#avatar-rigging

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topaz dune
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@tawny silo just in unity, that should fix it.

tawny silo
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I move my hips and the whole body moves with it

topaz dune
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if it looks good in blender, you might just want to make small changes in unity

fading verge
tawny silo
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@topaz dune

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looks like this in blender

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how do i pop up animation mode in Blender again?

topaz dune
crude vortex
fading verge
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Please can someone help me

crude vortex
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I didnt think about a single hand bone

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Do I need one?

topaz dune
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is it optinal in unity?

crude vortex
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Dunno

crisp tendon
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If you want animations you need a hand with three fingers

topaz dune
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but i think you wanna re work it tho XD

crisp tendon
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@crude vortex you only need one hand bone

topaz dune
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took me some time but now i see what you did, haha

crude vortex
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fingers

fading verge
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Niko could u help me?

crude vortex
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So like this

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?

topaz dune
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yeah

crude vortex
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alright

topaz dune
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@fading verge what's ya problem ma friend

fading verge
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My model is like squatting lol

crude vortex
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spine straight?

crisp tendon
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@crude vortex yep

crude vortex
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Also, should the hip connecting to upper leg

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Look like this

crisp tendon
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Parented, not connected

fading verge
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My model is ripped from Gmod

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so its pre rigged

crisp tendon
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It's good on your image @crude vortex

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@fading verge the rig isn't going to work like this, probably need to fix it

fading verge
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Wdym @crisp tendon

topaz dune
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@crisp tendon would it be a qick fix in blender?

crisp tendon
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The IK system needs one specific skeleton to work, I don't think gmod characters have that skeleton by default

crude vortex
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All the body parts of this model are seperate

crisp tendon
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@topaz dune With cats plugin or with mixamo from scratch sure

topaz dune
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a to select all, and ctrl + j

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to join meshs

crisp tendon
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@crude vortex use cats plugin or Ctrl + j

fading verge
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Hmmm, the thing is

crude vortex
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Hot digity

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Thanks

fading verge
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its only with this model

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I have another gmod model

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and its normal

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also fingers are screwed on all of them

topaz dune
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just to be sure, can we have a look in blender?

crude vortex
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Ohdangit wish I'd know it was a destructive edit

fading verge
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Sure lemme load the model

crude vortex
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Should of applied textures before merging

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damnit

ebon prairie
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What is this error

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What the hell do I do with it

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What does it mean

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It's gibberish

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It doesn't mean anything

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How do you deal with gibberish

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How does one do

topaz dune
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@crude vortex the texture's are still on a hidden uv map

crude vortex
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Ohright
Forgot I removed light sources from the world

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So it was black in material

topaz dune
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@ebon prairie first you want to make sure the paranting of the bones are right.

ebon prairie
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I tried

topaz dune
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as in it confusing, and impossible to figre out what's what?

ebon prairie
topaz dune
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I've never seen that before...

cerulean dawn
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does anyone know how to manualy make a jaw bone, I tried doing it with automatic weights in blender and it moves the entire face downward instead of just the lower part

fading verge
ebon prairie
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I just want some expert to make this avatar in like 3 minutes for me just so I don't have to spend any more time besides the 8 hours I've spent today

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I'm getting this error that is nowhere on the internet to be found

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Nor a fix for it

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I don't understand

topaz dune
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oh i see @ebon prairie, i'm not sure what causes this, but i can atleast see what could be wrong....

ebon prairie
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What's wrong?

cerulean dawn
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seems like it is reading the wrong bone for some reason

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odd

topaz dune
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yeap,

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it goes hip- spine -sipne 2 -nope going for spine 3 instead

fading verge
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wdym

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im new to all this

topaz dune
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@cerulean dawn make viseme's instead, they are alot better.

cerulean dawn
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are there tutorials on that

topaz dune
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hehe, give me a sec

cerulean dawn
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morph what is the model of

ebon prairie
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As in?

cerulean dawn
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what is the model

topaz dune
ebon prairie
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CJ from San Andreas, is that what you mean? @cerulean dawn

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A hoomoonoid

topaz dune
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@fading verge can you take a pic from the side?

fading verge
cerulean dawn
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yeah

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was the skeleton already made

ebon prairie
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No

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I had to do it myself

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And obviously I have no clue of what the shit I'm doing

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I need guidance

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;-;

fading verge
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Skeletons are oof to do from scratch

ebon prairie
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I just used an addon

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Rigify

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Then adjusted the bones to fit the model

topaz dune
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@fading verge try and line up the kees, and feets with the hip, remember to make a save before you do so.

fading verge
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How do i select a singluar bone

topaz dune
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i have the same problem with my model, but i havent gotten around to fix it.

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select the bones and press tab to go to edit mode

fading verge
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how do i select it though

tawny silo
topaz dune
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right mouse button

fading verge
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thank you

tawny silo
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sow hy is my Leg bone moving my lower leg part?

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so why*

cerulean dawn
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@topaz dune that video u sent is if they already have visemes

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this one is one where I would need to make them myself

topaz dune
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ah sry

ebon prairie
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...

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Should I just start from scratch and use Mixamo instead...

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Or can someone actually help me...

topaz dune
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@ebon prairie maixamo is good to use depending on the model.

fading verge
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is it ok that they tilt a bit niko

ebon prairie
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ghdfighdh

topaz dune
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@fading verge sure.

fading verge
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cause thats what they are doing already

topaz dune
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@fading verge give it a try, if it didnt help try and line the hip with the rest of the skeleton

ebon prairie
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Do I fix this in Blender or in Unity?

topaz dune
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go to blender and take a look at the paranting

ebon prairie
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Well

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Thing is

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I can't fucking change the parenting in Blender for some odd fucking reason

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Wait, now I can

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I'll try that I guess

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Still doesn't work

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I get the same error

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I don't know what "neck" means

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There is no bone named "neck"

topaz dune
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that can be the issue.

ebon prairie
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So what am I supposed to do then?

tawny silo
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um

topaz dune
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well a nomal body has a hip-spine-chest-neck-head paranting order. you gotta change it to that

tawny silo
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that does not look good

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might explain my leg problem

topaz dune
ebon prairie
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I have hip-spine-chest-NECK GOES HERE BUT APPARENTLY THERE IS NO NECK IN EXISTENCE WHAT DO I DO HELP PLS I'VE BEEN TRYING FOR SO LONG IT'S PROBABLY EASY BUT I DON'T KNOW HOW TO MAKE IT WORK CAN SOMEONE HELP ME SOMETIME IT'S OKAY IF YOU DON'T HAVE TIME RIGHT NOW, BUT PERHAPS LATER

tawny silo
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Morph

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you talking about in unity

ebon prairie
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Yeah?

tawny silo
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did you try mapping?

