#avatar-rigging
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removing?
How do I fix this?
looks like a modeling problem
nah its wrong bones orientation so the last one ends up wrong since theres no next one to go to. dont know any easy fix tho
I don't see why that last bit is angled, given the visible bones. Put it in blender and inspect it
unity doesnt show last bone orientation and previous bones are just connecting two dots. in blender this model probly looks like this #avatar-rigging message
How do I fix it?
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don't remove twist bones, set them up in Unity too, they're great
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by "place the bones" you mean in the rig setup?
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by "not connected" what are you referring to?
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i need help on my rig its my first time rigging, and in edit mode the rig in down, in object mode the rig is offset but up right
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id throw it in mixamo and cleanup after (avoid having the cape in it tho)
so, unity will guess. If it guesses wrong, put the right bones in the right slots.
The laying down thing in Blender is weird, probably you've got an unapplied transform. I'd edit the armature, select all bones and somewhere in the menu, reset all transforms.
Then in object mode, select the armature and ctrl+a and apply all transforms.
Make backups
mixamo is a good idea too
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you need to remove armature/export without it
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you have a very weird model here, I'm not sure how to tell you how to fix it from here.
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I feel like i got the bones pretty lined up, but im not sure why it keeps doing this? Is there a easy way to fix it
Looks like maybe a weight paint issue, you'd have to check that in blender - basically rotate those bones in pose mode and see what happens
better weight painting
How do I weight paint
in blender theres an entire tool for it
sdk is saying there arent bones mapped, anyone know the issue?
you must have a chest bone and shoulder bones, for VRChat.
shoulders go between the chest and upper arms.
ah okay
is there a way to re import it without having to re do all the configurations
Simply overwrite the .fbx file when you export from Blender, it will update.
(assuming you didn't unpack the model prefab in the scene)
one last thing, the feet go backwards. should i flatten out this bone?
I suspect vrchat won't like those being backwards. But view the ideal rig diagram pinned in here.
the names don't really matter, they're just for your reference
ah
getting this popup, not getting the "head and feet arent mapped" error thankfully but this is appearing despite the face the armature is set to humanoid?
nevermind getting that issue again
in the rig setup window where you can click "configure" to show the mappings, make sure there is no error listed
there doesnt seem to be any errors
maybe ill just restart unity?
oh wait when i pressed enforce t pose it deleted the left thigh??
completely remapped all the bones and im back to this
im stuck in a loop
maybe show the errors again
nevermind i reloaded it and the legs have stopped working again
this is really frustrating
oh my god dude
the diagram of the model there isn't very useful, can you show the bone mappings in the rig setup, and maybe the bone hierarchy from hips down to head, and the shoulders and upper legs?
it could be just mis-parenting
nope, those are fine
oh ok
you can have more bones
I can't quite tell but the shoulders are direct children of the upper chest bone, right?
yeah
ok then all of that looks correct to me
You can also turn off the _end bones by unchecking the option for leaf bones under "armature" in Blender's export dialog... assuming you aren't actually using them.
oh ok
they shouldn't be needed in anything but Physbones, and you can just use the endpoint position value there instead
but yeah i dont really know whats wrong with it now
me either from here
aw man
might be a dumb question, but any easy way to make a Blender Model (4.5) ready for FBX/VRChat? i just want most of the useless stuff removed and the Basic Rigging that VRChat needs
I guess you could use something like mixamo? I'm not sure, I don't find making an armature hard at all. weight painting is a pain of course.
This.
anyone know how to stop the eye bone from rotating the eyeballs out of the eyesocket? this is from a model i bought and proceded to break so this is my first time having to rig/weightpaint an eye
The eye bone's head should be at the exact center of rotation, and the bone should be perfectly vertical with 0 bone roll.
usually the center of rotation is the center of the eye sphere.
i thought i got it (normal on the left) but when i enable look forward it starts clipping š
does it rotate properly when you rotate it about the Z axis in Blender?
(and it meets the criteria I said?)
theres a bit of clipping when i rotate but i figured it would be good enough for simple eyelook movement, ill send a clip in a second
yeah that doesn't look great when you rotate it around Z - you could limit how far it goes in Unity though
or try to move the bone a bit
i just added the texture in unity and the uvs are broken too, i think its just the eyes? so ill fix that first š
nevermind im just silly
i reset the eye roll in blender so now its working kinda sorta
i did reset it earlier but i think i messed it up again when i was fixing the bones
now the looking straight is correct but the regular unity preview is not
i fixed it by deleting the old model in unity and importing a new one entirely (rather than overwriting)
can someone get this model to actually be connected to the rig?? i don't know why but it just wont do it. and please send it back to me after your done.. and TRY your best to not let the hair interfere with the rig please.
thank you if you do so!
add an armature modifier to the mesh, weight paint it.
otherwise head over to the VRC Traders discord to commission an artist, you'll just get scammers around here.

mm yeah - looks like it's got some weight paint but the bone names don't match with the vertex group names. Could be fixed, might just be easier to redo it.
I DID IT
YES
finally
neato
i put a phot because i wasnt gonna copy and paste it again but this is my current problem
Try mixamo
Itās better to avoid mixamo all together because of their poor quality and designs for their ai detection. I personally use auto rig pro but my hands on this model are bent and have no paints I just figured everything out about a hour or so ago so Iām now doing it better. I intend on using this as a in game model for a game as well as a avatar in the future I thought I would just post it here in case someone knew something I didnāt but thanks for responding in general. I appreciate the idea. (Sorry in advance if I come off rude in any way itās not my intention)
I do wanna say tho mixamo is good for free simple animations
Which is always a plus
I usually do mixamo for like the base weight painting because blender's auto heat mapping blows. Clothes, I have an addon that matches the skin as well as other bones not yet used or I can just transfer weight painting if there are no new bones being added to the base model. For finger's blender's auto heat mapping is better, but setting up the skeleton can suck
Cleanup is inevitable tho
I have attempted it in the past to do mixamo with the weights but I actually had the opposite where mixamo blew up the clothes and parts and auto rig pro kept it good and I prefer to do most the work and have the skeleton automatic. Mainly because I want to learn weights and how to make full high quality high poly characters Mixamo is a one-size-fits-all rig. You get: Bones in slightly wrong places for your character. Limited or no facial bones if your model isnāt humanoid standard. Also Mixamo generates weights automatically, sure but Shoulders pinch, hips collapse, and hands clip through themselves. You spend hours correcting deformations if you want anything usable in production. But honestly for what Iām going for Mixamo is basically a shortcut. Great for prototypes or placeholder models, but: Youāre sacrificing control, precision, and realism. If you want professional animation for games, films, or cinematic work? Itās just not enough. (At least in my personal opinion and experience this varies yk)
The main deal breaker is Mixamo rigs lack adaptability:
⢠You cannot add extra bones for facial expressions, tails, or props.
⢠No IK/FK switching for complex animations.
Auto-Rig Pro allows full rig customization:
⢠Add additional bones and control rigs.
⢠Set up IK/FK systems for natural motion.
⢠Include facial or secondary motion bonesāperfect for cinematic, gaming, or VR projects. Yk. But for lower characters like simple characters nothing intense people may use it for their own projects I am just more looking for a professional level. Though I did enjoy chatting about this topic. I appreciate your attempt at helping.
I have to set up a face rig one more in-depth than the mixamo addon for blender as well)
Im a little confused about your statement about mixamo rigs not being adaptable, because you absolutely can add any bones you want in blender or other 3D modeling software. If you mean as is, sure. It doesn't read your existing skeleton nor an in editor way to add stuff like that, but that has never stopped me personally from adding what I wanted, but it's just a quick base pass which is the hard part imo
hi guys im making rotation constraints and fake bones for my avatar to be able to work properly with fbt, do i need to parent the fake bones to their real ones (such as fake leg to real leg, fake chest to real chest)? i find that unless i add a parent constraint to them in unity the avatars mesh does weird stuff, i was wondering if i can do it in blender instead? or will this cause problems?
ok only the legs had problems, im not sure abt the other bones though
What's preventing you from just having there only be 1 armature and not needing the constraints?
