#avatar-rigging

1 messages Β· Page 37 of 1

fading verge
undone plaza
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Does anyone else ever have the issue where the mouth likes to stay open in idle, or trying to remove the jaw bone doesn't make it look any better?

hot plank
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Okay, im so done with it...... I need someone to help me out.. I just cant get my hands to look good ingame, in unity everything looks okay in the T Pose but as soon as i go ingame i have crippled fingers. Is someone maybe okay with fixing my hands ? Only the hands, its the left and right one.

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I've been trying around, rotating positioning etc. for around 4 hours now and i cant get it fixed

clear cedar
undone plaza
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Oh thankyou @clear cedar

olive dune
oblique latch
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why my guy look so odd xdhttps://j.gifs.com/OyJJ1r.gif did i mess up the rig ?

wheat wigeon
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Anyone know why Mixamo attaches the tail to the model's feet and/or how to fix it?

olive dune
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Blender weighting

oblique latch
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cat tools in blender can help fix that i think

olive dune
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You don't need cats for that just delete the weighting on the leg bones ..

wheat wigeon
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I'll check it out, thanks

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well, i successfully imported the model, but now im lost

clear cedar
fading verge
fading verge
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and you have to parent it in blender

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Thats how it looks like in blender

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how can i put them together, or better parent them correctly?

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Should i try cats?

dire mica
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Yes

distant patrol
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Anyone is in depth with eyetracking?

fading verge
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When i export this one as fbx humanoid animations wont work because of it, how can i fix the leg?

distant patrol
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did you manually configure the rig

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it does seem the bone exists at least

fading verge
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i did nothing to it, except move the bones in the leg a little bit, since it fucked up ingame

distant patrol
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unfortunatly in blender i cant help much, but essentially i woudl have reset bone positions and then examined the bone hierarchy

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ensured that upper leg is child of hips

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also that warning message doesnt matter all too much as long as unity picks it up

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if you are lucky all you need to do it move the missing leg part back to the correct parent

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iny your picture you can see the leg is not missing πŸ˜ƒ

fading verge
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thats how it looks like in Blender

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sadly iΒ΄m not that good with Bones yet

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maybe its just the Name?

distant patrol
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ah yeah, its unconventionally named

fading verge
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Hah i thought so

distant patrol
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left foot -> left upperleg

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left knee -> left lowerleg

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left ankle -> left foot

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toe stays toe

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but you dont need to rename them

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just make sure to hit the configure button in unity

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and fill in the correct bone names

fading verge
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how can i rename them? i get no option if i right click them

distant patrol
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just use config in unity

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wait

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did you even get it into unity so far?

fading verge
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I had it in unity already, and did some stuff, but somehow itΒ΄s not working for now

strange garden
fading verge
strange garden
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help

fading verge
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how can i see the configure avatar like in your picture?

crisp tendon
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By clicking on configure ?

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Go back to blender to make sure you have a left foot

fading verge
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Thats funny, because blender says im missing a left leg

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i dont know which im missing now πŸ˜„

oblique latch
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is there a way to make a avatar that the player can interact with like a button

crisp tendon
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@oblique latch nope

oblique latch
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πŸ˜‘

stark bronze
crisp tendon
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Select the bottom bone and chose the top bone as a parent

stark bronze
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Umm.

distant patrol
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@strange garden try force tpose at bottom

strange garden
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doesn't do anything.

distant patrol
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i see

crisp tendon
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@strange garden you're missing phalanx bones

distant patrol
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image of the hand bone hierarchy please

strange garden
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uhhHhh

distant patrol
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yes its either not filled in or its too many

crisp tendon
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or there's none

distant patrol
strange garden
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ik ik

steep hazel
strange garden
distant patrol
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is that filled weebee?

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do you have bones wiht nr 4?

stark bronze
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(The bones in the picture from bottom to top are chest, shoulders and upper arms.) I would like the shoulders to have a similar - - - - connection to the chest as they have to the upper arms. Does that make sense?

distant patrol
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@steep hazel it looks to me the entire char is at an angle so maybe check bone positions

wheat wigeon
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So about my issue earlier, is someone able to delete the blender weighting for me? I've been fiddling around forever trying to figure it out

mighty jackal
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Hello, How might i rig my avatar's cape with the correct physics?

distant patrol
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i wouldnt advise to use unity cloth for capes as it acts glitchy ingame

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it might be ok with enough dampening but i cannot confirm it. This means your cap needs to be modeled in a position that you want to use as default and then dynamic bones applied

steep hazel
distant patrol
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oh god.

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tbh, in that case you might wanna merge each group of 2-3 bones

dire mica
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Oh my.

fading verge
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@strange garden just rotate the bone or bone end

distant patrol
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and remove all _shadow _dummy bones for a start. all bones with 0 weights

dire mica
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Did he try cats fix model?

steep hazel
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i tried. but my avatar's feet just becaome jelly

distant patrol
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if weebee rotates his hips that wont achieve anything i believe. I would suggest using enforce tpose in unity and seeif that solves it. the bindpose of the model is potentially at an angle

steep hazel
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like this

distant patrol
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well in 3ds max i would reset the deformation to initial. unsure what blender equivalent is.

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its also possible the bone pivot became dislocated

dire mica
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If you moved around with that model

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Would the toes still follow the foot?

steep hazel
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its kinda draging with it

distant patrol
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if you sit down does it draw to the same spot

dire mica
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Toes stay on the ground?

distant patrol
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might be weighted to root

dire mica
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Thats what happened to me before

steep hazel
dire mica
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Toes were parented to the hip

steep hazel
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it looks like this

dire mica
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Altho that does not look similar to when I had it

distant patrol
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might be "armature" bone

stark bronze
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@distant patrol Thanks, what I needed was apparently the Disconnect from ALT+P

steep hazel
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so what should i do now

distant patrol
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@stark bronze i had a similar issue in max πŸ˜›

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it seems introducing new bones and modifying bone structure is something not that commonly done.

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@steep hazel check the weights of the verts at the toe area, once you find the wrong bone weights replacethem with weights for toe L and R

steep hazel
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did i need to make theese shorter?

distant patrol
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if they arent weighted to anyting you could even remove them

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are they parented to the other toe bone?

steep hazel
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how do i check they are weighted or not?

civic kayak
sacred heart
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@steep hazel Check if you have vertex groups on the mesh wich match the bone name

drifting tulip
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So, i'm working on several different armatures and meshes at once, all in different layers.
However in hindsight i may have hindered myself.
So, i'm curious if there is a way to merge/transfer armature's bones into another armature, i know i can do this by joining meshes but am unsure on bones.