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in unity

ebon prairie
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What do you mean mapping?

tawny silo
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look on my right side

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the green man mapping

topaz dune
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@tawny silo there is no bone called neck on Morph's model

tawny silo
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ah

ebon prairie
topaz dune
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is what i think is the problem

tawny silo
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that could be it

ebon prairie
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But how does one create neck

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How does one neck

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How do I neck

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I want neck

fading verge
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you shouldn't have upper chest defined

ebon prairie
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Yea yea, whatever, that's temporary

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That's not the issue though

fading verge
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what does it say about head when you click it open

ebon prairie
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Empty

topaz dune
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@fading verge it goes -neck then head

fading verge
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his screenshot doesn't show that

ebon prairie
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her* :P

topaz dune
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yeah, there is no neck, that the problem

ebon prairie
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This should, in theory, be the neck bone, yes?

topaz dune
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yeah

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is there more than one jaw bone?

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if i had that model, i would delete all the bones, get maixamo to rebone my model or make a new skeleton in blender

ebon prairie
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ALL YOURS

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xD

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I don't even know what version that is

oblique cloud
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Hi I'm back

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:ayaka:

topaz dune
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i'll take that..

vernal gale
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when I set the automatic weights on a model, do I need it to be one entire mesh

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or will the bones meant for other meshes work fine

ebon prairie
dreamy zinc
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well, I need help in blender. The arms are somehow wierd and make the shoulder broken

ebon prairie
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@topaz dune

crisp tendon
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Pictures would help @dreamy zinc

dreamy zinc
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I am doing them rn

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gimme a sec

vernal gale
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@dreamy zinc that'd be the weights

dreamy zinc
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well, it's my first rigging and I dont know what to do, one sec

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The Chest too?

crisp tendon
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Every bone seem to be wrong

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What skeleton did you take example on ?

dreamy zinc
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these are the IK bones

crisp tendon
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Why are your bones outside of your body and you hips between your knees ?

dreamy zinc
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these are basicly the IK bones for moving them

crisp tendon
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But they should be in your body and placed properly

dreamy zinc
vernal gale
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right right

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go into object mode

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select the armature

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go into pose mode on the armature

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then shift + select the mesh

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then in the mesh, goto "Weight Paint"

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right click a bone

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if it's blue, it's got 0 influence on that vert

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if it's red, it's got 100% influence on that vert

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you need to make it not pull stuff that it is pulling

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also, if all you see is either Pink, Black, or Blue

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you haven't set any weights yet

still lark
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hey guys, I have a finished avatar rig based off of mixamo, i imported it with VRCSDK, but my model is stuck in a T-pose ingame. what2do?

dreamy zinc
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ok, trying it

vernal gale
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you didn't set the actual bones in unity

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in the sdk

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it should've been automatic for the most part

crisp tendon
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The parenting is incorrect and there's bones missing still

still lark
crisp tendon
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Take example on the Sample avatar i sent

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@still lark All good !

still lark
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It's stuck in a T-pose ๐Ÿ˜ฆ

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halp me grand magus

crisp tendon
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in game ?

still lark
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yes

crisp tendon
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Can you zoom in on the model on the left

still lark
crisp tendon
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Could you be missing the head bone ,

still lark
oblique cloud
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woa

still lark
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it's kinda wierd but this is how mixamo exported

oblique cloud
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that goes way up

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that extra bone

still lark
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So the problem might be the head bone?

main sage
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if somethin is purple in weightpaint mode
what does that mean

neon shard
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Do shoulders work better angled down (coming from high on the chest bone) or angled up (coming from low on the chest bone) in yall's experience?

vernal gale
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if it's purple?

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it's not assigned / no bones

neon shard
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I get weird shoulder deflections

main sage
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like i select a bone and instead of being like

vernal gale
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when you do automatic weights, it also creates automatic vertex groups

main sage
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blue to red

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its purple

vernal gale
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is the face a seperate mesh?

main sage
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then again this is on the dummy bones i made

neon shard
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purple means no vertex group exists yet

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for the selected bone

dreamy zinc
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I got the problem, but not the solution. I tried to manually attach the weight like you said, but the two arm bones are fully rotated because of the Inverse Kinematics

oblique cloud
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holy fuckamoloy @dreamy zinc

dreamy zinc
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๐Ÿ˜„

crisp tendon
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@dreamy zinc Your bones are simple bones in blender

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They have rotation if you gave them rotation

neon shard
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Do not do any sort of IK setup in blender unless you intend to do all your own animations from scratch

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IK setups will apply rotations to your pose

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which will do very bad things

dreamy zinc
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k thx for the help ^^

river kraken
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I uploaded my first model (had to make a new VR Chat account etc) Everything was uploaded right, but I don't even have personal models in the game

cerulean dawn
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I have the right mesh selected too

crisp tendon
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@river kraken use your vrchat account not steam

still lark
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Should finger bones be set as keep offset or connected?

river kraken
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@crisp tendon does it just take time to update it?

crisp tendon
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it could yes

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!online

jaunty flowerBOT
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There are 18007 users in VRChat currently

crisp tendon
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Yeah lots of people

river kraken
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okay thanks

steep sonnet
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Uploaded Vrchat models aren't bugging out are they?

