#avatar-rigging
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go to #avatars-2-general and check pinned message
tf, id sworn it said 5.3.4
very bottom
alright, thx anyboys boys
Does anyone know a tutorial for making floating Avatars like the Nemo, Worm and Angrybird characters in the avatar hall? I've got the model i want but rigging it to make it float and not be grounded is the part i don't know.
You can rig as with a humanoid skeleton that touches the ground
@torpid plaza you put in avatar in the arm of the armature
worm would just be armature just with the worm on the head
Oh my god, that's clever af
Wait, is there a place to get armatures that are invisible?
turn off the render of mesh
of avatar
and other avatar on it
or delete the mesh just use the skeletion
just equip item to that skeletion unity
Will do, thanks ๐ค
does anyone know an issue where Unity shows the legs of a model straight, but in the game they are turned in at like 45 degrees?
hello! I have a problem - my avatar's feet are 2 inches below ground. They are on ground level in Blender and in Unity. But when I hit play button in Unity, the toon drops down by 2 inches
please dm me an answer if you have one.
@small cliff Set their Y position above by 2 inches when configuring bones
then I would need to move all the bones and meshes up by 2 inches, to preserve the shape of my avatar. I think I already did that, and it didn't help
so my model has shapekeys for mouth and eye movement, but theres no actuall bone that controlls the mouth
will my model still be able to lipsync
Yea viseme mouth movement doesnt need jaw
anyone in here know how to add overrides for hand gestures?
because ive been folloing tutorials to the letter and they never work on the model
is it because im using vive pads?
I legit dont know what im doing wrong
I probably overlooked something
BUT that still dosent solve my OTHER mystery
whenever I try setting up a blendshape for a jaw flap it dosent play either
Ive never done a jaw flap blend shape, but I know Jaw Flap bone doesnt work in a mirror
even if it works for other people
other people say they cannot see it either
unless it just flat out not work on generic rigs
well this is another example
im just running through a list of things that annoyed me since people are on now
๐
Yea, I finally god visemes to work, but I ended up having to REALLY precisely name them
Man... I have this nice chimp avatar. But it's too thin I think. I can't really put my hands on my own mouth/head without hitting my Vive.. ๐ฆ Same with body, My hands IRL are blocked by my body before it reaches my avatars body.
Could it be because the default pose of my model has it's neck a bit forward. causing my VRC AvatarDescriptor to not be in line with my hands
ive had no toruble with visemes
but whenever I try to make a flap bone or blendshape it dosent wanna
Not sure @violet patrol :/
As a workaround, maybe you could add an open mouth to like, all the vowels and a closed mouth to all the consonants
I think you still have to make 19 duplicates
so im kinda having a problem applying dynamic bones...i cant really apply it without the spine and other stuff still moving
since the things i want to be dynamic are under the spine, chest and so on. If i try to exclude them, then it excludes all children too :/
It works in a hierarchy
What bone are you wanting to dynamic that the spine is a child of?
Hip should be the parent most bone of the whole rig
If it is a skirt or a tail, they should be children of the hips, just as the spine is a child of the hips. Dynamic bones on them should not affect the spine as it is not under the skirt or tail in the hierarachy
as it is now, the spine, chest and most of the upper body still moves
I dont see the tail, but the breasts have no children on the spine, they should be fine
The dynamic bone plugin has a slot where you identify the root
maybe my question should be, what do i need to exclude here?
This is not the root of the model, this is the root of the part you want to wiiggle
yea but what if i want multiple roots?
or something that is under the hip as a root?
like multiple things..
hey i want to get into rigging, how long do you think it will take to learn how to rig a simple humanoid character
Thats not how a hierarchy works
Try putting it directly on the wiggling objects, and setting the root to the same object
I see that, but thats why im asking what if i want to apply dynamic bones to different things in different places in the hierarchy?
can someone answer me
the "lowest" parent of the tail, breasts, and hair, is the hips
which means i cant really put any other root, if i want them all to be dynamic.
unless ofcourse...you can have multiple instances of the dynamic bone script ๐คฆ
im an idiot for not trying to add the same script multiple times -.-
@viral lily didnt that model have like 180k tris
@marsh widget its heavily decimated...that i can guarantee you lol
but i really liked it a lot, so i gave it a try
i know cause i gave up on it cause of the tris
oh yea, and her brother crashes on me whenever i try to seperate him into seperate materials
every..single..time -.-
blender just cant handle him lol
My avatars hips are slightly coming forward and it has a collider on it. Is that why he's kinda hunched with hips out? lol It's not too bad but I just noticed it
Guys how do I bend a part of my avatar?
exact same finger bending problem i had with another mmd....
anyone knows what it could be?
everything else about the character is just fine.
I am having an issue with possible rigging.
On the client side for me when I physically T-pose myself, everything looks fine.
However, for everyone else the arms are broken in odd angles and the body is facing nearly 90 degrees in another direction.
https://gyazo.com/cce92e99e155f6ffb8178dd6ca29c7ce
Is this a direct rigging problem or something else?