Since i'm trying to tie to peices all together now.

distant patrol
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i believe there is a script/tool that allows this in blender.

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as for 3ds max i can provide specific instructions

drifting tulip
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I've been doing this in blender and don't own 3ds.

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I'll try to look for how to figure this out.
Since head/body are seperate armatures of 2 different models i've been trying to merge together.

distant patrol
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found

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might be newer versions of this available

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but it allows bone merging

strange garden
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that's the newest i think

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yes siree it is

drifting tulip
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Cats generally doesn't support my armature/bone types since I don't use mmd files but I just have to figure this out manually i think.

distant patrol
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maybe this helps.

steep hazel
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OH

distant patrol
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i extract weight data from one thing to a mesh/file then import it again but this time onto the other set of gones

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@steep hazel unparent from hips and parent to lower leg πŸ˜ƒ

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hopefully that helps fix your stuff

drifting tulip
little coral
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yo guys quick question

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when in unity

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when i click configure to change my model

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There

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th avatar has the changes i want when i view in configure

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but when i drag it onto the scene after

lofty panther
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BTW Alt-PrintScreen only captures the active window.

little coral
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its like it was the old one

distant patrol
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optimally you shouldnt have to move anyhting there

lofty panther
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So you don't capture your extra monitors.

drifting tulip
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@lofty panther thanks, i just recent went to 2 screens good to know that.

little coral
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So like ther emy legs are stright

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but when i hit apply and done

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then drag onto scene

distant patrol
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missing feet?

little coral
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legs are out again

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same with arms

distant patrol
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oh that. as long as it is fine in configure thats ok

little coral
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are you sure?

distant patrol
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yeah.

little coral
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okay, been killing myself on why it is not saving

distant patrol
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it uses t-pose in configure which it should

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in normal viewport it shows just like in the file you imported it with

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well unless you move anything but basically thats what is going on

little coral
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is there a way to like refresh it

distant patrol
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as in you edited the model/bones and want to get it back in unity?

little coral
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i changed the configuration and it looks fine there

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so i want it to show when out of the config

distant patrol
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that seems too much of a hassle without anything changing

little coral
tidal bough
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Trying to get in contact with Big Al. does anyone know his disc?

distant patrol
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@little coral that means you need to rotate the hip bone while leaving all other bones in the same position

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i usually unparent the bone, rotate it and then reparent it

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or rather reparent bones to the hip

little coral
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so back to blender? or rotate it in unity

distant patrol
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yup

little coral
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yes to blender?

distant patrol
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yes

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but in most cases the error can be ignored

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unlress its like really bad

plucky terrace
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can anybody help me my tom nook model doesnt have the bones for both lower arms and hands, and the neck

distant patrol
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but i never seen it cause any issue, except maybe break eyetrakcing somehow

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@plucky terrace clone existing bones name and put them into hierarchy,

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they need to have a lenght but it can be super short

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you dont need to weight anyhting to them but their position is important

plucky terrace
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no im in unity and im in humanoid rig and he has no bones for the arms and hands, and the feet and the neck

distant patrol
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yeah you cant fix that in unity

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i think

plucky terrace
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can you help?

distant patrol
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welll i did do this before but i work on something right now

plucky terrace
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awww

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welp

distant patrol
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but its a good time to learn new stuff

plucky terrace
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i want to learnj idk how

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to do it

distant patrol
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well you need to check how to do rigging in blender

olive dune
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Anyone has any idea why Unity hides part of my rig? like long ear-rig? for example

clear cedar
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I'm doing weight painting and when I remove some weight on a piece it becomes super stretched, suggesting that something else has weight paint on that part, the problem is I believe I removed it from all the parts and it's still stretched, any idea?

olive dune
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Did you move it befor painting?

clear cedar
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Nope, that's even more scary

olive dune
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Else it shouldn't have stretched to begin with i think

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ehh.. if you paint it with some other bone does it unstretch again?

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wait wtf i cannot walk invrchat anymore

clear cedar
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doesn't seem to unstretch it

olive dune
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the only other solution left = pressing ctrl+z untill you get the bone back

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if you cant go that far it's redo time

clear cedar
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I have it before I removed the weight paint, but well, the problem will still be there :/

steep hazel
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@distant patrol

clear cedar
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Figured it out

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Reset the bind pose and it worked perfectly

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Any way to enable the wireframe on top of the weight painting on Cinema 4D?

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nvm found it

spring ivy
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when i play my animations the hands are all fucced up

distant patrol
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@steep hazel cool xD

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uhm well you can merge the twist bone into the regular bones as they arent used by unity

steep hazel
spring ivy
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how does one do taht

distant patrol
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blub blub

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the pivot of your model needs to be at 000

steep hazel
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yeah maybe i will tried

distant patrol
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if you dont know how to move pivots try moving armature to 000

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altho i am not sure that does anyhting

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did you put here feet on the ground in unity?

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no nvm i dopnt think that makes a difference

steep hazel
distant patrol
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huh.

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maybe your mesh's pivot is elsewhere?

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in blender

fading verge
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Hi, iΒ΄m getting the "Spine hierarchy incorrect, make sure that the partent ob both Shoulders and the Neck is the Chest

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Which of those is the chest? Do i just have to rename the waist?

distant patrol
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upper body but it wont be that simple

fading verge
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can i just switch the parent in pmweditor?

distant patrol
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you shoudl probably use the mmd convert tool but well

fading verge
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pmx

distant patrol
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well you either use the cat and mmd tools or you manually remove bones and merge weights

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its possible to do but you really need to know what you are doing

fading verge
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I dont know it πŸ˜„

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I did weighting once and it sucked

distant patrol
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i actually reweighted hands

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i only had to adjust it a little bit twice

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so that went fine

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but doing the entire model is kinda tedious

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still need to fix 2 vert sin my hand rig

steep hazel
distant patrol
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what about unity ava config

steep hazel
distant patrol
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thats fine too

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one thought tho

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go back and set rigging to none

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apply it then to humanoid again and assign it again

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its possible its an issue with old data

steep hazel
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wait

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i kinda see the problem

distant patrol
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that it shows hips in middle?

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oh wait

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LOOK MA! NO LEGS

steep hazel
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yeah

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πŸ˜‚

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hahahaha

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wtf

distant patrol
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NO LEGS? WHAT ARE YOU?