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new ones?

river kraken
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just thought it odd that my VR chat account wouldn't have the personal tab

crisp tendon
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they shouldn't be no

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If that's your first model and it doesn't show up, the app probably sees it as you don't have a personal tab

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It'll show up

neon shard
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@cerulean dawn I heard you cant reuse visemes

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You will need to duplicate them in blender to make each viseme

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they can be duplicates, but they need to be duplicated in blender, not just assigned all to the same shape in Unity

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(this is a rumor, so maybe wrong)

main sage
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despite putting the viewball in the head on this static / generic rigged avi, it defaults my view to the middle

crisp tendon
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Still the same issue ?

cerulean dawn
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@neon shard u confused me with that

main sage
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naw i tried with a version that actually had dummy bones

crisp tendon
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Have you tried resetting your user preference in the sdk ?

main sage
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had more problems then i solved

neon shard
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Sorry, ill rephrase

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@cerulean dawn You have the same blendshapes assigned to all sorts of visemes

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They all say the same blendshape

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You will need 19 unique blendshapes

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They dont have to all necissarily be different sculpts, but you will have to make 19 blendshapes in blender to use visemes

vernal gale
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you don't need the eye ones if your model doesn't have eye tracking

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but if you have pupils that move, you need those 4

main sage
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sooo

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something i want to be static starts moving around as if attached to my body. i made dummy bones so i can still have a humanoid rig, yet have the actual model itself be static

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and i THINK its because the model itself is a child of Hips

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tho idk

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would that be something that causes it?

neon shard
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The model should be parented to the armature base I believe

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the hips will move around when it is animating

main sage
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k

neon shard
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Or to the base object in unity

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But I think it might need to be the armature base to correctly orient

main sage
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tho how would i move it out of the hips?

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cuz Shift-clicking on the Armature in the hiearchy in blender just selects the whole thing / enters object mode

cerulean dawn
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@neon shard so is there an easy way to duplicate them without remaking them

neon shard
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Yep

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Drag the one you want to copy from to full power

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So it shows on the model

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then click the down arrow on the right of the blendshapes and choose "create new from mix"

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It will make a duplicate

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You can also actually make mixes with that tool, its a great technique

fading verge
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can someone help here, i dont know if i should just leave it or if it needs fixing

oblique cloud
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erm

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fuck okay

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lets see

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go to pose

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at the right

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and t-pose

still lark
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@crisp tendon i used VRCat's blender plugin and it fixed everything ๐Ÿ‘Œ

fading verge
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@oblique cloud do you mean enforce t-pose?

oblique cloud
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yes

fading verge
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oki

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did that and got this

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should i be sorted from here?

crisp tendon
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@still lark Nice !

fading verge
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anyone run into issues where the entire avatar turns with the head?

crisp tendon
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@fading verge One of the feet bone isn't connected, IK might not work

fading verge
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@crisp tendon thoes two?

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on the left

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im going to hope for the best

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if it dont work ill ask for help but right now ill just do everything i normally

main sage
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the size of my avatar bounding box is screwing me over for the size limit

hallow bay
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is there any assets alternative for dynamic bones?

granite kestrel
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@hallow bay Dynamic Bone is the only physics asset beyond cloth physics I believe

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Cloth physics is default in Unity

dry marsh
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Hey all! I've got an object alligned with my avatar model, in this case, it's a collar of sorts. When I export to VRChat, the collar ends up moving seperately from the rest of the model, lagging behind movements a bit. Any suggestions for how I might fix this?

mild heart
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join it with the mesh what it parent is, get a backup before you do though

crude vortex
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How would I stop this

main sage
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whenever i try to move / resize the bounding box in Unity, it like makes my model vanish

crude vortex
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The arm slips out of the sleeve

little inlet
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are the bones rigged correctly?

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enforce tpose and see what happens

dry marsh
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So place it within the same model in unity, then join it? Can you join within unity?

crude vortex
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Not in unity, this is blender

little inlet
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ah

dry marsh
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No no, @crude vortex I'm talking to someone else

crude vortex
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No no, @dry marsh I'm talking to @little inlet

dry marsh
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xD Gotcha

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Lots of confusion!

little inlet
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i would ignore it and try to import to unity

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fix the bones while rigging it

crude vortex
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Yeah, problem is I figured this out when I got as far as using the model in game

little inlet
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o

fading verge
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does anyone how to make the head separate from the body? so i got 2 big meshes? body and head? i want to make my head invisible ingame

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@vocal quiver Maybe you there? o:

dry marsh
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@mild heart So place it within the same model in unity, then join it? Can you join within unity?

main sage
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why does setting my lip syncing to jaw flap blend shape NEVER work?

mild heart
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no, gotta be blender

main sage
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i set the shape to the shapekey that opens the mouth

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and it doesnt work

dry marsh
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I did try that, but then my texture mapping broke

mild heart
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HMMM

dry marsh
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It read the whole model as all one face :/

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I'm somewhat new to this stuff.

mild heart
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oh, that is why

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ok, get the model where it isnt joined

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then get a bone connecting the arm and bracelet

dry marsh
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It's not joined to begin with, it's a piece from another model

mild heart
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->

dry marsh
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Here, I'll send a pic

mild heart
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now i get it, had the same problem with my leon that used the ISE guns

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get both being seperate fbx files

dry marsh
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They float around a bit, yeah?

mild heart
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then get both in unity

dry marsh
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The collar is the eperate pieve

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piece*

mild heart
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move the bracelet where its supposed to be and connect it to like your neck/ make it the parent

dry marsh
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Okay, it's under the hierarchy

mild heart
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test it (you dont even have to be in the game itself)

dry marsh
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How so?

mild heart
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top of the unity window, press the play button

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then go to scene and move your avatar

dry marsh
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Okay, I'm in the test, but it's just standing in a t-pose

mild heart
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now you got those windows above the window

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click scene

dry marsh
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Yup yup

mild heart
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then select your entire avatar and move it around

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see if it is delayed

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then press the play button again when finished

dry marsh
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Doesn't seem to be so far?

mild heart
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?

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it is still delayed?

dry marsh
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No, but if I move them together without the hierarchy stuff, that's still the same case

mild heart
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yeah, but when you did the hierachy stuff. it is stuck right?

dry marsh
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So, it's are to teel

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tell*

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Yes, but without that, it is stuck as well

main sage
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when i rigged this static model to some dummy bones

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whenever i start to walk / move

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it like slightly lifts the model up abit

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not supposed to do that x3

mild heart
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hm, it is supposed to move WITH the neck while having done the hierachy like that

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you sure you connected it to the RIG NECK and not the MESH?

dry marsh
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In this case, it moves with the whole body as it should

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And it's not really connected by anything

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In unity, it's just on top of the model

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And within the primary hierarchy of the model

mild heart
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can i get a screenie of your hierachy list?