Apparently when sitting, the rigging looks fine both to myself and others.
guys, you know the small ball that appears when you use the avatar descriptor?
i cant find the ball anywhere
Make sure your avatar isn't huge
The ball is usually halfway between the overhead sun icon and the floor
Also make sure you have the whole avatar selected
the sun icon is ages away from me tho
Oh did you move it?
Or is your avatar super tiny? Lol
i mean it never said it was too big
Try putting the ball to 0x0x0 and find it on the floor first, then move it up
Screenshot?
Hello people ! so ive been building a model and its rigging is thrown to wack and I dont know what to do at this point anyone willing to help me out ?
FOUND IT
its-
tfw you have to decimate and it gets rid of half the details on the shirt making it look all weird
I am doing my own rigging and weight mapping because maximo didn't work well, and I am wondering if I should weight my toe bone at all or not since my character has high heels.
how do i get characters above ground
Can anyone help me fix this error? The model should have all of the bones rigged up correctly in Unity to a Humanoid rig and I've placed the Avatar Descriptor in properly. How do I set up this 'animator' that it does not supposedly contain
ok
Hey, How do I merge two bones in blender?
yeah
Make two bones into one
how do i stop my legs from going through my skirt?
colliders
I want to make those two into one hip bone, if that makes any sense (very new to blender and rigging btw)
Anyone here got eye tracking to work on .xps models?
Here let me send you a rigging tutorial that helped me out
Ok, ty
@flat sierra floating characters are usually made by using invisible body. your armature will walk on floor, but only head will be visible, appearing as floating
Will an Avatar atleast move his arms when i dont put it on Humanoid?
Rip
I cant add bones for some reason to the one avatar i got
And its completly messed up with the bones too
Anyone know why when I set up a viseme for the mesh called body I end up getting two different meshes that don't work in unity? body becomes body_MeshPart0 and Body_MeshPart1
@flat sierra does your avatar use humanoid rig? if so, your ankle bones should be at the floor level
ill try
afaik VRChat tries to put your avatar at floor, and uses origins of your ankle bones to guess where your avatar feet are
you need to tinker with your armature, move the thick end of ankle bones down by the same amount they are sinking into floor
down?
do it in blender or whatever 3d editing program you use, then reimport the model
Who is good with Blender and would help me out?
yes down, VRChat sticks your ankle bone to the floor. if ou move it down, VRChat will move your avatar up to compensate
in other words you move everything except the ankle bone up
was told to post here... why are my elbows like this? bent behind me? its fixed if i change position to "sitting" versus "standing" and adjust my player height way low.
if you select your model in unity, in play mode, you might notice red spheres at the origins of your anklebones. those are colliders VRChat uses to connect you to the floor, I presume.
i dont know how to change their radius, so i just move the ankle bones
can someone tell me why my model does this when it raises its arm?
@blazing hornet Hit Z
and then you go too the mode selector and select whatever mode you use I use matiral
are your right and left arm swapped
And also did you have problems in hierarchy
Guys how can i decrease the polygons on a mmd model?
trying to upload something but it has like 50k :/
gonna try that hold on
Don't decimate face or hands
ok
is anyone willing to help me out here with riggin problems
How do you get those custom dances overrides? are they off a website?
I got mine from mixamo
Do you have a link that you can send me?
So would it be possible
theoretically
to make a humanoid rig out of a non-humanoid character model
such as, say, Squishy
hey guys, trying to rig up a bomberman model properly but I cant find the proper bone naming conventions in the VR Chat docs, anyone know where I can find that? http://puu.sh/yVczf/d212f6922d.png
not my rig btw, Im about to re-rig him
I dunno what Hudsonsoft did but, hot damn
with the dynamic bones, id want to have it higher damping and such on like, ears right? Sothey dont flop around
@shadow shoal Thanks so much dude i couldnt upload much avatar because of that thanks! ๐ ๐
i want the tail/ears to more or less, "Sway"
No problem
anyone know?
If your decimating faces, then how do tris get decimated?
do they slowly just lower with the faces.
?
Faces are polygons when you are working in blender. They can have any number of sides. When you export to a game engine (or VRChat) the faces get triangulated (separated into triangles)
So if you reduce faces, you will generally be perportionally reducing tris
so do I need tris under 20k or faces
tris
....................................
Faces already near 10k and tris still at 20k+
That is plenty likely
23k infact
Models made for looking great on deviantart or mmd are not made for game engines, they tend to be really tri heavy
so do I need to decimate more
Either decimate, or manually remove geometry
I am so screwed
nothing more to remove
This piece of hair has 1k tris right
do I need to get 0 faces to get 0 tris
Do you have good edgeloops? you might be able to try this:
Have some extraneous geometry that you need to get rid of? Trying to reduce a high poly model for low poly game art? Maybe you would like to simplify heavy g...