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XD

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skirt as legs

steep hazel
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hahahaha

crisp tendon
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At least it's an easy fix

distant patrol
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some sort of skirt spider hybrid

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its an easy fix but one of many you did before and possibly many more you will do πŸ˜›

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continuing that thought

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does that mean that the position of the feed bone defines the bottom end of your character? XD

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my character's legs are a little in the floor so if this is true i might just move the foot bone and fixed

cloud field
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I don't know if the problem will appear in game cause I haven't tried it. I don't want to waste my time with this model if it will. Actually I will import it just like this and check so nvm.

distant patrol
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set it back to rig none

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then rig human again

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apply both

cloud field
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okay

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Didn't do anything. it doesn't show up when in play mode though so Idk if that means it won't show in VrChat. Will check real quick.

distant patrol
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set to none then apply

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set to humanoid then apply again

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if its fucked up because you updated the model this fixes it

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if thats not the case then the hand is not weighted to its bone

fading verge
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soo i have titanfall models from this shady russian website in fbx form, came with textures materials and a good poly model but for some reason blender wont detect its textures... can someone help me?

cloud field
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I tried that, like I said. Will check weight painting

steep hazel
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done and im still ganna upload it again?

distant patrol
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yup

olive dune
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Does anyone know what i have to do to make extra bones visible in the humanoid setup in unity?
It's removing all other bones i'd like to use.

distant patrol
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ok so jack the texutres not showing up aint an issue as long as each part still got its material

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you can point to right files in unity later as long as mats exist

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@olive dune have them linked to something in the rig

olive dune
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They're all linked

cloud field
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Yep. It's like that in game. I have the fbx file for the one that works so I might just put that in blender.

olive dune
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They just not there at all since they're not essential for a humanoid body

distant patrol
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then they shoudl show as gray. however last link in bones wont show in certain cases.

olive dune
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I have a rig of 2 bones in a group of 3, the 2 at the end don't show

distant patrol
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thats normal

olive dune
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Then how can i do anything with them then

distant patrol
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unless you make tip bones they wont render as gray

olive dune
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well i have 2 tips and they don't show anyway

distant patrol
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you still can. unity just doesnt render them as gray

olive dune
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iC

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Is Vrchat overriding animation?

distant patrol
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what bones did you use for that

olive dune
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I had bones for the hair on the front and the ears, that i called Ear 1 ,2 etc and "ducktails" 1, 2 etc for the hair

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linked to the head

distant patrol
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are they like this in blender etc?

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or did you model them downwards?

olive dune
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The tpose model in blender had the ears like this. So i pushed them down after rigging them

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with the bones that is.

distant patrol
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i see

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then you need to define this as new default bindpose

jolly jay
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anyone know how fix this?

olive dune
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in blender or unity

distant patrol
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the mesh is still in a transformed state

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blender

olive dune
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Okay ill look that up. thanks alot

clear cedar
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Doing weight is soooo tiring

distant patrol
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@olive dune basically the bone still thinks that other positon is its default

wise basin
olive dune
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yeah, it's just in T-pose i get it now

distant patrol
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i think its called transform reset or something in blender

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@clear cedar what you weighting

olive dune
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ah

cloud field
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If you have Cats in Blender and hit fix model then it should fix it. I think. I'm still new to this stuff. @wise basin

clear cedar
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Big Daddy from Bioshock

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The arms are easy

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But the legs

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god damn

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Buckles and straps

wise basin
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@cloud field i've used cats tool but still it didn't work

distant patrol
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I'm positive you will love hands

clear cedar
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Ahahah

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Funny thing about that

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I don't think I actually need to change anything about that

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From what I checked every single individual finger is not connected to any other in the weight map

distant patrol
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weight blend

clear cedar
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thanks

cloud field
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@wise basin Does it only look like that when configuring rig?

distant patrol
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like i got a tool to just soften the edges

wise basin
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@cloud field ye

distant patrol
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@wise basin ting is so messed up i dont even know where to start

clear cedar
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I tested it earlier in VRChat and every hand aniamtion was perfect so

distant patrol
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it might even use a ik solver here.

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awesome

clear cedar
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I'm excited to arrive at the part where I make the drill turn like it never turned before

distant patrol
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make it do a rocket drill punch

copper verge
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What did I do wrong

cloud field
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Set the rig to none then hit apply, then set it back to humanoid and hit apply. Tatusto mentioned that to me but it didn't fix mine. Maybe you will have better luck. @wise basin Idk what else to do unless I messed with it. Still new.

clear cedar
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Nah, just turn, make the sound and change the eyes to red

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Sounds work in animation override, right?

vestal dirge
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@copper verge The automatic humanoid config could not figure out the layout of the bones in the left hand. Re-run the humanoid configuration, and look at the hand bones. you may have to manually assign fingers.

wise basin
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@cloud field thanks but ill just work on a different model, if i got time ill try to fix it.

steep hazel
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@distant patrol if i changed the bones in blender,should i import again into unity?

distant patrol
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yes

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best way is

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oben asset folder delete old file and then copy new one

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if i just replace it usually fucks up. also dont open unity in between or it will mess up

steep hazel
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so i need to create a neww floder

cloud field
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@wise basin send me the model and I will look at it sometime to see if i have better luck.

distant patrol
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nah

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your file is already in unity in a folder

olive dune
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Finally figured it out

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I had to apply a modifier on the armature that set the "edit mode" of my model to the pose mode instead, now let's see what's happened in unity πŸ˜ƒ

olive dune
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Click the arrow under this section to see what exactly is wrong maybe its more detailed

white briar
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so it looks like the model i want use came with a rig that is slightly scaled up compared to the model. what would be the best way to scale the model/rig, while keeping the other the same?

clear cedar
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I need help pls
So my model is at an orientation of 90Β° and my skeleton (for some reason) is at an angle of -90Β°, the two line up.
If I import in Unity, my model is oriented right way up, but when I press play
https://i.imgur.com/OdSIKnI.png

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Well, the torso part not moving is probably because I've removed all weight on it for now

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But the fact that the animation play on the floor is the problem

crisp tendon
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export it upright from blender

clear cedar
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I'll try in a sec

distant patrol
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its very similar to the issue jason had you might need to reset the transforms if they came appart only in unity

crisp tendon
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If it's all good in blender, select all and ctrl + a apply rotation and location

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if it's still bent in unity i'll help you out

clear cedar
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Sadly I made everything in Cinema 4D Ruuubick, I tried seeing if I could import it in blender but uh, not really.

crisp tendon
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Can you not export as an fbx ?

clear cedar
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I did, but for some reason I'm losing the skeleton

limber storm
crisp tendon
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@limber storm chose the neck in head then

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Also you'll have to move your shoulder bones under chest

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in the hierarchy

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@clear cedar I'm not sure then, maybe exporting as an obj ?

