation onto the bones from unity?

pale pumice
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no constraints of any kind carry over, you have to set them up in unity

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and you get no limiters

pale pumice
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np

copper mulch
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so i have this model it came rigged and when i try uploading it to vrchat the model separated im guessing its the rig if anyone can explain how to fix

pale pumice
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what needs fixing though?

thorn sky
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I'm working on this model with him and we were told by one of his friends we need to redo the bones ourselves since it came posed. We tried a bunch of different ways to get it working in unity but it either just looks invisible when placed in or parts are spread out randomly, it's not the model we think it's the bones

pale pumice
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can't quite tell from the pic which bone is which - octahedral display is nicer for this, but it looks okay at a glance

thorn sky
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i got it with the names now

pale pumice
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doesn't really show the spine layout I was looking for but eh, it looks reasonable enough

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it does look like the origin is at the hip bone rather than the floor, you'll want to fix that

thorn sky
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ok so i changed the origin but when i put Origin to Geometry it made it look like the first image and if i put Origin to 3D Cursor it just makes it look like the second image

pale pumice
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just select all the mesh objects and apply all transforms, then fix the armature

thorn sky
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i applied the transforms to all the mesh, is that the same with the armature?

pale pumice
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probably

thorn sky
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idk if any of this is right but after doing all that and testing it in unity it just does this still

pale pumice
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not sure what you were setting the origin on in the video

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nor why?

thorn sky
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i thought the red and white circle was the origin

pale pumice
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no, it's the 3D cursor

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which may be at the world origin

thorn sky
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would than mean i have to set the model and armature in the middle of where the 3d cursor is, and would that fix the spreading out in unity?

pale pumice
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you should have all of those parts and the armature to have their origins at the world origin

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and the model standing on that spot

thorn sky
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is this at the world origin? cause its still moving the bones away from the model a bit when i set either 'origin to' option and i move the model to stand on the cursor and i put it in unity to test and it still is separated. I'm new to all this bone stuff so it confuses me a bit

pale pumice
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Yes but again, the avatar should be standing on the world origin, with +Z up and -Y into the screen.

pale pumice
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move the avatar?

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literally move the armature around until it's positioned like that, and then apply all transforms.

copper mulch
pale pumice
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no

warm dagger
copper mulch
warm dagger
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like so

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let me send a img

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like this

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select all ctrl a

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all transforms

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right click

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set oriign to 3d cursor

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idk if this works

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but

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@pale pumice

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ask him

thorn sky
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@warm dagger it was posed when we first opened the file and reset it to a t-pose and did all that and it still didn't work

pale pumice
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?

wooden niche
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hey guys for some reason whenever i apply all transforms to my armature in blender, the bone roll automatically gets set to a number that isnt 0

although it is a very small number im still not sure if it matters or not?

wooden niche
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yea i did but then i applied the transforms and it just goes back to being a random number

should i just not apply transforms?

pale pumice
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what is this object?

wooden niche
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its the leg of my avatar but most other bones do this too

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its very odd

pale pumice
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you should not be applying transforms to leg bones

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what is your goal here?

wooden niche
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just to set all humanoid bones roll to 0, but when i apply transform it just doesnt stay at 0

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it does this for other bones not just for the legs

pale pumice
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again, why are you applying transforms for bones?

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there's no reason to do that

wooden niche
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oh really? i thought i needed to 😭

pale pumice
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no

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you do that for the armature and mesh objects on an avatar

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not for individual bones

wooden niche
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oh i didnt do it for each individual bone if thats what you mean

pale pumice
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... then I have no idea what you are doing. Please explain in detail.

wooden niche
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i selected all the objects in object mode (armature and body mesh) and applied all transforms

pale pumice
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that is good.

wooden niche
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then i went back to edit mode to check the bone roll and it wasnt at 0

pale pumice
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and if you set it to 0?

wooden niche
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yea if i set it back to 0 its fine its just when i apply transforms it doesnt stay at 0

pale pumice
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okay

wooden niche
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after applying the transform, should i just go back to edit mode and set the bone roll all back to 0 and it will be fine?

pale pumice
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that's what I would do

wooden niche
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alright, thank you for helping me :D appreciate it

wintry jetty
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am i the only one who thinks its odd most guides use two additional bones instead of just one for twisting?

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is there some reason for it that im not getting being a blender nerd

misty hound
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better control over the bending

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the bends and twists are more smooth

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instead of being a straight bend line

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Simply looks more natural to how iit would be irl

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don't know if it makes a big difference in vrchat tho, especially for a simple shape like an arm

wintry jetty
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given im going to use poyomi toon its a detail i doubt anyone will notice

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the cell shading will probobly cover up any bad deformations like that

misty hound
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then one extra twist bone will be more than enough

wintry jetty
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okay. thank you for clearing that up with me.

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two is for a more refined twist but one is good enough as long as you do your weight painting right

winged ember
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I have a related question, one of my lower arm twist bone copies hand bone's Z rotation with weight set to 0.5. However, when my hand bone's Z rotation rotates cross -180 degree (e.g. -179 -> -181 degree), the twist bone "flips", instead of rotating -90 degrees, it suddenly rotates 90 degree instead. Is this expected? Should I worry about it? I think maybe it's not possible for hand bone to rotate 180 degree relatively to lower arm bone in game so maybe this wouldn't be a real issue

clever grove
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is there a non destructable way to turn a animation rig into a vrchat rig?

clever grove
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i cannot move my rig in pose mode, the bones are stuck in place

cedar zealot
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My VRChat avatar has a problem.
When I use it in-game, the clothes and hair do not move with the body and stay stiff instead of following the avatar's movements.
In Unity, everything looks fine, but inside VRChat the clothes and hair are not attached or rigged correctly.
I would really appreciate any help on how to fix this issue.

pale pumice
cedar zealot
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I tried everything is not working

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@pale pumice I am trying to find new solutions for it.

stone timber
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how do i remove these bones in the star?

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and my viewpoint is broken too

pale pumice
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edit armature, select bones, x to delete them.

stone timber
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my friend who made it is chronically offline

balmy delta
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Delete key also works

pale pumice
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sure, whichever delete method you prefer

stone timber
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idk why it does this

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and i have little experience on making or fixing avis

native pecan
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anyone know how to keep the ring attached to the ear when i added bones it stays stuck,

pale pumice
native pecan
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ill try doing that, sorry shouldve been more specific or sent the first image tried in another server with people sorta being ehh

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i want it right there

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so id weight paint it?

pale pumice
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If you want it to move along with that bone, yes. Also.... that seems like a lot of polygons?

native pecan
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yeah ik its more of a test so i can learn how to do this

pale pumice
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ok

native pecan
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but thanks i apperciete it

pale pumice
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is the ring a separate object, or part of another one?

native pecan
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its attached to the mesh

pale pumice
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that didn't really answer my question though

native pecan
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what?

