#avatar-rigging

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inner cedar
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Should the head and body be separate or should the hands be split from the arms?

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Or would having the jacket, holster and the main body as their own objects work just fine?

inner cedar
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And as a separate question, I have a separated plane I'm planning to use as an eyelash for my character, how would I go about implementing that into a rig that would work for VRChat?

calm needle
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so you are trying to add an eye lash to your character?

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you could add the plane to the mesh itself in something like blender but if you do it via unity you just need to make sure the plane is parented to the head

inner cedar
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How would I get it to match up to any blinking animation I want to implement to the character?

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I think it might be worth mentioning that the setup I'm looking for is more on the polygonal side and less of a texture-type setup that you might use for anime or manga inspired designs.

calm needle
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blender might be youer best bet then. You would have to manually fix it for the blink blendshapes though

solemn inlet
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Do I need to have a bone for the jaw in order to get it to work or just the Visemes?

wide berry
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no

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dont put a bone there if your using visemes

solemn inlet
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ok, then how do i get it to register in unity?

wide berry
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put 'None' as the bone

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on the avatar discriptor

solemn inlet
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that's the bone setting thing?

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with all the green bones

wide berry
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yeah, for the bone settings make sure that the jaw bone is set to none

solemn inlet
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ok

wide berry
wide berry
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DOES weight painting have to be 10% correct?

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100% sorry

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well, in the picture

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only the lower leg moves in game

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and the rest stays still

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but i just finished the weight painting and im going to test it

upper pendant
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thank you @calm needle i found another work around by adjusting the models position but keeping the origin point centered but thank you any how

wide berry
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blender wont let me parent left toe to list leg 2

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left*

solemn inlet
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uh, i know when i try to parent i have to go object, select the bone then go to edit mode and type in the parent bone

wide berry
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thank you for the help but i just fixed it lol

solemn inlet
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lol

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hell if your any good you might be able to help me with my problem

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with mesh that is

wide berry
solemn inlet
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they, uh, look a little broken

opal aurora
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Eyup that really went south

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I assume the weights for the legs for whatever reason, got merged onto the hip

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That or those bones are straight up broken in the way they're positioned

wide berry
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i think i figured out of problem

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no the way it was made, there are two left leg bones

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and i had to reparent the correct left leg bone to the lower leg bone

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cause the one i was using (which was the wrong one) had no weight painting at all.

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now to fix the other one

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before ihave touched it.

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so i think i can kinda see the issue

wide berry
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just double checking

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should the thigh be weight painted red?

wintry epoch
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hey guys, not sure if this is the place to ask but is there a video on extending limbs to match my body size irl, have full body tracking

random kiln
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Would be best done in Blender, just matching your skeleton manually

wintry epoch
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I wish I understood what you meant, I have blender though

random kiln
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Edit the bone structure of your model in Blender

reef verge
fading verge
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bonne position ? bone rolls ?

reef verge
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Do I have to make them streight?

fading verge
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doesnt look like that the rolls are set to 0

reef verge
mild spoke
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How would I rig a Kirby riding a Zorua? I'd imagine I'd have to rig the Zorua first, but the Zorua is a four legged creature. So how would I rig that so it played correctly in VRChat?

gritty nest
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Depends on whether a generic rig is fine or not

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If it is, it should be easy to just rig them separately and then animate

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If you want it humanoid, I would recommend assigning the Zorua's front legs as the legs in the humanoid rig, then use fixed joints to joint the back legs to the front in a criss-cross fashion (back left is rigged to front right, etc)

gritty nest
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That could be it yes

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It doesn't have to be though

fading verge
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changing to female animation set fixed it ๐Ÿ˜ฎ

rocky scaffold
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guys, i hafe a question. i made an armature for a human body and my problem is. when i bearly raise my arm. its alrdy completly raisee ingame

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not raise more like stretched out

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so y my real arm is half streched ingame its alrdy completly streched. i dont know how to fix.

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gimme some hitns guys!

gritty nest
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@rocky scaffold did you map the finger bones?

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Did you get any message about full-body IK being disabled?

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Could be that the arms are actually just too short for your proportions

rocky scaffold
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wait a sek

heavy imp
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could someone help plz

gritty nest
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But are the finger bones mapped in Unity?

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You should not be getting any errors about full-body IK

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And the origin point of the mesh and armature has to be correct too, of course

heavy imp
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my garfield model has bones

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(i took an old ps2 model of garfield, it had no bones so i boned it)

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but when i loaded the model

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it said

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no bones

gritty nest
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What said no bones?

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Unity you mean? Don't you mean that it's just not rigged as humanoid yet?

fading verge
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you boned it ?

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as in, you just added bone to a vaguely humanoid form ?

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did you wieght paint ?

heavy imp
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???

