#avatar-rigging

1 messages Β· Page 43 of 1

royal gale
craggy dragon
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Trying to find the issue causing the bones to animate to the side on this mode rather than the front, anyone have any ideas? It all looks okay.

cosmic mica
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if the bone rigging system is completly symetrical, then why does the right arm wrist pivot off center in vrchat?

long hill
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Does anyone have a doc that shows proper bone hierarchy and naming?

craggy dragon
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I have no idea, GearBell.

latent flicker
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what should the bones in the feet for high heels look like?

royal gale
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@long hill

long hill
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Thank you!

royal gale
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πŸ‘

craggy dragon
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But really, if my bones are symmetrical, the weighting works (I've checked). Why does it animate to the side?

cosmic mica
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how do i bind an object to a bone in blender?

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not skinning, its just a solid object (arm piece)

vague acorn
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can someone make a skype call wiht me or sth like that and teach me how to get a avtart in vr chat i have done 3 avatars and they all are in T pose in the game no movment att all.

smoky dawn
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Anyone here wanna give me a tiny bit of advice on whats going on here?

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the ponytail here is vertex group mapped on blender to this ponytail bone, however when adding a dynamic bone in unity it SHOULD work, right?

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however when I attempt to dynamic bone it in unity it doesnt give me any hair movement. Is this because of the bone placement? or do i need to change a parenting possibly?

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Dynamic bones in breasts work A-OK btw, it just seems to be the ponytail

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This was an MMD model where the ponytail bone was placed there in blender once imported and converted

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I think I figured it out actually, I noticed that the parented bone is the breast bones for some reason???

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anyway

spice holly
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have some problems with my skirt bone collider. i added colliders for legs and knees. when i move the skirt still goes through the legs. hair and boobs work fine. first time im doing dynamic bones. moving the skirt up and down works fine. forward and backwards fucks it up

smoky dawn
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I'd say mess with the dampening/stiffness of a skirt

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that might help with the collision detection

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because if it's moving too fast

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it might be too fast for the collision to detect

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it's capped at 60 refresh rate

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or the inert setting

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on the dynamic bones themselves i mean

spice holly
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alright i will play around with that

tacit sinew
crisp tendon
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what are those bones supposed to be ?

tacit sinew
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for the feathers

crisp tendon
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missing weight paint then

tacit sinew
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editing the weight paint seems to change nothing

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i would want it at 0 weight right?

bleak wasp
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woudlnt you want it at 100 so it moves with the leg?

spice holly
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ok it works now. it just needed alot of tweaking of the colliders and the dynamic bones. ty @smoky dawn

west gulch
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Is there a rigging program you perfer?

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Been using Mixamo but it hates hands

tacit sinew
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ok I tested when i have the upper leg slected and painted the feathers with weight and it still does the same thing

silent cliff
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Dumb Question: Is it good practice to delete bones that you don't plan on animating?

neon sierra
tacit sinew
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so R leg feathers to right knee

abstract cloak
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Question: Why does my bone parenting work in Blender but in Unity/Game the hat floats above my head

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and it doesn't follow the head

mellow plinth
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why can't i see the bones inside the model in weight paint mode?

oblique latch
fierce crag
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Hey guys quick Q, is there a way to move your character in unity as you would in game? Ie. drag the viewpoint around? I have problems with some bones and need to investigate.

proven hollow
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I can bring it into VRC, but then the character is totally far from the camera perspective

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EVen if I move the perspective ball in front of the character

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There is still issues with centering

silver mountain
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can anyone help me with this? idk why in vrchat the avatars' feet look like this...in blender and unity the feet look fine though.

bright bolt
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hello i am just wondering is there nay vidoe you wopuld recomedn to set up rigging for the modle

heady belfry
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So, I don't know if my model has eyes anymore. And I don't know how to move the eyelids to show them. Could someone help?

woeful sonnet
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@heady belfry Is your model currently in blender or unity or something else?

simple forge
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if i have a premade rig with odd proportions and rename/reparent the bones does the game distort the character?

heady belfry
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Blender

simple forge
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like forcefit my skeleton to the default rig?

woeful sonnet
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@heady belfry You should be able to select the eyelids or the whole face if your model is separated by materials and then press h to hide it

spiral pagoda
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i know this question has been probably asked alot but I have literally tried everything I could find
so uh, basically after I exported my .fbx from blender into unity, it for some reason refuses to recognize the textures.

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and heres my blender setup

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im using cycles renderer

simple forge
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fbx usually has an embed thing on export

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for textures

woeful sonnet
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@spiral pagoda did you create a textures folder?

spiral pagoda
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yes

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refer to image please

fading verge
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how can i add the wings to my avatar

spiral pagoda
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i tried setting path to "copy" and then clicking on the box

woeful sonnet
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@spiral pagoda then you have to go into "body" and assign each texture to the part it goes on

spiral pagoda
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in blender or unity?

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because I never used unity before

woeful sonnet
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unity

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do you have a mic?

spiral pagoda
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not right now, unfortunately

simple forge
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unity does not import textures applied by default

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some fbx exporters have a checkbox for embed media

oblique latch
simple forge
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so all your textures get packaged with the fbx in an fbxm file

spiral pagoda
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blender never created a fbxm file

simple forge
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check your export options

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im not a blender user but maya and max have embed checkboxes

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blender probably has it

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cosmic you might need to 0 your transforms on the mesh

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in blender

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if your root pivot is in the middle of your body you might need to move it down to match up with the bottom of the feet

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i still dont understand why these characters dont have a root bone

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to define the ground properly

woeful sonnet
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@oblique latch set all your positions and rotations to 0

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if you're moving around your model to get a good look at it, do it in play mode

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and you can manually move the little gray ball with the x y and z inputs under the avatar descriptor

oblique latch
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i did all of that and i moved the avatar descriptor up to its face and moved it out a bit but still not working ok @woeful sonnet

fading verge
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I have 3 different models I am going to distribute, but they all have weight problems, anyone willing to give me a 1 on 1 tutorial on fixing these?

spiral pagoda
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omfg I just found a workaround because aparently unity does not work well with cycles so I have to export it as a .obj into 3dxchange. pack the textures and then export it back into blender

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and then export it as a .fbx

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this is stupid

woeful sonnet
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@oblique latch sorry im not exactly a master at this, but you can try asking someone else. ive only ever done humanoids