The only cases where having fake limbs is really necessary are second sets of appendages or if you want to make a pose system
If your avatar doesn't work with full body out of the gate, then there are some issues that need to be addressed
the avatar differs greatly from me irl and i would rather not mess with the avatars proportions
the legs are too short and hip too low
Then yes you would need VRC Rotation Constraints
Well. For example, you don't need to adjust the fingers so not those. Whatever doesn't look right
oh i have rotation constraints added already, i just wanted to know how i should parent these
if its up to the shoulders that need to be fixed then you need from hips all the way to shoulders
like in the image i have parented the fake hips to the real hips, fake spine to the real spine and so on
That would produce the same results as just using the regular bones
gotta be rotation constraints
ohh alr
hhmmm ok
when i didnt parent the bones to the real ones weird stuff would happen to the mesh, i realised putting a parent constraint on the hips fixed it kindof, but the neck still moved seperate to the head
like they werent connected at all
Im actually second guessing myself now. Im a bit tired. I honestly don't think there's a really good solution to your problem. Calibration is supposed to be the solution. Changing between measure by arms and height depending on the avatar
its okk thank you for your help
im not really sure what to do either LOL ive just been trying different things
have a weird issue in unity specifically where in play mode it does this, vrchat and animations like gogo and syncdances seem to work fine but its only when it stands (have tried without gogo as well and it still does it)
this is my current rig if it helps you help me
those heels look kinda high
I don't know how to fix your problem though, I don't have it 'cause I don't use the default standing poses.
would anyone know of riggers for quadruped models?
check out the "Virtual Limbs" discord for stuff like that
how do i fix my arms
would you be able to point me towards them?
wait i think i found it
Yes, if you didn't find it
Hello everyone, I just wanted to see if anyone might have some advice for when I start rigging an avatar I made which has ball-joints š Iād like to rig it where the joints rotate but do not bend if possible. Iām also unsure if I should join all of the parts together or keep them separate. Thanks in advance !
something like that , you dont want other bone to affect the joint if its ment to rotate around it
was messing around with a idea like that some days ago
when i saw this av
Youāre awesome thank you so much! I looked at so many tutorials but kept getting stumped on where to start
Hello, when the avatar's shoulders are normal in desktop mode, but drooping in VR mode, is that a rigging fault? Other avatars I've tried do not have drooping shoulders.
There is also an issue when looking up makes the entire body push up and forward, making the character top-toe, and looking down makes the character hunch over. Is that also from faulty rigging? So far most avatars I've tried do it.
I'm no expert but that droop might be caused by the angle of your shoulders.
Without seeing it's hard to tell, but that might be a height issue which is separate. Try toggling the āsit/standā button on the menu. Also remember to set your height in the settings. Someone correct me if I'm wrong, I haven't done it in a while but I think you can search for those settings in the large settings menu.
#avatar-help message
Managed to make a new avatar with the same FBX file as the one with drooping shoulders and they no longer drooped. Must be an old VRChat thing.
Although, the model on the left is from an even older avatar I have.
Unfortunately I just don't know, but magical fixes to solutions are always nice to see. Did you try any of the mentioned ideas for the tip-toe/hunch issues?
does it work fine when using gesture manager in unity?
if yes, probably a vrchat height issue
if no, your rig is wrong and i think shoulder and chest are supposed to be touching? iām not completely sure but please go look at vrchatās example rig
sorry i probably should have mentioned this
i have since then successfully re-rigged the avatar and it works fine now.
great
not sure if this is a question to ask here or in avatar help BUT- it's not painted to any other bone, i've checked every single one. it's painted to the correct bone and only the correct bone. no matter what i do it stays like this and i've been trying to figure it out for 2 days straight and i'm so confused :T
nvm.. always make sure to check the names of ur vertex groups match ur bones
Is there any documentation or tutorial covering the expected workflow for setting up VRChat bone constraints in Unity? I have helper bones, twist bones, fan bones, etc with aim/rotation constraints, they works in blender but when I set up the constraint in Unity they either misbehave or break after I tweak the armature in blender and reimport to Unity.
I'm new to Unity so I might be missing some common knowledge, for example I don't really understand the interaction between transform value and lock toggle in constraint settings, how to keep constraint working after tweaking armature in blender, etc
can't say I've had a ton of issue with this
so I'm not sure what to suggest
I mean, like, generally
Generally?
like I don't have any real general/generic advice, but if you had something specific you could describe maybe that might help
I see, thanks!
Hmm I think one of the reason is because the bone constraint component locked the transformation at specific value, and isn't updating after I changed character proportion and bone positions in blender and reimport (which is probably expected because they are locked?)
Is there a way to handle this workflow more efficiently? I have 30+ constraints and don't really want to manually set them again. Perhaps it's possible to write some kind of script to add the component and lock values but I'm not sure if it's worth the time investment
I'm confused on why I can't find a solution on Internet, I imagine this would be a very common issue for anyone working on rigs in Unity and 3D software at the same time
you'd have to unlock the vrchat constraint, probably reset it or reset the bone it applied to, then re-lock it.
you could definitely script it
can anyone help me rig my rec room 3D models bc i wanna make it an Avatar
[solved]
if anyone else experiences this while uv mapping, its because a subdivide modifier needs to be applied š
Thanks for the idea. After some testing I think I might have actually hit a bug. When I follow your suggestion (reset component, revert its transform to rest pose, then reconfigure) to re-activate the constraint, the rotation changes on activation (and this only happens when not all axis are frozen). Interestingly if I delete the VRC constraint component, add a Unity version of it, activate/reset it and add back the VRC version again it will work correctly on activation.
Yeah I ended up writing editor script to automatically add the constraints.. don't want to deal with these confusing problems
huh, how strange
Hello @winged ember š
this is most likely a scammer jsyk
it was some low poly cube models but people wanted me to pay them over rigging
i kinda lost trust real fast
someone in game is doing it for me as if yesterday
why would people asking to be compensated for doing work be weird?
what?
"pay them over rigging" - maybe I misunderstood?
Rigs as in bones in blender
why though?
because it's work?
i mean in a server i met a player who is doing it for free so he is doing it now
neat, that's a lucky find
wait is it hard tho? to find people who do it for free?
Can't say that I've looked, since I do my own work, but I'm often surprised by people working for free.
i mean like here's the thing i have the model done i just can't rig as im not good at using blender as my 3D models are exported from rec room
i mean it costs time and to do it quickly you are applying skills that take quite a bit to learn. If I were to charge for it though it wouldn't be much, maybe $15? If anyone is approaching you about payment though without you explicitly asking for that, then yeah, that is weird. You're not wrong for thinking so, as that's typical scammer behavior.
If you want to commission someone in the future, do it through someone you know and have talked to before (like someone you met in-game) or preferrably, do it through a commission server, like VRCTraders, and make sure to follow all their guidelines to ensure you don't get scammed.
idk would you like to try weight painting
he didn't scam me he just gave me the models in game they work very fine
No the person you found wasn't a scammer, I mean the people who dm'd you asking for payment
Unsolicited DMs offering services, especially if you share no servers, are 99% scammers
I've got an unusual model I'm having issues with. It's bipedal, but not humanoid. Some parts work and others don't.
provide details, of course.
I actually just got the same problem with a similar model, althought this one is compatable with ChilloutVR
did you do the rig setup?
No, I just imported the FBX
oh - find a basic avatar setup tutorial and do the basic setup
It was made for ChilloutVR, but the guy said it should be compatable with VRC
good chance it'll work then, yep
it doesn't have shoulder bones, so I'm not sure how to get those
Used the collar bones as shoulders, but it still isn't wanting to cooperate
You create them in Blender or similar. But that seems like probably the right bones, if they're children of the Chest bone, and parents of the upper arm bones.