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Or export selected making sure there's no error on export

clear cedar
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Tried to sadly (the export to obj)

crisp tendon
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You could try exporting as an fbx, making it go through mixamo ?

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Or doing the rigging/weight painting yourself if you're dedicated

clear cedar
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Already been doing that ahah, kinda required for the model, it's been killing me

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I mean, one solution would be to put the transform rotation of the gameobject to 0 in Unity instead of -90, but then it's below the VRChat minimum 20cm shoulder height so I can't upload it

crisp tendon
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you could put the shoulder bones at 21cm from the ground

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since he has very large shoulders

torn pewter
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Does lip-syncing just always look weird in a mirror? I can't get it to look right.

clear cedar
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there must be a way to make it all work without hacking my way through though

crisp tendon
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You can't export with a specified rotation ?

clear cedar
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I have not found that option on Cinema 4D no, but who cares, I think I may have found a way

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Reset the transform to 0 in Unity and still in Unity set the root bone to -90, since the root bone is not used in the avatar it does not change anything with the pose but for Unity's hierarchy it pulls the skeleton upright

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Haven't tested it in game yet though but I will after eating

crisp tendon
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that sounds like a very good idea

olive dune
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Do i have to do something else beside pressing up and down arrows to ajust my player height? im standing on my toes at all times ..

limber storm
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Hey again! I tried what you said and this is the result, I also tried to move the hierarchy so that the head neck lower is above the spine which fixes the "linking" issue but makes it so that it isnt recognized as a humanoid. (I'm new to rigging so I might be missing something really obvious.)

mighty jackal
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increase your height by about 2 inches and it should work @olive dune

olive dune
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It just doesnt do anything though

mighty jackal
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is your model rigged correctly?

olive dune
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Wait ...

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I just stand on my toes when i look down

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My character has a big head ._. it doesn't realy work well i feel like πŸ˜‚

naive tree
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@limber storm Ill drop you screenshots

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of how that hierarchy must look like

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i just need to find where they are

limber storm
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Thank you!

olive dune
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Is there a way to fix characters with a big head from affecting the rest of the body? Not talking about weighting

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My head seems to lift my body for some reason, even though the only part that's weighted its the head alone

naive tree
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@olive dune can u make a screenshot of that

olive dune
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Hold on

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I just noticed that my pelvis also forces forward when i try to look straight

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I feel like my camera in Unity is relatively far from my face but if i run or look straight up or down or jump my head clips into my camera still.

naive tree
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@olive dune probably hips problem, you need to make it so it looks straight up ^

olive dune
#

I feel like mine is positioned exactly so

naive tree
#

could be also chest+spine positioned more on the back side

olive dune
#

Would it fix it if the spine is dead center of the mesh instead?

#

it's not that far off from the center i feel like anywho

naive tree
#

so it's leaning backwards

#

or some1 mentioned it can be cause that hips is touching spine

olive dune
#

oh

#

it shouldnt ?

naive tree
#

i think hips should not toouch spine

#

at least it was a speculation I overheard that it can cause leaning problems for desktop users

olive dune
#

oh .. my spine is a direct extrude from the hips i think

#

ill C if i can fix it like that then thnx

#

Btw, that screenshot of yours, i cant properly see the mesh, is your rig leaning backwards or forwards

naive tree
#

that's form side

olive dune
#

yeah i have to change mine then

#

hope it's still possible thnx

distant patrol
#

oh that pelvis issue was spine bone scale i think

clear cedar
#

My solution worked!

#

Now to finish weighing the left leg

#

and like, the entire torso/pelvis part

#

God the running animation is awkward though

edgy ginkgo
#

is there a way to make your own mesh rigged? and if so, halp

neon shard
#

Does VRChat support twist bones? for upper and lower arm for example?

crisp tendon
#

@clear cedar Well done, that was a smart solution !

clear cedar
#

Thanks πŸ˜„

edgy ginkgo
#

hello?

clear cedar
#

Look in the pinned messages, there is probably some videos that can help you

#

dammit, I must've pressed on a shortcut or something, my mesh won't move with my bones now for some reason (C4D)

#

And when I click and drag to paint it instead moves the bone

#

wtf

chilly ridge
#

lul

inland lichen
#

Anyone else getting the your avatar is humanoid but upper arms and feet aren't specifide error? (even though I've already rigged the whole avatar and its all specified in unity)

pale hull
#

Try restarting unity. @inland lichen

#

Had that issue before

raw merlin
#

@neon shard no

neon shard
#

Oh well, maybe a future goal

#

shoulders and wrists look awful without twist bones :/

inland lichen
#

@pale hull Darn I was hoping but no dice maybe a full restart of my pc but idk

pale hull
#

Can you post a screenshot of your setup in the avatar config scene and the error messages themselves?

inland lichen
#

Of course!

lucid orbit
#

@inland lichen Set Upper Chest to None!

chilly ridge
#

SET UPPER CHEST TO NONE

#

ALWAYS

#

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

lucid orbit
#

@inland lichen (Also, since it's a mixamo rig, you want Spine2 as your Chest)

inland lichen
#

The mesh is broken because I decimated it to see if that was the issue but same issue as before but it didn't work.

#

ahh sorry that she mixamo rig I tried to use to see if it would fix it

#

let me upload the original from mmd to blender

#

I get the same error on both

#

so that rig is straight from blender and I get the exact same errors. I'll try the mixamo fixes right now though

wary wave
#

I need help with my avatars world scale in VR.
Right now, everything is much too small. People are tiny and the floor is in my chest.
The avatar itself is normal height and has the normal 1.6 viewpoint.
Is this a rigging problem?

lucid orbit
#

@inland lichen Okay, one, Waist is rarely the Hips in MMD terms. Usually LowerBody is the Hips and UpperBody needs to be made into a child of it to solve a majority of the rigging problems.

#

@inland lichen You cannot solve this in Unity. Only in Blender. (Before you ask.)

inland lichen
#

@lucid orbit Thats fine I think I have a tutorial saved on that I can go back through. I remember trying it once before with no dice but I bet If I give it another shot I can figure out where I went wrong the first time.