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my advice basically only goes that far

simple forge
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how many materials do you have kaithyl

oblique latch
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lol i was just chating back zd plus is hard to find good help on this discord

simple forge
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it might just be easier to drag the textures into the right materials

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if you only have a few materials

woeful sonnet
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@oblique latch yeah very few people actually have a really solid grasp on what theyre doing

spiral pagoda
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because the website where I got the textures from includes everything as one material

simple forge
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you lose all your weighting if you use obj

naive tree
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@oblique latch it'shard to findhelp with specific issues, like when ppl want to be special snowflakes and build a dinosaur avatar πŸ˜“

spiral pagoda
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theres just 4 different ones for emission and etc

fading verge
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My models are all super cuties. https://imgur.com/a/OodXL Wouldn't you love to see more characters for weebs to run around as. Could a sensei please notice me πŸ˜ƒ

spiral pagoda
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and cycles just recognizes it all as 1 material

simple forge
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probably better to just do it manually

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obj will turn your thing into a static mesh

oblique latch
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my dinosaur avatar is 98% working just the cam and halfway in the floor xd

simple forge
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can you move your dinosaur up in unity so its feet match up with the grid

oblique latch
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no that will not help plus i did that xd

simple forge
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yeah ok so you probably have to do it in blender

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or whatever 3d program you use

oblique latch
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i did that as well

simple forge
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did you 0 transforms and rotations?

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before exporting?

oblique latch
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?

simple forge
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if you dont 0

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it wont change your center

oblique latch
simple forge
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mmm

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how does it look in blender by default?

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before 0ing?

oblique latch
simple forge
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ok

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then maybe you just need

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check !experimental

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and reimport in unity

oblique latch
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how do you find that

simple forge
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its on the panel when you are exporting fbx

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lower left corner

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might have a scroll bar you need to move

oblique latch
west gulch
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Well so much for Mixamo, humans have 5 fingers not 1

oblique latch
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am i just not looking i do not have it

simple forge
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file->export->fbx

oblique latch
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my b xd

simple forge
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hey this does have embed textures

oblique latch
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is that all i need to do or is there more i have to have on

simple forge
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@spiral pagoda

spiral pagoda
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?

simple forge
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on the bottom rollout

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of fbx export you can check embed texture

spiral pagoda
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no the problem is because of cycles and its incompatibility with unity

simple forge
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oh

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its your shaders

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try using the one everyone has for anime characters or

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the legacy emission one

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emission keeps it lit kinda flat

spiral pagoda
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uh no because cycles has its own "tab" in blender

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something about reverse raytracing and the fact that it uses nodes which prevents me from converting it to blenders internal renderer

fading verge
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So, I'm trying to figure out weight painting, My models neck isn't painted properly. I understand the point of painting and I just need to paint the chest vertices so they move with the neck to prevent aweful snapping.

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But, what I don't get is how to not select unwanted vertices, like the hair and the collar

oblique latch
simple forge
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so it looks fine on idle?

oblique latch
simple forge
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errgh

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you might have to override the idle animation then

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im still new to this so idk how how this stuff all works but if you have a custom rig that isnt humanoid usually you have to redefine animations for everything

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but that dinosaur probably has premade animations right?

oblique latch
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i can do all that as my guy has all of that that parts not hard at all

simple forge
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so you probably just need to assign them to the right state or whatever unity calls them

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weird how it only works correctly on move though

naive tree
oblique latch
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yep and its odd how the cam works as well i should be looking at my face in the mirror but its not xd

simple forge
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hopefully you dont have to re export every single animation with that experimental toggle

rough charm
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This may seem like a stupid question, but, is there a way to focus on ,say, just the hand when rigging?

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(in Blender)

simple forge
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shift c of shift f?

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or maybe just f?

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shift c

rough charm
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Shift C just centers my 3d cursor

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But Shift F did it, Thanks πŸ˜ƒ

oblique latch
simple forge
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if you press spacebar in the viewport

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it gives you a list with every hotkey

fading verge
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@fading verge Enable mask selection by clicking the icon next to the arrow on the bottom of the screenshot.

oblique latch
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so my guy is f xd its so hard to work out whats making it do this

simple forge
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ahhhhhhhhhhh

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maybe something to do with your player height

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and being sitting or standing

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pretty sure your center gets moved down in sitting mode

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or characters with no defined sitting animation usually just clip into chairs at odd heights

oblique latch
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but he is not in a sitting mode

simple forge
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you arent using vr mode right

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like when you go into the game it says if you want to be standing or sitting

oblique latch
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no vr yet just gamepad and pc keys

simple forge
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is the dinosaur a unity store model?

oblique latch
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yep

simple forge
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idk anymore man

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since its not a humanoid model

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its probably something simple to fix

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but im thinking of the wrong thing

oblique latch
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it works ok in the demo that it has but its just when its in vr it f up

simple forge
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the player height or something is messing with it im sure

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i dont have much experience with unity though

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but if its anything like unreal then there has to be a way to disable the avatar being offset of its vr component

fading verge
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@fading verge Sorry I stepped away for a sec. Once I clicked, whats the next step?

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Once I have face selection for masking selected, is it hitting ''C' to select unwanted faces and pressing H to hide them?

west gulch
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I'm at a loss, I'm not sure what to do since Mixamo has failed me, and I have no idea on how to use rigify

south bronze
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Hi, I'm having some issues with rigging my model in blender. The hair remains floating when my model rotates etc. I tried extending the skeleton to include bones for this hair but I get a "Bone Height Weighting: failed to find solution for one or more bones" when applying the armature to the mesh. Which I think is something to do with those hair bones as they dont move the mesh whilst the rest of the body does.

white epoch
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I need help guys so I'm getting these errors but my avatar is properly rigged. About to post the rig here in a second

west gulch
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Use toe_end should fix toes, but what about arms? I don't see the listing

white epoch
west gulch
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Looks good to me so that one is a pickle, let me check one of mine

woeful sonnet
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i usually leave the toes on none

west gulch
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I see nothing wrong at all

white epoch
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I've been doing what I normally do when i make models and its always worked. I'm getting these errors when I try to upload it:
Your avatar is humanoid, but it's feet aren't specified!
Your avatar is humanoid, but it's upper arms aren"t specified
Humanoid avatar must have head, hands, and feet bones mapped.