or how does it work
if your piece of hair has 1k tris, it is horrifically over subdivided ๐ฆ
Decimate is the most destructive of all ways to reduce polygons
but if your piece of hair has 1k tris, it can probably be decimated some
Hey guys, where can I find the correct rigging heirarchy and PROPER naming conventions in the docs? its not shown anywhere. Im NOT working on an MMD model, btw
Check the video, it might work for you
the only thing like that is the face
@lament garnet I havent seen a good one, names dont matter so much as long as you config it in humanoid properly
The really important part is Hips > Spine > Chest > Neck > Head
Legs are Upper > Lower > Foot and connect to the Hips
Arms are Upper > Lower > Hand > fingers and connect to the Chest
You sure can, but Unity will try to auto rig it based on known names
So Hips would be best ๐
Amen
I literally had to scour videos and and bug people here just to figure this shit out
lol
anyway thanks dude
๐
stuck on 22.6k
Choose the smallest, most dense parts, and hit them hard :/
should I delete the bottom part of face since character has mask?
Yea! That would help
Delete anything non visible
If the character has a body under their clothes, delete it
I need quick help, or rather a quick answer to my question.
I have a model who has a thumb that can be rigged, but the four other fingers are not able to be rigged for. Apparently without those three fingers my model has no access to full body IK (I would assume would be the reason why my model cannot lean forward).
its not even a human anymore
Is there a way to by pass that or do I just make dummy bones mapped for those fingers?
@blazing hornet lol
Its tricky.. if the deformation make sthe neck visible under the brace, youll see the hole
Can I see the model topology?
(wireframe)
anything is better than nothing if you were in my situation
I already did everything
Your model has 23k tris. the neck is NOT the problem
its 23k cause theres so many items of 200-400
nothing like 1000-5000
besides face
oh I see, so it is just a very detailed character
You picked a challenge ๐
just glad I am almost done
the mask was so tiny I had to mess with shape keys
lol
since it was for mmd
in the head
there was so much shit in the head
glad I got to use the mask
to be honest
bye bye left eye
XD
would someone be willing to help rig my model for me ?
Unfortunately I am unable to assist. I've been fine tuning and rigging my model all day. 14 hours now to be exact. So I am currently indisposed.
Have you looked at tutorials?
@fading verge
@sly pelican Ive looked at a bunch ive run into so strange problems and really cant do this myself at this point :/
but if anyone or if you are able to assist another time please help ๐
quick question, let's say I'm rigging a model and I can see in the 3d view that one of the bones protrudes out of the body. That can cause problems later on right?
Yes. - At least Aesthetically I would suppose so. In many of the rigged models I took inspirations from they had all "Small" bones and were usually "Offset" instead of "Connected."
So it may cause problem later if it is protruding.
ok, thanks ๐
i need some uh
inspiration
how would i go about rigging this hand
this is my first time rigging btw
Dude. I'm suffering the same problem. Apparently if you don't have the Thumbs, Index, and Middle finger bones rigged. You don't have access to VRChat Full Body IK
So right now I am testing, theoretically, dummy bones acting as the three fingers even though my model doesn't have any "Fingers" at all.
I just won't put weights on any of the bones
i actually had mine rigged but animation overrides made my chracter violently shake up and down so i was wondering if it was a problem with rigging
Possibly animation problems instead of rigging.
if anyones curious this is the problem ive ran into that im seeking help for
Remove the bones on the guns
ok
Does vrchat use toes at all?
Then drag the guns to the respective "leg" and CTRL+J to join them as a mesh entirely.
Yes
Leg arm
w/e
With a skeleton like that, won't the model clip through the ground?
how would i go about rigging a 2d mouth? besides the method of putting the mouth open image behind the face and moving it forward?
Or - alternatively @fading verge you could delete the guns and just focus on the model. Then add the guns later in Unity.
it also break the visor and helmet a bit
Which I suggest entirely. A lot easier to deal with and modify later on.
breaks
Like how so?
i have a character with a transparent face, so putting the mouth open pictures behind wont work
Hmm - then I'm not sure what to do. First off why are there bones on the guns lmao.
I dont know ! ๐ฆ
Where did you extract this model off of. GMOD?
Sfm
ive gone through hell to get this model
and its the only place you can get it too
Oh - then of course. Bones on guns. SFM is pretty different. I'm not sure what you can do.
Hmm - without breaking the textures and stuff.
Eh - no. At least not that I think so.
Just minor adjustments.
Its strange how the visor just "breaks"
if you are willing to help later I have the fbx file and the blender file and texture file
and yea i dont know whats up with the helmet
but ive come so far, ive been working on this for 4 days non stop
it hurts man
I know the pain
I suggest honestly experimenting with things like you've already been doing. Did the guns and stuff come with their own textures/Materials?
@glacial quarry Can you post the bones of that lego hand or w/e you posted earlier. I need it as reference.
the bones of my lego hand r bad i kind of did what u were talking about by making it think i had more fingers
So did it work?
yeah
I mean - as long as it works I don't care if it is bad. How many bones did you use total? 3 (1 for each finger) or 9? (3 for each finger?)
3
Phew
it looks weird if i try to do hand gestures tho
Okay. Saves me time.
Well I won't give it any weights
So it won't essentially do "anything"
ok
yes the guns came sepret
Okay - then you could delete the guns then. Then somehow fix the visor.