I think the thing that worries me is that even in the mixamo rig (with the fixes you just gave me) I'm getting the same vrchatsdk error

#

maybe I should try reimporting it or a fresh project idk

#

it seems weird to be getting the EXACT same rigging error for two completely different rig setups

lucid orbit
inland lichen
#

@lucid orbit OMG I wish I know about that before my first 5 rigging attempts at this model lol. Looks like a lot of nice helpers. Alright I'll restart and give that a try!

wary wave
#

Cats never works for me

#

Every time I hit fix, it likes deleting the hips

lucid orbit
#

Well, that's why you can only give it a try. It's not perfect.

#

And some models have absolutely bizzarre rigging so it gets confused.

hollow current
#

would this be correct?

clear cedar
#

Seems my big daddy rig is the best it can be right now, thanks to everyone who helped me, excited to add the different animations tomorrow and take it for a spin πŸ˜„

silk kestrel
#

Got a question, when I imported the model in, the hair joints are offset away from the head. Is It good practice to go into edit mode and adjust the position back to normal?

heavy barn
#

Hey. When I'm about to upload my avatar it says "Spine hierarchy incorrect. Make sure that the parent of both shoulders and the neck is the chest" But from my understanding it already is. Any1 know something that might help?

wary wave
#

I want something to aim and move around at where I'm looking, but not have it be the head bone, which requires to be t-posed and to the center.

#

Is this possible?

inland lichen
#

@lucid orbit Cats Plugin worked like a charm thanks so much πŸ˜„ So I excited I even paetron'd lol

forest crane
#

πŸ˜‚

kind horizon
#

πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚

civic copper
#

Anyone have constant issues with thumbs being weird? All my models look like they have disclocated thumbs, like the thumbs are missing bones or the bones aren't long enough

wary wave
#

Yes

#

thumbs are weird

civic copper
#

they all miss thumb bone distal it seems

wary wave
#

So it seems world scale is linked to arm length

#

Is there a way of tricking the game to give you the right scale?

honest sage
#

help,can someone help me rig something in blender?

fading verge
#

Cant do anything on the upload screen like give the avi a name or toggle anything

#

=

molten garnet
#

Im having some issues with a prerigged model and im fairly new to this can anyone help?

analog wedge
#

is there a tutorial video for rigging a model/avatar? if you know one please pm the link to me

graceful whale
#

check pins

raw merlin
#

it keeps pop-ing up but i cant find the problem

#

and dont mind the skining i was just testing out a new rig

mighty kiln
#

@raw merlin notice how your thigh bones are above your pelvis?

#

thats what its complaining about

#

basically it wants them to be on the same Z level

#

or in unity's case, Y level

brisk crypt
mighty kiln
#

because unity is weird and has Y-Up as a default

#

@brisk crypt have you tried to set your diffuse color to white?

#

there's a little color picker next to your albedo map, set that to white and see what happens

raw merlin
#

@mighty kiln thx i was trying to rotate them i all axis but it didint register as an angle change tnx

mighty kiln
#

its a position thing, not really rotation

brisk crypt
#

I was following a youtube tutorial that told me to join all the meshes together. Is Could that be the issue? Or is that what I'm supposed to do

hidden ether
#

Can someone please send me a closeup of a perfect chest/arms/spine rig really quick?

mighty kiln
raw merlin
#

@brisk crypt what are you vertex groups like

hidden ether
#

Alright, cool. Thanks homie

mighty kiln
#

(the top bone above the head is for hair, you can ignore that one)

raw merlin
#

when you combine meshes they can mess up some times also if you chane geometry when you alredy have skined the mesh upi need to reapply armature with the mesh

mighty kiln
#

im not sure about how blender does it

#

but in 3DS Max, you only have to worry about materials

raw merlin
#

In blender you set the material to the mesh

brisk crypt
#

Do you mind if I PM you about this stuff @raw merlin ?

mighty kiln
#

cuz this is what i did yesterday

#

that's 4 meshes exported in the same FBX

raw merlin
#

and the texture is better to add later in unity

hidden ether
#

Side note: I don't know why but this Valve Bipedal rig that came with the model I have for some reason has all its bones pointing straight down relative to the body part they're attached to...

mighty kiln
#

and @hidden ether you dont have to worry about that. It's just a bit of rotational stuff that doesnt have any real relevance

hidden ether
#

i mean it did

raw merlin
#

otherwise in blender youll have to set texture in materila tab --- image

hidden ether
#

hang on

raw merlin
#

@brisk crypt kk

hidden ether
#

Someone suggested the reason why his hands default to the overextended thing is because maybe the bones are rotated wrong or something?

molten garnet
#

I get a spine hierarchy message when i try to upload

mighty kiln
#

@hidden ether thats actually really odd. I doubt it would be the case unless the default rotations for the tip bones are offset in a weird way

hidden ether
#

Any idea on how I could check if that's the case and fix it?

#

I did just go through and manually rotate them all to be straight, so. lol.

#

I... think it worked, actually.

#

His hands don't do that anymore in the rigging thing in unity.

woven abyss
#

Can anyone give me some direction on how to fix an issue with my avatar sinking slightly into the ground? Before I rigged it as Humanoid it was fine, but once I rigged it at humonoid it started falling into the ground in VRChat (Not in Unity though). I change the height of the avatar a bit but it seems to sink me into the ground where my feet used to be.

chilly ridge
#

open unity

#

check where the gray dot is

#

the avatar descriptor

woven abyss
#

The gray dot is in front of my avatars eyes

fading verge
#

so my heads floating and when i run it kinda flails below me

oblique heron
#

@molten garnet What is the error?

molten garnet
#

I fixed it, i was having a neck issue, all good now though

oblique heron
#

cools

hidden ether
#

lol what is that

twilit oasis
#

Is there an easy way to full 180 flip an Armature?

fading verge
#

Rotation?