It was the animator that was causing the problem
wait for real?
yes most of the time
especially if they ask for payment and you never offered it, or if they don't share a server with you
as i did make a now deleted post were i ask for help a bunch of others wanted me to pay, dawg its just rigs not a whole new model
it's normal for artists to ask for pay, but this rig in particular doesn't seem very difficult. The issue is that you never offered payment + the dms were unsolicited. There's a lot of tells with scammers, but just generally, ask here first, don't pay anyone that you can't verify is a legit artist, and NEVER pay via friends+family or gifting or anything named similarly (you can't do a chargeback/claim because it's considered a gift)
oh ok
that one friend of mine who did for free told me its a scam as they might ask for payments over rigs eventhough its just low poly models. want me to send a pic of the models
well again, rigging is still work, so while there are many people willing to do it for free because it was a simple job, it isn't unreasonable for artists to ask for pay. It's just not okay if people approach you about it without asking and can't verify that they are legit artists.
yeah
oh yeah here is what they look like and it took the person who did it just an hour
oh awesome! yeah it seemed like a pretty easy job
glad you got it sorted out :D
fr š
Can someone guide me through rigging and wights in vc? Its my first time doing rigging and i keep running into problems! we can text too
might be harder tho
ive checked videos, google, and asked for help on the blender discord but i still keep having problems so i was hoping someone could just help me step by step
FYI You can't have other objects the same name as a humanoid bone.
how can i fix this character twisting its legs instead of crouching?
check legs in blender, they should be straight when looked at and slightly bendt on knee
they can rotate wrong ways if they arent close to that
Also bone roll should be 0
what if theyre not plantigrade tho
sure let me fix it
@weary hollow then you use constraints on top of plantigrade bonesš¤·āāļø
#avatar-rigging message believe its the video
tho never watched cause happen to be a plantigrade
That one is very basic, but definitely will get you started
this is the bone layout it has
first mistake i noticed is the bones not bending forward which im working on fixing rn
currently fixing
VRChat is going to hate that - do you have other bones to be humanoid?
trying to upload this rn, the creator had two different versions, the one im using now is for an easy port. vrc refuses to recognize it as a humanoid rig when i import to unity, i have no idea why this is happening. it has atleast one chest bone, i readjusted the shoulders earlier before uploading to unity to make sure it was exactly in a tpose, idk what else to do.
provide the errors you're getting in Unity
none of that has anything to do with rigging setup
oh erm
looks like an issue with your gesture manager, try updating it, or maybe going back a version
it often has compatibility issues
okay ty!
downgraded gesture manager to 3.9.4, the last version i used that worked but it's still doing it,, is this a different error?
Yes, those errors are not related to the Gesture Manager problems.
re: the humanoid rig problem, click on the model file, and in the inspector, go to the "Rig" tab. Look for errors, If none, click "Configure" and make sure the right bones are in the right slots.
theres this,, should i name everything to what unity calls each bone?
Yes, you cannot have any other objects named the same as any of the humanoid bones.
The actual bone names don't matter though
oh alr, ty then
everything works now appreciate the help
does anyone know why my rig splits of from my model when i turn it?
try reparenting the mesh to the rig
explain it in caveman termsš
@wet rampart okay,so ur rig is following the mesh because u parented with auomatic weight the avatar mesh to the bones , now i m not sure this is the solution but you can unparant the mesh (avatar ) from the bone and try parenting again making sure that evrything is aligned before that ,unparent by clicking the mesh then alt + p
with or without auto weights?
with
cool thx man
none of this matter in unity , so not sure why you would do it - there you need constraints
How do you apply a rest pose so the pose changes to what you have on screen currently and not go back to its original state
in what, Blender? You have to apply the armature modifier to make the mesh stick in that position. You can apply it as a shape key, then apply that to Basis.
I forget how to apply the pose to the armature though
bones ? cats way to just move something apply
sometime i need that T pose if im adding things
yeah - I don't have it installed 'cause I don't use it otherwise but that does have a thing for this
does anyone know how can i fix this
wondering if its a topology issue or just an inapropriate weight painting
fix what specifically?
the groin gets squished unnaturally
ah okay, thanks for clarifying. Definitely looks like weight painting causing that
topology doesn't look bad
here are the weights of the relevant bones
i have tried fixing it but it ends up looking worse if i adjust weights to reduce groin influence
Yeah it takes a lot of practice to become sorta-okay at doing it š
yeah this is not how its supposed to bend
so i rip almost all of my avatars from Gmod, and i use the rig that comes with it since i have literally no knowledge on how to use blender,
but every now and then i'll find a good model but the hands tend to be extremely messed up and i usually give up after seeing it.
Any ideas on how i might be able to fix this?
only blender can fix that, pose mode and see if they have too many bones, parented wrong , 'n stuff
you probably have the claw hand where last bones goes straight down instead of following mesh
if they arent inside the mesh they bend wierdly too
looks like unity thinks the model's index finger is actually the thumb
you'd have to reset pose and manually map the fingers
So like... ahem... what does 'reset pose' mean and how tf do i that?šš
it should be in the rigging tab?
"pose > reset pose"
i think
i havent messed around with humanoid rigs in a long while so forgive me if im bad at directions
All good, i'll check it out next time im on unity
Can some one explain me how can I fix when Iām rigging the clothes and the sleeves fuses with the fingers, when I delete the bones from there the clothes get deformed I have no clue how to fix this! If some one knows and can explain me Iāll be very grateful
I'm not quite sure what you mean but the first part sounds like accidentally weight painting areas you didn't mean to.
I don't know what you're trying to do by "delete the bones"
Ok so Iām triying to make some clothes bones work with another avatar and for that I use the transfer data to the other clothes using the same avatar bones, but by doing that the bones from the fingers are still active so it deforms rlly bad
remove the vertices you don't want moving with a bone from that bone's vertex group
Also always assume that any of the transfer tools (blender's or robust) are going to get you part of the way there, and you'll have to do some manual touching up the weight paint afterwards.
i see ill try it out ty so much!
Does anybody know how to t-pose a pre-posed model in blender?
cats plugin i think
go into pose mode and it miight turn into a T , some are just doing a pose thats built in their fbx/ect
that's a really wide stance
having a huge issue here, i've been fixing the bones on my model over and over but issues will still pop up or it wont recognize the rig as humanoid even if all bones are fixed
it tells you what's wrong right there
click "configure" and see which bones are in which slots
all of the bones are in their designated slots, maybe i'm missing something i've just never had this issue before 
like this?
looks right to me
youu are a life saver thanks so much!
if i close it up would that reverse my issue?
show how it looks with this setting, sticks dont tell us much
front > bones straight down, side with slight bend on knee , or it can rotate wierd ingame like the bowlegged you have
so like this?
It fixed it tho! š
okay so im currently trying to convert a mmd model to a unity avatar but the mmd model has shapekeys that arent being converted over to blendshapes in unity (the armature also isnt being converted for some reason) does someone know why this is happening? i feel like i might be missing something but i dont know what it is
how are you doing the conversion?
anyone know any good videos or have good advice on maybe volume preserve bones or weighting specifically hips and shoulders? so tired of the wonky deformations.
using blender
You can't pin both ends, so often people will put one physbone in the middle to give it a little movement, but most of this is going to be annoying weight painting
Ah damnit, just gonna be a lot of the gradient tool. thanks though
So when im rigging my avatars, they end up having wierd movements with the arms and hips even when things look fine in blender. I've seen a few people say that everything should be perfectly straight from shoulders to hand/hips to feet. However when I look at a human skeleton reference, the human body doesn't default like that expecially the shoulders and hips. Should I try to make everything perfectly straight? or should I stick closer to an actual human skeleton? Specifically for vrc/unity use.
Bone roll should be 0 for all humanoid bones. See the pinned image for an "ideal" VRChat compatible humanoid rig
Bone roll was already reset. Did the pinned message used to have a video attached or just the photo?
I was always told 1 spine bones on the torso. This one has 2? Is that standard. Sorry if this is a no duh question.
Ah - this one shows the optional upper chest bone
it should be hips -> spine -> chest -> upper chest (optional) -> neck -> head
with the shoulders coming from the upper chest if present, chest if not.
Gotcha. I've had animation problems in vrchat if I use that type of bones heirarchy.
okay, not sure why that might be
It's all good. Thank you for showing me the alignment example tho.
np!
i disabled the jaw and also the vismes match what else could stop the mouth from working ?
there are things you can do in the animator to prevent the mouth from working, you could have it misconfigured in the avatar descriptor, there are lots of things
one option is to add bones at the elbow to segment it, then use rotation constraints in unity so it follows the motion of the arm in an arc
So, pretty much create a correction bone for the cord?
yeah, but you can do multiple if you want to make it smoother
This is like a dummy rig for examples but I have a friend who's trying to weight paint a wire to hang down/be affected by gravity yet also act as an arm connected to a hand
we know its not necessarily possible for the 2nd option to work while also having it be a functional hand so we're moreso thinking of going with the first option?
does anybody have any ideas/advice or if anyone's done this sorta thing before?
you could do it via rotation constraints, from a set of hand bones that isn't driving the mesh
So Iām noticing people use a different blender version for avatars ? Because someone was teaching me rigging but their blender had no issue partnering bones together but mine did
Some people get older versions of Blender because of the Cats plugin. If you google it, you will see one by absolute-quantum at the top of the search list.