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ohh

pale pumice
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the reason I was asking is that if it's an independent object, you'll need to add an armature modifier pointing at the armature you're using, before you can weight paint.

native pecan
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fair and no its on the model its all one thing

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thanks for the help!

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that did the trick!

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tysm for ur help

pale pumice
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excellent!

marble apex
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I have this setup with an armature but for some reason, it's not working when it comes to weight painting (if this is the right channel for it)

pale pumice
marble apex
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where do I go to put in the modifier?

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oooooh wait, do I set the parent type as Armature?

pale pumice
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parent type?

marble apex
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right under where I set the parent

pale pumice
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oh I've never messed with this - and checking one of mine, no, leave it as object.

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go to the wrench tab, add an armature modifier

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with the armature in the "Object" field

marble apex
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Deform > Armature?

pale pumice
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Yes, that is an armature modifier.

marble apex
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alright, thanks for the help 😄

marble apex
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it's still giving me the thing where I weight paint for one bone, go to another bone and it's still there, I'll show what I mean in a minute

pale pumice
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yeah it does that, not sure why. Select the bone you want to paint at the top, or ctrl+shift click the bone.

marble apex
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where the Vortex Groups thing is at the top?

pale pumice
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yep

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technically you're adding paint to vertex groups, not bones

merry quail
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i have a cable of sorts that is held together at both ends, how should i rig it so that the middle of it can jiggle around while still having both ends be directly connected to bones

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every tutorial im seeing is like hair, suspended at one end and bouncing around, but i need it suspended at both sides, like holding two ends of a string and rocking it side to side

rare moon
hoary plume
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Hello! i have a question for anyone who can help, im trying to figure out how to rig a 4 legged avatar. the model is the steel watcher construct titan from Baulders Gate. Me and a few others have been trying to rig this and cant figure it out at all.

Any help would be appreciated :]

pale pumice
hoary plume
stray quest
# stone timber my broken viewpoint causes this bug

thats a easy fix in unity, a rule i like going by for characters with big heads is to shove the view point way into the head where the neck would end and up to slightly above the nose/muzzle. the reason why your model is doing that is essentially the pivot of where your looking causing that to happen (usually if you look down and your feet start hovering like that its too far down in the head)

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i work with sonic models, its a comon problem ive troubleshooted many times TwT

hoary plume
astral path
hoary plume
astral path
hoary plume
astral path
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idk if fast ik works with final

yes animating works for both buit you dont get that other legs look they will be clipping the ground

pale pumice
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Yeah FinalIK is probably the best way to do that

hoary plume
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Alright well, im putting that to the side atm.

Another thing i do need help with is Uv Unwrapping

no matter how i do it, my textures get messed up

pale pumice
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If you have existing textures then trying to re-unwrap is going to be very difficult. Come into #avatar-help (it's not rigging) and tell us what your actual goal is, maybe we can advise.

mortal falcon
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I wanna put an outfit on an avatar that has a different base from the one it's technically made for. Normally for simple clothes I sculpt it to fit and use robust weight transfer, but in this case the outfit is already fully rigged and includes extra bones for things like a skirt and hanging cloth pieces that I'd rather not manually rig if I don't have to.

What's a good way to preserve the rig with the extra skirt/cloth bones while also making it move properly with the avi? I'm imagining there should be a way to only write over the weights for standard humanoid bones (hips, spine, arms, etc.) while leaving the existing skirt/cloth vertex groups and extra bones untouched?

pale pumice
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what I'd do here is, in Blender, strip the new rig down to only the add-on bones, then join it into the avatar's armature, and rename any of the vertex groups on the new clothing items that don't match the bone names on the avatar.
Then reshape, and very likely re-weight paint.

next matrix
pale pumice
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you could try using look-at constraints for those

scenic walrus
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Hey guys im checking if the trackers while in game bind to the IK system hand and feet bones and the headset like the quest binds to whatever i set the viewpoint or does it bind to the headbone or between the eyebones or something? Sweet super science picture for reference

stray quest
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just by looking at the rig and the bones in the config you should be good, nothing seems out of place

scenic walrus
silver sable
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afternoon! i tried to change my avatar's pose from an a-pose to a t-pose in blender, and now i've got a problem with my avatar's fingers. this happens in any position, but if i hold my hands out with my palms up (as a point of reference) they kind of bend inwards towards the center of the body. i tried changing the bone rolls of everything down from the upper arms to 50/-50, but it's still pretty skewed. should i look into "muscles & settings" in unity's avatar config to fix this?

not to mention that for some reason the ring finger is a little dislocated, its position offset out and forward, despite it looking pretty normal in unity. not sure how to fix that ^^;

jolly frost
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am i doing this right??? how do i link the body to the skeleton?

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ok the fingers arent attached to the wraists for some reason in pose mode

pale pumice
jolly frost
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i tryed auto weighing but it messed up my model so i had to undo

pale pumice
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yeah it's not usually very good

jolly frost
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oh the model im using doesnt really have a movable head, what do i do with the neck?

pale pumice
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you don't need to weight paint any mesh to the humanoid bones, but they must be present

jolly frost
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wdym

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i really dont know alot about blender, i only started yesterday 😭

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oh wait no day before yesterday

limpid bridge
# jolly frost wdym

vrchat is very picky about humanoid rigs, but you can trick it by adding fake bones that don't do anything (i.e they're only there to satisfy vrchat)

stiff crater
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Anyone know what could make this happen ? My foot bone is correctly bound in unity, but in game it only turns left/right not up/down ..?

limpid bridge
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otherwise you might have accidentally locked the rotation

stiff crater
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When it goes left right, its the correct orientation as my real foot, but when I move up/down the toes don't move, just the leg like in the vid

jolly frost
stiff crater
limpid bridge
stiff crater
stiff crater
limpid bridge
stiff crater
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I see

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Bruh you're right

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Creator added a constraint on the foot 💀

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Never used that so I didn't know it could be the issue but thank you ! ^^

jolly frost
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how do i fix the hnad on the model im using? the very top of the fingers at attached to the middle bone but its hard to explain, they arent attach in a way i can move them in a certain way

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i cant rotate that point in pose mode

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and the other similar points are etheir paired with a point just like it or have the same issue

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but i can still move the whole hand

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its so odd

pale pumice
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looks like the hand isn't weight painted

jolly frost
pale pumice
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oh okay, well it looks correct otherwise

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you don't need all those hand bones though, just one

pale pumice
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looks like you have four bones in the hand, you only need one.

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all the finger bones should be direct children of the hand bone.

jolly frost
pale pumice
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okay

jolly frost
#

how do i get the weight paint mode to work? i cant select the bones while i am in paint mode to make said bones get affected by the areas i want

pale pumice
#

put an armature modifier on the mesh object.
in object mode, select the armature, then shift-select the mesh object.
go into weight paint mode.
ctrl+shift-click a bone to paint

#

I'd also make sure you have auto-normalize on too. And I like "accumulate" as well.
oh and mirroring unless it's not symmetrical

jolly frost
#

they just dissappear

pale pumice
#

disappear?