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However you guys see they are mapped

west gulch
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As for rigging, anyone have advise on an autorigger?

white epoch
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Love Tuppers video btw, and I've watched them all to learn how to upload my avatars

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I used cat's blender tool

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So it should be all good unless it messed up somehow

hard zenith
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Yes cat plugin best

west gulch
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Yeah the only issue I have is for some reason mixamo can't read my avatar and gave it 1 bone for hands

white epoch
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I'll keep on experimenting to figure this out and I'll post the fix here in case this happens to anyone else. If you guys figure something let me know as well plz

compact pebble
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Question, how do I make this flat image forced to stand up in game? Right now it sticks to the floor

nova wigeon
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if you made it in blender make sure you reset the location, rotation, and scale

compact pebble
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Nah just made a flat surface in unity and stuck and image to it. πŸ˜›

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Suppose it needs a rig?

crisp tendon
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kinda yes

compact pebble
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Maybe if I make it a cube it works

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that way i dont have to rotate it

blazing hornet
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can someone explain how to fix this

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I am in blender

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I just don't know specifically what to do, some of the bones are inside each other

crisp tendon
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Did you use cat's plugin ?

blazing hornet
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no why

placid rampart
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It does a lot of bone fixes.

crisp tendon
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It could help in your case

swift radish
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How to I disconnect or delete an object without breaking the prefab instance? I want to make animations
Unchecking the active box box doesn't do anything

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If I just 'delete' it, it kind of breaks and the whole character's heiarchy turns black text

blazing hornet
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can someone send me cats download

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link

naive tree
oblique latch
blazing hornet
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In cats once I click "fix model" the bones shouldnt be a problem?

west gulch
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I think I'm gonna call it a day, Mixamo refuses to give me a skelton

muted terrace
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the website? I don't think mixamo does skeletons anymore. You need to use Blender and Unity

fleet echo
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@muted terrace mixamo still can

muted terrace
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So I added a bone in blender since the model I'm creating doesn't have enough bones but when I import to unity I don't see the added bones. I've been sure to export the model and reimport so that's not the issue.

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I also notice the bone i added is green in the inspector hierarchy.

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in blender

blazing hornet
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if I decimate hair will it affect anything?

naive tree
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no, u dont want to touch face

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rest is whatever

blazing hornet
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kk ty

west gulch
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It still does but its not as effective anymore

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but really I don't know how to do the skeletons from scratch

blazing hornet
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well good thing it doesnt need animation XD

fading verge
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Hello I need help

marsh widget
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also dont touch elbows or joints usually

blazing hornet
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anyone got dynamic bone?

fading verge
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I have my feet specified but it says they aren't specified

blazing hornet
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or lil mystics discord?

fading verge
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Anybody able to help?

naive tree
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@fading verge WE CANT READ YOUR MIND OK

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not sorry for caps

fading verge
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"I have my feet specified but it says they aren't specified"

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Does that help you?

muted terrace
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@west gulch I'm just getting into bones in blender and it doesn't seem too hard. You just create a new armature and then spawn new bones off the armature name them and that's pretty much it

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then parent the rig

naive tree
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@fading verge check bone config

west gulch
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Still noobish to comands of blender so the hard part is getting the thing to move

fading verge
naive tree
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also missing a chest bone

fading verge
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Okay hold on

naive tree
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@fading verge dm me the fbx, I'll take a quick look, no promises

sly jackal
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hey can anyone help me out im trying to rig a vaporeon as an avatar but idk how to rig a four legged animation

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and im rather new to unity and blender so apologize if im not using correct termanology

jovial bison
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Happy new year everyone! I have a silly question about Blender

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I got my entire body weight painted properly

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But my hair doesn't move with my head

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Should I just join them ?

naive tree
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your hair has no bones right?

jovial bison
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Nope

naive tree
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ok ill dm u how to do it

jovial bison
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Thanks !

weak rose
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So I downloaded a Halo 2 Elite model that came rigged however im not sure if its rigging will work in vr chat because ive never done soemthing like it

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it seems to lack shoulder

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shoulders*

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and idk if thats gonna make it not work

latent flicker
weak rose
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Your model isnt positioned at 0 0 0

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or it is and it goes through the floor and you need to adjust the positioning in unity to fix it

latent flicker
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ok, gonna try that xD

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its at 0 0 0

weak rose
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Alrighty so adjust that number till the feet are on the ground in unity

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the ground is the grid so if its below the grid its below the ground if im correct I might be wrong

oblique latch
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my rig is moving up instead of down what do i do

near dagger
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my model is facedown in game, somewhere from blender's fbx export to the unity import something went wrong but i cant fix it

naive tree
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@near dagger try this, doubletap A to select mesh + bones, in Transformation change Rotation X to 90 deg, then hit cntrl+A > Rotation, if 90 changed to 0 then you're done

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export and check in unity

near dagger
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Unity is also auto importing a 90 deg X rotation, i'll align and upload and see what happens

lime laurel
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is there a way to get the unity skeleton into blender so i can rig my avatar correctly because mixamo is messing it up

naive tree
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@lime laurel u can import fbx in blender

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just use the same fbx

lime laurel
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and all i gotta do is remove the rig, move the bones in a correct t-pose, apply weights and boom?

neon shard
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Is dynamicbone the only working physics system for VRChat? Has anyone had success with unity joints?

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I have been developing in unity for years, and have never had issues with joints until VRChat

supple zinc
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Does anyone know when Dynamic Bone might go on sale? $20 is a tough pill to swallow.

neon shard
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Yea I agree. $20 is a lot for a whitelisted script. I could write one but of course it would be disabled by the VRChat team

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Do they have a cash deal with the dynamicbones guy or something?

naive tree
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@neon shard spring joints and cloth physics works, from what I know

neon shard
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Thanks Yuumi, ill give it a try

near dagger
blazing hornet
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any way I can keep quality while decimation?

naive tree
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yes, decimate by materials and not entire model

blazing hornet
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like I am decimating the hair

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but I want to keep quality

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of the hair

near dagger
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Last screenshot, I got the skeleton and mesh both vertical but both bodies in the assets are facedown and opposite directions

oblique latch
near dagger
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@oblique latch I had that issue yesterday, I solved it by looking at my right and left legs and seeing that they were reversed. My right legs were named my left and vice versa.

oblique latch
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ok cool i will have a look thank you

fading verge
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hello

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my maincamera is having an issue

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how do i fix that

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(unity btw)

crisp tendon
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don't try to upload the camera

fading verge
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oh lol

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@crisp tendon my plane just disappeared on here