This is the old, discontinued version! Many don't know this and get the older version of Blender that works with this plugin.
See thatās the thing I have the cats plug in on a semi newer version of blender
But some people say cats doesnāt always come in handy
ive never used the merge in cats
but creating visemes for sure
I hardly use it since I know Blender pretty well, but there are still functions that are handy. I like the Merge to Parent and Apply as Rest Pose
4.5 / 5.0 blender have cats version , most of it is already in blender just much faster with a click then digging it up / or setting up modifiers
so what issue are you having?
I was having a parenting issue when someone was teaching me something and they didnāt use their cats cuz apparently what I was learning was simple but my bone was parenting too the hip boy so thatās why I asked what blender someone uses too compare
latest
I would have to see a screenshot or video of what you are doing.
got a question so i kinda dont know rigging can anyone help me?
That's what this channel is for, just ask.
ok
holy hackedš š
i have modeled this very simple hoodie but i was wondering, how could i rig it so that when its down, the head movement doesnt interfere with it?
Separate bone for the hood
trying to add this hoodie on the this follower/imitation pet , but whenever i import the fbx to blender it reorders the bones which breaks the asset unity(pet wont move with avi or imitate it) its the same object, the bones order and how they are parented changes when u import the bear into blender, abd since it changes when i export it back to unity the asset stops working, blender "fixes" it by making the bones line up with vrc knowlegde but that isnt compatible with the orignal asset https://kimriovr.booth.pm/items/6268773
How can I change the scale of different parts of an avatar (the mesh) withoutbreaking/effecting the rig or going back to the original transforms after posing or going back to object mode? I want to change the sizing of legs or head for example
Right now its unrigged but how could i be able to achieve it?
duplicate head bone and just weight paint to that
when on head rotation constrain it to the head
But what about when the hoodie Is down, i don't want it wiggling
Ooh alr, pretty much just enabling and disabling the constraint, tysm!
or just swapping the tracking between head and chest
you can have multiple targets with different weight values
@pale pumice This is the blender armature.
no need to @ me specifically.
Apologies
it looks reasonable though
Which is why I'm unsure why its messing it up in unity...
I'm not clear about what is "messing up", I just saw the missing chest bone.
Basically, the avatar is deforming. The limbs get all twisted around and bent backwards
When I try to configure the rig
image again? make sure bone roll is 0
if you just reexported it, maybe set it to generic, apply, then redo the rig setup.
Definitely make sure bone roll is 0 for all humanoid bones (except fingers/toes if needed)
is it like brand new rigged model or what, i just dont get how can it be messed up just for you
Bone roll?
what bone considers to be a "front"
edit armature in blender, click on a bone, it's in the item properties box
aha! Yeah that can do it
I was going crazy trying to figure that out haha
I've seen people use these mannequins for their body bases recently, and was wondering who had the experise to rig such amazing doll models, they just look so good.
Those models look amazing. It takes someone with good experience in Blender rigging and avatar setup, especially for segmented/doll-style bodies like that. Itās definitely a more specialized type of rigging.
A character animator who works with segmented doll style model would be best fit
probably the easiest to rig, since both joints dont need to bend at all, just follow one joint
normally you would need weight where joint ment to bend, not so much with these ball joint avatars
, for more fancy stuff like pistons bit more work
the most annoying part of rigid weights is getting the bone rotation in the correct spot to not cause clipping/shifting
I just find the center point on my mesh, put the 3D cursor there, then snap the bone's head to the 3D cursor.
yes
New to avatar creation. Anyone know why I can't get the symmetrize option to work in Blender?
what symmetrize option?
Hey I've spent the past 13 hours trying to rig Mini 13, everything seems to be going wrong. Anyone know why the Blender file loads into Unity extra large? And why the rig has that random node way beyond any bones I inserted in Blender? And how to get rid of it? And if I even really want to do all this?
when you export the fbx, set "apply scalings" to "FBX All"
Also unity and blender have different ideas of what the same rig looks like, they won't match. You do seem to have a weird bone there - In Blender, make sure all your humanoid bones have bone roll = 0
where would I see bone roll? also, here's what it looks like in blender. Should I be adding another bone in his waist so I don't have that weird stretching thing?
hips-spine-chest-neck-head is the minimum amount
not all of them must be weightpainted and can be tiny and kinda useless
but required still
I tried adding more joints and assigning them in Unity, but it still has that weird node sticking out the frount. There's no bone there I legit have no clue what's causing it
This might sound weird, but check to see if there is a bone there. it could be a small one
I've double-checked by dragging the selection box, then deleting whatever was there
My best guess is there's a thread thing there, which moves the whole skeleton
Don't know if I can delete that
thats the object origin. This should be on the floor between the legs. The world XYZ 0,0,0
crtl + A in object mode
hopefully there's no rules against posting this many images... but here's what it looks like now. I'll try exporting the FBX again and see if that changed anything
you must do that for both the armature and the rig
Also, if the avatar is too large, you can size the avatar in Blender. How tall do you want the avatar to be?
Maybe like 5'10? is that like 1.75m?
He's too big apparently, on the y axis? If 6 is the max height, how big should he be so he's like normal height
Add a cube with Shift+A and type the height of the cube and put it next to your model. Then you can scale the armature to match the size. When you are done do the CTRL+A part above again on the rig
That's a good idea. I scaled him down, apparently he was several thousand meters tall. No clue how that happened, because the original file was only like 13cm tall.
Says avatar validation failed... I'm thinking I might just give up on rigging this thing at this point, I think it's been over 14 hours I've spent.
did the avatar have an avatar descriptor with a player camera setting? Its should be the least you do before uploading
It did, it said the avatar validation failed because unity didn't own the avatar or something like that. I'll boot it up again and see if I can replicate it I guess
It started building, but the size is messed up again. Too big, and it just slides around, no actual rigging
Says the bounding box is too big. Can I fix that with just scaling tool?
the bounding box setting is in Unity
Dang, really hope I'm not spamming this channel, but it suddenly started working! Animations, size is correct, everything suddenly started working. Only issue is feet clip a bit into the ground and his hips aren't mapped correctly.
I am available for dm/vc if you want to finish this as quickly as possible
that'd be helpful, thank you! lemme figure out how to show the VCs in this server
do the humanoid rig setup
Update it was the smaller thing I didnāt notice
are those okay?
i seem to have this isue where my legs take a step backwards i assume the ik is trying to asjust istself?
(I know the legs are a little long
id fix that slightly , but its okey
so like this??
just tryna make the rig as good as i can before getting over to unity
I need help rigging a avetar
where do i find best to rig
Does VRCHeadChop just not work at all on non-humanoid avatars?
(I tested, and yes, this appears to be a bug for all non-humanoid avatars. Canny link: https://feedback.vrchat.com/avatar-30/p/head-chop-does-nothing-on-non-humanoid-avatars)
this is the place
@lilac moss any avatar can be made into a humanoid with a dummy rig and its usually a good idea to do so cause worlds and some avatar systems depend on things like finger bones anyway
I'll try that, but the bone count might kill my quest performance, so i might end up waiting on a patch from vrchat (shouldn't take too many years hehe)
i need help with rigging gng
you'll need to be way more specific, and explain what you've got so far.
be specific with that
A great alternative is putting a scale constraint on the bone you wish to shrink bound to the head bone. In first person view it will shrink mesh out of the way while mirrors are unaffected.
What specifically do you need help with?
yoooo another pokemon avi creator! hiii
If a avatar already says rigged does that mean i still have to rig it for vrchat?
probably not?
Yooo
Sometimes. A lot of rigs out there are overly complex or not set up in a way where tracking will work well. I end up rerigging almost every model to optimize it.
Would you get in call and help me rig a avatar today or tomorrow-?
Videos havent helped me
Tbh
unfortunately man I work like crazy, I really only have time at night and this is a complex topic that took me years to get good at. I studied game rigs from other games to get an idea of how its set up. General tips.
Always start as simple as possible, then add bones as needed. Don't be afraid to try things and see how they work. Im sorry I cant help much further I just dont have the time.
Oh ok all good thanks for the tip
Actually another thing. The gradient tool is your best friend. Its the tool at the very bottom of the brush tools.