#

are they hidden? alt+h to unhide

jolly frost
jolly frost
pale pumice
#

ideally you want the mesh parts to be children of the armature too

jolly frost
#

?

pale pumice
#

did you see the bones when you're in object mode?

jolly frost
#

yes

#

wait no

pale pumice
#

Also if you want this to be a vrchat avatar you'll probably want to clean up all of those empty objects

pale pumice
#

your hierarchy is littered with them, the little tri-pointed orange thingy

jolly frost
#

those are part of the model, i just have them hidden

#

so i can see the basic body better

pale pumice
#

see what?

jolly frost
#

all the objects

#

thats the model without anything hidden

pale pumice
#

okay, I'm not sure what you're getting at here.

jolly frost
#

all those empty objects your talking about are parts of the model ive hidden so i can see the main body parts better, they arent empty

pale pumice
#

they are "empty objects", which are a specific type of object in blender. That doesn't mean they don't have child objects.

jolly frost
#

this? or this?

pale pumice
#

left one is an empty, right one is mesh

jolly frost
#

oh i see what your saying, the person who made the model didnt name anything so i had no idea what those were, i renamed everything so i can know whats what, what should i do about them?

pale pumice
#

Also if you want this to be a vrchat avatar you'll probably want to clean up all of those empty objects
clean up as in remove

jolly frost
#

wont that delete the stuff thats attatched to it?

pale pumice
#

Yes, deleting an object will (usually) delete its children as well. re-parent stuff.

jolly frost
#

neat, they werent set as children

#

so can just delete them without issue

pale pumice
#

wow that's a lot of parts.

#

But those should be children of the armature.

#

and each one needs an armature modifier.

#

ideally you join those before export, but keep going now.

jolly frost
pale pumice
#

mesh objects should be children of the armature object, for the ideal vrchat use.

jolly frost
#

So the first thing I said?

pale pumice
#

not at all the first thing you said - the second.

jolly frost
#

Thank god

jolly frost
#

you got to be kidding! I UNDID WHAT AUTOWEIGHTING DID TO THE MODEL WHY THE HELL IS IT STILL MESSED UP, i cant undo it etheir, its been to far in the process

pale pumice
#

what's messed up here? It doesn't look like you have any armature modifiers

jolly frost
#

wait a min, when i deleted some of those "empty" objects just now, the tank moved

#

if they are empty how are they affecting the size and orination?

pale pumice
#

yeah - they might have transforms that you'd have to deal with

jolly frost
pale pumice
#

I'd remove every one of those empties.

jolly frost
#

how do i transfer the transforms then?

pale pumice
#

you can apply them, or there should be a way to re-parent the child objects without the transforms, I forget how offhand.

jolly frost
#

is this what you mean?

pale pumice
#

you seem to have selected a bone?

jolly frost
pale pumice
#

not sure what you mean, you're in armature edit mode there so of course there are bones

pale pumice
#

what was it you wanted me to say about this?

jolly frost
#

that when i delete the empty one the transform is gone

pale pumice
#

Oh - look at those numbers. Those are defaults, so no, this object has no active transforms

jolly frost
#

then how is the empty object affecting the mesh??

pale pumice
#

couldn't tell you based on the info I have.

jolly frost
#

ok so it seems that only the tanks on the back of the model are affected which barely use any empty objects, so until i know how i can remove them without messing up the model im going to leave the empty objects alone for those ones

jolly frost
#

ok i got that fixed, should i bother keeping the neck of my model since he cant really move his head?

jolly frost
#

wait. when i tell it to keep transformation, it works

#

i can delete the empty objects without issue now!

jolly frost
pale pumice
#

any object you want to weight paint requires an armature modifier

jolly frost
#

so just set all the arms and legs and main body with the object metarig?

pale pumice
#

of course, have it target the armature you're using

jolly frost
#

alr

jolly frost
#

also thank you so much for your help and patience!

pale pumice
#

"whole mesh"?

jolly frost
jolly frost
#

how do i do this

odd ruin
#

select the mesh(es) and then the armature

order matters here because the last object you select in a group is the "active" object
Ctrl + P while in Object Mode to show the Parent Selected to Active menu
select Armature Deform

pale pumice
#

no I mean there is no "whole body" in your project - you have lots of mesh objects. Drag them to the armature and drop while holding shift to parent

#

I suppose that ^ works too

jolly frost
pale pumice
#

why wouldn't it?

jolly frost
#

i dont know

pale pumice
#

is it in a hidden collection or something?

jolly frost
#

and if im in edit mode i cant select the mesh

#

i can see both in edit

#

but i cant select the mesh in edit

#

only the armature

pale pumice
jolly frost
#

like i said

pale pumice
#

the outliner doesn't change based on which editor mode you are in

jolly frost
#

wdym outliner?

#

the object list?

pale pumice
#

basic blender stuff - that upper-right window in the image there contains the outliner

#

it's the object list, yes.

jolly frost
#

it made everything go under the metarig, neat

#

now i can weight paint it manually?

#

and it will work?

odd ruin
#

yeah

#

though if you want to weight paint it you should redo the parenting part but choose With Empty Vertex Groups

#

otherwise weight painting (probably) won't work
-# in my experience

pale pumice
#

no, you don't need to do that

jolly frost
#

i still cant see the armature in wieghtpaint mode.....

odd ruin
# pale pumice no, you don't need to do that

there've been a number of moments where weight painting mysteriously breaks until I have it generate vertex groups
it's worth noting if for some reason it doesn't work sometimes

pale pumice
#

huh, I've never seen that happen.

#

and I've literally never used that function.

odd ruin
odd ruin
pale pumice
#

haha perhaps

jolly frost
#

now i cant see the armature in editmode, wtf

#

sure i can select it in the object list but not the bone i want

pale pumice
#

do you mean in the 3D view you can't see the bones? or it's disappearing form the outliner or something?