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then i can tell you where you can put it so it moves with your neck or chest

dry marsh
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Sure, one moment

main sage
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=U

dry marsh
chilly remnant
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How can I fix this? Its my first time adding things to a model so I probably havent done a very good job. The helmet doesnt show up at all and the shoes are screwed in game

mild heart
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urgh, mixamo bones

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go into the mixamo hierachy and look for upperbody 2 or neck

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then put it in that hierachy

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upperbody 2 being the chest

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and it depends on you where you wanna have it

dry marsh
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In this case, it would be spine 2

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Or perhaps neck...

mild heart
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how many spines you got?

dry marsh
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Spine 1 is unused because of how VRChat handle upperchest bones

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It is essentially skipped

mild heart
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drag it into spine 2

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if you want it to move with the chest ofcourse

main sage
dry marsh
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Got it. Testing now! May take some time. Thank you for all the help! I'll let you know the result

main sage
#

whys it do that.

charred sorrel
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how do you go about giving a character a hunchback?

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how would you position the spine

mild heart
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try flipping the hip bone/lowerbody in blender

main sage
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?

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me?

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x3

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the model that moves isnt parented to anything, its just in Armature

mild heart
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no, i mean kid goku

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no idea why yours does that

charred sorrel
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in blender?

mild heart
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yes

charred sorrel
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i drew out his spine there, that's how i put it but

oblique cloud
charred sorrel
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i don't know if that'd create a hunchback or jerk him forward

oblique cloud
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WHAT THE FUCKIS WRONG WITH MY BONES........ AAAAAAAAAAAAAAAA

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someone help pls

steady sonnet
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anyone know my eyes sometimes go crosseyed with cat's eyetracking?

mild heart
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@charred sorrel try to make his spine straight. vrchat doesnt like bended spines

charred sorrel
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how would i create the hunback then? D:

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hunchback**

mild heart
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make his spine a bit bended forwards, vrchat will force it backwards and thus create it

oblique cloud
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anoyne know

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how to fix this?

mild heart
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oh god scraze

charred sorrel
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i did that with my goku model and it gave him a funky pose

mild heart
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you will have alot of fun with that

oblique cloud
#

hahahah

mild heart
#

you gotta flip ALL the bones back in place

oblique cloud
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fuck me

mild heart
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select the arm/rig, go to the bone symbol below

charred sorrel
mild heart
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then select edit mode instead of object mode

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@charred sorrel that is a upside down lowerbody bone

oblique cloud
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cats didnt even fix it

charred sorrel
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wait so im confused

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how do i get the hunchback effect? curve his spine backwards?

oblique cloud
#

aaregon

mild heart
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no, make it so it goes a bit forwards. but just a tiny bit

oblique cloud
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select the arm rig?

mild heart
#

yes

oblique cloud
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right click on the bone?

mild heart
#

should i show you it via screenshare?

oblique cloud
#

like this?

mild heart
#

easier to understand

#

YES

charred sorrel
oblique cloud
#

why are they transparant

charred sorrel
#

?

mild heart
#

now use the tools to rotate it back in place @oblique cloud

oblique cloud
#

ty

mild heart
#

cause it is blender being wierd

#

@charred sorrel that is nearly good, try to make the bend in the middle of the back

oblique cloud
#

fuck there is like 4 in her arms

#

should i delete some?

mild heart
#

no, select the shortest name

#

should be like Arm_R

oblique cloud
#

L_aarm

#

i parent them?

shrewd timber
#

im trying to do the unity part but its kinda hard if someone could help me (i screenshare) i would be very happy

mild heart
#

no, just rotate it back in place

#

and remember its name, you will need it for the unity humanoid part

oblique cloud
#

when i rotate

#

it only rotates one :/

mild heart
#

yes

#

you only need 1

oblique cloud
#

the other ones stay up

#

is that okay

mild heart
#

yes

#

vrchat doesnt support multibones

oblique cloud
#

oaky and should i lower it into the mesh more?

mild heart
#

each part of the body can only have 1 being as "active"

oblique cloud
mild heart
#

no, just rotate it

#

_>

#

dafuq

#

that is the wrong bone for the shoulder

#

you see the one that is lower and actually in the shoulder?

#

that is the right one

oblique cloud
#

lmao

#

im using what the name is called

#

right shoulder

#

left shoulder

mild heart
#

wanna just screenshare? it is easier that way

oblique cloud
#

like call u on disc/

#

?

mild heart
#

ye, then i will show you how i mean it through my blender

oblique cloud
#

ok

honest sage
#

so I have a problem...legs are fused together...how do I fix this?

mild heart
#

sdk might have selected the wrong leg bones in the humanoid config

honest sage
#

no even in blender

#

in blender it's fused together

stuck jasper
#

If I have a non humanoid model how do I make it so the head moves when i look up and down

mild heart
#

either custom animations or make it humanoid regardless

charred sorrel
#

im having a very strange problem

#

i imported this model from dA and it has a flapping mouth but it's like halfway down his beard

#

all bones work fine and everything it's just... that random mouth wtf

#

how do i move it up?

main sage
#

i feel like the problem with my thingy is the feet and such may or may not be in the floor

#

idk how that would affect it abit considering the model is in the Armature / not connected to the hips or any part of the skeleton

#

but meh

#

can i rip the skeleton / armature from a different model and put it in another?

fading verge
#

Does anyone know how to fix this?

main sage
#

HUZZAH may have just found out the reason for my probs

#

...ok maybe not

#

why'd unity like

#

lengthen the bone

#

or thats what it looks like atleast

turbid tinsel
#

hey guys, im having some problems with differences from what i see in game and what i see in unity, is anyone able to screenshare and help?

crude crag
#

try posting screenshots of each

turbid tinsel
#

kk

#

ill try

main sage
#

heres the prob, or atleast what i think it is

#

see how unity made the Tank bone like clip under the scene

#

owait thats apparently the whole armature

turbid tinsel
#

So my arms are really streched, im floating, and the walking animation is really messed up, it looks really wierd

#

any ideas?

main sage
#

may be a rig issue or such

turbid tinsel
#

let me try to make another character

#

one that is simpler

#

now vr chat wont even load, its in a constand loop

main sage
#

yep

tropic roost
#

so i made a character who is one handed

#

his right hand is a drill but the left hand is fully mapped

#

however, it says they arent mapped so its disabled, does anyone know if there is way to enable the left hand

muted helm
#

@fading verge did you get the rig like that

#

I really not sure why people are deleting the toe/metarsil bones in rigs..