#

Dunno

twilit oasis
fading verge
#

Odd

twilit oasis
#

I just need to switch the "head and tail" and it should be fine

fading verge
#

Shift w? Then flip it

#

I forgot the key

#

Aaa

twilit oasis
#

R for Rotate X___X

fading verge
#

πŸ€”

twilit oasis
#

Okay that should have fix it, now I can just to replace the skeletons

ornate tundra
#

looks like the monroe pose

true dagger
#

can someone help me pleas

#

in unity

#

it says my model is too big

naive tree
#

@twilit oasis select hips, hit R then X then type 180

true dagger
#

and its says spine hierarchy is missing elements

#

or well it says i need to add a scene desciptor

#

or avator descriptor

twilit oasis
#

On Version 6 of this Model X__X

#

AND IT WORKS

fading verge
#

πŸ‘

crisp tendon
#

@true dagger Did you follow a single tutorial ?

true dagger
#

yes

#

a tutorial by wintercycle

crisp tendon
#

What is it about ?

true dagger
#

how to get a mmd model into vrchat

crisp tendon
#

Did you watch it until the end ?

true dagger
#

Yes

crisp tendon
#

And you still don't know how to add a component to your avatar πŸ€”

fading verge
#

I said that to them

true dagger
#

I did

#

I added multiple componets

crisp tendon
true dagger
#

which componet do I specifically need to add?

fading verge
#

Wait you only need one avatar desc component

crisp tendon
#

It tells you in the error and it the good tutorials

true dagger
#

I added the avatar one

crisp tendon
#

To the main model in your hierarchy ?

fading verge
#

Have you dragged your model in the Scene?

true dagger
#

Yes

#

Wait what scene?

fading verge
#

Like when you open unity up it shows the grey scene

crisp tendon
#

I'll give that one to you lolita, I had a rough night and 'i need to sleep lol

#

Good luck

true dagger
#

yes it has a grey scene

fading verge
#

Ah gn

true dagger
#

Thank you for the help

fading verge
#

Have you drag your model in there?

true dagger
#

Yes

fading verge
#

Hm

true dagger
#

It's been in there

#

I added the humanoid animation too

fading verge
#

Configured it too?

true dagger
#

Yes

fading verge
#

That's really weird

#

can you screenshot?

true dagger
#

yES

#

What do you want a screenshot of?

#

There's what im looking atr

fading verge
#

Have you made sure your sdk is the correct version?

true dagger
#

It's the one downloaded off of the website

brisk crypt
true dagger
#

Change your textures to opaque

#

@brisk crypt

brisk crypt
#

Idk what these blue bubbles are @true dagger

fading verge
#

?

#

The settings on your right

violet frigate
#

Quick question, my feet are going through the floor, how do i fix it?

brisk crypt
#

It's on opaque

#

But this blue stuff is not supposed to be on the model

#

neither is the yellow

violet frigate
#

@brisk crypt You can change the texture from that

fading verge
#

Delete them?

#

Or that

#

anyone else having trouble logging into the SDK thing for unity?

#

Have you let it load

violet frigate
#

@brisk crypt Click on them and on the right you'll see a bunch of sqwuares, there's one that says "Main texture"

fading verge
#

You can drag the texture ^

brisk crypt
#

I don't see it

true dagger
#

anyone know how to fix these errors?

brisk crypt
#

@violet frigate

fading verge
#

@true dagger first one scale .85

#

Second one go to rig and check your green dots

true dagger
#

Where do you rescale at?

fading verge
#

you need to map your chest

deep lynx
fading verge
#

Just click on the model and go to model tab

brisk crypt
#

Yeah I don't seem to have a "main texture" option

fading verge
#

Have you

#

Gone to the shader tab to the bottom option then to diffuse?

brisk crypt
#

Uhh

fading verge
#

πŸ€”

brisk crypt
#

Sorry I only started using this stuff last night ; -;

#

LIke there are these bubbles that aren't supposed to be there

fading verge
#

There should be a box

#

To drag the texture in

#

Once that you can switch to a new shader

#

Hm

brisk crypt
#

When using cats when I clicked fix model these bubbles would show up in blender. But they went away when I checked and unchecked rigid bodies

fading verge
#

If I was on my laptop I'd help you thru but I can't atm

#

Aaaa

brisk crypt
#

I assume the rigid bodies are still there

fading verge
#

anyone help? when i move forward my head kinda turns to jelly and goes inside me

#

when i move at all

candid thicket
#

I don't know what I am doing, is there anyway to check to make sure the mesh is "associated" with the skeleton? I want to start weight painting but don't exactly know how.
please DM me if you have an answer or want me to elaborate

shadow saddle
#

how do you fix the issue saying that the models humanoid but missing feet and hangs

dry thunder
#

ya im having the same problem

fading verge
#

@shadow saddle go to rig and check your bones

#

Configure I mean

dry thunder
fading verge
#

anyone know how to stop my mesh/bone from ragdolling?

shadow saddle
#

same here @dry thunder and i have it looks fine

dry thunder
#

ok idk what i did but somehow fixed my own problem

shadow saddle
#

it just works now too

#

vrchat has ghosts

dry thunder
#

think their servers got overloaded or something

#

now i need to figur out how to do this dynamic bone Colliders stuff

oblique heron
#

@brisk crypt you have to delete the rigid bodies in blender

#

@dry thunder You have unmapped slots in your rig config

dry thunder
#

ya just the default stuff

#

but my problem is fixed

oblique heron
#

ah oks cool

lucid sapphire
#

quick question here. i have a normal xps type model, just a normal mesh, and i cant seem to get the "jaw flap" to work. it just remains open in vrchat, just as it does if i use the "enforce tpose controller" in unity for testing. so i did what the internet said to do, and that's to go into the rigging and check the rotation of the jaw. however, the jaw is just fine.

so does this mean I simply cant use the jaw flap method?

swift radish
#

How to add glowing or light?

lucid sapphire
#

maybe add a light source to the object in unity?

brisk crypt
#

πŸ€”

#

@oblique heron ty btw

swift radish
#

Tried deleting sona's hair, now getting this weird version of her hair that stretches out

brisk crypt
#

How do I fix the child thing

graceful whale
#

where you set the model to humanoid

#

there should be a setting for you to configure your bones

brisk crypt
#

Yeah I'm moving them so that they are the first child but when I press apply and done for some reason it gets reverted

fading verge
#

have you parented in blender?

brisk crypt
#

No I was trying it in unity

fading verge
#

you have to parent in blender

brisk crypt
hoary grotto
#

Does anybody rigg models for payment or free. I have a model is just a mesh and don't have the time. ._.

brisk crypt
#

@fading verge

naive tree
fading verge
#

are your shoulders parented to the chest and the legs to the hips?

sour kite
#

OH THANK GOD! I was just about to ask if there was an image i can cheat from with proper bone names. Thanks, drey!

brisk crypt
#

Yeah. My issue is I can't properly rotate my wrists

#

That's the only thing that didn't work

#

@fading verge

hoary grotto
#

@naive tree Thank you very much for the redirection!

fading verge
#

i havent worked with hands, sorry man

sour kite
#

Question: Why is it when I look at my bones in blender, they're just dashed lines?

swift radish
#

Can someone help with the hair thing?

violet frigate
#

What did i do wrong?