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i just put a bone in the spine area

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i did the keyboard button to link it to create another

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than i repeated that process

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im not good when it comes to modeling

naive tree
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"boning models gone wrong" ๐Ÿ‘Œ vrpill

echo drift
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I'm trying to figure out how to get the cloth component to work for my avatar but I don't know what I need. Do I need to have bones for the cloth? (this isn't a dynamic bone issue)

fading verge
echo drift
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@fading verge that's the video I was looking at, he's got bones in that kilt(?) thing. Is it needed? Because I can do it just fine, I just don't want to make things complicated on myself more than I need it to be.

full solar
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cloth components work on the verticies as far as i know

echo drift
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@full solar ok, so I don't need bones? just separate the mesh to the parts that need to be rendered as a cloth component?

fading verge
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yes

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cloth component is using the mesh itself

echo drift
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@fading verge phew... glad I asked. I really hate making things harder on myself. Thanks for the help! ๐Ÿ˜„

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@full solar and thanks to you too :3

gritty nest
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You don't need bones, but they help manage constraints

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Just leave them in if they're there, otherwise take em out

mild spoke
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I want the Zorua to walk on all 4 legs

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That's the problem, because I don't know if VRChat allows models to do that

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@gritty nest

echo drift
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@gritty nest does the mesh need to be one layer? I noticed it's 2 layers on the model I have.

naive tree
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multiple layers work very bad on cloth, personally haven't any luck making it work with multiple

echo drift
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@naive tree it's more like one layer but it's in a U shape to create a thick cloth look

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so it's folded over

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in a way

naive tree
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can u post a screenshot of it

echo drift
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sure, one sec

naive tree
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u can also remove gravity and use your own negative acceleration (not random) on y axis if u want any gravity

echo drift
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@naive tree did it work?

naive tree
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u want to get rid of all the layers and just keep 1

echo drift
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ok, got some modding to do then :3

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thanks @naive tree ๐Ÿ˜„

heavy imp
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back

heavy imp
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hollu mollly im an idiot

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adobe has a free auto rig thing

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and sall the bones work

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heck yas

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kind of works

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nvm

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works

onyx hull
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If I make a quick change in blender, is it possible to seamlessly replace my avatar in unity without having to reapply dynamic bones, etc...?

gloomy iris
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@heavy imp You're referring to Mixamo?

gritty nest
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@terse plover it has always worked

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You just need to set "is trigger" on the colliders

naive tree
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cloth is good if u spend time on it

mild spoke
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For a four legged creature, how do I rig them so that all four legs can move?

gritty nest
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Cloth isn't very good for hair IMO, dynamic bones are a lot better

late shale
echo drift
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dumb question, can an avatar be a hunch back? it's t-pose is in the haunch back position. I'm guessing it would fix the posture if I try playing in vr?

solar ravine
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how do you avoid Cloth crashing out Unity any time you try to apply it to anything?

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it's something I wouldn't mind trying to use, but literally every single time it just crashes, and the only thing Unity devs suggest is updating

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even if I try to follow a tutorial which uses a really simple mesh, that also crashes

echo drift
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wish I could tell you, I'm trying to get my new avatar set up to work with cloth. I'll let you know

solar ravine
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I still have a copy of my model where the clothing is separated off for cloth use just in case it will ever come in handy again to have it, although I probably have to redo it to match the new import from the other day :/

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I have a sinking feeling that it might be when VRChat finally updates Unity

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incidentally the crash only occurs on Unity on Windows. On macOS it's stable, but then the VRChat SDK won't let me upload from there

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if the SDK would just be less fascist... ๐Ÿค”

echo drift
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@solar ravine come to think of it, did you get the latest SDK?

solar ravine
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Yeah

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There was some upload issue that I fixed by doing so

echo drift
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oh ok, i'm out of ideas then. gonna try rigging my avatar with cloth now

echo drift
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so wait, does the cloth and the avatar need to be in the same fbx file or can they be separate?

fading verge
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@echo drift of course they need to be on the same fbx

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it's on the same model

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not a separate model

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you just need to separate the mesh using cloth from the main mesh

echo drift
echo drift
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@arctic grotto what do you mean?

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oh ok, so hunch back characters won't work at all? ๐Ÿ˜ƒ

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ah, so I have a vr set and I should be doing the hunch myself or... is that not what you mean?๐Ÿค”

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well it's gonna be a pain in the back, any suggestions on not messing with the t-pose?

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but adding a hunch?

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aaaahhhhhhh... in unity?

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aaahhhhhh... never thought of that. Thanks :3

static parcel
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Is CATS automated blinking thing still a bit meh?

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Seems like people just use one viseme for blinking and make it an animation

static parcel
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Oh

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I've been trying with the eye tracking because making the bones myself didn't seem to work

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I mostly got it for generating the speech visemes

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Other thing I was looking for is a good reference for placing the bones in the hand.

fallow lake
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Anyone know why my eyes might be stuck looking down?

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eye testing works perfectly fine.

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but in game, it looks shit.

fading verge
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@fallow lake check if the jawbone isn't assigned to the eyes in rig configuration

wintry elbow
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i have a proper rig for my model yet when i try to export it says my spine hierarchy isnt mapped

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i have a hunch it has to do with unity insiting that my spine has a length of zero when it doesnt

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yet cat blender plugin said thats fine

fading verge
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if spine hierarchy isn't mapped there's things missing, go into the fbx rig configuration screen and look at what parts are red @wintry elbow

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length zero will only give a warning, not this message

wintry elbow
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yeah, spine says it has a length of zero when it visibly doesnt

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but nothing else is red

fading verge
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that's impossible, the error message is for missing mapped bones

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or wrong hierarchy

wintry elbow
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here is my bones

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spine is the only red

fading verge
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welp, okay idk

wintry elbow
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rip

fading verge
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are all those elements mapped?

wintry elbow
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yup

wintry elbow
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yup all good

fading verge
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do they have a cap[ital first letter?

wintry elbow
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only thing is i dont have a neck

fading verge
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well there's your problem

wintry elbow
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but neck's optional

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i have head

random kiln
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hm this model doesn't seem to have hips

fading verge
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it's not optional

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afaik

wintry elbow
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hm, rochester's right

fading verge
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but you can put a dummy bone in called Neck i guess

wintry elbow
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now how do i go about this xD

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im not exactly experienced

delicate bloom
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could anyone help me please?