What does it do
that's pretty useful, yeah. I do find I paint directly more, then use the smoothing tool.
same thing as in a painting program, makes gradients between colors
This was a good trick for humanoid avatars, back before VRCHeadChop, but is unnecessary with VRCHeadChop doing that task better. It's still only possible on humanoid avatars.
The devs have tracked this bug thankfully
Could help you do that if you are available now
I will be later
Alright š
I am confused. You have to have a humanoid avatar in order to play, or at least, have a humanoid rig. I found head chop has been broken for a while now, and a scale constraint kinda does the same thing.
you don't have to have a humanoid avatar, but it does make a lot of things easy.
Non-humanoid avatar rigs have always existed, but lack support
What's the setup where headchop is broken?
I use head chop, not sure what would be broken about it.
It's worth reporting details of what avatar setups break headchop
When i was setting up my deathclaw, I added several bones to the body to shrink mesh out of the way of the view point. When using head chop, that shrunk mesh would end up at 0,0,0 in the world for some reason. So I used scale constraints for the shrink bones, and its been working great.
huh, I thought it would shrink to the head of the bone
No, it does shrink it in place though, as scale constraints dont effect transforms obviously. https://gyazo.com/4f35670990ca19c2a9594d68e7097c86
That bone in his back is what I shrink as well as the puppet head , the little little bone in the back os your actual head.
ah yeah, that digitgrade method, haven't seen that in a while
It takes forever to adjust the bones. This is a early rig, I ended up changing the bones a lot. But its awesome in game.
Fbt control with no downsides. And on quest!
yeah I've done it 2-3 times now, each one seems to take nearly a month of fiddling with it
that's really cool
Thanks. Its a public model, quest compatible and really, really cool. Its every deathclaw in a single model. Deathclaw Ultimate ļ¼Optimizedļ¼ by Baphoma #VRChat #MadeWithVRChat https://vrchat.com/home/avatar/avtr_d038ff10-7d5a-40f6-baea-f7ffc24bec5a
Did you apply transforms in blender for the double head model?
oh snap, I probably didn't. That could be the issue
uhh, i applied all tranforms and my model broke into pieces in Blender. Did I miss a step lol?
I applied transforms for the mesh only and it's normal
they should be applied for all parts including the armature
So I missed something?
If your rig is braking you may need to transfer everything to a new model with the applied transforms. Get pumpkins avatar tools they help A TON.
I have no idea what you did or didn't do unless you explain it, so I can't answer that.
Sheeeeesh alright 
Let you transfer everything with a button click.
Im sorry man, welcome to avatars, they actively fight you lol.
Sadly I'm not completely new, but this is so weird to me
Tbf I imported the fbx from unity instead of using the original I made, I might open the file and make a duplicate
IMO blender to unity should be one-way, at least after the initial import into Blender.
If it helps, I'm trying to add Mortugues Animal Speech to an avi if you're familiar with that
not at all
Darn
Who whatnow?
It's an addon that allows the user to secretly talk using animal sounds so that only other ppl with the avi can hear you
Thing is, it requires you to make a fake second head on blender on your model š„¶
Thats absolutely nuts. Can you share where you got it? Id love to see how it works, maybe I could help you more with it.
actual head with mesh, or just a bone
https://mortugues.gumroad.com/l/AnimalSpeech
Here you go! Is also on Booth
Animal Speech by Mortugues hides your voice and converts it into a symphony of animal sounds!Toggle between your normal and animal voice using your avatar's radial menu!Players with the same avatar contacts can locally disable the voice changer to understand one another.Roar, chirp, and squawk with 22 unique voice clips, including:- Chimpanzee- ...
Just the bone
oh, that's not overly weird
Holy moly! A quest-compatible avatar with Med performance rank?
Love the neck rig idea btw
None of the bones and weight painting have been modified but the avatar arms keep getting crooked like this when exporting the FBX from blender to unity, it has elbow twist bones. This issue occurred to me before and I had to move the bones to their original position since they had moved a little bit but this time the whole armature and bones positions are the same ?.. What's the issue ?...
Solution : Align the shoulder bones horizontally, straight, completely flat. Make sure you do not make them longer and that u have mirroring on in the bones editor in blender. (Check screenshot)
(I'm going to go insane)
do you have the twist bones setup properly?
also by "move the bones" where/how did you do this?
bro this is my first time using unity WHAT happened
the design is missing (on purpose) the meshes for the arms, legs, and hips. Unity Humanoid uses these to try to figure out where the bones are.
Its easy to fix, just manually add the bones to the Humanoid window under the green dude
i cant even tell what bone is what
#avatar-help message cross post in case anyone in here knows whether this is a hard limitation of vrchat
I'm trying to use eyelid bones for blink, lookup, and lookdown. They work in Unity when I'm testing them in the descriptor and in the emulator, but they don't seem to work in-game. Is there something I might be missing?
Not sure why they just don't work in-game. I was going to try to just use my facial armature for a change, but I may be forced to make shapekeys again.
I also tried searching "bone eyelids" but there's really nothing in the server, surprisingly.
Ig I'll just take the perf hit and use constraints.
I'm a bit rusty with the blender mirror tool, the other hand of my model is badly weight painted, but the other hand is perfect, how would I mirror that so I don't have the error?
in other words, trying to do a lazy way of making my rig look smoother-
Have you tried with VRC fury? It also has a blink component, though its think it doesn't have look up/down yet
I might use it for blink to see what it does, but constraints sourced to the eye bones actually looks pretty much identical to what the descriptor should be doing.
Just would've been nice to figure out why it doesn't work, if VRC is going to make it a feature.
o/
any ideas why my receiver aint showing up as a sphere? cant google out solution >.<
its basically 0.5 as all guides had after creation
do you have gizmos on? Upper-right of the scene view, button looks like a globe
yup, these things are always funny the first time
Getting this error, but my hiearchy seems fine
this is fixed now nvm, it was mad over a tweak bone
ah, I was wondering
i recognize that rig
Any tips on rigging sonic models eyes really wanting to try and achieve it and Iām struggling donāt know how to go about the eye rigs and kinda wanted to ask here if possibly anybody knows a way I can go about it
How do I rig visemes to my avi
there's no rigging, they're shape keys
unless you really want to do something complex, then you'd have to animate that yourself too
Shiii
Wdym
Rec Room Avatar Studio Rig
-# I had to make my own rig for mine because I was doing mine weird
Huh, I ended up doing two separate rigs, one for blender and when you export the avatar the addon switches out to this one for Unity or whatever else
Canāt figure out how to fix this
Thats a warning not an error
Click enforce tpose
For Fortnite models, put spine 5 as the Upper Chest bone. Be sure to check the hand bones to remove the metacarpal bones, swapping them out for 01-03 like in the second picture too or else they'll look real off. Check the head bones as well, as it automatically assigns the jaw bone and will make it hang open if you're using blendshape visemes. Place "none" there to get rid of it
i did that and its still messing up
im trying to upload an avatar to quest, switched the shaders and unlocked them and tried idk what to do
I ported him real quick to check, did you check the head bones? It shoved some random ones in. Swap them out for Neck 01 and Head, and remove the one in the left eye spot.
then grab spine 4 and rotate it straight to get rid of the tilt and red bone errors
if you have to do that in Unity, you probably need to put it back into Blender and figure out why it's all wonky
Thank you omg!!
No problem! Happy to spare you from the struggle I had porting a Fortnite model over for the first time two days ago lmaoo
Fortnite model rigs tend to have a lot of bends and angles in the bones rather than the straight ones VRChat works best with. The spine curves a lot on this one, so I think that threw it off?
With Danny Phantom, he was bow-legged so I had to clear the pose it was stuck in, pose his legs straight up and down, apply that as the rest pose, and then symmetrize the leg bones because they weren't even...and deleted a chunk of the 250+ bones oml
sure. my statement stands though š
oh for sure, I was just reiterating why it's a good step for any Fortnite model before starting
ah, got it
does anybody know how to fix ugly bone rotation values? I have a problem with setting up eye look because my eye bones imported from blender have like -90 on x and -10 on z axis
Remove bone rotation
Apply transforms
Keep the bones rotation straight up
bone rotation as in bone roll? Its already 0 in blender. Transform applied. I am not entirely sure what do you mean by bone rotation straight up sorry im new to this. Do you mean straight up along y axis in blender?
Z axis is the vertical up one but yes
Like instead of having the bone point towarda the pupil
Youd have it pointed like a lower case i
oh i see thats interesting. Ill try that thanks a lot!