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how do i fix it

crisp tendon
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show your build preview

fading verge
crisp tendon
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wtf is the plane supposed to be

fading verge
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idek

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@crisp tendon i got it now, thanks for helping btw

oblique latch
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his legs are not reversed as he still moves like its inverted

latent flicker
jovial bison
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Does she wear high heels ?

latent flicker
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yes

jovial bison
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If so, did you put the bone through the foot or along the bottom of the heels ?

latent flicker
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how do i do that wtf xD

jovial bison
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I guess you auto weight painted or had it rigged by mixamo ?

latent flicker
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nope, its an mmd

jovial bison
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Ok, well, my thought is that your bone is in the foot which VRChat doesn't like when it comes to high heels

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Check the bone and see if it's in the right shape for a foot

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Coz when you wear high heels, the foot is like this \

latent flicker
jovial bison
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Look the bone is not to the bottom of the high heel

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So everything under the bone is underground

latent flicker
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how do i get it there without bugging out?

jovial bison
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Adjust them in the blender

fading verge
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now its stuck on that

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at the end

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when im trying to upload

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any advice?

latent flicker
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servers down or your connection

fading verge
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i just had to disable future proofing i think

latent flicker
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@jovial bison i dont know how to adjust them xD i am a noob in that

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oh and btw how do i get rid of eye tracking?

jovial bison
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Unbind the eyes in the rig

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You can do that in Unity

latent flicker
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ok and how do i adjust the bones? xD

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can i just drag them or what?

fading verge
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its not my connection i know for a fact

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it just wont upload

jovial bison
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In Blender, select the Armature then focus the 3D view

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Press Tab to enter edit mode

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Get view from the front

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Select both the ends of the toes

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Only the ends, not the whole bone

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Then drag them down into the feet

latent flicker
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which one? the one in the foot or the leg bone?

jovial bison
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Just the small round joint at the end of the toes

near dagger
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So my issue stems from making Shapekeys for my jaw on my model, any ideas?

latent flicker
jovial bison
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Could you show how they were before

lime laurel
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also delete toes

jovial bison
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Don't need to delete them you can unbind them

crisp tendon
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Toes are fine, just don't map them in unity

lime laurel
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true

latent flicker
jovial bison
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Aye looks fine

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Try that

crisp tendon
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Even lower at the end if you can

jovial bison
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Hmm yeah maybe a bit lower

lime laurel
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anyone know an easy way to mirror rig without re naming all the bones

jovial bison
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Yes

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Hold on

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Works perfectly

latent flicker
crisp tendon
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That's what i use

jovial bison
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Those are some cute little feet xD

latent flicker
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i have already done dynamic bones and face emotes on the old one with the bugged feet, any way to replace that and keep the animations etc?

jovial bison
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What do you mean ?

latent flicker
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the things that i marked are custom animations for the overide and the models in the hierachy are copies of that model, which have the animations on

steep elbow
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Hey, I'm pretty new to Unity, I was wondering if anyone could tell me what's going on.

crisp tendon
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@steep elbow To what ? Where ?

steep elbow
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However when I go to check the muscles, moving them doesn't move the model at all

west gulch
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I think I did something wrong, I have 2 meta rigs

lime laurel
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anyone know where to get a proper (unity-wise) tpose skeleton to rig with,

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the mixamo one im using is gonna require a lot of editing

west gulch
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Reimport to Blender and CATS it

latent flicker
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@jovial bison fixed it i think, thx

jovial bison
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Nice :3

lime laurel
#

CATS?

jovial bison
#

Now I have a question of my own :p

#

It's about weight painting

fading verge
#

Hey all, having trouble with one of my models. In Blender it looks normal but in Unity it's doing this. Someone said it was because it was weighted wrong, but I'm not sure how to fix it. Does someone have a link to a tutorial or a simple explanation how to fix it? Thanks

jovial bison
#

Is it possible to see the textures/materials while weight painting ?

#

Do I need 2 views for that ?

fading verge
#

If bones aren't showing up in the parent bone drop down menu in CATS, how can we parent them manually?

latent flicker
#

dont think so, always did it without textures, i dont think thats possible, but google could answer

lime laurel
#

actually, could i use avastar to rig ?

#

will it work with unity

past patrol
#

Is mixamo even reliable?

#

because I got these errors when trying to build

near dagger
#

I got everything aligned, but now my skeleton and mesh arent connected, like my skeleton will move but my mesh wont move with it

west gulch
#

@past patrol No it's no longer reliable, I've had broken bones, and everything is defaulting to no skeleton

past patrol
#

thank you

#

i figured something was up

crisp tendon
#

It is if you're importing a humanoid model

west gulch
#

Naw it did it to me several times today and it's human

#

ish

fading verge
#

Anyone have any idea about the issue with my model I posted a couple minutes ago?

crisp tendon
#

Worked perfectly for me and it was a crocodile sooo

#

Β―_(ツ)_/Β―

west gulch
#

well I learned how to bone things so yeah

crisp tendon
#

@fading verge Open blender, and check the weight paint

fading verge
#

So it is definitely a weight painting issue? That's something I haven't messed with before

crisp tendon
#

It is

zenith plank
#

bones thing

#

hot

near dagger
#

I ran Fix model for Blender and it didnt work

past patrol
#

i just wanted to import a gtasa model but idk what would be the best way to 'rig' it, since mixamo doesn't work with it

near dagger
#

Not blender but Cat

fading verge
#

Thank you, I'll look up a quick tutorial on it and see if I can fix it

zenith plank
#

ok so like

#

my model t poses in game

#

where did I fuck up

crisp tendon
#

your spine most likely

#

@fading verge If you can't after trying, i can

zenith plank
crisp tendon
#

legs and hips not connected

fading verge
#

You mean you'd be willing to fix it for me, or just explain in simple terms for me?