#

Or, how do i fix this i mean

#

It's definitely a texture thing right?

naive tree
#

what exactly is wrong with her

#

ohhhhhhh

#

i see

fading verge
#

still looking for some help with my head ragdolling

naive tree
#

@fading verge your head prob not parented to head bone or body at at all

fading verge
#

it is

#

but when i move it ragdolls underneath

#

here

violet frigate
#

@naive tree What is that program even?

naive tree
#

@violet frigate blender

violet frigate
#

that's an add on i don't have

naive tree
#

@violet frigate you select the mesh and enter edit mode

violet frigate
#

oh, kk

naive tree
#

it will show up

#

i doubt itll help, but that can fix artifacts

violet frigate
#

Nope, didn't work, but do you know what's wrong with it?

#

Like what could i do to fix it?

#

I didn't do anything to the jacket during decimation so πŸ€”

naive tree
#

maybe try adding outline in cubeds shader, but that fixes only invisible mesh

#

but here it doesn't seem invisible, just missing

violet frigate
#

You think there's a layer in blender i have to get rid of, that's kinda hidden?

ember drift
#

I made skele but his legs don't move when I walk around IRL but when I use the ingame movement system his legs move, any reason for that?

odd bramble
#

does anyone know a good resource for rigging facial expressions?

brisk rock
#

i mean unity works

odd bramble
#

I mean on how to do it πŸ˜›

brisk rock
#

download sdk and watch yt tut

#

models are usualy already rigged

fading verge
#

does anyone have any handy guides or anything to help with rigging your first model? i wanna rig a dragon model i have but ive never done it before

brisk rock
#

yt

#

its easier than it looks

fading verge
#

i mean i know i can just look on yt i was wondering if there was any specific ones that are good or anything

odd bramble
#

^

#

for some reason this guys answer to everything is to look up yt

#

normally I wouldn't mind, but the unfortunate thing with youtube is that when methods get outdated or no longer work it easily becomes a bad source

#

and you have to sift through hundreds of outdated resources and methods

humble lake
#

So I'm totally new and clueless to bones and rigging. Could I get some help/assistance with a model I've been working on?

cerulean dawn
#

Anyone know how to add jawbones to a character

#

I tried and it won't move my mouth when I use jaw flap bone

lucid sapphire
#

@cerulean dawn jaw flap bone doesnt always work, as for me. you'll have to make key shapes in blender for blend shape or vimese blend shape.

to answer your question though, i don't know how to add those. they SHOULD be part of the model be default.

sour kite
#

Can you actually change around the hierarchy in unity? It seem I'm able to do it when i configure an animation type but if I check back on it, it just resets.

lucid sapphire
#

@sour kite it depends. changing things like bones, as far as i'm aware, needs to be done in blender.

sour kite
#

I was afraid of that. I'm slowly getting used to unity but blender just boggles my mind.

patent cosmos
#

hey guys im having a really weird problem with rigging in unity

#

so this is what my model usually looks like, but when i try to rig it as a humanoid it uh

#

turns his head and chest backwards?

#

i also don't know how to remove his knives from the avatar completely which i'd like to do because they just act weird once i start animating

dry thunder
#

anyone know a good tut for using dynamic bone collider

muted helm
#

I asked earlier, I got a few humanoid rigs ported over to vr chat with no issues, but I have a question if I wanted to do a basic car.. basically a static model, what would be the best bone to capture 100% of the points to animation wise so it it doesn't tilt like crazy? Could I use the armature/root bone for that?

patent cosmos
#

okay so ive gotten MOST of the problems solved except

#

drunk-ass tassel on his coat thinks it's attached to his finger

#

idk if there's a way to get him into t-pose on blender but that would solve it

sour kite
#

I found a model with the bones as dashed lines when set to octahedral view, are those still bones? Or are those something else?

limpid scarab
#

@fresh stump it's probably a little part that is weight painted to a hand bone

#

remove that weight and it should be ok

sour kite
#

Are those still bones?

patent cosmos
#

@limpid scarab im not entirely sure how to do that, i've always avoided blender cuz it confused me when i was younger

#

you're saying try deleting this, yes?

limpid scarab
#

nono

#

check this video out

#

there should be a little color on the part you selected and is moving when selecting one of the hand/finger bones

#

You should remove that so it isn't effected by the hand bone

patent cosmos
#

ok so it's not happening IN blender

#

it only happens once i move it out

lucid orbit
#

Huh. Then it's an .fbx export issue. Tried drag and dropping your .blend into Unity instead of exporting as .fbx.

patent cosmos
#

so it's probably mixamo's fault

#

probably because mixamo is expecting it to be in t-pose but it isn't

#

and i'm pretty sure if i do that it'll fuck up his shoulder things

#

so then i'm back to the other problem

#

either i use mixamo and let it fuck up that one tassel for whatever reason

#

or i drop it directly into unity and it puts his legs on backwards for some reason

#

well actually it makes his chest backwards but still it's pretty dumb

#

the backwards chest issue also happens if i just use the .blend

patent cosmos
#

i THINK i got it though it does look odd

clear cedar
#

Still ,it does not happen in blender but did you verify if there wasn't any weight issue?

distant patrol
#

bones and mesh position easily corrupt and show wrong orientations. best bet is to always reset transforms before saving to fbx

#

saving weights to file and reloading them can also fix man issues that seem unsolvable

trim plume
#

guys

#

guddamn i need help

#

every bloody trime it ry to put a model from unity to vrchat

#

i make the view position how i wanted

#

then in game its a bloody mess

#

format of model is fbx

#

what the hell am i doin wrong

fading verge
#

My avaster 's rig seem's good in blender , but when i crouch in the game .. avaster's leg over cross

crisp tendon
#

@trim plume That has nothing to do with the viewpoint, your tank is just rotated either in unity or blender

#

you need to fix that first

#

@fading verge What do you mean over cross ?

fading verge
#

um..

#

maybe i send a screenshots

floral sable
#

They pretty much just collide into eachother and bounce a bunch when she stands up

crisp tendon
#

So bone rotation might be an issue if they collide, and if they bounce it also means that her height in game is not correct

floral sable
#

I hadn't thought about bone rotation actually

#

Thank you friend

fading verge
#

@crisp tendon Thank you :3

crisp tendon
craggy nebula
#

Anyone gotten eye tracking to work on avatars with more than one spine bone on the rig?