I'm getting the feet aren't specified on humanoid avatar error along with the head, hands, and feet error. I updated the avatar in blender and came across this issue in the legs after extruding some bones. What do I do?
can't really see what you have there for the legs - you should have upper, lower, and foot bones.
wait, all of what you highlighted is legs? why so many bones?
I'm not sure how to make the bones cover a large area
what do you mean by that?
rather than many small ones, a big one
you just scale them to the size you need
some odd models have 2 bones for each part of a leg have, merge them
if you already have multiple you can select two and 'm' to merge them
that brings up bone layers
oh it does, sorry. well it's in the Armature menu
... wait, where is that now
I bet you can just dissolve the child of the two
ah yes, ctrl+x while a child is selected will merge it into its parent. Not sure what happens with weights in that case, I haven't tried this before
looks better, k, now what do I do about my original issue?
make sure the feet are listed in the bone mapping in the rig setup in unity
and that they're direct children of the lower leg bones
this is what happened
I don't see leg bones
are they in the bone mapping in Unity?
show that screen
what do you mean?
I mean show this: #avatar-rigging message
you just said those bones are in that list, please show it
isn't this the bone mapping?
that is not a list, I'm asking for the list
yea Idk what that is so I'm not sure how I said that those bones are in a list
I've only ever made 1 avatar before this and never had to change any bone things
in Unity: click the model file, go to inspector, rig tab, click "configure" and view the list. Make sure the right bones are in the right slots.
are those the correct leg bones?
no, it looks like the bone is invisible
Then put the correct bones into those slots.
and the entire upper leg is now missing when I export
but they're invisible
you don't care if they're visible or not - drag the bone from the hierarchy into that slot.
ok, it seems that did something
thanks, that seems to have worked
excellent.
yeah you seem to have extra bones in there, they don't order as expected. probably this won't be an issue, you'll have to try it
if it does become an issue, is there a set of bones I should merge?
Without looking at this in detail I couldn't guess what any of your bones are for
loll
these ones are for the legs so it seems like there must be some parent issue with something here
you seem to have too many leg bones
gotcha
now let's say I finish the avatar and add everything I want and then the issue becomes a thing, is there a way to update the avatar's bones without restarting?
restarting what
the entire process of creating the vrc avatar in unity
just overwrite the .fbx file. If you've made drastic changes at worst you'll need to set the rig type to generic, apply, then do the whole humanoid setup again.
Or you may need to drag a new copy of the model into the scene and copy stuff over to it.
copy that, thanks for your help
How can I stop my model's feet from sinking into the ground? outside of playmode the model's feet is fully above ground, but in playmode and rig config it sinks slightly into the floor
help me
no need to spam crosspost
srry
if the root is already at the bottom of the feet in blender then drag it up in the rig tab slightly
with what?
its using a rig thats very painful to fix
definatly not for a first timer in blender
fixable sure 
how do i fix it??
ever used blender , im not teaching you how >> tldr ; remove useless stuff, move every bone / merge unnecessary ones , likely have to manually setup visemes / generate them moving bones/verticies around (unless it has shapekeys), group on bones , atlas/bake texture to avoid very poor junk stats - probably a few hours of work
least its not using one of those rigify things
Hello all, brand new to this stuff but i wanted to learn how to make vrchat avatars, i found this .psk to practice and just want to make sure the skeletons right for vrchat and whatever other advice you can give me lol. Using blender 5 with some plugins, unity, vrccc. Ive converted it to fbx, chose poiyami shader, got the skeleton to stay with the mesh, some other random stuff i googled and forgot š¤·āāļø now the skeleton needs help as i try to finalize this. Ill send more pics/give w.e info you need to help me
those shoulders look wierd, how they look in blender aim for that
I can't move the rig up or it will mess up the view position
so the root isnt at the bottom of the feet then
you mean like this right?
yes also the root is the orange dot
okay, im still have issues with the feet sinking a little and the view position being in the wrong spot when testing in vrchat though. Im not sure how to fix either
you can pull the model up by the hip in the humanoid setup screen
that usually fixes the feet through the ground issue
then that leaves the view position being behind the neck even though its where it should be in unity
and you might want to place this bone higher so the movement looks nicer
you can always move the camera to a new spot in the avatar descriptor
are you saying the view is moving around or something? It should be where you put it, and if you re-export the model differently, it probably needs adjusting
The issue is fixed, thanks for the help!
how does this look gng?
leg bones are a little weird, but that might just be the angle. The feet specifically seem like the ankle joint is too high
mk i can fix those
I've got an avatar with a removeable head gimmick that I'm doing with a duplicate head rig setup. The problem is that the eye-look direction and voice origin are still tied to the head of the main humanoid part of the rig (which follows my headset).
I tried Parent-Constraining the head joint to the same rig as the duplicate head rig, and that makes the eye-direction work (I think?) but it also seems to break something else in the rig: suddenly some other joint in the torso is torqued all weird.
Is a Parent Constraint the right way to move the voice origin? Is there something special about the way I have to set it up?
When running, I'm able to parts of my avatar's head, instead of it being hidden. The specific part is the bottom of his jaw I believe. Anyone know how to fix this?
I'd use rotation constraints to copy the eye movements from the main bones. Not sure about the voice though, I didn't think you could move that
Its just attached to whatever your head bone is
Yeah, that's working, but it keeps the aim origin from the original head.
So if I take the fake head off and rotate it 90 degrees, the eyes still face whatever the "head" is looking at, which is now 90 degress off to the side. If I turn the fake head around to look at myself I see the backsides of my eyeballs
I need to move the origin of the eye-look raycasts (or whatever the actual mechanism is) to the fake-head and match its orientation.
do you have the local checkbox enabled on those eye rotation constraints?
wait, you said aim, how is this setup now?
I am using orient constraints to match rotation from eyeBones -> fakeEyebones.
I think I have the constraint solving in world-space right now, but I don't know if swapping to local space will actually be the solution.
yeah - I'd expect a rotation constraint in local space would work
I've actually been meaning to try this, just haven't got around to it.
The problem is that the eyes are matching a direction that goes from Head joint -> other person.
Let's say that the other person is right in front of me. the eyes want to look straight forward at the person.
now imagine I have the fake head with fake eyes 6 feet off to the side, also looking straight forward. If I match rotation from realEyes -> fakeEyes the fake eyes would also be looking straight forward. but I don't want that. I want it to consider the fakeHead position as the origin for the eyelook
oh I see. I'd think you would need to reposition the actual eye bones VRChat controls then.
I haven't actually tried repositioning the original eyes, just the Head joint so far.
also I'm only assuming that eyelook originates from the head bone. I haven't found any docs that describe how that system actually work.
yeah the eyes should be children of the head, so moving that ought to do it
yeah, it does look right when the Head is repositioned (I haven't tested it with another person to be certain the angles are coming out right, but I think it's good)
the only problem there is that that breaks my character. my character ends up bent over sideways
the only constraints I have are in the fake-head and a couple unrelated accessory joints, nothing should be affecting the rest of the character. Especially not the torso
hi
can someone help me rig my rec room avatar?
i got the original export of my avatar
and i don't know how to properly rig it
create a rig like the one shown in the pinned message in this channel
just a normal humanoid rig?
unless you want to do all of the base animations yourself, that's the easiest way
i mean i want the rec room animations
I mean the locomotion animations. Without a humanoid rig you have to do all of that, it'll just t-pose in game.
If you mean like emotes and poses and such, those you can also use, if they work on a humanoid armature
i mostly meant the grabbing, i suppose it wont look like from game but it will be the vrchats default one
never touched the thing but its likely humanoid animations , generic dont work to well with vr
also you'd be doing ALOT more work then just mocap 
rec room is a vr game
rec rooom was a VR game š
okay i will make the rig, does the format matters for vrchat?
like fbx would be better or glb?
go fbx , only other i know that can work is .blend (rather not)
okay nvm ive found unity project with made customizable rec room playermodel
what needs to be fixed? i got most of the rig done
okay soo the problem is that i cant find meshes from my avatar so my only option is to rig it
i dont really know how the rig is supposed to look, i mean the automatic weights wont work because the mesh is not directly connected togheter and there are floating hands which also cause the problem so idk how i really should rig it after I edit the humanoid rig from rigify to fit the rec room bean
from what i can see its good also make sure you edited it from all views not only front view
all views
so see how automatic weight looks like
and fix the weight paint if its in places where its not supposed to be
mk
how do i weight paint???
can someone show me were to weight paint
oh sorry
yes i can help
basically you have to first select armature and then while holding shift click on your mesh, in your case its pomni
then in left upper corner you can click on tab of modes
and you should see weight paint
when you are in weight paint
you can hold left alt and click on a bone to choose the desired bone
and you normally paint on your mesh
sadly i can't give you any tips on how to properly weight paint because i am no pro myself and my weight paintings are horrible
with ctrl you erase the paint
how to make weight painting not bad me sad that bad pls help D: bad makes sad
Do you have graphic tablet?