zenith plank
crisp tendon
#

If you really try but can't, then yes i can do it for you

past patrol
#

what's the best rigging source/program/site/etc. that's available as of now

fading verge
#

You're so nice omf

crisp tendon
#

it's simple, so i'd rather you try first

#

@past patrol mixamo

fading verge
#

I'm definitely going to try because this will help later too but thank you so much for offering

past patrol
#

awh

fading verge
#

❀

past patrol
#

but mixamo did this to me

#

idk what that even means

#

it did it 3 times already

crisp tendon
#

that's you

#

not mixamo

past patrol
#

how

fading verge
#

You gotta have the upper chest not mapped

crisp tendon
#

you didn't read the pins

#

first

#

and you didn't map your fingers

#

second

fading verge
#

It's very easy so don't be intimidated

#

You just have to open up the configuration for the skeleton and unmap the chest and do map the fingers

past patrol
#

gee, i'm intimidated on how to even get to the skeleton

#

oh boy

fading verge
#

It will be okay

crisp tendon
#

πŸ€”

fading verge
#

In unity select your model and where it has you set the animation type to humanoid click configure

crisp tendon
#

@fading verge Focus on your problems first, then you can help people, or you'll end up like me not doing any work for four hours 😠

fading verge
#

XD I'm about to sit down and watch like 45 mins of tutorials before I get to work so I'm not worried

past patrol
#

ok got to the bones

#

sweet

fading verge
#

Okay so select your upper chest dot and just delete

#

Then you can get to the "hands" section of the interface where you can click and drag your finger bones to the correct place they should be on the mapping thingy

#

Drag them from the menu on the left, to the blank spots on the right

past patrol
#

i don't see an upper chest

#

i see a spine 1, 2, and 3 though

fading verge
#

upper chest should be blank

zenith plank
#

l o n g

fading verge
#

yeah i have really no idea why my model is like this

crisp tendon
#

@fading verge You merged your meshes right ?

fading verge
#

Yeah

crisp tendon
#

πŸ™

fading verge
#

I dunno why she has Crazy Bones though

past patrol
#

idk where upper chest is lol

fading verge
#

those are her Wrists

past patrol
#

it's devoid of my bones

fading verge
#

I'm just like "okay" and if it ain't broke I don't worry

#

but now it broke... πŸ˜‚

#

Just the right wrist is contorted though so i really dunno

crisp tendon
#

@past patrol It's in the list in the bottom right

past patrol
#

oh jesus

#

that makes sense

#

ziy could you explain the hands thing again when you have the time lol

silk kestrel
#

@crisp tendon do you know how important future proofing is in vrchat?

crisp tendon
#

It isn't

fading verge
#

There should be a good tutorial on YouTube that you can use

silk kestrel
#

so I can disable future proofing?

fading verge
#

Babyray I mean

crisp tendon
#

@silk kestrel Yes

silk kestrel
#

thank you!

fading verge
#

A yeah I love Tuppers tutorials

timber rune
#

I've seem to come across a weird problem with my skeletal rigging and how I am seen by people in VRChat. In Unity, Blender and Mixamo everything appears to be mapped out correctly without issues, and when I loaded the avatar in and looked in a mirror everything looked perfectly fine, but apparently to other people my head is turned /on backwards despite myself looking straight ahead, also for some reason one of my fingers seem to be bent backwards (This I notice in looking at a mirror without anyone needing to tell me its broken) Any thoughts as to what might have gone wrong?

crisp tendon
#

Correct SDK version ?

silk kestrel
timber rune
#

Wish I could have a screenshot for reference, but unfortunately I do not since everyone else but me seems to see it. A friend of mine sent me a snapchat where my torso was facing 45 degrees to the side despite me looking directly at them and my head turned even further. But I am for the most part looking in the general front facing direction.

#

Pretty sure it's the right SDK version as well.

#

I'm not entirely used to porting models yet, but I've been following the guide on the VRWikia to the letter.

silk kestrel
#

Did you have to enforce a t-pose during rigging in unity?

fading verge
#

@past patrol you still having trouble?

timber rune
#

Well it wasn't quite T-Posed in Unity or Mixamo. The arms were on the side of the model pointing directly at the ground.

past patrol
#

yeah of course

#

i'm always having trouble man

fading verge
#

Ignoring my model in the center of course

past patrol
#

i removed the upper chest earlier and had some other error along with the finger error still there

#

so i figured i'd restart, but

#

the model is from gtasa, so the hands look like gloves, i figured like mixamo didn't know how to make them hands if that's possible

#

maybe that's what the error was

fading verge
#

Everything I know I learned from Tupper's tutorials so if you haven't watched those, give them a shot

timber rune
blazing hornet
#

pov in unity help, is it a component?

timber rune
#

You mean where you're looking from the perspective of the model? If yes it is a component

blazing hornet
#

Yes component name?

#

please and thank you

#

Wait nvm

timber rune
#

VRC_Avatar Descriptor

blazing hornet
#

Its the avatar desc

#

yeye

#

tyty

#

Also do you know

#

like which pos?

#

for a 0.8 size model

naive tree
#

ppl put it different, i put it between eyes 50/50 in skin

timber rune
#

Ideally right where you would have a VR headset over the eyes of your model

naive tree
#

some put it inside of head

blazing hornet
#

I dont know specific cord

timber rune
#

You'll have to eyeball it

naive tree
#

just change the cords

timber rune
#

^

naive tree
#

and it'll move accordingly

timber rune
#

Just fiddle with them till you find the right spot

blazing hornet
#

how do I see the pov move

timber rune
#

Just lots and lots of trial and error

#

There's a little tiny white ball that's where you can keep track of where it is

#

You might need to rotate your camera around to find it but it's easier if you put -1 in the Z axis and then work your way from there

#

Should be plaxed somewhere behind your heads model

#

model's head*

blazing hornet
#

I see it

#

πŸ˜„

fading verge
#

@crisp tendon So uh when I get to the weight painting interface in blender she looks like this

timber rune
#

I'm already getting tipsy rip

fading verge
#

I assume she hasn't any weight painted on her at all?

blazing hornet
#

so I cant move it

#

but cord it

#

?

fading verge
#

This is an XPS model I imported so she might be behaving different

naive tree
#

@fading verge check if the mesh moves in pose mode

fading verge
#

It does

timber rune
#

As far as I know in the 5 days I spent trying to figure out Unity, you have to input the coords manually unlike the ability to move/rotate/resize models

fading verge
#

She was imported looking like the vitruvian man and I made her T-pose like that using Pose mode

blazing hornet
#

whats the grey dot behind?

timber rune
#

Gray dot?