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been getting the spine hierarchy error

fallow lake
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@fading verge Everything is assigned to its proper place

wintry elbow
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WAIT IM WORKING NOW YEET

fading verge
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@fallow lake then maybe the eyes are wight painted to move with some bone

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@wintry elbow ayy

wintry elbow
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lucky me i got a htc vive earlier too

random kiln
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seems like kind of a mess

crystal vector
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@delicate bloom You should fix that in blender

random kiln
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no feet, no hips

wintry elbow
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@random kiln looks like a gundam wing

random kiln
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Close

delicate bloom
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@crystal vector How?

random kiln
crystal vector
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@delicate bloom Install Blender, install Cats, import model, click fix model, export model into Unity. Or look up the mega tutorial from Tupper

delicate bloom
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Oh I separated the materials in blender before I exported it since I was following a tutorial

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but I'll try that, tysm

wintry elbow
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power rangers go

crystal vector
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@delicate bloom Please join the meshes before exporting. This gives much better performance

random kiln
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join your meshes, and maybe even texture atlas it if you're feeling generous

crystal vector
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@static parcel Btw cats doesn't create the eye blinking, Vrchat does that. So if you don't like it, complain to them or just create a custom blink animation ๐Ÿ‘Œ

random kiln
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no idea what I'm fucking up here

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says my spine hierarchy's goofed

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but I've got hips, spine, chest, neck and shoulders

wintry elbow
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i just met someone with the EXACT same avatar

random kiln
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for real? I've put a lot of work into this one

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ah well, there can be two of us

wintry elbow
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yeah, he had a drill and everything

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it glew and then grew and stabbed me

random kiln
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drill?

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This guy's just got sword and board

wintry elbow
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drill hand

random kiln
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You thinking of the Operation Overdrive one?

wintry elbow
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i dunno, it looked the same though

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probably fused both designs?

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iunno

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it was pretty neat

random kiln
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didn't have any weapons other than that one

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anyway, uh

wintry elbow
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no he was the bottom one

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but out of his hand a drill grew and filled the screen

random kiln
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man, still havin' the same issue

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"Spine hierarchy missing elements" except it isn't

rocky heart
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Guys

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does the vrc.blinks and vrc.lowerlids have to be at the top?

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in order for eye stuff to work?

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fuuuuuuuuuuuuuCK

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Even tracking?

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or is it just the blinking

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actually do i need the eye stuff to be at the top for the vertex groups too?

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hmm

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Thanks

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been trying to get eye tracking and blinking to work forever

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bagh

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still doesnt work

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does anybody have a like a list of common mistakes that people make when trying to get eye tracking / blinking to work

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i've gotten it to work before but i've literally the faintest idea of why one works and the other doesnt

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i mean, i've got the bones there, the bones actually work in blender, the vertex group and naming are down, i just did the blendshape thingy,

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the unity rigging has the right bones

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OH MY FUCKING GOD

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SOMEONE FUCKING KILL ME NOW

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THE MESH HAS TO BE NAMED BODY?!!!!

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WTF?!?

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GOD DMANIT

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t-t

crystal vector
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And the armature has to be named Armature

sleek surge
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sorry if the question is vague im not sure what joining the bones like this is called

fading verge
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uncheck "connected" ?

sleek surge
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its not connected rip

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oh wait nvm i figured it out rip ty though!

mental lynx
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I'm attempting to update this model's rest pose to a new one

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But any time I try, it just resets to the pose mode.

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Anyone know what Im doing wrong?

solemn inlet
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idk if it's a rigging issue or not (if it's not sorry, i am unaware of what else it'd be) But I overrode the default "Rock and Roll" gesture to spawn in some custom items. IG gesture changes correctly (hands are to be holding instrument and a bow, they look like I changed them to) but the other items don't appear

gritty nest
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How do I prevent my models from having their legs bent ingame?

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I ripped a model from KF2 including bones but it just does that all the time

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And when I crouch in VR, it goes cross-legged for some reason

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Is it because of the bone structure? This is what it looks like

safe bluff
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Make sure the legs are bending straight down and not in an "A" position

random kiln
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I'm still not sure what I'm doing wrong with this hierarchy

serene urchin
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@random kiln go into the rig configure mode in unity

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and check if everything is mapped correctly

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should fix you problem

random kiln
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but the error persists

serene urchin
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check head

random kiln
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you're brilliant haha, neck was back to None

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I would've sworn I checked it

serene urchin
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oof

random kiln
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it's all good now

serene urchin
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nice

random kiln
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Well. It's uploadable. I'm having some issues with the descriptor but that's way better than rigging issues

covert axle
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any ideas why my blender keeps destroying my models hair bones when i import it in blender. bones are there but those aren't working when i export model to unity ? ๐Ÿ˜–

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i mean i cant assign dynamic bones to them

echo drift
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so just positioning the avatar in unity in a hunchback position should hunch my appearance without having me to hunch over?

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@covert axle mind if I ask which models you're using? I can't guarantee I can help but I hope you don't mind if I can take a look?

covert axle
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i appears to every model i try to make. if has worked fine before. have screenshots about it but it looks like i cant post them here ๐Ÿ˜•

echo drift
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imgur works great here, I use it all the time for temporary images to share

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so is it models you make from scratch or do you get it from sites like models resource?

covert axle
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mainly doing it from this one

echo drift
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what's the 'please fill out this field' part?