It shouldn't mess with your main model textures if the guns go poof.
can a blend shape effect a meshes visibility?
Is the visor seperate?
I believe, at least theoretically, you could select the Verts of the Visor. Seperate it from the main model mesh. Then realign it back into the helmet then CTRL+J them back together.
does anybody know how to fix feet that are turned in (not in unity, but in game)
Eh? huh?
my feet aren't turned in in unity, but they turn in in game
I'm having a similar issue, I've kept all the correct bones the model is fine in Unity and in the Avatar selector but oncein game the model like folds in on itself
yeah its odd
I've had my hands turn in and stuff, but I fixed it in Unity by realigning it myself.
Going in Unity and actually looking for the flipped stuff and turn it back to its correct position.
how'd you get it up
ok
But I'm not sure. My problem is way different from yours from the way it looks like.
and left all the bones, even the ones i wasnt sure of
and if yours is an MMD model by chance, a lot of the legs have like an extra set of legs labeled D and you have to re parent the bones to their corresponding part
uhhhh
i try clicking on the feet but it wont select just the feet
man skull kid has been such a headache, i dun unnastaaanddd
Have you tried selecting the Feet via Hierarchy?
Would someone who knows a shitlot about rigging be willing to VOIP with me about rigging bones with tons of rotation restrictions? I have no clue if this type of rigging would translate to Unity well, so I wanted to discuss it with someone knowledgeable.
hi having issues rigging, moving my elbo causes the whole arm and hand to move fine but moving wrist or fingers cause the hand to deform anyway to fix this?
Weight paint
select the mesh and go into weight paint mode
make sure you're in pose mode with the armature
and select a bone and your weight paints will come up
Why is it that whenever I try to place her chest bone in the right area, it creates a conflict?
Shouldn't this be correct?
is there weight painting in unity?
blender just messes up my weight painting when i export it to DAE
It should be noted that she also doesn't have a thumb bone according to unity even though it shows up in bone hierachy in the same client.
So if I have a model with a slightly incorrect skeleton, and I set Unity to ignore certain bones, will the weight from those bones be given to other bones or will I have to completely re-paint the whole skeleton?
Deleting duplicates fixes this but it also gets rid of a thin part of my wings. any advice?
So my avatar's back is messed up. Any idea on how to fix?
did you rig it yourself?
I used an MMD model
Question, well two
firstly, my model despite having a "Silent" viseme has their mouth hang open
Did you set that correctly in Unity Vrc avatar descriptor
Is it supposed to be at eye level or a little above?
Is this where you get tutorials on boob physics?
Dynamic bones is $20
me tooo
my Xayah's cape is stiff af and i'm just like, 20 dollars and it can move and be free
HNNGGG
Splatoon models seriously need those dynamic bones
@sleek ore You should use soft cloth no dynamic bones for your cape
yes sir
For some reason, my avatars arm wont reach out despite it being rigged normally
I checked the muslces and it seems to be fine
Maybe the angle of the hips
you think so?
It's what comes on top of my mind
how low
Like this?
its like this high
I just lined them up
lets see if it works
no wait
it meant this?
either way, now theyre lined up
maybe its the obnes
obnes?
Ok so, since my avatar has visemes
do I need to RIG a jaw?
https://i.imgur.com/GuPVUCE.png aaaaaaa
Can I just give someone ten bucks to do my 4 models? I have their textures and .fbx files ready
@low river You do not need a jaw
Question, youd see eye tracking in the mirror right? Or..
Yup, however in the mirror they might look a bit cross eyed
Your own visemes has a ~1sec lag aswell
Local to you
I know that much
I still dont get why the arm wont extend
the eyes also wont move, at all
moving it down didnt work it didnt change at all
Can anyone here do my models for me?
Click on the model and then rig
Do you think it would be possilbe to rig this? It litterally has no arms, but the hair acts as hands
you'd probably have to do more work and only be able to have 2 of the.. hair thingys as harms
I don't think I could even do that, because the hair is parented to the head
And if I tried to do that vrchat would throw a fit
ya dont know until you try
wait
wont be a humanoid i think tho
do I gotta apply the armature before exporting for things like eyes
ooo bomberman neat.
im close to giving up
So you know how to do parenting?
Cause that's the final piece I'm stuck on
I set Upperchest to none and then the shoulders and neck don't hook to the chest or spine so the spine hierarchy is missing
I have no idea what im doing wrong haha
me either ive tried everything and ones still in the floor and the others stucki n the air
wish it had a true preview mode instead of uploading first
I forgot how to add an animator
Hey guys, not sure where to go for this, but I can't quite get the texture on my prop into unity. Not sure what exactly is going on but I made an atlas of the prop, put it in unity first, then the model, but I still get a grey prop.
@idle crystal add an Animator component to the Avatar's gameobject
@coral frost go into the Material and drag the texture into that
This?
no, in the scene
there's a button at the bottom for adding components
then type out "Animator" and it'll pop up
@lament garnet Where at exactly? I've put it on Albedo, but it doesn't make the whole prop have the right textures in the right places.