#

That should be the descriptor

fading verge
#

In Blender she looks perfect but her jacket's wrist is all fucky in Unity

timber rune
#

Is it a big or small dot?

blazing hornet
#

same size as pov dot

timber rune
#

The gray dot should be the descriptor

blazing hornet
#

kk ty

fading verge
blazing hornet
#

or is the grey dot the pov

#

cause when I change coords

fading verge
#

the grey dot is where your camera will be Coopertow

timber rune
#

That's a lot of head bones makin her look like Pinhead

blazing hornet
#

my pov right

fading verge
#

Yeah, she's an XPS model so she's made to have her face moved around and posed

naive tree
#

@fading verge are you having hierarchy issues? sry i missed the earlier messages

blazing hornet
#

correct

timber rune
#

The gray dot is where 'your' eyes will see from

fading verge
#

@naive tree My issue is that in Unity her jacket's wrist is all screwy

timber rune
#

Basically the perspective of the character.

fading verge
#

Let me screenshot it again

naive tree
#

yea i found i

#

t

fading verge
#

Ah okay

#

Yeah I really dunno why it's doing that, she has no weight painting at all

#

The vertices are assigned correctly too it seems like...

blazing hornet
#

good spot?

#

barely see the dot

fading verge
timber rune
#

It's easier to tell nothing will get in the way if you look at the model from the side view and position it an inch or two away from the eyes

coarse sky
#

So could anyone possibly make an avi for me? I have the model selected, I just cant get the rigging right no matter how hard I try

timber rune
#

Have you tried Mixamo?

fading verge
#

And this is the problem area, its vertices are set to a bone that isn't mapped in the "configuration" thing for the skeleton

blazing hornet
#

what if its out past the nose

fading verge
#

Is that my issue? When I assign those vertices to a different bone, it deforms it worse though...

#

This is the first time I've ever seen this with the XPS i've imported so I'm at a loss

timber rune
#

As long as its coming from the front of the model's face it should be good to go. Just not too far away

naive tree
#

@fading verge check that bone parenting, or you can try mixing weight if that helps

fading verge
#

She's not weight painted at all though, and when I paint it, it deforms completely

#

And the bones are parented to each other in a way that makes sense to me

#

This group of vertices is parented to right wrist ctr which is parented to the right elbow, so it should be okay

#

But it's doing something weird in Unity

#

Someone said yesterday when I asked that it had to do with weight painting, and the vertices were going back to the original position seen in Edit mode

fading verge
#

But I dunno why since she's not weight painted...

blazing hornet
#

they are mapped ;c

fading verge
#

I'm completely at a loss here as to what's wrong with her X0

timber rune
#

Bone trees are like coding, you miss one tiny little detail and everything goes to shit suddenly.

fading verge
#

I dunno why in Edit mode she's not posed to her armature either

#

Unless that's normal

past patrol
#

yep

#

i got that same errpr

#

earlier after deleting upper

#

chest

fading verge
#

When I set this group of vertices to be mapped to the right wrist instead of right wrist ctr it looks like this

#

So it's deformed even more

naive tree
#

@blazing hornet screenshot of your Rig mapping

#

or drop me the fbx in private

blazing hornet
#

I fixed it I think its cause the chest wasnt used under mapping

blazing hornet
#

Yep

#

no need upper chest

#

only chest

fading verge
#

Does anyone want to take a look at this model for me and see if they can isolate the problem?

#

Yuumi or Ruuuubrick

blazing hornet
#

I am getting the hang of this lmfao

timber rune
#

I just work off that and for the most part it should work

fading verge
#

I'd be eternally grateful if someone could help me figure it out πŸ˜‚

timber rune
#

It's a helpful guide for starters.

blazing hornet
#

how do I exit mapping

timber rune
#

Make sure you apply your changes and then hit done

blazing hornet
#

apply and done

#

Yep

#

I am learning as I go XD

timber rune
#

It's a trial and error process

#

And a lot of tutorial video watching/guide reading

blazing hornet
#

its like the horror of learning photoshop

#

all over again

timber rune
#

More or less

blazing hornet
#

When it detects lip sync it gives me jaw flap blend shape, should I just not mess with that

fading verge
#

@crisp tendon Would you be willing to look at my model if you've got a couple minutes? Just to see if you can tell me why it's doing this so I can fix it

timber rune
#

I don't exactly know what to do there since I've only ported models where their mouths don't move (AKA they don't have one to talk with)

blazing hornet
#

better to learn sooner or later lel

silk kestrel
#

@fading verge I can take a look if Ruuubick is busy

timber rune
#

Time to go back to trying to figure out what went wrong with mine now.

fading verge
#

I think they're in VRC right now, so if you'd be willing I'd be very grateful

blazing hornet
#

is there any other way of getting dynamic bones?

crisp tendon
#

You can send the fbx

spark sequoia
#

Does anyone know what could cause arms to stick out on my model only when I have VR on?

blazing hornet
#

@crisp tendon send it to you?

crisp tendon
#

Sorry i was asking @fading verge

blazing hornet
#

oh ok

crisp tendon
#

But dynamic bones you can ask someone in vrchat, not on discord though

fading verge
#

Should I .rar the whole project or just send the fbx?

ashen iris
#

So uh I think I have a rigging issue since Im getting stuck in T pose, any help?

blazing hornet
#

okok

crisp tendon
#

just the fbx

fading verge
#

The fbx will have like, the textures and stuff in it, right?

#

Okay, I'll send it. Thank you so much

timber rune
#

T Posed while in VRC @ashen iris ?

blazing hornet
#

is 0.8 tall?

crisp tendon
ashen iris
#

Yes, and Unity I suppose. I feel like I should be able to tell when rigged properly in Unity.

timber rune
#

It should be T Posed in Unity

ashen iris
#

right, but even when publishing?

timber rune
#

You might have gone wrong with the bones if you're having TPose issues in VRC

ashen iris
#

One thing I may have overlooked was the armature modifier in Blender, is that required?

timber rune
#

[ Processing... ]

ashen iris
#

Because all my weights and posing works

timber rune
#

I'm not quite sure. Haven't messed around with the model in blender a whole lot since I just took assets I downloaded from a site.

#

Send a screenshot of your bones in Unity

ashen iris
blazing hornet
timber rune
#

Hmmm

blazing hornet
#

all the decals have black frames around them in unity

#

prob cause png?