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@covert axle is it a password or something?

covert axle
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pass๏ผšmiko2nd

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it appears like this

echo drift
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you have a screencap of the model?

covert axle
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https://imgur.com/znziKzD this is from working model i did from it and this how it should appear in unity but what ever i try to make it does something stupid and theres no "triangles" front of hair bones

echo drift
covert axle
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theres something wrong with that head/hair armature

echo drift
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oOOOHhh... shit, myfault... I'm very hungry and I didn't fully read what your problem was. My bad.

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@covert axle which bones were missing in unity?

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@covert axle checks again just the hair bones?

covert axle
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yes

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https://imgur.com/b0B7eoc this is how those hair bones looks like when i import it to unity and i can set dynamic bones to them but they dont move/work

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dont mind how that avatar looks like. i didnt import any sdk shader thing there ๐Ÿ˜„

echo drift
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ok, i'll tinker with it after I get something to eat, thanks for getting me up to speed :3

covert axle
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oki. thanks for help so far. ๐Ÿ™‚ ive been pulling my hair out with this problem probably couple weeks now ๐Ÿ˜•

echo drift
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I know the feeling ๐Ÿ˜“

covert axle
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but its not only this model its everything i try to do. second problem is all my avatars are crossing their legs when i crouch in vrc but i found solution for it just adjusting leg bone positions in unity

restive marlin
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I tried uploading my model last night and all the textures on the entire model are flashing like red/blue/black/white super rapidly. I tried changing all the textures group by group until all were different, moving the view ball, refixing using cats, fully atlasing, and I cannot find out what is wrong with the model that it is making it do that. Anyone have any ideas as to what it might be?

echo drift
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@covert axle back, you happen to know what the lil wolf girls name is? just out of personal curiosity

covert axle
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Ooka miko or something ๐Ÿ˜ฌ

pearl bone
alpine kindle
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if i have a model with extra arms should i use a generic animation type?

gritty nest
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@pearl bone save the scene and export basically everything except the VRChat SDK

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@alpine kindle no, you should absolutely still use Humanoid

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If it's even remotely humanoid, just configure it as humanoid rig

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You can joint the extra arms to the real ones, or just animate them to be crossed or whatever.

broken lotus
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anyone know how to fix this

solemn inlet
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is your bone setup in the right order?

broken lotus
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yes i believe so

random kiln
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If you're doing full body tracking it doesn't end up mattering, at least that's what CATS says

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when you check the full-body tracking thing

random kiln
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should I just rotate the jaw bone I'm using up a little bit to close his dang fishmouth

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or is this a matter of some setting I can change

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whoops, tried it in-game, jaw doesn't even move

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That jaw bone works fine

random kiln
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update: can't get lipsync to work but I just rotated the jaw bone in Unity and it shows up fine in VRChat, so.

lilac moss
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what's going wrong with lipsync?

random kiln
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It doesn't work when I set it to Jaw Bone Flap

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just doesn't move at all

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but there's a ton of bones in there and I'm not surprised it can't do anything with them

violet sage
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Create shapekeys with those face bones

random kiln
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I'll have to look up how to do that, I've seen it done with meshwork but

violet sage
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In the CATS blender tool you can save poses into shapekeys

random kiln
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sounds like this would be easier

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ooh

violet sage
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Just pose 3 shapekeys. AH OH CH

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Then use the CATS visemes section to create the rest

random kiln
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Oh I don't have to do all of them?

violet sage
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Ye

random kiln
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hmm alright, thank you

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I'm a little worried it will end up with importing him with an open mouth

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just like it has been

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That first shot of the bone structure imports as that open mouth one, and it's even a closed mouth in Unity

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but we'll see

violet sage
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When making shapekeys

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Make the "Basis"

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Close his mouth in Basis

random kiln
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it was

violet sage
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Really?

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Hmm

random kiln
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I don't see the way to save a pose as a shapekey

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oh duh now I do

violet sage
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So for your open mouth problem

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You could create a shapekey where the mouth is closed

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And replace the Basis with that new shapekey

random kiln
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Some of the ones generated from CATS are a closed mouth, I'll try using one of those?

fading verge
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Jaw flap doesn't show up clientside sometimes but it shows up for others

random kiln
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hm. well, we'll try this one

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with visemes

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Okay so the visemes work

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but they start from open-mouth

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that's what I was afraid of

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so I just have to tweak him in unity's rig editor so he looks like he doesn't have teeth

violet sage
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Pretty sure you can have his default state mouth closed

pearl bone
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How can I add wavy movement to the ribbons and robe of this avatar? Kind of like those avatars with wavy tails.They all have bone structures but I don't know how to make it "wavy" when I wave or emote
https://images2.imgbox.com/fe/f2/acdJYlIM_o.png

violet sage
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Dynamic bones?

pearl bone
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Yeah, just found out lol

violet sage
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It's a unity component that makes bones jiggle or wavy depending if got the right settings

pearl bone
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Need to put $20 in my account to buy the package @-@

violet sage
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Or

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Ask someone nicely for the package

lime hill
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i also have the cloak under Spine and the hood under head

violet sage
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You must have 3 fingers on each hand to enable IK

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You can add fake fingers in blender

lime hill
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i must have fingers?

violet sage
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Ye

lime hill
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the log didnt say anything about fingers

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and these are chest issues

violet sage
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Missing thumb,index,middle finger

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Yea that will fix that issue

lime hill
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alright

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sounds strange

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sounds like something i should have gotten an error for

violet sage
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It will make your legs bend like a normal "human"