Imported this model from mixamo. Using Unity and looks like im missing a neck. Do I need to try and re download it? https://gyazo.com/c1376ab3a118fe864aafb21c0c0430aa
@coral frost you might have to re-UV map it properly
just get blender and cats blender plugin, it would fix it for you @acoustic depot
Didnt work the avatar isnt there
I think i need to add an animator here, but i cant get to it
@lament garnet Oh boy, I used CATS to Atlas it, saying I've got to do it manually? https://gyazo.com/4a7e5baa8a84343a38451868e17b3c04 This is what I got.
Cats atlas isn't recommended
@restive flax http://puu.sh/yViNt/0a218e971e.png
in the scene
what you're selecting is the model in the assets
at this point I might re-rig it
but you need to select the model in the scene, then add the animator
What am I doing wrong guys? https://puu.sh/yViPf/49d4f144d5.jpg ๐ฆ
I did add it, but it didnt work when i got in game
@shadow shoal Usually cats works fairly well with me, it just looks like the texture is in the wrong place or something.
Um, Can i get some help please?
Asking for a friend
We're trying to get a certain model to work, but no matter what we try they still appear halfway into the ground
i think i need to add an animator to this, because thats what i did before, but i forgot how to, so im asking for help
@lament garnet Just redid the UV Map manually and it is doing the same as it did with auto atlas.
Would anyone be able to help me? I'm super super new to unity, I have no idea how to use it. I found an online model but I don't even know where to begin with assigning a skeleton to it
use blender instead of unity?
@charred sorrel I recommend watch this person YT tuts for everything relating to VRchat https://www.youtube.com/user/Kayla98CS/videos
Also if you get stuck on a certain part, comment sections for the video could help ๐
omg this is all foreign language to me sdlkjfsd i don't even know where to start... i'll try blender first though!! o: thank you all
I could use some help with weight painting.
Because I have no idea how to do it.
Chuchu up top is all one mesh.
And I want to combine it with Kirby's mesh.
You have it in play mode.
I honestly dont know why the arms wont work
Click the play icon and pause icon in the top
I am also testing his interaction with the ground @coral frost and as you can tell by the grid, he's halfway into the ground
Ah, I gotcha.
I thought the red orb might have something to do with WHY he's in the ground
red orb seem to be something from a bone collider or something
Hey, I have this weird eye tracking bug. Anyone have an idea of what might be causing it?
https://youtu.be/G7_13nsPpQA
Maybe you didn't set the shape keys correctly
Wouldn't that just mess up the blinking?
What happens when you try to add one?
so I have 2 versions of a similar model in blender, one of them has an outfit I like, but it's hands are not rigged, the other version has rigged hands. I want to attach the hands of one version to the other. It seems that they have the same vertex group names though, so when I try to join the hands with the body of the other, suddenly none of the bones move the model at all.
Eye rigging will work even without blinking animations right? or do you need them
if your eyes have seperate meshes, yes
Just join meshes with cat tool
Is there a way to make bone groups have a normal bone as a parent?
Speaking of cat's tool
Excuse me? How do you stick a hat to your avatar? I have been having this issue where it is floating above my head? or away from me
All my models I run through CATS lean backwards when idle
Anyone had the same problem?
Could someone help? Please
@fading verge Made a model with cats two days a ago and it was fine
Viceroy? Do you happen to know how to prevent the issue of a floating hat or object that was on your character?
Avatar*
No
Blender
Alright
Now?
How would I do it in unity
I'd rather do it in Unity
Considering I have a finished avatar
Its already there
This is literally my hat https://gyazo.com/a9fba60e6d77b8fcc27973cec76fd118
I only have the option: Body
Wait
I think I got it
Would this work too? @somber nacelle https://gyazo.com/79376d1a24a7f9d8e40e8bf1b1b1e1a3
Alright
I'll do that just incase
I posted this earlier but having trouble getting my model to have a neck. Its a fbx and I have a dae. As it looks super messed up when I bring in the fbx file and still says im missing hips/spine etc
https://gyazo.com/e72a628181c5f8fee181a80984402738
https://gyazo.com/ac6e522bf9c8c42b64c9d2bc381662f0
get blender and cats blender plugin... click "fix model"... done
Yup that did nothing
How do you add a scene in Blender?
Do I need to have any animations or anything other than a rigged model before importing to Unity?
@shut loom hed is parented to neck, neck is parented to chest
yeah but in his case he doesnt have a neck apparently
hey can someone help me with my camera issues on my 3d models please?
i position the ball infront of my models face, and yet everytime i choose the avatar in vrchat the camera is inbetween my thighs, any help?