#

Check to see if you have bone collections

jolly frost
#

its still in the outliner

#

i have bone collections

pale pumice
#

are they marked as visible?

jolly frost
pale pumice
#

no no -in the properties box, expand the collections dropdown

pale pumice
#

... what do you think to do now?

jolly frost
pale pumice
#

no no, that's not bone collectiosn

#

in object mode, click on the amature, then in the green man tab in the properties box, go to collections

jolly frost
#

😭 im sorry im trying

pale pumice
#

I really really suggest some blender tutorials

jolly frost
#

i have been but i learn easier one on one with someone

#

all the tutorials i see are out of date or doent fix my problem

jolly frost
#

and my viewport settings arent messing with it

jolly frost
#

i think its the addons everyone uses that i dont have yet

pale pumice
#

I use no add-ons for any of the stuff you're doing here.

jolly frost
pale pumice
#

you don't need rigify

jolly frost
#

odd, i needed it in order for any of the bone options to appear

pale pumice
#

I've never heard that, and I've never used rigify.

jolly frost
#

its an offical blender add on

pale pumice
#

oh I'm aware of it, just haven't needed it.

jolly frost
#

anyway, what can i do to fix my issue with the bones

pale pumice
#

I have no idea what the actual issue is.

odd ruin
#

you'd probably be better making an armature from scratch instead of using rigify since it does stupid shit with visibility and collections

jolly frost
#

i cant click on any of the bones in 3d view which would help greatly in the weight paint process

pale pumice
#

No, I mean I have the problem description but I'm not really sure what is going on here, sorry.

jolly frost
#

-# i fixed it

#

i just selected all the bones and then the piece of body and went to wieght paint mode

pale pumice
#

how do you select bones in object mode? This project is weird.

jolly frost
#

i pressed a in edit mode, switched to object mode while holding shift i selected the body part i wanted

#

I did it! it works!

pale pumice
#

.. huh.

jolly frost
#

ok how do i paint the hands to work, i got the arm to move with the arm but the hand bones dont move the fingers

jolly frost
#

nvm im getting the hang of it

#

i hate how the paint just goes throught the object on the other side...

pale pumice
#

there are settings for that

jolly frost
#

which ones? i have normalize on

#

fixed it, i had project on

#

oh um i know this is dumb but when/if im finished with this project would anyone be willing to test if the full body works? i dont have a vr headset...

white sky
#

hey can i have some help rq? im getting these errors in the SDK/console, but ONLY when all of the listed bones (head, hands, feet, or upper arms) are specified in the avatar config - if even a single one of them isnt specified the errors disappear (but obviously that breaks the avatars rig because core bones arent there)

despite this the mapping looks fine when all the bones are assigned and errors are in the SDK

torpid ermine
#

It says it isnt specified, can you should the bone hierarchy?

#

Show*

rustic cypress
jolly frost
pale pumice
#

accurate

dark raven
#

how do i rig my avi

sour palm
hoary plume
#

Hello to anyone who sees this! I have an issue I've been trying to figure out by myself but cant seem to fix the issue.

I have an avatar I'm making that has long arms, but whenever i wear it in Vrchat my arms are bent back and don't work properly.

Any advice i can get to fix this would help a lot :]

winged ember
pale pumice
#

Yeah - this is tricky. If your armature is vastly different from you IRL, you'll have problems.
You could do some complex things like setup a second armature which matches you IRL and drives the avatar's armature via rotation constraints... or you can scale to match closer to you IRL.

hoary plume
pale pumice
#

I mean that if your avatar's proportions differ greatly from your IRL proportions, it will not work very well, just as you are observing.

hoary plume
pale pumice
#

I guess that's a judgement call - if you really want the avatar to have weird proportions, then you can try to make it work. If you're ok with rescaling it to fit you the IRL human, that's an option too.

hoary plume
pale pumice
#

I'd probably rig the mesh as it is, then re-pose it into T-pose and save that.

#

just guessing it's probably easier to reshape using bones

outer jackal
#

hey y'all I'm having a similar problem to what was just talked about, weird avatar proportions causing weird issues, mainly my two issues are that the hips and feet lift off the ground when looking down and the arms a bit finicky- I'm aware that the hip bone being so big and the back being arched so much forwards is probably a big issue, but all in all I'm not exactly sure how bone proportions and positions affect the tracking in vr- I would do the option suggested about using constraints but I think it won't work as good in this situation considering the hips are involved

#

I also have this warning which I never know how to interpret in order to fix

torpid ermine
#

you can keep the mesh as-is, just fix the bones so the tracking is happy with it, and just weight paint whatever the mesh area it should affect

#

i.e. the bone and the mesh doesnt have to match, the bone can even go outside the mesh

outer jackal
#

its mainly the pivot points that matter, I'll see what I can do, but I do still need a bit more information on the bone proportions

zinc orchid
#

I want to make this model MMD compatible inside of VRC, does anyone have suggestions on how to tackle the ball shaped singular "foot"? Ideally the character hops to move

outer jackal
#

I'm not the most well versed in this, especially the MMD part, but you can keep the legs like that, and then you would have to create your own custom locomotion system and animations for hopping

#

just have the both set of legs not affect the mesh, if you want you can even add your own set of bones for the single wheel part

zinc orchid
#

so some digigrade-esque rigging nonsense?

#

I'll rewatch Kaide's tutorial on it then

balmy delta
zinc orchid
#

Yeah I know. Trying to figure out the best way to weight paint with mmd as the intended use

balmy delta
#

It be its own bones cause you require the humanoid rig for it to track at all

zinc orchid
#

Hence the bone constraints used in KaideArt's tutorial potentially having a part to play, but there's no parallel bones that would make sense in this model

balmy delta
#

You wont exactly get a good solution converting 2 legs into 1

outer jackal
#

best idea would be to have a middle set of bones and have them take on half the rotation of both equivalent leg bones to get an approximate middleground rotation

#

using constraints

balmy delta
#

Which would then immediately have issues

zinc orchid
#

That might work

balmy delta
#

One leg moving forward and that other moving back would just lead it to not rotate at all

zinc orchid
#

It needs double armature in the leg portion anyways

#

I'll definitely will need to do a lot of trial and error

outer jackal
#

just mess around with a bunch of concepts and see what looks best

balmy delta
#

The better option is only using 1 leg

outer jackal
#

that option would work, but like my suggestion also causes issues in some cases

#

for example, any rotations done viewed from the front would end up lopsided

zinc orchid
#

The video I'm sorta basing off on figuring out legs
https://youtu.be/yY_gnDVhyHQ?si=aFCfTNmyGp9Me96r

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...

▶ Play video
#

Sorta being the key wordsl as this still has two legs

outer jackal
#

yup

balmy delta
outer jackal
#

when doing a motion like this?

balmy delta
#

You can disable axis and then use a secondary constraint just for the x

outer jackal
#

true

#

but that will run into a problem my idea had

balmy delta
#

Your method would just lead to it staying rotated strait down in that case

outer jackal
#

when doing the splits like that the wheel will sink into the ground

balmy delta
#

The feet are pointed up so locally the singular tail leg would just sit forward like you are sitting

zinc orchid
#

It's not really a wheel as it's an original character/species that's very much not a robot