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When you crouch

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There probably was a warning

lime hill
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ok

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there wasnt

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it was only saying things like the shoulder and chest hierarchy

echo drift
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If I pose this character in a hunchback position in unity, it's supposed to retain it when I'm using vr without me having to crouch?

violet sage
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You could try

gusty silo
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Just my lower legs are backwards when I use my model in fullbody. What would cause that?

echo drift
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@gusty silo i think the axis of the bone's direction IMO

random kiln
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But in VRChat it's an open mouth, so idk

#

It was a pretty simple fix, but it looks weird in the rig view in Unity

violet sage
#

He looks concerned about the white ball in his face

random kiln
#

lmao

#

I gave him eye tracking but uh

#

turns out you can't tell

#

So he always looks concerned forever

#

also, wow, weight painting is dead easy

fleet echo
#

@random kiln Remove the mouth bone in unity on the Green layout

#

then your visime will work

#

the bone what hold mouth open

chrome crag
#

Hey guys I just broke my model in unity, forgot to dupe my model before adding a animation now its stuck in the floor is there any way of fixing it

random kiln
#

nope

#

It's fine though, I just tweaked it in the unity rig and it's good

violet sage
#

A face only momma could love

fading verge
#

can i get some help with vrcsdk

tall kestrel
#

I got a rigging question. I checked and all my bones are weighted to the mesh but when I try moving them in pose mode they only move a little bit. Any idea how to fix?

solid adder
#

Weight painted?

#

Can you take a screenshot of what you have for weight paint?

#

@tall kestrel

solid adder
#

Strange, did you have that specific bone selected for weight paint?

tall kestrel
#

Yes

solid adder
#

I have different ideas on what might be wrong, but looking it is confusing me unfortunately. Maybe someone who knows a lot more about weight painting than I may likely help.

tall kestrel
#

Rip

solid adder
#

Since i'm thinking it's not joined with the mesh, but clearly it's moving something.

#

Less influence at the knee perhaps is all I can think of.

tall kestrel
#

If it's combined with another mesh would that mess it up? I have a piece from another model on there as the head

solid adder
#

Well if the base is the same, I don't think the head would make a difference as far as I know. I would assume everything is joined together as a single mesh at the moment.

fading verge
#

What should I do here? There seems to be some extra upper arm bones and shoulder bone; it looks quite weird and I'm not sure how to approach fixing this: https://i.imgur.com/IIddZqh.png

opal aurora
#

I assume CATS worked its magic on that model?

fading verge
#

ah no, i did it manually; well apart from fixing the model initially - the only thing i added was the clothes which had some hip and shoulder bones iirc, nothing much else

opal aurora
#

How'd the arm end up like that then? .-.

fading verge
#

the problem persists on the original model too

opal aurora
#

I have a feeling that whatever bone had the weight for the arm got merged with the shoulder bone

#

CATS does the same mistake on these kinds of models

fading verge
#

Ah

opal aurora
#

If you got a pic of the original one, i can sorta explain how to fix it properly

fading verge
#

Thank you; gimme a sec

opal aurora
#

connect ArmD and whatever else "D" arm related bones to their respective counterparts

#

ArmD to Arm, ElbowD to Elbow etc

#

Keep ShoulderXC_L/R parented to Shoulder_L/R respectively

fading verge
#

Alright

opal aurora
#

CATS was designed for actually fixing waist cancelators but arm-related "cancelators" are very rare and as such haven't been fixed up for CATS in any way shape nor form, i've seen so far only 1 other model with them, and to an insane degree

fading verge
#

Oh I see :o

opal aurora
#

Essentially for any cancelator based issue, you just parent the "duplicate" bones to their direct counterparts, and then you can simply merge the weights from the "duplicates" onto the actual bones

#

Same thing for waist cancelator bones

fading verge
#

Noted, thank you very much

opal aurora
#

Perks of doing everything manually haha

fading verge
#

Heh, yeah

olive shell
#

so im using leg tracking and whenever i lean back while sitting on a chair i can see my own neck - any ideas why?

opal aurora
#

Yer viewposition is possibly too far into your head

olive shell
#

i generally keep it on 0,0 because that always worked perfectly without leg tracking

#

the thing is the avatars head does not follow my real head properly

opal aurora
#

Probably not

#

It may end up deforming the shape the model is supposed to maintain based on bone positions aswell

#

If you consider yourself advanced enough on the field, go ahead and give it a go, trial and error can yield helpful mistakes

#

Always keep a backup before messing with bone structures though

#

Ya never know what might happen

olive shell
#

i guess i could do that its just super annoying to test because i have no idea how the game is going to react

#

and you have to upload and update it ingame every time

opal aurora
#

Also, make sure to set the rig to none and apply, and then humanoid and apply on any bone position changes

#

Otherwise unity keeps your old config and positions your newly moved bones where they once were

#

Whilst deforming the mesh in the process

olive shell
#

mhh, im actually not sure if i did that on the recent changes

#

those are the kinda things you forget if you dont do them regularly

opal aurora
#

True, it's a painful learning experience

#

Also, another little tip, position your viewposition ball based on where your model stands when you give it an avatar controller i think it was called?
That way your eyes will defintively be at eye-level, only change the Y value though, the head tilts slightly on the animation whilst unity plays it

#

@fading verge any luck with the "cancelator" bones?

fading verge
opal aurora
#

Glad to hear it

fading verge
#

Thanks again, EXSGT

#

๐Ÿ™‡

opal aurora
#

No worries

#

Have a good one

fading verge
#

You too ๐Ÿ‘

olive shell
#

@opal aurora ill try that thanks

#

actually, which animation is the normal idle animation it uses?