#

feet/shoes/boots do bend unless you want to rig everyone with skiboots.

crude crag
#

@tropic roost make bones that do nothing

#

that's the best way to do it from what ive heard

fading verge
#

can someone help me rig up mimikyu here, i've tried and failed

#

i can normally do it but because its not a human it makes it difficult and would like some help

supple yew
#

There aren't legs.

fading verge
#

yea i know that

#

im not blind XD

supple yew
#

So I don't think you'll be able to rig it properly without legs

fading verge
#

there are people who have added fish into the game and they dont have legs so i imagine there is a way

supple yew
#

Yeah but there are likely weightless bones or something

#

I doubt you can just add invisible legs

fading verge
#

well iver way, if theres anyone who can help with my problem please do

#

just remove them

#

i imagine

#

yea you can still do that and have it humanoid i think, unless you've tried

crude crag
#

clade is right

#

oh! clade, as long as you have leg bones, make it so that they have no weight assigned to them

tardy schooner
#

someone knows how to make the sleeve to follow the arm? I've tried using the weight paint but it's hard, it has 3 layers that sleeve and I don't know how to make it work, any idea,? or send me a link to a video where they explain that correctly and for noobs? or maybe, could a really generous person do it for me?

unkempt dome
crude crag
#

post a pic of the mapping in unity. i wonder if something went wrong there.

unkempt dome
#

ok

cerulean dawn
#

for cats

crystal vector
#

@cerulean dawn The selected mesh has no shape keys

cerulean dawn
#

nvm I fixed it

#

merged meshes

#

I had em seperated

unkempt dome
#

I've tried rotating the model 180 degrees since the avatar camera starts out rotated but that didn't help.

#

I can post blender screenshots as well

crude crag
#

@unkempt dome you have a number in the Z axis

#

make it 0

#

and that WILL fix it, trust me

unkempt dome
#

fuck

#

i'm dumb

lucid isle
#

hmmm my models foot isnt moving with the bone even when weight painted

main sage
#

ohai @crystal vector

fading verge
#

so no one is familiar with why an entire model would turn with the head? :<

topaz dune
#

@fading verge what's ya problem?

fading verge
#

@topaz dune i have a few models in which when i turn my head the torso/hips turn too

unkempt dome
#

@fading verge Not a 3D modelling expert but I think that'd happen if you placed the head bone first

fading verge
#

the bone structure seems fine though which is weird, i'm thinking the root for the model is off but i dont see any way to adjust that

#

oooh

#

hmm

topaz dune
#

you found the problem?

unkempt dome
#

well that didn't work

#

model's still backwards and underground

fading verge
#

no, the hips are the top root

#

so i dont think thats the issue

crude crag
#

when you reopen it in unity, does it reset the Z coord or is it still 0? tetra

unkempt dome
#

still 0

#

i think it might be an issue with the actual model

fading verge
topaz dune
#

@fading verge make a quick chek of every thing, weight paint and parenting.

crude crag
#

@ tetra you did the reupload and everything, yeah?

unkempt dome
#

maybe? I reuploaded but I'm honestly not sure if It went through

#

probably should check that

topaz dune
#

@fading verge select the bones, and go to edit mode. choose a bone and press x to delete.

tawny silo
#

so it says my bones are working fine

gleaming needle
#

Anyone know good values for gravity in dynamic bones?ยจ

tawny silo
#

but my legs don't move

#

at all

#

did i not bind it to the mesh?

unkempt dome
#

ah you're making an artorias model too my dude

tawny silo
#

yeah

unkempt dome
#

cool

fading verge
#

i think i just realized that i wont be able to use my model without re-opening blender and dealing with bones again

main sage
#

mhmm

unkempt dome
#

@tawny silo are there leg bones? I can't see any

fading verge
tight forge
#

I heard that you can add props to your avatar for custom emote purposes, even if your avatar itself is at the poly limit, is this true?

main sage
#

AHAH. found out some info

meager fern
#

guys i have a question, i rigged my character, tested it, saved it, then exported to unity where i found a couple of problems, when i went back to fix said problems, i noticed that my mesh wouldnt move anymore in pose mode, only the bones, already checked the parenting and paint weights and everything seems to be ok

main sage
#

the model only rlly lifts up and such when i look around

#

like if i look up it pushes it into the ground abit

#

same with looking down, raises it up kinda

#

idk why it does that

meager fern
topaz dune
#

@meager fern did you applay the amarture?

meager fern
#

yes

#

it was working perfectly before i saved and exported it to fbx

topaz dune
#

dont apply the armature tool.

#

for some reason it separeates the mesh and skeleton

meager fern
#

so, what can i do to fix it without destroying what i already have? ๐Ÿ‘€

topaz dune
#

you know how to parant the skeleton to the mesh using the armature tool?

meager fern
#

you mean, select the vertex that you want in the mesh and assign it to a bone?

#

im kinda new to blender, started messing around with it 2 days ago

topaz dune
#

no, just when you have made the armature tool, you select the mesh then the bone. ctrl+p and there should be an options to parant to the mesh with the exsisting weight paint

fading verge
unkempt dome
#

you've been hacked

topaz dune
#

@fading verge mabye update?

fading verge
#

update?

meager fern
#

niko, i did that but with empty vertex groups

#

because since my model isnt a human

fading verge
#

im at 5.6.3p1

topaz dune
#

no idea just guessing

meager fern
#

i dont want it wiggling around

#

and i assigned the bones to the vertex already

bitter ridge
#

im having a problem where my jacket does not move with the arm. it does move with the shoulders tho. i know you have to do some mix weight stuff but im not sure exactally how it works.

topaz dune
#

@meager fern how does it wiggel around?

meager fern
#

i mean, its a box, when i apply the humanoid animations in unity wouldnt it start wiggling around if i went with automatic weights?

#

i guess ill just delete the armature and start over

fading verge
#

i looked it up and itsay something bout "mmd4mecanim"

#

wut is that means?

topaz dune
#

no, if you apply the weight correctly it'll be stiff. you can try and weight paint the hip to the intire mesh's body, then make dummy object inside the mesh for the ohter bones to follow.