Yeah putting it in blender honestly just made the rigging worse even with cats plugin
Halp plox? http://puu.sh/yVlkE/577e487395.png
is something too small?
ill dm u fix
kthankies
i guess noone has an answer for me? lol
sorry, fox no pro >.<
what is the "nicest" looking shader material for an avatar. my avatar without shaders looked very whiteish
I need help, I used the shape key and resized some items for my character, which is a mask, and so I deleted polys off the face area of the mask and when I bring it into unity the mask turns tiny again, help?
is this normal: http://puu.sh/yVmjZ/7f90d799ae.jpg
is it supposed to be missing?
shouldnt it be showing the mesh?
delet
that would be kinda funny though
i have problem. this model i wanna put in the game has arms and legs that bend abnormally
also some extra bones show up when i switch to edit mode and i'm not sure if that's normal
Anyone know why when I click on the armature the character is moved slightly lower then it is in it's regular pose?
@wraith locust parent the extra odd named bone to the main bone, like armR_TC or whatever, parent it to Right Arm and then hit mix weight in cats
do that for elbow to elbow and wrist to wrist too if u have them
When im starting a rig from scratch, when I start naming the bones do I leave Pose unchanged, or rename Pose to Hips and go down the chain like that?
I need help, I used the shape key and resized some items for my character, which is a mask, and so I deleted polys off the face area of the mask and when I bring it into unity the mask turns tiny again, help?
@naive tree do i just select both elbowS_L and Left Elbow and hit ctrl P? does it matter which order i select them in? which one should be selected when i click mix weights?
@wraith locust you select elbowS_L, change parent to left elbow http://prntscr.com/hwrr09
then hit mix weight in cats
it deletes the bone and transfers all weight
can someone please help me, for somereason my mesh looks perfect and moves perfectly, but ingame it explodes, like all the verts are all over the place
thank you so much yuumi
looks fine in unity: http://puu.sh/yVosy/43523a75cd.jpg
anyone have any clue?
could shape keys do this?
imma check now
yup
was the shape keys
holy shit lmao
Hello, I uploaded my very first avatar, I used the automatic lips detection for the rigging (although I can't find where again) and now the mouth is constantly opened, anyone know how to fix it ?
What can i do about the fact that when i enter rig configuration in unity, my model turns 180 degrees?
the bones are reverted aswell
Does anyone know if the HP vr headset will work on vrchat
Ok what channel do I ask
well, look at the names of the channels
I have ask some of the channel and I have had no replies on them
go to #vrchat-support
Ok thanks
What can i do about the fact that when i enter rig configuration in unity, my model turns 180 degrees?
the bones are reverted aswell
any idea what this might be the cause of? https://i.imgur.com/iEX3WAH.png
@signal cairn what exactly? can't see anything
does it stay in place when u rotate head?
like, it doesn't move with the head?
but I'd guess tehre's a bone holding it
and u need to do smth with that
Anyone know how I can fix this weird looking eye ?
I'd like to completely remove it but don't know how
@fading verge Your bones might be the wrong way around, i.e. rights are lefts
@signal cairn Is the bone attached to that part of the hair weight painted correctly?
They're not in blender
neither is the avatar facing the floating camera in blender unlike unity
the skeleton and model does a 180 degree turn whilst the bone coordination doesnt
...Then turn the entire skeleton 180 degrees around when you configure the rig.
Apply, enforce t-pose.
how do i do that? i dont see a way to rotate in the rig configuration
Click on your hips in the outliner or whatever you call the list of objects to the right in Unity, top left of the screen hit the rotate tool, rotate the hips 180.
Maybe don't hit enforce t-pose because that might just rotate it back around again.
im having a hard time rigging a roblox avatar, can someone just give me some tips? which filetype the model should be etc
@shrewd timber Roblox avatars should be extremely easy to rig. When you're finished working on your model in your modelling program, export it as an .fbx file.
If you do have any problems with the rig, send them here.
@hidden ether do you know how I can fix my eye problem ? In blender they, look good but when I start rigging in unity it looks really weird
im trying to rig in unity with humanoid but the avatar is not in t pose and the skeletons just isnt working this is so hard
Send some screenshots, however I'm inexperienced with eye tracking so I might not be of much help.
@hidden ether the hip is "not in t pose", where can i find the enforce t pose button?
can someone rig it for me? i got the fbx file atleast
Firstly, apply the rig configuration then make another save. In the first save, make sure the hips are rotated 180 degrees. In the second save, go to Pose in this menu.
https://gyazo.com/9e261b7c49f6435b3b9fd363a31461d0
@fading verge
Enforce T-Pose is in Pose.
don't ask me about the names of the bones
turns out the bone got rotated and messed up in the exporting process, if i rotate it inside unity i can unwrap it to fix it
weird stuff
i want it boneless
@shrewd timber You can send it to me if you like, though it's better to try to do it yourself.
old meme sorry
Is it possible to decimate a model down from 50k to 20k?
really
@hidden ether
nope, enfore Tpose rotates it back to where it was
Alright, so don't enforce t-pose then.
but the hip aint in "tpose"
BTW, use the Transform options on the bottom of your screen rather than manually rotating it. My bad,
ye i used those in the end
there is only this part yes, there is no eye tracking, I want to completely remove it before doing anything else since it looks really ugly in game
That isn't a massive problem. That just means a bone is out of place and won't be perfect assuming your character would need a regular t-pose. In this case, your t-pose needs to be rotated 180 degrees, and since Unity doesn't like that, it's going to yell at you. But you should still be able to upload. @fading verge
aight, cool ty
Be wary though, since if you plan to use the model anywhere else you're gonna have to fix that rig. Otherwise, it should work in VRC.
roger
@naive tree Where do I find the shader part in unity ?