opal aurora
#

It's not so much an animation as much as a "controller" per se, it simply puts you in a standing position with the head facing to (the model's) the left side

#

It only works when you hit play in unity so you need to copy the values you edited to paste later, since you can't save changes when in play mode

#

I can't recall the exact location but it's somewhere around the animations folder, or nearby of such, it's called simpleavatarcontroller if i recall correctly

#

@olive shell

#

You simply drag such onto the avatar controller section of your model and you're set

#

I never had issues with it being on there on upload so all should be fine in that regard

#

Keep in mind you may need to remove it to make animations, as it essentially gives you a full standing animation

#

Don't remove the actual file though

gritty nest
#

But the simple avatar controller anims aren't used ingame

opal aurora
#

Yeah, it's not

#

It's only to be used to properly position the viewposition ball

#

Removing it to actually animate anything, as you have an otherwise un-animatable object in your hands

olive shell
#

yeah, that's what i ment i just wasnt sure if it was the simpleavatarcontroller since that seems to look a bit different

opal aurora
#

Aye it doesn't have the same one as in-game as far as i know, but it's a good alternative to position it at eye-level

olive shell
#

good to know :)

random kiln
#

Unity shows my eyeballs in the right basis pose place but when I try my avatar out in VR, they're looking straight down

#

dunno if it's a rigging issue

late shale
#

Yeah, in unity select your armature, not your model, and move it up a bit. To verify you have the right position, you can go back to your model and there should be a white line coming out of your feet. That should be ground level and directly between your heels. Make sure you bring the viewpoint up a bit too to match your new position

#

@terse plover since it's been a little while ^

graceful wave
#

Maybe someone can help me out here. I'm having issues with my arms turning into wet noodles when I import my avatar into Unity. I believe it has something to do with the T-Pose since when I go to set up the humanoid rig the right and left arms are red and it says Character not in T-Pose. So when I hit Enforce T-Pose the errors go away and the arms turn green, but they're still spaghetti arms

opal aurora
#

@graceful wave bone rolls perhaps?

graceful wave
#

What's that mean?

opal aurora
#

Basically the bone rolls dictate how the bone is rotated on its own axis

#

Unity to "fix" odd bone rolls will set it to a decent value, twisting the bones, to which i assume causes that same exact issue

graceful wave
#

Alright, how would I go about fixing that?

opal aurora
#

Or atleast at first glance it seems like the case

#

You need to head back into blender

#

Go into edit mode on the bones

#

Alt+R with them all selected

#

That will set all their rolls to 0

#

Which by standard works quite well

graceful wave
#

Okay, so all I have to do is hit Alt+R and done? Just save and export again?

opal aurora
#

Make sure to have a backup just incase

#

But yeah that's all

graceful wave
#

Alright, giving that a try now

opal aurora
#

Don't forget to re-set the configuration though, any bone changes will stay as they were before if you don't

#

To do such just change the rig to none, apply and then humanoid and apply

graceful wave
#

How do you do that?

#

Damn, changing the rig to none fixed it, then putting it back on humanoid broke it again lol

opal aurora
#

I mean, when you set it as humanoid is when unity actually tries to do anything to the model really, but even with the bone roll fix it still happens?

graceful wave
#

Yep

opal aurora
#

Hmm... that's odd... maybe it's something else with the model...

graceful wave
#

I can manually move the bones into place, but I feel like doing it manually can still get it screwed up if I donโ€™t do it exactly right

#

Yeah first time Iโ€™ve ever had an avatar with this issue

#

And itโ€™s weird since it looks perfect in blender

opal aurora
#

Can you screenshot the bones in blender?

#

Like in the 3d view

graceful wave
#

The settings or just the entire armature?

opal aurora
#

Just the 3d view in blender really

opal aurora
#

That is so odd

#

The arm bones look perfectly fine

#

Could it be that unity is being stupid and selecting the wrong arm bones perhaps?

graceful wave
#

I don't think so

#

I hit Enforce T-Pose and those errors go away but still noodle arms

opal aurora
#

Yeah that is pretty odd...

graceful wave
#

might just have to manually move all the bones into place until I think they look good, cause im just not sure what the issue is

opal aurora
#

Well best of luck, i'm unfortunately unsure...

graceful wave
#

Thank you for all your help though.

#

I'm not sure, how would I check that? From what it seems like, the elbow bones and the hand bones are lower than they should be

#

to get them fixed up and looking right all I do is move them upwards, nothing else required

#

so fixing it isn't too horrible

#

but still makes no sense

#

bones all move fine in pose mode

#

yeah, it's not too horrible though, might just be what I gotta do. Hopefully I don't encounter an issue where it looks good in blender, good in unity after I fix the bones, and then in-game it's fucked lol

#

I'd have to manually edit it into a T-Pose in blender though right?

echo tree
#

Can you add custom idles walking running animations? To your character's?

violet sage
#

T pose to assert dominance

gritty nest
#

That tail wag idle isn't perfect

#

They went for legacy anims, the worst possible solution unless you need to disable the wag

sinful sundial
#

Custom walking and running is cancer

#

Unless you're not a humanoid

#

Then it's ez pz

silk plover
#

I have a blender question... how come when i go to do a head-swap after exporting the head that i want the bones get all kinds of fucked up?

west fern
opal aurora
#

Waist cancelator bones?

west fern
#

when I move the bone pants torn

west fern
#

how

limpid scarab
#

@opal aurora Those are bones made by cats if you check the full body tracking option

opal aurora
#

Why would those bones be made though?...
That just sounds weird @limpid scarab

limpid scarab
#

Dunno, always thought they had more purpose in full body setup.
I got confused the first time I did a armature fix with cats when that setting was new

opal aurora
#

I mean, i know for a fact that they're not necessary for fbt, unless they made some pretty iffy design decisions

limpid scarab
#

Sadly I only know that check makes them, why they'd be better is something I wonder too

cobalt lichen
#

they are better for sure

#

if u dont want them just dont tick the box where it says apply full body fix

limpid scarab
#

Yeah, I will keep at the old way, not planning on getting FBT anytime soon

short narwhal
#

"Your avatar is humanoid, but it's upper arms aren't specified" So....how do I specify them? If I go into the avatar configuration, there's defo something selected as the upper arm.