#

this one contains how to weight paint

#

@meager fern make a save, and try to make some driffent test with the weight paint.

#

blender and unity really want's the bones to be mapped, and right now i dont think there is a way around it.

timid ether
#

Hello. When I use root of avatar for creation animation, they always stucking in the mantis pose. But if I use sub root, animation is creating fine. Can I some how use subroot animations for emotes?

unkempt dome
#

Ok so it turns out if I flip the model around the armiture so it's backwards then it faces forward, so I somehow placed the armiture backwards. obviously flipping it fucks up the weighting. how the hell do I fix this

topaz dune
#

use the animation channel, i'm sure they know more about it.

signal ravine
#

I know how to rig, but I just have a quick question, is there a limit to how many joints you can have in one model? Do they have to be set up in a very specific way?

#

Like, there are more advanced models out there with more controls, wondering if it needs to stay basic for it to work in-game

topaz dune
#

keep your bones to a minimum if you can, too meany bones make our pc's angry.

fading verge
#

can some one just guide me thru bones, it been 3-4 das now, haven't upload a single char

crude crag
#

@fading verge have you tried mixamo and CATS?

fading verge
#

no matter wut i do, it just always wrong spine, or missing elements

#

and i never touched modeling before, so idk how to bones

crude crag
#

did you try mixamo and CATS?

fading verge
#

yeah

topaz dune
crude crag
#

okay and did you get a good skeleton from mixamo? animated properly in the window?

#

@fading verge

signal ravine
topaz dune
#

nice @signal ravine this is great, when ppl ask we can make quik trouble shooting and help them faster.

sand patrol
topaz dune
#

Hey anybody know's if dynamic hair, is made from regular bones?

low tinsel
#

i win

timid ether
#

Can I some how edit bones weight in Unity?

low tinsel
#

Could anyone help with this predicament?

crude crag
#

@timid ether i think you have to do it blender

timid ether
#

i hate this Blender)

#

I need to study him.

fading verge
crude crag
#

:thonk:

fading verge
#

mfw

topaz dune
#

Dont hate on blender. blender is great. hate on ppl who make too complicated rigging

tardy schooner
#

@low tinsel It's easy, you just have to move the arms and every part in red so it looks like a T, go to the rotate section

fading verge
#

theres also a button under the pose drop-down that enforces T-pose

tardy schooner
#

and start moving the bones for the model to look like a T

ashen perch
#

anybody know how to move the point of origin where the feet stand?

#

its at knee level for some reason

topaz dune
#

there were a girl some time ago who had the same problem @fading verge she rerigged, removed unnessary bones and renamed the bones.

#

@ashen perch try and move her hips up in unity, that works for some ppl.

ashen perch
#

yep

#

that works thanks

low tinsel
#

@tardy schooner in blender?

fading verge
#

as a sidenote i just noticed but your username moves up and down a little bit (next to settings button) whenever a message is sent in a channel

topaz dune
#

oh so that's what it does

ashen perch
#

whats the dynamic bone limit?

topaz dune
#

non, but dont be an ass.

ashen perch
#

well every time i add dynamic bones they disapear upon uploading

topaz dune
#

are they asseigned to the mesh?

ashen perch
#

no they're assigned to the bones.

#

i go back to the avatar after uploading and they're gone in the inspector

#

its like the uploader just removed them from my rig

topaz dune
#

yeah but did you map them onto the mesh with weight paint?

ashen perch
#

the dynamic bones work

#

but they got removed upon uploading it

#

i go back to unity and they're gone from the inspector

#

the dynamic bone component i added to the bones is just gone

#

its happened to me before, there must be some limit to dynamic bones

topaz dune
#

the bones can dissapear if they aint weight painted onto the mesh. ohter than that i dont know.

tardy schooner
#

@low tinsel in unity

#

This, then select the bones in red and start rotating them till they are green (it may take some time

low tinsel
#

alright

fading verge
#

is there anyone who can help me rig up the avatar im working on?

patent cosmos
#

question- if i use custom animations, i don't need to follow vrchat's armature guideline, right?

topaz dune
fading verge
#

@topaz dune thanks but its not a human its a pokemon that has no lags and ive been trying so hours to get the animations to work

near gull
#

In blender, how do I turn a .blend file into a .pmx? I click the option but I never received a .pmx file

last niche
unkempt dome
#

what's wrong with it?

topaz dune
#

@near gull blender can export fbx, dae, abc, 3ds, ply, obj, x3d and stl.

near gull
#

dang, alright

fading verge
#

guessing i have to use blender to change bone parenting?

topaz dune
#

allright, i'm off. i hope you guys fixes your problem. and yes, i havent heard if you cloud do it any ohter way.

fading verge
#

k

crude crag
#

@topaz dune โ˜

torn isle
#

!online

jaunty flowerBOT
#

There are 17303 users in VRChat currently

last niche
#

@unkempt dome the hip pops out lolll

unkempt dome
#

oh right i see it

last niche
#

im not sure what to do

grand drum
#

hey guys i have a question about dynamic bones, does dynamic bones require weight painted area?

meager fern
#

its perfectly aligned when closed, but when i open the cover with the bone, it rotates for no reason

tawny silo
#

ok so i had to redo my leg bones

#

they map in blender

#

but they don't move in the muscles & settings

#

what did i do wrong?

#

also he is in the floor

#

in Vrchat

#

up to his hips

#

just a little under

#

and i don't know what to do

#

Does anyone got any idea on what to do?

tawny zephyr
#

if i was to make a non humanoid avatar that has arms, would they still track with my VR controllers by default?
i know for non humanoid avatars you need baked animations, do i need that for my arms too?

tawny silo
#

Well chances are they would not

tawny zephyr
#

dang, ok

sweet topaz
#

Pupils are clipping into my character's scleras help

oblique cloud
#

guys

#

i have question

#

if i want to upload an avatar for a frienjd

#

how can i go about doing that?

tawny silo
#

Compress it

#

make sure you have the .unity

#

get him to unpack it

#

and click on the .unity

oblique cloud
#

will it have all the shaders and everything?