#

wait no png is for trans

timber rune
#

@ashen iris Might be because your Chest is set to Spine and not Spine 2

ashen iris
#

there is no spine2

#

I have hip, spine, chest, and neck

timber rune
#

Hmm, not sure where you might have gone wrong then.

ashen iris
#

Im testing a few things out rn, Ill get back to it lol

blazing hornet
#

rip decals I have no idea

#

nvm πŸ˜‰

lime laurel
#

is bone roll a big issue with unity

#

like if its not perfect in blender

sick hamlet
#

Having a little trouble myself- no head

ashen iris
#

Should my model deform and pose while configuring and moving the bones in bone mapping in Unity?

past patrol
#

i just need help getting one avatar in-game and i'll be satisfied for a few days lol

clear cedar
fading verge
#

I've also got an avatar whose legs are screwy if someone's got a quick answer to that

timber rune
#

Change your height Jordo

#

Your height might be too short for your model so that's why you're 'kneeling'

fading verge
clear cedar
#

Doesn't change a thing

#

the knees still bend inward

timber rune
#

Hmm

past patrol
#

nice ncr ranger though

clear cedar
#

Thanks

#

I'm trying to get the gun working

swift radish
#

What's the best setting for audio emotes so it's not inaudible in game?

clear cedar
#

I think I figured it out

#

But the knees is so annoying

#

I mean, I don't crouch much, but I still want the possibility to do it :/

timber rune
#

Oh, my model doesn't have a neck bone .-.

clear cedar
#

Vex, I think Spatial set to 3D + Volume 0.1 to 0.5 + Doppler to 0 + Max distance to a much lower amount should be fine

clear cedar
#

Nice

timber rune
#

I need to add a neck bone to it

clear cedar
#

Nooot sure you can in Unity

timber rune
#

Yeah that's what I was thinking

#

My endless pain is doing everything, realizing I've made a mistake and then having to redo everything

#

Muh curse

inland snow
#

hi looking for a little help

#

hi is there a good resorce for modeling ( ms3d ascii > ms3d > blender > unity ) the model is compacted and not rigged as defualt and even though i can get the animations to play in unity i cant import as a model as the bones arnt connected...

rough charm
west gulch
#

Is there a way to have CATS fix custom bones?

inland snow
#

i am having bone issues also

#

but mine is my bones arnt bones

#

they are animated motion tracked points

rough charm
#

My bones are just really weird

weak rose
#

Im having an issue with this rig in that when I walk in vr chat the legs raise up into the chest and the head raises into the air, any fix?

timber rune
#

Those are some wonky bones

inland snow
#

here is where i am at

#

note blender not mapping correctly

rough charm
#

Whats weird is they worked for the most part, the shoulders were the only issues

weak rose
#

@timber rune I mean it isnt human and has backwards legs so

timber rune
#

Did you put it to a humanoid rig @weak rose ?

west gulch
#

So my issue is the bones in Unity go full T while the pose is not

weak rose
#

Yeah you have to for vr chat

timber rune
#

Did you rig out that entire skeleton or was that the way it was?

inland snow
#

if my object could export in a pose i could put it in a t pose...

#

but all i got is points

weak rose
#

No this is how it was and I changed the names to have proper naming conventions

timber rune
#

It won't walk exactly the way an Elite does, but it should fix your problem

weak rose
#

Alrighty

fierce pumice
#

can someone please help me with my rigging tried to follow vrpill common bone and rigging issues video but that has put my poor avatar in a worse state then she came in....

weak rose
#

that works with fbx files?

#

@timber rune

timber rune
#

Are you asking if Mixamo takes .fbx files?

#

It can take fbx, obj and zips then it can spit them out in a few other formats its done auto rigging

weak rose
#

okay

inland snow
#

what can i use to attch joints together to create a bone

timber rune
#

If that doesn't work you're going to have to probably ask someone else. That's the only quick fix taht comes to mind

weak rose
#

So do I just give it a walking animation and download it?

#

@timber rune

timber rune
#

Just test the animations to see if everything looks alright but dont download it with the animation

weak rose
#

ah okay

timber rune
#

You should see a little x to remove the animation and just download the model as it is

weak rose
#

It looked like an elite walking so idk if thats good or bad

timber rune
#

Does his head look alright when moving?

weak rose
#

one sec

timber rune
#

Since he has an open maw it might look funny

#

Or mixamo might have botched the head rigging

weak rose
timber rune
#

Nope its specific to you

weak rose
#

ah

timber rune
#

I only see the model I last uploaded

inland snow
#

so does anyone know how to turn joints into a rig?

#

ive been looking on youtube and google for the past 3 days

timber rune
#

I'd like to help but it's not something I know very well (Aka at all)

#

You need to parent them to each other

inland snow
#

right but no app i see allows that

timber rune
#

Have you tried clicking and dragging a bone to another ?

inland snow
#

i am using milkshape 3d, fragmotion, blender, and unity3d

#

ms3d and frag select one point at a time

#

if i drag it it moves it

#

blender fuses all the model into one blob

rough charm
#

The fingers on the model i have arent spread far enough for Mixamo to detect them, is there an easy way to fix that?

inland snow
#

i am trying for sub 700 poly count

#

in my model

timber rune
#

One thing I wish Unity had was the ability to scroll through values

odd tulip
#

any number input has that

#

drag the left side of the input box

inland snow
#

i am half contemplating creating a tiny invisable stick figure and having it have the rigging for import and letting my big avatar just animate

timber rune
#

Mean on a mouse wheel scroll

#

Ugh this skeleton stuff is going to be the death of me

safe shadow
#

anyone know why my texture is transparent on unity and not in blender

fading verge
inland snow
#

i do

fading verge
#

how can i make her feet above ground?

inland snow
#

your face is pointing inward not outword

timber rune
#

Move the entire model up

fading verge
#

aight

safe shadow
#

@inland snow how it if looks fine in blender ?

inland snow
#

well that was my issue before

#

i had to invert all my model to get it to show correctly

safe shadow
#

hmm

#

how do i inver it?

#

nvert it

#

invert***

blazing hornet
#

my character in blender has same face and neck color but in unity the neck is more skin colorish than the face

west gulch
timber rune
#

Does it say Character is not in T-Pose?

#

and start flagging the arms as red?

heady belfry
#

My right foot says it has a bone length of zero. How do I fix that?

inland snow
#

i really like the way he looks but i need to rig the bones

west gulch
#

Yes, I hate that forced pose

timber rune
#

Spine 2 is associated with upper chest movement right?