#

Sure looks like the upper arm bone too.

gritty nest
#

@short narwhal post a screenshot of your rig definition

short narwhal
#

I'm failing at posting a ss too.

#

Can't I just drag n drop the image in here?

gritty nest
#

Try imgur

#

Uh, that helps, but

#

That green 2D humanoid icon you see in the top right, that's what I actually wanted to see

#

But now that I see your bone structure, it seems you need to switch two bones around

#

You have your hips. The first bone above that should be assigned in the spine slot. Travel up the spine hierarchy until you find the bone connected to the neck and shoulders. This bone should be the chest bone.

#

The bone directly above your hips seems to be unmapped, so you'll have to switch a few things around

#

Mind showing me your head section, too? If that still doesn't work

short narwhal
#

ye I'll make another ss.

#

I'll start fixing the spine

#

Ah interesting. There are more bones!

#

Doh I thought I fixed it, but I still have the same errors.

gritty nest
#

Do you have a screenshot of the full body rig? The green one at the top right

#

Not just the head

short narwhal
gritty nest
#

Hmm, that's odd

#

Alright, one more thing

#

Go back to your avatar in the actual scene. The object with the VRC_Avatar Descriptor component on it. At the top of the inspector, click the Model->Select button. Then go to the rig. Check that everything is still correct.

#

Because this looks a lot like you accidentally imported two models and are only configuring one of them

fading verge
#

Is it normal that now, when swapping props, the mesh lingers before disappearing ? When I swap props, both are out for a few milliseconds at the same time

#

When I use an override to switch hats, both appear at the same time before the old one goes away

short narwhal
#

@gritty nest Hmm that's what It feels like. Whenever I edit the model it changes back. I'm definetly selecting the right prefab / model config. But to be honest I don't know how the model importing system works anything could be going on under the hood.

#

I'm guessing re-parenting bones isn't the way to do it. The model reverts itself :/

random kiln
#

Have to reparent in blender

short narwhal
#

Does it open fbx format?

fading verge
#

yes

short narwhal
#

Hmm it says "internal use only, can't be edited" in the parent box on the bone I want to move.

pseudo sedge
#

you need to do reparenting in blender or other edit programs, in unity you edit a copy of your avatar in Configure mode, you can see (Clone) tag after the model name

fading verge
#

How do I connect 2 bones from different armatures?

opal aurora
#

Ctrl+J

#

Select the armature you want to be merged into last

pseudo sedge
#

or space>(object) join or bpy.ops.object.join()

fading verge
#

Ok. Thanks

gritty nest
#

How do I fix avatars being a little cross-legged?

#

On desktop, one of them has slightly bent legs all the time, and they bend inwards

shadow shoal
#

I use full body tracking fix in cats tools

#

It sort of fixes it

gritty nest
#

I might just drop this model since it's pretty poorly rigged

#

The spine controls the whole upper body, and the chest bone controls just the front of the chest

#

It works okay-ish in VRC since the IK system is so simple, but I have to lower my playspace slightly to get him to stand up properly

#

And I don't want to go Mixamo because then I have to re-rig the tail and hair, and probably fix that weird head issue every Mixamo model has

#

Where the chest or the neck extend too far up and your head deforms while your chin stays in place

shadow shoal
#

Isn't there any other way to fix it

pale hull
#

Try readjusting the legs a bit in the avatar configuration scene

digital crag
#

Anyone know what the problem is when you bend your knees and they occasionally flip inward?

fading verge
#

I solved it by making sure the upper legs werent rotated in y and z

#

@digital crag

#

also reenforced t pose after that

digital crag
#

I'll take a look, thanks.

pale hull
#

I've solved that issue by adjusting the knee points outward a tiny bit in blender, so the IK has a easier time to know how to bend

fading verge
#

yup the knees were pointing in so it bended them accordingly

pale hull
#

The leg bones were always pointing completely straight down when I've had an issue

#

A slight curve seems to help

digital crag
#

I think I see the problem

shadow shoal
#

Wait you can actually do that? That'd be so cool

solemn inlet
#

anyone able to quickly tell me how to resize bones inside of Blender?

#

on a whole model, not one by one.... have a character that is smaller than the bones

lilac moss
#

press s and drag mouse

solemn inlet
#

ty

echo tree
#

Does any one know a good tutorial for four legged chracters like a dog or cat?

quasi cradle
#

wait so when will unity allow me to upload to vrchat? how long did it take you

gritty nest
#

@digital crag is that the Scully model ripped from Kf2?

#

I had the same issue, I solved it by straightening the legs in the rigging tab

digital crag
#

Yeah it is, I'm setting it up for a friend of mine.