#

It moves by jumping on the one "leg", curling and uncurling

balmy delta
#

Shrimp

zinc orchid
#

Ye

balmy delta
#

Or seahorse actually

zinc orchid
#

That is closer in motion yes

balmy delta
#

Id personally convert the tracking to animation via physbone or contact and just use a float parameter to curl it

zinc orchid
outer jackal
#

you can give the floor a collider in the case of a physbone

balmy delta
zinc orchid
balmy delta
outer jackal
#

I was thinking for any locomotion tracking they could have made custom locomotion animation

balmy delta
#

Why not both

outer jackal
#

true

#

they would need both either way

balmy delta
#

Indeed

outer jackal
#

the locomotion can handle the up and down and the singular leg's motion, while the curling of the tail can be handled by the physbone

balmy delta
#

Via animation using a float parameter from the physbone specifically

outer jackal
#

yup

sterile spire
topaz juniper
#

im taking a guess that it has to do with the rig but when i export my avatar from blender into unity it messes up the placements of the mesh

topaz juniper
sterile spire
#

could somebody possibly help me with rigging a model i made vrcRat

brazen island
#

mixamo is a good starting point for a normal humanoid

zinc orchid
#

Please don't randomly friend request me unprovoked, especially if I didn't ask first

#

Your current behavior is mighty suspicious

lilac moss
#

So masks don't work on the FX layer at all? I have loads of non-humanoid bone animation and it's kinda a pain to not be able to use masks EDIT: nope im just stupid

sweet citrus
#

I have a strange issue,
i created support bones that hold all the weight (hips_weight, etc) so that they can be animated, they are not mapped at all, but unity keeps seeing them as humanoid bones, even though everything is mapped correctly, and that the normal Hip, Spine, etc bones are mapped
everything was working fine before until i enforced tpose, and it broke,
changing the name has it work, but the animation is useless since it relys on the name

does anyone know what to do?
it cant be a parenting issue, this is driving me insane

i can animate other parts like hair with no problem, and never run into this issue

sterile spire
harsh glacier
#

Hey guys I need some help I have a custom avi I had made in tripo but I’m just trying to get it ready for vrc and the bones in blender is being difficult can someone help or maybe if anyone has any more knowledge on it yall could?

zinc orchid
#

Do you have screenshots of what you are working with?

lofty aspen
#

is this a good enough skeleton to move onto unity? do you NEED fingers?

outer jackal
#

I recommend having your leg bones be completely in line along the x axis, being bent like this can cause weird rotations, fingers aren't necessary

lofty aspen
#

do you know how I can get them to "snap" to the X axis?

outer jackal
#

if by snapping you mean getting them in line, you can just select all the bones and scale by 0 along the x axis

lofty aspen
#

I may have turned him 2d

outer jackal
#

lol

#

you need to select the armature, go into edit mode, select the bones you want to be straight and then scale

#

sorry for not being clearer about it before

lofty aspen
#

Also, I don't think they were that bent

#

but this is a side profile

outer jackal
#

I also recommend having the knee joint slightly forward, so that they don't accidentally bend backwards

outer jackal
lofty aspen
outer jackal
#

the one connecting to the thigh

lofty aspen
#

okay how's this look?

#

Also, at what point do I optimize the model for android or is it too early to consider that with where I am at?

outer jackal
outer jackal
lofty aspen
outer jackal
#

are your symmetric bones named correctly? like do they have _r and _l or just r or l at the end of their names?

lofty aspen
#

they should, I have them named L&R Knee, fibula, ankle, and foot

#

though to make them symetrical it's control+M then X to fix my issue no?

outer jackal
#

there's a specific way to make symmetrical bones in blender but that works too, you would just have to delete one side's bones while leaving the middle bones

#

and whenever you move bones in the future have this butterfly's x turned on, it automatically mirrors what you change

lofty aspen
#

since I'm fairly certain I'm good on how the bones are now, does vrchat follow a naming structure when it comes to unity? Source games had a "valvebiped" scheme you needed to follow

outer jackal
#

unity has a humanoid structure that needs to be followed

#

well specifically for vrchat

#

my bones aren't exactly named the same but it help to do so

lofty aspen
#

do I need to rename them in blender or is that just for unity where I can link the bones?

outer jackal
#

when you import the fbx file you will need to set the rig to humanoid, it will automatically choose what it thinks are the right bones, but you can edit them if you need to

#

in unity

lofty aspen
#

okay so I should be done in blender for this guy cool

outer jackal
#

yup

#

probably

#

though if you do stuff like I do, you always end up needing to go back into blender to tweak things

#

luckily its not too much of a pain if you know how to swap the fbx file in unity without needing to redo everything

lofty aspen
#

it shouldn't be too bad, I just want to make this guy be able to be quest compatible and once I can get him right in the game maybe add a facial animation thing

lofty aspen
#

why did his body crush in on itself

#

where are his toe bones lmao

outer jackal
#

if the toe bones didn't actually affect geometry they probably got removed by default

lofty aspen
#

I had them move the feet via automatic weights but I guess that doesn't matter?

outer jackal
#

no clue, you'd have to check the actually weights to see if they were actually doing anything

lofty aspen
#

they moved them right in pose mode

outer jackal
#

if that's the case then I really don't have a clue, might need someone with a bit better unity knowledge than me to answer that, plus I gtg do something rn

#

good luck, hope you manage to figure it out

lofty aspen
#

okay so it's not the backpack I think it might be because I had everything connected at the central joint

lofty aspen
#

okay tried to split the inter section and got this

sage meteor
#

I finished sculpting some clothes for my avatar, how do i re-rig it?

odd ruin
#

is there a more efficient way to weight skirts
I really don't want to go through all of these and paint vaguely around the bones

robust crescent
#

transfer from legs, make them their own bones attach those to leg no collider needed - angle limits handy , only need 2 bones, 4 and 6 probably better for some skirts

tight fox
#

what did go wrong here in painting?

hoary plume
#

Hey so got an issue, im trying to do 4 arms on a avi, but the humanoid rig keeps taking the arms in the back instead of the normal ones no matter what i do, any suggestions would be grateful ive been at this for a few hours now ;-;

odd ruin
shut cliff
#

i have a really confusing issue 😭 im testing out a rig because i commisioned someone for a 3d model, and i commisioned them so the bones were specifically under the vrchat rules for the bones (img 1, got this from the server) , the bones work ! yay! but whenever i put it into testing on vrchat, the entire model is just flipped?? its not the view (img 2) and whenever she walks, the back of her knees work like the kneecaps, and the back of her arms work like the front of her arms, im really confused because idk what caused this 😭
the 3rd and 4th img is her entire hierarchy

outer jackal
#

1st thing that stands out to me is the fact that you have an upper and lower shoulder, 2nd thing, have you looked at your humanoid rig setup on the fbx in unity?

#

and then I'm also seeing a thigh, leg, and knee bone

#

usually there's only 1 shoulder bone and the thigh and leg bone tend to be the same thing and connected to the knee

outer jackal
shut cliff
outer jackal
#

have you checked if the bones labled L are on the avatar's left hand side and the ones labled R are on it's right hand? I know sometimes people mirror stuff like that- that's probably the only thing I could think of that would cause that issue

#

in general though, I still recommend you check your fbx's humanoid configuration settings in unity

primal loom
#

Hello, will this rig work for VRChat? Or will it break?