#

Time to see if I either fixed it or botched it even more

blazing hornet
#

Character Face and Neck same color but look different, blender they are the same, unity/vrchat they aren't. The texture is one whole, so I cant re-color or whatever because the 1 texture, the skin color is the same

timber rune
#

Are you in VRC right now Cooper?

inland snow
#

is there a way to combine points to make a rig?

blazing hornet
#

@timber rune Yesz

timber rune
#

Everything look alright?

blazing hornet
#

Face shade is dif then neck in-game as well'

#

you can see if you need 2

timber rune
#

Stop by Avatar Testing #1 and lemme take a look if you aren't busy.

blazing hornet
#

okok

inland snow
#

i cant import my model due to the lack of a skeliton even though i have a skeliton

timber rune
#

Did you put it through mixamo?

inland snow
#

no

#

i am trying to do it without mixamo

timber rune
#

Ah

zenith siren
#

did you parent the mesh to the skele and did you set all the right bones in unity?

inland snow
#

there is NO skele

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just bones

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i want to connect the bones

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to create a skele

timber rune
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Cooper did anything about my model look off? Were my knees glitching out/my fingers or hands in the wrong place or my head twisted in a weird direction

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Whoops @blazing hornet

inland snow
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default pose

blazing hornet
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nah

inland snow
timber rune
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Oh good, maybe I finally fixed it

blazing hornet
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I am stil confused

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ive been stuck on this face thing for 2 hours now

inland snow
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ive been stuck on this points to bones thing for 3 days

timber rune
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So the textures for your face are on the same image for the other textures on your model?

inland snow
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no my face textures are seperate so i can swap them around and have animation

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each are a seperate image

fading verge
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not sure if this is the right area to ask but
how does one attach accessories onto their avatars? in unity

inland snow
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right now there isnt anyone really who can help on

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just a handfull of people who have issues

fading verge
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oh rip

inland snow
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i would imagine

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if i where to edit a model to add stuff. i would take the FBX of the model and open it in a editor that supports FBX

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then make the additions there

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also i would reduce the poly count of the said model

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i know there are ones out there that are like 10k pollys and what not

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i try and limit my self to under 1k

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that way i am not killing peoples computers when i enter a room

dark elbow
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Bruh I'm 20k and nobody complains

inland snow
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go ahead lets hear you guys chime in and say high poly counts are fine

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20k poly is garbage

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higher polycounts mean less modeling skill

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and shit for optimisation

wraith fossil
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its still fine

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as long as its under 20k fam

paper vine
fading verge
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πŸ‘€

inland snow
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and that model is garbage

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see that range!

drifting raven
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anyone know how to import a .vmd dance animation? Does that need any sort of rigging?

inland snow
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all animations rely on bones

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vmd is for mmd i think

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motion data can look like this

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86.000000 -1.955700 9.345068 -2.676663
87.000000 -2.089386 9.494311 -2.564540
88.000000 -2.215585 9.675038 -2.439274
89.000000 -2.329397 9.883588 -2.302074
90.000000 -2.426796 10.115405 -2.154662
91.000000 -2.504934 10.365224 -1.999306
92.000000 -2.562377 10.627335 -1.838791

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which is just a set of 3d space coordanents

silk kestrel
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that looks like [frame number] [X translate/rotate] [Y translate/rotate] [Z translate/rotate]

inland snow
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trying to get a lot of dance moves

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on my avatar

spiral pagoda
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never used unity before

inland snow
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lucky

spiral pagoda
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but for some reason the fingers is getting mapped inverted

inland snow
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your fingers arnt rigged to the end

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of your model

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only to your knuckles

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blender

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is your friend

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nope

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there we go

fading verge
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I fixed my issue I was working on hours ago btw, some of her wrist's vertices were assigned to the wrong bone so I reassigned them, for anyone else who works with XPS models

inland snow
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hey ziy

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how can i connect bones

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to make a rig

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i litteraly have floating points in space

spiral pagoda
inland snow
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that make my animations work

spiral pagoda
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in blender

inland snow
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in blender i get stars floating

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and the model dosnt want to touch them

spiral pagoda
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its because this is a .smd

inland snow
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or if it does all of my models pices all connect to only one part

fading verge
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i usually use CATS plugin and just press "fix armature", it's made for MMD models but can work for some others

inland snow
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also fbx 6000 is unsupported so i have to convert it to a 7000

spiral pagoda
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bad idea because source engine is radically different from mmd

fading verge
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well I did say "some" others

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;P

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it might be a bad idea but you can always ctrl z it

inland snow
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is CATS plugin for blender

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?

fading verge
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ye

inland snow
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can i post it here so you can see what i mean?

fading verge
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do it

inland snow
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here

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it dosnt import right into belnder

fading verge
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oh the whole model

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lel

inland snow
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that is the whole model

fading verge
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i thought you meant a screenshot

inland snow
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i posted screen shots above

spiral pagoda
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... fixed it by forcing the model out of vrchats default t-pose

inland snow
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nice

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if you inport the model into blender

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you can see the motion data

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and the mesh which is a ton of seperate meches with names like head neck ect

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are all one mesh when inporting into blender

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it kind of sucks

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my idel is to have dancing be the idel animation

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then rigt for walking

lime laurel
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so when i rig this model in blender that is a multiple parts joined together, the rig only applies to the base body and the other objects that were previously joined all together do not follow the weights

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and fix?

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besides manually weight painting

silk kestrel
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can you elaborate more about this process?

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I am painting weights for the hair because the armature is different btw

lime laurel
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so the model is made up of multiple parts, eg. the belt, chestplate, arm guards, etc. I joined them together (shift+j) and when i rig them with automatic weights, it only weights the main body (the body underneath the armor

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so you can see in the pic when i pose it, the pieces do not follow

silk kestrel
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for each of the different pieces, did they have an armature?

lime laurel
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i made the armature

silk kestrel
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did you make the models as well? I think they might have vertex groups which might be interfering with the auto-weight

inland snow
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ok i think i got it

lime laurel
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there was no vertex groups before

inland snow
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does anyone have a list of the proper hierarchy of a vrchat avatars bones

silk kestrel
inland snow
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ok ill make my torso the spine

heady loom
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I'm learning how to rig my first model and I have a question, should I use the built-in rigging skeleton in Blender? Will it cause issues in hierarchy with VRChat?

inland snow
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as i dont have a spine

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and its a requirement

lime laurel
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before joining

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and when i join them, the automatic weights only rigs certain parts

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when i try to weight paint myself i get weird distortions

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so im at a loss

inland snow
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so what is the root transform

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it says the hips cant be

silk kestrel
inland snow
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actually

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i found out to connect bones

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i just need to drag them on top of eachother

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but i still got a error

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with the hips and spine