I know it easier with drawing it on it instead with mose because you can set pressure settings
yeah, it's so much nicer doing weight painting with a tablet
But with a mouse, what I like to do is set the weight to 1 but the strength to 0.01, and gradually add
enable accumulate and auto normalize, and of course X mirroring
The blur tool is good too if you're doing it with a mouse, paint then smooth with that. I set that strength about .1
Has anyone here dealt with rigging stretchy clothes before? I have a client that wants their tank top sleeves to actually stretch the connected parts around when their arm moves instead of it being normally rigged. I can only think of overweighting the area that needs to be stretchy or IK bones, but I'm not sure if they're the right approach for this. (Or how I'd even approach the IK bones / how they'd work in unity.)
not sure what stretching vs. normally rigging is here
uh huh...
Where the green is more or less what it's supposed to do.
what, you want the middle of the shirt to move up when the arms go down?
Yknow...like how normal clothes do. It shouldn't just bend the shoulder parts, the whole hem needs to "stretch" and move up too, yes.
unfortunately, mesh is not cloth, so that's going to be kinda difficult to rig
though, while I'm wearing a standard t-shirt instead of a low-cut one like that, it doesn't move like you're suggesting.
Yeahhhh, that's what I kinda figured once I started fucking around with IK and seeing that it clips like crazy when trying to move other parts in tandem.
I just thought I'd ask around here to see if anyone's done something similar.
Yup, T-posing irl and taking a picture of you while they question your sanity. Happens to me too XD
The problem is they have overall bands too and I'm gonna run into a similar problem with chest physics.
if anything I think the low-cut neck line would go up when you t-pose, not the opposite
now I'm watching my partner move and yeah, that's what it looks like
You are right about that. The screenshots of the mesh are older and in the prototyping phase still.
in any case, regardless of direction, good luck rigging that to work how you want š
(please can we have Magica Cloth?)
Thank you for your help anyways! I appreciate it. If you happen to know anyone who has somehow done this shoot them my way.
here's where you'd find that, but mostly I think we do janky rigs that work sorta right kinda in some weird cases....
(I do twist bones and muscle deform bones and butt-shaping bones and..... yeah)
Agreed. I did a rig for a dress one time where it had pretty decent, clip free physics without using cloth. But the colliders on that thing are UNGODLY XD
said lovely partner is now looking at youtube shorts of people wearing shirts like that and we are speculating about kinematics
Diaper lover
she says you should look at ticktok to find how things work IRL.... which of course doesn't help you in the slightest bit to actually rig it š
wrong channel for such things
I mean, you be you, but elsewhere please.
I can learn how things actually work all I want, but yeah making them work that way is so much more difficult š
quick question; i seem to be confused. Do i have to find a head that matches the body?
Like if i use the egirl base do i have to find a egirl head rigged to the base?
if you know how to model and rig you can make anything work
Hello! I'm new to modelling and everything and i'm wondering if anyone has tips to rigging and animating faces ? I only need eyes and pupils and i'm not sure where to start with it.. Also how to i go on for bone limits so i can also upload it as quest later on..
is it a blender thing or a unity thing ?
You can't rig in Unity, so Blender. But you can animate in either, which is easier depends on what you're doing.
I need some help with my model, which I made myself. I rigged it, weight painted it, and made it into a VRChat avatar, but in the game, the character looks a bit... wonky? I'm not sure what caused this to happen. I assume it's a problem with the rig, so if anyone would be able to examine what's wrong with this model (which I also sent), I would be very thankful (just don't steal the model for yourself, of course).
see the pinned image for the ideal VRChat rig - you don't have enough leg bones, the shoulders are probably a bit too large and far out, and the spine should probably be straighter along the Y axis.
also make sure bone roll is 0 for all of the humanoid bones (except fingers/toes if needed)
hmm I'd smooth the weight paint a bit too
I think I just made it worse. I've looked at the ideal rig template, I've added the toe bones, I even changed the bone roll to 0, and while yes, the arms are closer together, the leg drifted even more and I'm at a loss to how change it. I don't wanna redo everything that I've been working on for the past few days, so would it be possible for you to send me the version of the model with a leg that doesn't try to escape from the rest of the body? If you don't have the time, that's okay. But I'm only a beginner in making VRChat avatars (and 3d modeling in general), so I would appreciate the help. Also, if you decide to help me with the model, please do something to make the arms not clip with the shoulders, or just make it less apparent.
Sorry, not going to actually work on this for you.
That's good, I understand.
Huuuoooh, wow. Everytime I want to try and start doing unity stuff with my avatar even though i dont know what im doing, the rig is apparently wrong. Ive spent so much money on fiiver gigs tryna fix this stupid humanoid rig
Doesnt help the fact i wanna upload it for quest, but atp i may as well just use the headset with my computer
Am I doing this right-
Symnetrize doesnt wanna work and I feel itās because I didnāt properly connect these ones after I deleted the other bones
What should I do to fix this?
Bones need to have the suffix of like Left or L
Does anybody have like reference images for hip and thigh bone weight painting?
Just finish rigging something and now a voice in the back of my head that sings the siren song of āredo it, it will be better this timeā is rearing its ugly head at my weight painting.
I'm not sure what a reference image would provide - "moves how you want it to move" is the criteria for success here, what works on one mesh won't necessarily work on others.
But also, don't be afraid to move around the geometry, or retopo sections, in order to get it to behave how you want it to.
yo can someone tell me why this happens??
idk the thumb distorts weirdly in game and in muscle settings in unity
have you tried resetting the pose? unity's auto posing sometimes messes things up
I also tried clearing the roll and deleting the bone and making a new one with the same name
Iāve checked roughly it seems to be something related to the scale tho despite the armature being all on 1
have you tried applying pose as rest pose in blender?
Fixed it dw
Can someone help me with rigging and gogoloco? I'm drying to add gogoloco and it says i have no armature and idk what i did wrong .. And i's doing weird stuff to my rig
adding gogo loco should just be a matter of dropping a prefab on to a properly set-up avatar
That's the thing idk what i set up wrong 'cause it was fine before until i finished weight painting
It's joining the ring bone with the chest bones and the neck bone's all weird
I made this guy from scratch and i have no idea what i'm doing š§
you have two 'spine' bones below the 'chest' - that means the second one is chest and the chest is actually upper chest
hips -> spine -> chest -> upper chest (optional) -> neck -> head
names don't matter, but be sure you have those in the right slots in Unity
they seem to be but they don't seem placed right..And it seems to have merged the ring bone with the chest
Or maybe i don't understand..
should i bring them up in blender maybe ?
I'm not sure what "ring bone" means, but if it's not a humanoid bone, Unity doesn't care about it
oh the bone for the shoulder bar, it's supposed to float
oh, that ring, I see it
yeah.. i wanted it to follow the body but not be exact
i'm not sure how to do that; is it because it's right in front of the chest pone and parented(?) to one?
sorry if i'm using the wrong terms i'm new to this hah
you can whatever extra bones off the humanoid parts you want
figured, but why is it merged as if it were the chest piece and can't select it separately ?
I don't know what you mean by "merged" here though?
it's listed as a bone in the hierarchy, right?
yes, but it's listed as the chest, i can't select it separately and i'd like to have it be grabable maybe, is that still possible?
I'm not sure what you mean as "it's listed as the chest" - it's not the chest bone, so don't put it into the chest slot in the rig setup
i didn't do that :(
doesn't matter, you still need to correct it
how?
drag the right bones into the slots?
Thank you! I'll do that
are the forearm joins supposed to be red?
no, what's it say just above this image? Always err on the side of less cropping so we can see more context
I fixed it, I just had to Enforce the tpose
How can I make it so the feathers are inside the brown base of feathers??