#

I tried removing as many bones as I thought would need removed.

robust crescent
#

cant tell unless its in blender , you about to find out ratl ( bones not straight when viewed from front you get bendy legs ingame , among other things )

primal loom
#

Okay ty! It didn’t work again, I’ll try re-rigging a second time later.

past seal
#

i dont know how to right any ideas

grand hemlock
#

what would be the best phys bone set up for dangles like this i norm wing it with the presets i own but i want something good lol

#

do i know how to do floor collides no am i gonna learn yes

untold jackal
#

anyone have the assets needed for a working pistol?(basically the pistol rig that is used on most call of duty avatars) I am trying to make an avi that has a working pistol/gun

astral path
#

xD

ebon arch
#

so the only limb that bends when i pose is the hand

#

here is what happens when i do the other limbs

#

stiff

nova shard
#

check the weightpaint on the arm's mesh and make sure they're only weighted to the nearest bone and not a random one like the hips or something

glad temple
#

hello! having a bit of trouble. i'm trying to learn to make assets and such and i have no experience kit bashing avatars so this is new to me. on it's own file the tail has the phys bones but after export and importing to my own avi, the bones aren't there. i'm not sure how to make ready import assets so uh.. not sure what to do? i put it into the tail section of my avi's hierchy and it's taking on the physics of the tail i suppose?
in photo 1 it's following my avi's own tail, the 2nd photo is to show there are phys bones on the original tail, the 3rd photo is the show of the lack of those phys bones, and 4 is how it looks on it's own file with those phys bones

arctic sundial
#

Physbones are something that only exists in unity. If you only move the fbx file from project a to b, it'll only contain the mesh and armature but nothing that exists only in unity. For that, you want to create a prefab and export it as a package using the unity export feature to pack it into a .unitypackage file. How to do both can be found on Google easily. Look up "unity how to make a prefab" and "unity how to export unitypackage".

pale pumice
#

Curious why you have 3 phybone components there too. Different settings for different bones?

glad temple
#

ohhh! ok that makes more sense! had no idea the fbx was different! and yeah different settings! little wigglies for the antenna portions left and right and then the main body!

pale pumice
#

you might be able to use curves to do those all in one component, it'll be more efficient.

glad temple
#

ohhh! how would i go about doing that? would love to make it more optimized

pale pumice
#

for each setting you can click the C button, and it'll turn that into a curve, then you can tweak the curve for specific points along the bone chain. Having gizmos on and watching the Scene view while doing this is really useful.

#

I believe Unity has the docs on how to use the curve editor, it's not a VRChat-specific thing

glad temple
#

ohh! that'll help so much for the arch of the tail! thank you!

pale pumice
#

definitely - For tails also I like to make the base of them way more stiff than the tip. This is how you do that.

glad temple
#

absolutely! that was an issue i absolutely saw for this one too! you're awesome, thank you!

pale pumice
#

yep, so many tails are just weirdly unrealistic - this is often why

glad temple
#

that makes a lot more sense, had no idea about such a function!

jaunty lark
#

i upload a avatar and the foot are going thourth the floor how do i fix that ?

#

can someone help me

pale pumice
#

is your avatar standing on 0,0,0 and its origin point is also at 0,0,0?

jaunty lark
#

could i video chat and show you ?

pale pumice
#

sorry, I'm doing other things here.

jaunty lark
#

ok

#

when i do in game the feet are in the ground

pale pumice
#

Yes, you said that

jaunty lark
#

ok

pale pumice
#

does it do this in Unity in play mode, when using a tool such as Gesture Manager or AV3 Emulator?

jaunty lark
#

??

#

it only do it in game

pale pumice
#

did you test the way I said though?

jaunty lark
#

not yet

pale pumice
#

it should be the closest thing to in-game, and where you can actually inspect what's happening

jaunty lark
#

how ?

pale pumice
#

setup one of those tools according to its instructions and go into play mode, then inspect your avatar

jaunty lark
#

ok

strange warren
#

Think I might have an issue with the rig on my avatar's leg breaking on import. I don't really know what it is, I've messed around with everything on the avatar's export in blender from disabling leaf bones and deactivating apply modifiers, applying all transforms, all of the weight painting is good, making sure all the bones are connected in the armature, but it still comes out spaghetti. Second pic is in Blender, the only issues are in Unity for some reason.

pale pumice
#

bone roll is 0 on all humanoid bones?

#

(except fingers/toes)

#

wait, the second pic in blender - that's not the default pose, is it?

#

you're just demoing that weight painting looks ok, right?

strange warren
#

Yeah that's just a demo for the weight paint, I set it to resting before exporting
-# Sorry for late reply btw, had to go out for a lil bit

#

Tho checking now the bone roll was the issue, thanks :D

pale pumice
#

oh nice, glad it was that easy

lament flint
#

can someone help me im trying to add a second pair off arms to my avi but the second pair doesnt sync with the main pair any fixes??

pale pumice
#

Explain how you have this setup so far

still light
#

on play, the left leg sticks way out and completely messes up the mesh. my bones are applied correctly, but in the muscles and settings tab the left leg rotates much farther in the backward direction

#

simply posing it back into place doesnt work, and there are no weight painting or rig issues in blender

pale pumice
#

bone roll is 0 for all humanoid bones?

still light
#

yes

marsh ibex
pale pumice
#

Or are you doing the syncing via rotation constraints?

limber beacon
#

Im kinda new to this but the guy who rigged this model didnt put any for the feet and toes. How do i fix this?

balmy delta
#

in blender

#

add feet bones to the armature and weight paint

pale pumice
#

weird there are no feet bones - are they actually present but not auto-detected?

gentle epoch
#

i did everything right but for some reason the rig wont be excepted by the SDK

robust crescent
#

fill in the slots , many missing

gentle epoch
#

those are opstional though

robust crescent
#

not in vrchat

#

fingers / upper chest / toe bones are only thing optional for vrchat

pale pumice
#

it is not optional for vrchat

#

Also not sure why we're discussing this in two places - I'll stay here.

gentle epoch
pale pumice
#

Then you will have to create them in something like Blender.

#

Your spine requires these bones, in this order:
hips -> spine -> chest -> neck -> head
(they can be named whatever)

#

Shoulders must be children of the chest bone

inland delta
#

i worry that some bones i added to my legs are potentially being selected during fbt calibration, is there a way to exclude specific bones from being candidates for matching in fbt calibration?

pale pumice
#

it will only care about the humanoid bones, the ones in the rig setup in Unity

jolly acorn
#

k

wraith whale
#

does anyone know how to make an invisible avatar and the only visible thing is a model in their hand? thats a bad explanation but like this (credit to VRLolathon) i have a model but i dont know how rigging this would work.

robust crescent
#

use empty skeleton (no mesh) add something to hand

limber beacon
#

I rigged the model. the thing is that the hands,wings and helmet on the avatar are not connected so when I pose it only the body moves. How do I connect them to the body

pale pumice
#

You need an armature modifier on those mesh objects, and to weight paint

limber beacon
pale pumice
#

Same answer still - do you have an armature modifier, and is it pointing at the right armature?

limber beacon
#

this is actually my first time so idk what an armature modifier is

#

i just followed a video

pale pumice
#

In the modifier, the "Object" slot should contain your armature.