#

do i compress the project file or what?

tawny silo
#

Export package

#

inside unity

#

and yes

main sage
#

got a picture of evidence / source what happens

oblique cloud
#

export package?

main sage
grand drum
#

nobody answered my question...do i need to weight paint for dynamic bone?

oblique cloud
#

im prertty sure dynamic bone is all automatic

grand drum
#

so i just put the bone and thats it?

oblique cloud
#

ye

grand drum
#

nonono i mean

#

while rigging

oblique cloud
#

oh im not sure about that

grand drum
#

do i need to put a bone and weight paint it and put dynamic bone on unity?

#

sorry i dont mean to be annoying

oblique cloud
#

ur not annoying at all!

#

:3

tawny silo
#

just do dynamic bones in unity

#

you dont need anything but bones

oblique cloud
#

ok its in my documents

#

the assets and project

#

i ask him to go into unity

#

and open the project?

sinful spire
#

hey! I dont have the money for dynamic bones, so I was hoping to use cloth which comes with unity to allow the hair to move with the root, but i heard someone mention that cloth isnt really vrchat supported? is that true? My main issue though is that i cant find any tutorials on how to use cloth in unity ;-;
The tutorial I used was great for teaching me how to do eveything in blender, but I feel stuck just because i dont have 20 bucks to make things simpler(god i wish i had 20 bucks ive been working on this for days i just want a cute anime girl blease)

unkempt dome
#

@tawny silo I ran into the same issue, make sure your avatar is at scale 1 in blender and then move them so their feet are at the origin

tawny silo
#

Where is that?

unkempt dome
#

where is what?

#

origin is coord 0 0 0

tawny silo
#

it says his scale is all one

#

yep

#

everything looks right

#

is it because nothing is weighted?

#

if that is the case then why do my arms work

lament pulsar
#

Is "BustN" Bone okay to use for the chest? Or do I have to use "Spine_2" like most guides recommend? Pretty sure my model doesn't have a Spine_2

tropic roost
#

so im tryna make an animation for my avatars fingers but everytime i click off the keyframe, it reverts back

tawny silo
#

@unkempt dome

neon shard
#

Whelp, now my mouth is stuck opoen

tawny silo
neon shard
#

not even using the jaw, mapped or no

#

always open

#

using visemes

#

closed in unity

#

open always in game

sinful spire
#

thats so weird .o.

neon shard
#

visemes work too

#

he mouthes with an open mouth

sinful spire
#

you didnt mess with any of the face keyframes?

near gull
#

this is in unity btw

#

When I change one's color, it changes the other two

neon shard
#

Hmm I might have messed up the sil viseme

#

is that supposed to be default?

unkempt dome
#

this is going to sound ridiculous, but for some reason my avatar is backwards and the only way to fix it is to make the model and it's armiture face 180 degrees in opposite directions, but i've already weighted it and stuff, is there any way to sort of flip the armiture horizontally without redoing everything?

plucky terrace
#

does anybody know how to make your avatar go past the hieght or scale limit
like i see people with giant avatars and when i try it says too tall on one axis

sinful spire
#

maybe try scaling it up in unity?

#

are you doing that, or just changing its height in game

silent marlin
#

anyone know how to fix this? The bones look fine in blender, but that one leg is really messed up for some reason in unity

bronze island
#

Alright, finally a place where I can directly ask a few people.
I'm trying to learn how to get a custom avatar into this game, however I keep running into problems I'm unable to fix without someone who knows how to actually model and rig properly. For now I'd like help with two models, an N64 one and a Non-Humanoid one. I wanna start with the N64 one, as it being Humanoid somewhat I feel would be easier to do. So with that being said, I was following this tutorial: https://www.youtube.com/watch?v=BQG_a8AW1CI with the N64 Model of Mario. I came across the problem of the sides of his body would stick to and be stretched by his arms, and the bottom of his head would stick to his body. Can someone help me out with this?

silent marlin
daring wadi
#

guys

#

I can't find the vr c script

#

not sure if it belongs here

#

wait nevermind

#

im dumb

#

I didn't even import the sdk

#

lmao

feral spoke
#

Can someone help me understand why Unity is saying Spine Hierarchy missing elements? when everything is mapped on the model except "Upper chest", because there's no bone for it anyway?

silent marlin
#

is your bone hierarchy in Hips>Spine>Chest? Because it's really easy to overlook that

feral spoke
#

I'm guessing it's bad that there is no bone labeled Chest?

silent marlin
#

it helps for the convenience, but you don't necessarily need it named that

copper merlin
#

Hey guys, are there any alternative similar to Dynamic Bone that add physics to the model but is free??

feral spoke
#

There's one labeled Spine2 that is the spiky looking bone in the middle of the chest

cosmic mica
#

my avatar works fine but is floating 20 feet off the ground, is it because i stretched the bones a bit?

grave eagle
#

does anyone have experience of using a single bone for lip syncing?

fading verge
#

Not sure if this is a question to ask here. I opened the VRChat SDK build control panel and these 3 errors pop up. I checked the mapping and it looks fine. Any idea what's up?

crisp tendon
#

@fading verge Probably rename your bones

fading verge
#

What bones need to be renamed & to what?

crisp tendon
#

feet to feet for example

#

oh wait, what are your toes mapped to ?

fading verge
#

Left ankle_end

#

for left toe (vice versa for right)

crisp tendon
#

Is it a really tiny bone ?

fading verge
#

You can see in this picture:

crisp tendon
#

i can see the long foot bone, not the end one

#

and you shouldn't map the toe bone btw

fading verge
#

The end one is what's selected (Looking at the hierachy it says left ankle_end)

crisp tendon
#

it'll cause problems in app

fading verge
#

Ah, okay

crisp tendon
#

Same with jaw

fading verge
#

Jaw is front hair 2, with the back one being head

crisp tendon
#

Yeah if you don't have a proper usable jaw bone you want to unmap it

fading verge
#

On all of my models it's been that. What should it be mapped to?

crisp tendon
#

to nothing

fading verge
#

(They work fine btw)

#

Okay

silent marlin
#

been messing around with this for a bit in both blender and unity and still can't really figure out how to fix this

calm needle
#

looks like weight paint issue

silent marlin
static iris
#

Hey how would I get valve rig models to blink and have lip syncing?

calm needle
#

there arent any hidden bones?

static iris
#

The eyes and mouth arent bones

silent marlin
#

there aren't any hidden bones to my knowledge, considering I rigged the model myself

#

it didn't have any bones like an hour ago

calm needle
#

since its manually rigged, that is odd

silent marlin
#

yeah, I know; that's why I'm really confused as to how the leg ended up getting so twisted and deformed

low tinsel
#

My model is missing the neck, l-shoulder and r-shoulder bones but everything else is there

#

How should I go in getting them?

near gull
#

Is it possible to change textures to parts that are already attached with a main texture? For example these 3 parts share the main texture and when I change one of them, it changes the rest. can I stop this?

calm needle
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hmm, odd thought, is the dress getting picked up as a leg part?

silent marlin
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I don't believe it is

calm needle
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when you make changes the bones, are you overriding the old export or making a new file?