#

I've read pretty much what is out there I think, and it specifies wanting Hips - Spine - Chest - Neck _Head - LeftEye/RightEye but I don't know if it's the hierarchy that's important or the naming. I really don't want to re-skin my model gah

#

My original hierarchy when importing is Hips - Spine1 - Spine2 - Chest - Neck - Head but I reconfigure that in the avatar

crisp tendon
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So you're going with Generic ?

craggy nebula
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no, humanoid. but seems like one of the tutorials specifically says to reparent the bones

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bah

crisp tendon
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yeah, you can't have two spines

craggy nebula
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that is such an annoying break of the pipeline

crisp tendon
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You can try cat's plugin in blender to fix it

craggy nebula
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I use max, but won't be a problem. it'll just take time

twin grail
craggy nebula
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eye tracking better work then grrr

crisp tendon
twin grail
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❀ you

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Do i need to point those outer bones down

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The arms

fading verge
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rotate the arms in scene?

twin grail
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What you mean

fading verge
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hm

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im not too sure

twin grail
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XD WAT

fading verge
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do you want the arms to move?

twin grail
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Yes

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And the legs and head

crisp tendon
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Do you have vr ?

twin grail
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This isn't for me

crisp tendon
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Does the person have vr ?

twin grail
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Nup

crisp tendon
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then it doesn't matter

twin grail
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But if the person walks around will their stuff move

crisp tendon
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if the mapping is correct yes

twin grail
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I'm not sure about that

violet frigate
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I feel like it's a pretty simple fix, but idk

twin grail
craggy nebula
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So I tried to just...remove one of the spines. I expect this to break so hard

crisp tendon
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@twin grail Fix the hierarchy the way it's asking to in the red error, and you need fingers for the whole avatar to move

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@craggy nebula Did you use cat's plugin ?

craggy nebula
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I use max so no

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if it breaks it breaks πŸ˜› it

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it's not like i HAVE to have eye tracking

crisp tendon
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you easily could if you used blender, your call

dire mica
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@violet frigate so clicking on the plus in the top right brings up this

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Which allows you to rotate, but I noticed that my bones didn't rotate with it

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So you might need something else

violet frigate
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Yeah that's the problem i noticed as well πŸ˜„

twin grail
craggy nebula
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@crisp tendon hahah learning blender easy, you funny

violet frigate
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@twin grail Make sure everything is mapped correctly

twin grail
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It is

violet frigate
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Could you screen shot it?

dire mica
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Shoulder are supposed to be attached to the chest?

violet frigate
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Then again, I ran into soneone else doing a knuckles model earlier and they were having the same problem πŸ€”

twin grail
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Yeah because the download for this knuckle meme is shit

violet frigate
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Lmao

twin grail
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How do i join things in the heirarchy

violet frigate
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Wait, that model has a neck right?

twin grail
violet frigate
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wait

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why is shoulder under neck?

twin grail
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Idk

dire mica
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_>

twin grail
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This is all default heirarchy

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I havent move anything

dire mica
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Reparent the shoulders in blender

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Or is that possible in unity?

violet frigate
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Ye EZ

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idk

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I'd just bring it into blender tbh

twin grail
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Theres no pmd file

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Only fbx and 2 textures

dire mica
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Well import the fbx then

violet frigate
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import the fbx

twin grail
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How

boreal thistle
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Anyone available to help me with an eye tracking problem? Was able to rig my models and get visemes to work just fine using cats, but not the eye tracking.

violet frigate
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click file then import

twin grail
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You cant import fbx with cats?

violet frigate
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fbx should be an option

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like actually click import in blender

dire mica
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Cats uses mmd tools which adds in functionality to import pmx and pmd

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Fbx is default

violet frigate
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^

twin grail
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mkay

violet frigate
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@dire mica for my issue, you think i'd have to get the bones to snap to the mesh somehow?

dire mica
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I'm trying to look up stuff

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Honestly not sure myself πŸ˜›

violet frigate
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I swear there was like a sequence of things i had to do

twin grail
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So uhm what do i do

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I havent learned rigging yet

violet frigate
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Uhh, can you send the folder my way, i can do it for you if you want xD

twin grail
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I'll link you

violet frigate
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kk

dire mica
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Oh

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Alright

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@violet frigate Select everything

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Go to pose mode and then rotate

gilded hawk
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Ummm you can make your shoulder bone the child of the spine in the unity hiearchy @twin grail

violet frigate
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@dire mica ... is it really that ez?

dire mica
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Dunno

weak drum
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is anyone here sufficient at weight painting when it comes to rigging models? I need help with something

buoyant river
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why does my tracker want to face up insted of sideways when i want to track hips

modest thicket
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can someone finna help me a secc

radiant thunder
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does anyone have that weird knuckles model? I'd like it

fading verge
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Hello,i have a dog mmd and i want to put him in game.the problem is how to make him walk on his 4 feet?what type of rig should i use?

dire mica
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Do the dynamic bone colliders work?

weak drum
daring flare
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Just add weight to the protruding parts wile you have the bone they should be part of right click selected.

weak drum
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Just how much weight though? Full strength or just a lil bit?

daring flare
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Full strength

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You'll be able to see as you do it so you can rotate it and keep going untill the stretching is gone.

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If that doesn't apear to be working then right click on the foot and use the minus brush to go over the opposite foot to the one sellected.

strong shoal
fading verge
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I assume you need to do something in blender.

strong shoal
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I'm a blender noob

oblique latch
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what a good scale for a avatar

clear cedar
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There's an example scene in the SDK with an avatar at average height

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@oblique latch

limpid scarab
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The Y value of your avatar descriptor is a good indication how high your character is

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you can compare it in metric units (1.6 Y value = 1.6m)

oblique latch
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my guy is 1.6 in the avatar descriptor

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so what would i need to set it to then

limpid scarab
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and is that orb near your vision/where you would want the camera to be?

limpid scarab
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can you zoom out a little?

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or descrease the descriptor until you see a orb?

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I assume it's flying somewhere high

oblique latch
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i found it how do i move it

limpid scarab
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decrease the Y and the Z from the avatar descriptor

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but what i'd suggest is the following

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you put the descriptor at the height you want your character to be (in meters)

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Then you adjust the scaling of the model so your head touches the orb

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and finally you lower the descriptor a little so it's on eye height

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but in your case you'd have to increase the scaling

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not decrease

dire mica
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Hey

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Does anyone know whether the rotation lock on a bone in blender works?

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From what I tried it does not seem to work

oblique latch
dusky oriole
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can someone please post a link to a tutorial on nonhumanoid avs for vr chat, I need to learn