#

Do this for each mesh object you wish to deform with the movement of the armature

limber beacon
pale pumice
#

doesn't matter so long as the end result has this

#

if you have them before they'll just carry it over when merging

pale pumice
#

That's the same as the one in the picture on the docs site I linked, right?

limber beacon
#

yep

pale pumice
#

Seems correct then 🙂

limber beacon
#

so what do i need to do to get the other parts to combine?

pale pumice
#

what do you mean "combine"?

limber beacon
#

some parts of the model are seperate and i forgot to merge them before making the rig

pale pumice
#

If you want to join mesh objects, select them while in object mode and ctrl+j

limber beacon
#

already did that

#

but the rig is still not moving it

pale pumice
#

You still have to deal with weight painting - that armature modifier just sets up the conditions so weighting will affect it

limber beacon
pale pumice
#

probably, but I don't have any links for you

limber beacon
#

how do i fix this

pale pumice
#

doesn't look like a full humanoid rig

#

look at the pinned diagram for reference

limber beacon
#

do i need to fix this with blender

pale pumice
#

If you need to rework the armature, yes - it's kinda hard to tell what it looks like from that pic though

#

just doesn't look like enough bones

limber beacon
#

is there a way to make this work?

#

this is the bones required for this guy

pale pumice
#

Again, I can't see exactly what it looks like, but if you don't have enough bones for VRChat to consider it humanoid, it'll be a generic rig and then you have to do a lot more work yourself, like building a whole locomotion animation controller

#

it's almost always best to use a humanoid rig

limber beacon
#

btw the model i downloaded included animations

#

what type of file would that be

pale pumice
#

possibly named .anim?

limber beacon
#

theres only .fbx and .dae

pale pumice
#

maybe the animations are in the .fbx

limber beacon
#

how do i find them tho

pale pumice
#

In Unity, you could check in the inspector for the model file, they might be listed in the animations tab

ripe stag
#

PLEASE HELP!! i have an avatar that has an abnormal rig thats semi humanoid and I need the shoulders (and hips) to not affect the model so the arms (and legs) dont stretch, how would i go about doing this?
in blender, on the shoulders (and hips) ive tried removing the removing vertex group attached to the mesh and not weight painting it, but that didnt do anything, it still simulates being attatched
i dont really no where to go from here, i know its possible to make a rig like this, but
is there a better way to go about making these "ghost bones" per say that are there but dont ACTUALLY affect the mesh??

#

i wanna be done with this thing already and this is literally the only thing stopping me lolol

pale pumice
#

You must have all the humanoid bones present... but you don't have to actually weight paint any mesh to them.

#

Of course, rotating a shoulder bone means the arm below it also rotates somewhat, but you could make the size of the shoulder bones pretty small

ripe stag
pale pumice
#

I don't know which bones are which in this, nor what it is you're trying to demonstrate

#

also there's an alert there which says the spine hierarchy is not correct, so you'll probably want to fix that first.

ripe stag
#

sorry let me try to recreate it real quick cause that videos a bit outdated

pale pumice
#

I think it'd be much more ideal to do your rigging in Blender first

ripe stag
#

rigging as in readjust the bones? redo the rig over again? i did the rigging in blender originally :V

pale pumice
#

if you're trying to change bone size then yes, definitely blender for that

#

and fix the error about spine hierarchy

ripe stag
#

alrighty ill see what i can do 👍

ripe stag
#

alright so i redid the rig and im still having the same issue
so basically whats happening is the chest creates like these makeshift shoulders kind of, and are stretching to where my real shoulder bones are?
i tried showing which bones are which and in this screenshot i took and how its mapped out 🙏

pale pumice
#

Unity's display of what it thinks bones are are not actually bones though

ripe stag
#

what is it then?

pale pumice
#

just how it displays stuff I guess

#

you might consider the tab in the rig setup that lets you set the range of motion for bones, make the shoulders range be effectively 0 then I believe it won't be moving them based on IK

ripe stag
pale pumice
#

it's one of the areas in the rig setup, "muscles and bones" or something? I don't have Unity open at the moment

ripe stag
pale pumice
#

click on the model file. go in the inspector. Rig tab. Configure. One of the tabs there, I think the word "muscles" is in it.

#

I have no idea what it is you are doing there ^

ripe stag
#

OH oh i see now thank you

#

i was looking for something that said "rig setup" like you said and i found that thing so i thought thats what you mightve been talking ab lol

pale pumice
#

I figured you did what is commonly called "rig setup" by setting it to humanoid and hitting configure

ripe stag
#

yea i did

#

i just didnt know the specific terminology

pale pumice
#

I don't know if it's specific, just a term I figured would be clear - guess not, I'll be more clear next time 🙂

#

easy enough

ripe stag
#

its all good 👍

ripe stag
pale pumice
#

oh excellent, I was hoping that would!

mystic mantle
#

hi question, what is avatar rigging?

pale pumice
#

building an armature of bones which you can use to pose it and animate it like a human

#

VRChat also uses this to make your avatar follow your movements

vale pilot
#

Hey, so my avatar is Minecraft type, and it look way off, how do I fix that? do I move shoulder and make it invisible or is that impossible?

robust crescent
#

if you want to avoid z fighting make arm tiny bit thicker or move the entire arm mesh abit more to side so it wont go inside torso , still going to be wierd when it T posing tho

vale pilot
soft sinew
#

So I followed the order you gave me and put my neck as my head but now I’m unsure what to put my head as

#

I’m not worried about a jaw since the character I mades mouth isnt ment to move

pale pumice
#

don't use the jaw bone unless you use that for speaking, just leave it blank

#

I'm not sure why you put the neck bone as the head bone?

soft sinew
#

I thought that’s what you said to do

pale pumice
#

I did not

soft sinew
#

Or did I do it in the wrong order

pale pumice
#

I described the bone hierarchy from the root (hips) bone down to the head bone.

soft sinew
#

So the neck down to the hips?

pale pumice
#

if yours does not match (names can vary) then you won't have a humanoid architecture

#

no

pale pumice
#

the hip bone is the root bone, so "down" should be the direction from there down to others, as it shows in blender and unity

#

have one what

soft sinew
#

Oh wait is that my bones?

pale pumice
#

?

soft sinew
#

A humanoid

pale pumice
#

a collection of bones in a 3D model is an "armature"

#

"rigging" is the act of setting up such an armature so that the mesh will move with it, "rig" is often used as an equivalent term to armature

soft sinew
#

Ohh

#

So do I connect my head to head

pale pumice
#

what?

soft sinew
#

Sorry I’m just very confused

pale pumice
#

See the pinned image - the ideal humanoid rig looks like that.

soft sinew
#

I looked at it and i dont understand it

#

So do I put my head as neck?

pale pumice
#

.... I have no idea where you got that idea. No.