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if you are overwriting, have you tried setting it back to generic and then humanoid again? i know i have to do that if i alter the bones of my models

silent marlin
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I don't really overwrite it unless I noticed I messed up after saving it

chilly brook
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hey how do you make the triple bone thingy that is in default rigs as the chest bone?

fading verge
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@near gull create a new material, drag texture to albedo of new material, drag material with albedo to single mesh you want to change in 3d viewer

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alternatively you can open up the body in inspector and assign textures through albedo by gonig through the different meshes

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Deionxick scroll through all weigh tpaints

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make sure no righ tleg paints are on the elft

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@silent marlin

brisk mesa
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so uh, how do you set up dynamic bone addon for Unity so that it only jiggles that one body part and not the whole body? lol

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i've tried different 'root bones' and they seem to have the same effect >_>

fading verge
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u need the $20 script

chilly brook
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does anyone know how to make the triple bone?

silent marlin
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yeah; there's no right leg paints on the left

lost briar
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quick question from me if anyone can help. in unity, when i configure the rig, apply and click 'done', the changes aren't saving. ;-;

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if i go back into configure, it's back to how it was before i made any changes.

clever hemlock
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maybe try reseting it entirely, i had to a few times

lost briar
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ah okay, will do.

clever hemlock
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like for the animation type, hit none and then apply

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and then go back to humanoid, apply, then configure

lost briar
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i'll restart unity while i'm at it. sometimes that irons out weird stuff. i'll try what you said. thank you!

clever hemlock
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np

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So i've successfully setup my dynamic bones and they look fine in unity, but when i go in game it seems like the physics are all different and they look like they stutter when i walk sideways (hair specifically)? Any ideas?

lost briar
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i've noticed that with mine as well, had to tweak it a bit. what's your inert value at

clever hemlock
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lemme see

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zero

lost briar
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ooh, try setting it to 0.2-0.4 ish and see if that helps.

clever hemlock
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will do, if i can get my avatar to not show up red :/

lament pulsar
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Anyone know a good way to rig avatars without uploading to mixamo? My model won't upload, despite exporting it as .fbx in blender, 3ds, etc.

silent marlin
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so, apparently somehow the bone itself got twisted in rotation

chilly brook
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@lament pulsar just gotta rig em urself

lament pulsar
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@chilly brook Is it possible to do it in Unity? The only bone missing is "Spine_2"

chilly brook
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i do it in blender

lament pulsar
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Sounds good, thanks

fading verge
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Can anyone help me ๐Ÿ˜ฆ got all the steps right, and then i get here:

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and it gives me that weird error

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when i click publish

torn isle
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It'll upload?

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Even with yellow error.

fading verge
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it says upload, but it never brings up the area to enter description after i click upload

torn isle
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Click on game tab.

fading verge
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i do, but it just shows the camera facing him

torn isle
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You're saying that build publish doesn't do anything?

fading verge
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yeah, it lets me click it and then it fills the green bar and finishes with that "mouse down error"

torn isle
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I have no idea then. Haven't run into something like that.

fading verge
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๐Ÿ˜ฆ and ive tried downloading, redownloading unity, all the files, and doing everything from scratch too

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and i still get the same error

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x.X

lost briar
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i get it too occasionally, but it shouldn't stop you from uploading. mine didn't, anyhow

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make sure you're set to Scene before clicking build+publish

fading verge
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i never get the option to like add name or description so it won;t me upload it fully to vr chat ๐Ÿ˜ฆ

neon bronze
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Hey everyone,
I'm getting a message saying "LowerArm is not first child of UpperArm or Hand is not first child of LowerArm: you may have problems with forearm rotations"

Despite using CATS for that step it seemingly did something wrong I think, any ideas?

lost briar
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yeah you just need to arrange the tree there so that Left elbow is the first thing under Left arm, and so on.

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the armor's bumping it down to second place and that'll confuse it

neon bronze
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Alright thanks I'll try that

lost briar
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no worries. i'm still learning myself so if that didn't help feel free to call me out on it lol

neon bronze
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Seems like it got rid of the error message, cheers

lost briar
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๐Ÿ‘

lament pulsar
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Anyone know a good tutorial for adding bones in blender? I can't rig my avatar in mixamo since it won't upload

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Or if anyone has the patience to step me through it, I would gladly appreciate it :x

timid ether
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My avatar is half crouching on Idle. I seen this before on other avatars. How can I fix this?

peak stratus
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gf is having an error where the SDK is saying that it cant edit the data while unity is running when she tries to publish/upload the avatar any idea how to fix this?

feral spoke
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I've got a question about a playermodel i had to fix up a bit, I was able to get the model in game and tracking my body, but my feet go through the ground for one, and more importantly, my hands are tilted off by like 50 degrees, Like my hands are flat when i have my controllers IRL sitting up like my hands irl are sideways. Anybody know how to fix that?

neon bronze
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So the entirity of my model is working except arm movements, The shoulders/upperarms move however the forearm and hands are basically locked in a straight position at all times.

I used CATS for the rigging.

Previously when prepping for upload I recieved the warning that since "LowerArm wasn't the first child of UpperArm and that since Hand wasn't the first child of LowerArm there may be problems with rotation." I moved the Elbow armor which had previously come before the Left/Right Elbows down out of the way and the error went away but the problem seemingly presists.

unique agate
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Hey guys. I'm having an issue with my character stuck in t-pose despite having the armature setup correctly.

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Its Humanoid.

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I'm at a loss.

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any help would be appreciated

cosmic mica
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quick question - the dot on my avatar descriptr isnt visible, i cant tell where it is what do i do?