It does this when I bend it back or forth-
it's not at all clear how this is set up, but I'm going to guess it's a weight painting issue.
I tried to weight paint it to make the gray feathers spread as the wings open like this-
But it's also doing that so I wanna know if there's a better way to weight paint it or rig it to do the same thing?
really hard to say from pictures
Oh. I'm not at home right now so I'm just going off this for help. .
heh, okay
VRC Traders discord is the place for that, you'll just find scammers around here.
Oh perfect tysm! 
Anyone have experience putting clothing on a model that wasnāt intended for that model? Iām stuck on bones and weight painting stuff. I have the CATS, rigify, and robust weight transfer add ons installed. Just confused on how to use them.
The clothing came with its own armature for a different model but Iām trying to get it to match the model Iām working on
My goal is to have each item of this clothing set be toggle able in the menu. I have shaped the clothing to the model using the elastic grab tool and added shape keys to work with the modelās sliders. Just canāt seem to go any farther. Working with Blender v 5.0.1
Yes, I've done it a couple of times. The only one of those plugins I'd use is robust weight transfer.
Mostly just reshaping in mesh edit mode with proportional editing on
Sorry! Didnāt see this due to lack of ping.
So I kind of figured it out. I did the cats custom armature merge with the armature from the clothing item. Then did the robust weight transfer clicking body first and then the skirt. Only issue is itās not perfect and Iām confused how to unlink things lol
yeah I don't do the cats thing, but robust weight transfer is never going to be perfect, you'll probably need to do some weight paint touchup at least.
Would you suggest removing armatures for clothing items altogether instead of cats?
I'm not sure what you mean by that.
What I do in most cases is simply switch the clothing to use the avatar's armature, and rename weight paint vertex groups if needed. If there are extra bones, I'll strip the new armature down to just those, then join, and re-parent.
I think this is probably what cats does, but I've never used it and not looked at the code, so I can't say for sure.
To clarify, what I mean is that some clothing sets come with armatures that are designed for a different model. Do I delete the different modelās armature and just use the armature for the avatar I want to use instead?
ultimately you want to end up with one armature. So yes, I think what you just said matches up with the method I just described
but it depends - if the clothing has extra bones you may want those
Alright. Apologies. Iām brand new to blender entirely and learning on the fly based off what Iām reading and such
no worries!
So the the weight paint vertexes, Iām not familiar with these. Does the robust weight transfer make those?
"weight paint vertex" isn't a thing.
"weight paint vertex group" is just a vertex group on a mesh object named the same as a bone, which contains weight data to move vertices along with that named bone. This is literally what you create when weight painting.
Robust weight transfer takes one mesh's weight data and tries to map that onto a different mesh
it does a generally okay job of this, sometimes a good job.
way better than most other tools I've seen
(edited for clarity)
Alrighty. I know currently I have an issue where when my avatar opens its mouth, its mask does some weird things. Iāve tried smoothing the weight painting but it doesnāt seem to work
that may have nothing to do with weight painting
Dang. Perplexing
if the mouth opens via blendshape then it's not a weight issue
It opens when you use the slider under the data section
When it opens the it makes the mask do wild things
I have no idea what that might mean from just that description. WHat slider, what "data section" in what program?
Data section for blender. The upside down green triangle. Itās got the sliders under āshape keysā 0.00 - 1.00
Correction as Iām looking at it now in front of me. It is when I move the armature pose that it is weird. The shape keys are insignificant
When the jaw is opened (1.00) the mask is contorted
Okay yeah the object properties area
Iām like 90% certain the mask has attached itself to the tongue bone during the robust weight transfer
so yeah you're talking about shape keys, which have little to do with weight painting
if by "mask" you mean a mesh object, they don't "attach" themselves to bones
I misremembered, itās not moving with the shape keys
I mean mask as in the photos I sent, sorry
each mesh object has its own shape keys though
I don't know what here is a mask, I've never seen your model before
but if it's a mesh object, my statement applies
Arrow is tongue
Then Iām not sure why it moves with the tongue bone
weight paint, surely
It follows it
if mesh moves following a bone movement, then there's almost certainly weight paint involved.
I smoothed it out though. Itās all a light blue?
(definitely in the "I want to export to unity" case, there are other ways, but not things you do for unity)
Ideally I remove the weight connection for it altogether as the tongue bones should not mess with the mask at all
The actual color is kinda irrelevant
Is there a way to do that?
oh then remove the vertices in question from the vertex group named for that bone
Oh..dang.
How? š
select verts, click "remove" with the vertex group selected.
... do you know how to edit mesh in blender?
Not sure I know what that means. Iāve been following a video for all this and they have just said to use the sculpt mode
Is mesh the actual dots on the item?
select mesh object, go into edit mode, hit '1' to go into vertex select mode, select the vertices you wish to remove, then in the properties box with the vertex groups, select the vertex group you want, and there's a "remove" button
if none of that makes sense I strongly suggest going through The Donut Tutorial
Sculpt mode is not for this.
All I have is object mode, edit mode, sculpt mode, vertex paint, weight paint and texture paint. I donāt have a mesh object mode.
š„¹
an armature is an object. a mesh is an object. a curve is an object.
select an object, and then the mode dropdown at the upper left in layout mode lets you select things like "object" and "edit"
so "edit the mesh" means to select a mesh object and go into edit mode.
How do you know if something is considered a mesh object? These clothing items all look the same.
blender basics.
"mesh" is the stuff you see, generally
it's made up of vertices, edges, and faces.
So like when you go to edit mode after clicking the object all the dots and lines, yes?
your clothing items are probably mesh objects but also might have armatures (which are also objects)
Sure, yes, the "dots and lines" are vertices and edges (and there are also faces)
When in edit mode I see no connection to the bones of the tongues from the vertices and edges. Not like how I see the dotted line from the bones to one another. I donāt want to get rid of movement altogether with the face mask. I just donāt want it to be attached to the tongue bone when the jaw opens.
When you're editing a mesh object, this has nothing to do with the bones or "connection" to bones.
except
that in mesh edit mode you can select vertices and add/remove them to/from vertex groups.
And vertex groups are what link those vertices to bones (though they have other uses too)
You could also weight paint them such that their weight = 0, but I often find it easier to simply select them and remove them from the group.
Will that change the way it moves in game to be nonexistent though? Thatās what I am aiming to prevent
if a vertex is not in a weight group named for a bone, it will not move with that bone.
Iām honestly about ready to give up with this thing. I really do appreciate your help, but it seems when it comes to blender I have a smooth brain. None of this makes much sense. Iāve watched several videos and no one uses the same lingo. š« š
Iāve spent like 6 hours trying to figure this out
Weird, I've not seen any videos where people don't use standard lingo.
Blender terms and names for things are pretty clear
Iāve watched several now. Maybe itās due to them using different versions or what but Iām lost man
about the only one I can think of that might be weird is Blender "shape keys" are Unity "blenshapes"
the rest hasn't changed in Blender in years
Thereās several tools that have been changed name wise. One being the elastic thing.
elastic thing?
Yeah the sculpting tool
looks blank?
The name has been changed a few times according to different versions.
sorry, I have no idea what you are talking about
Iāve seen it in comments under videos explaining it too
Its alright. I havenāt the slightest clue what youāve said either š
but if you mean some random add-on, whatever, who knows what those are about, and you don't technically need any of them for any part of this
Iām in edit mode while clicking the object. I donāt see anything further. 1 doesnāt seem to do anything either.
Nope. This is base blender
I can't think of anything with the name "elastic" in Blender
Sculpting tool names
Every video Iāve watched said to do that do adjust where the clothing lays on the model
huh
I use just plain old edit mode with proportional editing on, and do some clever positioning of the 3D cursor
I guess you could sculpt things though
Are you saying I have to delete these?
Cause from my understanding, this is how it moves
I did not say you have to delete mesh
I said to remove them from the vertex group you don't want them to move with
How do I find the vertex group of the tongue? Is that through body?
Instead of the object itself?
You seem to be lacking a whole lot of basics here, I've explained a few times but I really suggest The Donut Tutorial.
Each object has its own vertex groups.
Vertex groups are in the properties box tab that looks like a green triangle with circles at the points
- when editing a mesh object.
Found the vertex group section for the face mask. Donāt have tongue there. Just jaw. Cannot find a way to remove/deactivate jaw.
If there's no jaw vertex group then it doesn't move with the jaw bone movement.