#

put the head bone in the head bone slot

#

put the neck bone in the neck bone slot

soft sinew
#

Because the arrows pointing down make me think the head goes to the neck then the neck to the chest and so on

pale pumice
#

etc.

#

etc.

soft sinew
#

Should I change my waist bone name to spine?

pale pumice
#

those arrows indicate a child -> parent relationship - the arrow points to the parent

#

the bone names are not relevant, what matters is their position

#

also that diagram has bones from the upper leg to the hip bone, which you don't do in vrchat, it's a little confusing

#

oh - in fact, the key in that diagram literally explains what the arrow means

soft sinew
#

Yeah the arrows made me think to put the thing below it as above

pale pumice
#

here, I'll put my text arrows the same:
hips <- spine <- chest <- upper chest (optional) <- neck <- head

#

key: parent <- child

soft sinew
#

I’m kinda back to my first problem i dont have a bone called spine and my friend told me my waist bone is my spine so should I change my waits bone name to spine bone?

#

This is what my bones in blender look like if it helps

pale pumice
#

Again, the name is not relevant at all. It could be called "foo" or even "head" if it's in the right position

soft sinew
#

Okay

pale pumice
#

show the hierarchy of bones from the root (hips?) down to head.

soft sinew
#

Should I make it bigger?

pale pumice
#

... what is going on there, where is the hip bone?

soft sinew
#

At the bottom of the list

#

Should I move it up?

pale pumice
#

you don't move bones in unity

soft sinew
#

Okay

pale pumice
#

expand that ^ bone list so we can see where that hip bone is

soft sinew
#

Okay hold on my mouse is being difficult

pale pumice
#

shall I send my cat?

soft sinew
#

Yes

#

I put my mouse image as my favorite characters item in a game so it’s biger and I can’t tell where my click is

#

I’m trying to uh close the taps and make the list shorter

pale pumice
#

ok - bring the model into Blender and fix the armature hierarchy

soft sinew
#

Okay

pale pumice
#

the waist bone is connected to the.. hip bone...

#

etc.

soft sinew
pale pumice
#

without the bone names a screenshot like this is not really useful

soft sinew
#

Here’s more of a front angle

#

Okay let me turn names on

pale pumice
#

again, the pinned diagram should show you what it should vaguely look like

#

showing the names on the diagram does not show the hierarchy so it's really not of much use

soft sinew
pale pumice
#

but also, showing me anything here is a waste of your time, there's no reason to

soft sinew
#

Oh

pale pumice
#

Feel free to show the bone hierarchy in blender if you want, but I've said a few times how it needs to be

soft sinew
#

So I have too many bones for my chest to hips

pale pumice
#

list/show them

soft sinew
#

So the chest waist which should be spine

pale pumice
#

again, this does not show what I'm asking for

soft sinew
#

I’m not sure what your asking to look at then

pale pumice
#

show the hierarchy, the 3D view does not clearly indicate the parent/child relationships

soft sinew
#

In blender or unity

pale pumice
#

blender

#

since you're there and that's where it needs to be fixed, if needed

soft sinew
#

How do I get to my hierarchy

pale pumice
#

outliner, upper-right by default

soft sinew
#

I think this is it?

pale pumice
#

that. I see the problem finally

#

your bone called "waist" is in the hip slot, and "hip" is in the waist slot

soft sinew
#

Ohh

pale pumice
#

rename the two so you can be more sane

soft sinew
#

So waist becomes hip and hip becomes waits

pale pumice
#

that looks right, from what I can see in that image

soft sinew
#

So like this?

pale pumice
#

the parts that I can see, yep, those are the names I would use.

soft sinew
#

Okay thank you

#

Sorry if I’m frustrating I’m just very challenged mentally

pale pumice
#

to note again though: the names don't really matter other than for your own sanity 🙂

soft sinew
#

So my chest is saying what my spine said now

pale pumice
#

it looks like it's right in blender - did you rename it in blender then re-export ?

soft sinew
#

My friend showed me a quicker way to do that they said just double tap me model here and it opens blender then I can make changes in blender and save it then go back to unity and it does the changes I made in blender onto unity

#

If I’m explaining it okay

pale pumice
#

quicker than what?

#

I mean, great, that probably means your OS has an association of .fbx files to blender.

soft sinew
#

I’m not sure they just told me it’s a faster way

pale pumice
#

sure

#

(I don't use Windows, I don't have that setup, I'll take your word for it)

soft sinew
#

well it works because I decided to change waist name to spine

#

And it changed it in unity to spine when I saved

#

I opened more things in my hierarchy thing

pale pumice
#

looks reasonable to me

soft sinew
#

Thats good

#

Well the chest is saying to transform spine

#

I’m not sure what it means

pale pumice
#

it says that the chest is not a child of the spine (waist) bone

#

looks like it is in Blender there.

soft sinew
#

While we’re here I know red means not good and I outdoor have sworn I had more bones

soft sinew
pale pumice
#

they don't need to be "connected" as Blender thinks of it (child's head pinned to parent's tail)

soft sinew
#

What could fix the issue of making it be a child to parent

#

Or parent to child thing

pale pumice
#

it looks right in blender, so my thought is that you aren't exporting it right but that's just a guess

soft sinew
#

Do my bones have to be a certain way

#

Like thick end to skinny end

pale pumice
#

way?

soft sinew
#

Way

pale pumice
#

yes

soft sinew
#

Uh oh

pale pumice
#

Thick is the head, thin is the tail

#

parent's tail connects to child's head

soft sinew
#

Well my bones arr bone in the air and head pointing down

pale pumice
#

the diagrams I've seen they look right

soft sinew
#

Okay Thats good

#

So my chest seems to be okay when my spine is empty but when I out spine in spine my chest freaks out

oblique furnace
still light
#

dont worry about the teeth poking out i fixed that already, but gesturemanager and vrchat both seem to be mistaking the arm bones for the shoulder bones. everything is assigned correctly in the bone mapping section and the hierarchy looks fine to me

pale pumice
#

looks fine to me, not sure what is wrong

still light
#

well thanks for lookin at least lol

undone sequoia
#

im trying to learn how to rig and im getting an information overload using google where should i start?

still light
#

okay, the good old delete everything and reimport trick worked. thanks unity

lavish tusk
#

One message removed from a suspended account.

pale pumice
lavish tusk
pale pumice
#

Looks like you have an IK rig there - a lot of those bones you won't need in vrchat.
Also how did I miss that you can nest bone collections? I'm so doing that

#

anyway, looks reasonable

#

Make sure the bone roll for all the humanoid bones is 0, make sure unity doesn't give you errors about the rig

lavish tusk
pale pumice
#

by "all humanoid" I mean the spine, and limbs down to hands/feet but not including fingers/toes