Can I please do a screen share in discord for some help with blender? I'm trying to add bones and I need some help! (is this meant for here?)
I also require that help i need to add a bone
cause i dont wana give up on this awesome mmd model
@hidden ether Does this not make a difference either?
i dont know
It doesn't, but it might look wrong in-game if it's incorrectly configured. That you'll just need to figure out by previewing its animations.
Can someone please help @fading verge and @fading verge as we both need help with adding bones to an existing mesh! Thank you so much for reading this and I hope you had a great day
I only require breast bones as they're missing
XD
this is mine
right now
but no upperchest bone so i think i need to add that
cause i cant import it without that
@hidden ether Do i want to do anything with "Muscles & Settings"? or am i supposed to just leave that?
Leave it.
understood
Can someone please help @fading verge and @fading verge as we both need help with adding bones to an existing mesh! Thank you so much for reading this and I hope you had a great day
Ye we require some serieus help
@hidden ether I wanna scale up my avatar before uploading it but it doesn't seem to work, any advice/reccomendations?
What do you mean it doesn't seem to work?
@lapis river VRChat ignores the upper chest bone.
so i have the "Vrchat_Tutorial avatar" next to it, which is 1 on x,y and z scale, i updated my avatar to 1.3 on all, yet it didn't expand in any way
okay wait
@hidden ether spine hierarchy incorrect. make sure that the parent of both Shoulders and the neck is the chest
Your spine hierarchy is wrong.
@hidden ether
You're clicking on the mesh
yet they're still the same height
Revert those changes,
Select something along the lines of that.
There should be your model, then its mesh.
Click the model, not the mesh.
Click Geth_Blender_Testtaker
@hidden ether How do i fix my spine hierarchy
You need to edit it in your chosen rigging program, i.e. Blender or Maya.
i have blender
ye thats blender for me 2
Anyway, Stingy click Geth_Blender_Testtaker and apply the scaling to that.
that feel when hips are pointing down 

inside blender?
incorrect
and no, inside unity
I was talking to Jesper about the hierarchy issue.
oH I c
In Unity, click Geth_blender_whatever, apply scaling to that
So
ye it worked
ez
ty my dud
I have two spines, and a pelvis bone.
I can't map both spines and the pelvis to something
since there's not enough maps for spine.
Two choices, A. delete them and re-rig and re-paint the skeleton
B. have Unity ignore them and pray the weight gets distributed nicely
Should I just rig the spine lower to pelvis
OR you can delete them in Blender and it should automatically redistribute weight, I believe. Might not do that but still.
and spine upper to spine?
I absolutely suck at blender.
@hidden ether one more thing, i have this "take" without any movement in the file, do i need that?
There's always room for improvement, Ocelot.
And no, that's worthless to you if you don't have any animiations for Legion.
is that not legion
this is the standard geth
That's the model hierachy with maps.
what in god's name
The giant ass amount of bones in the middle that are grey are the upper spine.
can i screen share with someone
Mk.
I cant delete the "Default take"
Don't delete it, Unity will ignore it.
The giant ass amount of bones mainly control the jacket as well.
but in order to publish and upload it i need to give it a description
what
vrc descriptor

lul
By the way, if you apply dynamic bones to all those very generous bones, it will look good and work if you add colliders to the body however that'll be painful for everyone in existence's CPU (at the same time)
Yay it works now.
Not sure where I should add colliders though.
Always wanted to, but when I tried doing it to one of my avatars, never worked.
basically you want the colliders to be his main body if his jacket has dynamic bones.
I tried adding the colliders to the hands, no effect.
Think about it as your chest IRL is the collider for your jacket IRL.
Should I add the colliders to the actual armature, or the mesh?
Armature.
Mk.
dynamic bones are part of the mesh
I tried doing it with my hands, but the colliders wouldn't work.
This here's one of the lovely colliders for said avatrar.
avatar*
Right, well I'm out of help for the dynamic bones. I recommend against using them anyway. See if your rig works if it's fixed, as you say.
Rig does work, tested it just earlier.
By the way, how large should the colliders be?
like the radius
hang on
oke i wait
Anyways, the dynamic bones definitely ignore the colliders for whatever reason.
Should I like change the direction or something?
@hidden ether because i increased the scale, shouldn't the armature also have increased in scale?
or is that 1 compared to 1.3
it seems that my bones are not at all correct, it's not a hierarchy ... someone can tell what to do? (I first work with bones at all, and experience is from the fact that I'm an interior designer and modeling, and I'm doing PBR shading)
@fading verge If your rig is bound to the model's mesh, yes.
bones look not at all ... I think right?
@hidden ether Its something..
my feet are trough the floor aswell
@hidden ether namely the bones? or names not those
No, your parenting is wrong.
for me it's hard to do since I'm Russian-speaking, and it's hard to navigate.
thanks you @hidden ether im trying
Use this as a guide @light token
no clue
@hidden ether amm may i find simple bones like on picture?
and the jacket still somewhat goes through the colliders
although much slower
it's set on gravity btw
I've not delved too deep into how colliders work yet, so I'm unsure Ocelot.
If you go to Blender and make a new skeleton, that means you need to re-paint it aswell.
All you need to do is find those bones in your current skeleton and parent and name them correctly, and if you're lucky it'll work out.
But if you're willing to spend some time repainting it, repainting is definitely a better alternative.
okay thaks you ill try to do this (find and fixed name of bones)
@hidden ether can you help me with the spine hierarchy
Can somoene help me with a error of spine hierarchy i dont know what to do this is my first avatar
@lapis river give me a screenshots
you can clearly see that your hip bone is bbeing assigned to center bone
green are the one you are using
that means? / this is my first avatar
@lapis river https://docs.vrchat.com/docs/rig-requirements
Unity will flag your humanoid rig configuration if it does not meet the Mecanim requirements for a humanoid. Please read and be familiar with this part of the Unity Manual when setting up your avatar: https://docs.unity3d.com/Manual/ConfiguringtheAvatar.html There are sp...
ye i dont understand it
i anyone is willing i can share my screen
Quickassist
i have to do this but i dont understand>
For the IK to work properly, you must have a specific hierarchy of bones around the chest. In your rig, your shoulder bones (mapped into Left Arm > Shoulder, Right Arm > Shoulder slots) must be direct children of your chest bone (mapped into Body > Chest slot). Also, the neck bone (mapped into Head > Neck slot) must also be a direct child of the Chest.
@lapis river is it me or your shoulders are parented to neck?
dont know
https://i.imgur.com/9CMdrn8.png can i fix the legs not being straight in unity or do I have to go back to blender? enforce t pose didnt help https://i.imgur.com/9CMdrn8.png
this chat is not realy help full ๐ญ
What does this mean? Does it mean there is no turning animation for the body? if yes, how can i solve this?
Never mind I looked at the Documents for it
@lapis river When you answer "don't know" to question it doesn't really help either
@crisp tendon I got a couple of question,
- does VRchat map onto the models bones via a parent constraint while maintaining an offset to compensate for joint rotations?
- What would be considered the aim and up axis that VRChat uses on the bones of the animation?
ok it wont let me put my model in because it has lighting, since when? wtf
@silk kestrel You mean the IK system right ?
I tried making this model properly t pose, but this happened after applying it as resting pose https://i.imgur.com/VLSCc63.png
How do i fix this?
not the IK system, More like how an animation will tell the bone to rotate 90 degrees in the Z axis in order to bend the finger, but rotating the Z axis on the model would bend it sideways
I am assuming that that the humanoid rig acts like a control rig while the model's armature would be the base rig
@crisp tendon i used blender plugin cat and i got it fixed so no prob im new to it
the mesh is still connected to the bones btw, tho obviously I'd like the mesh to actually properly align with said bones
@silk kestrel I'm pretty sure it all depends on your t-pose initial bone rotations
That is what I am confused about, I helped some people debug their rigs and there are some models whose bones are properly aligned (aimed and orientated to the correct child) and than there are some whose bone orientations just follow the world space. (these are the ones with the most problems and usually have reversed body)
found the issue, nvm. Had to join all my meshes
when i upload avatar the personal tab appears then dissapears within 1 second
I have a mouth problem, it is always opened, I tried this, in unity it no longer shows the mouth opened but in game it is opened
@hidden ether
@light token can you send me that avatar model to me (the one in ur pfp)
pfp?
@light token this one needs to go here
why dont you just google it
FOR HELP JOIN MY DISCORD SERVER: https://discord.gg/tvmVQpw -------------------------------------------------------------------------------------------------...
boom there it is
i think you mean samurai profile
no he wants the knuckles model kenshin
aaa
anyway did you do as i said?
i got a problem with measurements even tho i thought id know how to do it it keep saying its too big even tho ive scaled it down alot
@light token do you have that model?
@woven pulsar no
@hidden ether im so sorry for that. awkward feel. this should not be, or is it allowed?
unassign bones between spine and chest
fix this with cat's in blender
^ you can do that too
Im getting bone heat weighting solution errors when parenting this guy, can anyone help?
buut when I do this with my models they've come out fine so
i have cats in blender, and i use fix. But it seems to me it will not help, or I do not know anything either
how do I get auto rigging to work pls help
@eternal moss You can weight paint something so far from humanoid i think
at least not with automatic weight paint
gotta do it manually
If you remove the skeleton and imported it could at least do the fingers and legs for you
but head/spine won't work for bovious reasons
obvious*
okay
http://prntscr.com/hwugb6 all for the sake of getting waifu to 20k
idk how many guides i've read today
@plucky fjord If you still have the open mouth problem
http://prntscr.com/hwuglu challenge i set myself, getting from 68k to 20 in very goiod uqality