#

Turns out the lower legs were bent slightly backwards (Something like -3 on the x axis) so I straightened them out. Haven't gotten around to testing though.

solemn inlet
gritty nest
#

They also need to be pretty close together (not spread)

#

And moving the head a little forward helps

solemn inlet
#

friend of mine was frankenstein-ing her model and then she sends me this pic and idk what to do to help her fix all of that

lilac moss
#

@solemn inlet gotta ctrl+a > apply location/rotation/scale (probably just location) before joining.

solemn inlet
#

ohh ok

amber quest
#

So what I'm trying to figure out, can rig a character and control the rotation of the eye bones as well as get the rotations out in radians or similar? It would be cool if I could use it with a custom gaze tracking solution.

pseudo sedge
dusk pine
#

Unlike humanoid avatars, generic rigged runtime animation controllers aren't replaced on instantiation. You can have near unlimited animations with them if you're clever enough

neon quiver
#

Do shape key driver work for vrchat? Like i'm having it where the butt does not deform when the leg is bending upwards. since i max out the weight paint.

fading verge
#

The only thing you can't do with generic rigs that works in Unity is using behaviour scripts; I tried using one to randomize my idle animations

#

SDK doesn't give a warning about them, they just don't run ingame

inner cedar
#

Hey, I'm just wondering what the necessary finger joints for a humanoid rig might be?

#

I'm planning the rigging for my next character, who is human.

gritty nest
#

@inner cedar at least the first thumb, index and middle finger bones on each hand.

#

You can have up to three for each, but you only need one per finger. Want me to post a screenshot of a proper hand rig?

inner cedar
#

I think I understand, but any clarification would be appreciated

gritty nest
#

This model sets a pretty good example, hasn't failed me yet. There's only a slight issue with the position of the first thumb bone, which makes the thumb look a little weird if fully stretched out. This could be avoided by moving the first bone a little more forward so it starts later in the thumb

#

But this is roughly what you want your hand rig to look like.

inner cedar
#

Thanks!

#

Oh! One more thing, for the face, does Unity want a jaw bone?

gritty nest
#

You can have a jaw bone, but I would recommend not doing so

#

At least, don't assign it in Unity. You can have one if you want, if that makes creating lipsync easier for you.

#

If you assign it, your jaw will always hang open. If you don't have any visemes, your jaw will spastically flap up/down while you speak.

fading verge
#

I'm trying eye-tracking in blender and they keep moving out of the head, the bones that cats generates are way behind the body and I've tried multiple different movement ranges and nothing is working, any help?

fading verge
lost shard
#

If I'm adding bones to something that will not be part of the main armature, should I still parent it to something on the armature like the hips or something or just lets it hang free?

random kiln
#

Having a jawbone helps if you need to create visemes with shapekeys set from pose mode

#

but if you assign it in unity, your mouth can hang open or do weird stuff

#

Basically what Rokk said, but something that I've had to do a lot since the models I get are crazy head-wise

#

with no included shapekeys

sonic warren
#

got a question for anyone whos created a big character
how the fuck do you do it lol
i had this convo in public lobby with another nice guy but we couldnt figure out what the problem was
basically there are two things
the avatar needs to be big, but when i try to im restricted by model bounds
the nice guy in public told me to change them through body settings but it didn't seem to work, as i made the bounds for the body literally bigger than the platform its on, and it still give me the "must be <5 in all xyz zones" garbage.
the second problem is probably a simple fix for people who know what they are doing lol, for some reason its skeleton didn't create itself with a spine so I'm not sure how to add bone structure there. I can see the holes on the model display on that green human to the right, but the circles where the main bones should be are greyed out and not red or green.
when someone is able to help me hmu plz

#

this was a copy and paste from avatar just cause i think it got ignored lol

crystal vector
#

@sonic warren You can do this by modifying the sdk, which is not allowed

sonic warren
#

@crystal vector wot do u mean

valid halo
#

I have an issue with a Klonoa avatar I'm working on

#

(or rather I got the model from else where)

#

I bring it into Unity and it seems to do all the humanoid rig stuff just fine

#

but when it is given an animator (simple avatar animator for example), it's all messed up

#

When I force it into t pose, it looks like this

#

Ok hang on let me upload it else where

random kiln
#

lol it's assuming the ears are the arms, that's weird

valid halo
#

It shouldn't be. All the bones are in the correct places

naive tree
#

seems like bone roll issue to me

valid halo
#

bone roll?

misty cradle
#

it is possible to connect two bones like they will rotate in the same direction at the same time? e.g. head bone and spine bone, when i rotate the head back the spine will do the same from his position

fossil hare
#

its this where i post about my problem in blender? u know the weird skeleton body or something, i can post what i mean.. if its not allowed in here please say where i can get help

calm needle
#

@valid halo looks like the base model itself is rotated 90 degrees

#

if you had it in blender before putting it to unity, make sure that the face is facing front before you export it

valid halo
#

I'll try that

calm needle
#

easiest way to remember is if you hit 1 on the numpad it will set your viewpoint to front. If you arent looking at the character's face, then the model needs rotated

valid halo
#

Much better now

#

Thanks

calm needle
#

๐Ÿ˜› ive ran into the same problem due to not paying attention

valid halo
#

Now the only problem I have is that the model has not enough bones, meaning I can't get rid of the message warning me about the spine, chest, shoulders, pelvis, etc

#

Basically there is no bone for a chest bone

#

becuase Namco designed the model weirdly

gritty nest
#

Then you'll have to subdivide the spine

#

The spine and chest are basically treated as one in this game, anyway.

main sage
#

sooo

#

i have a bone for the jaw right? weight painted and everything

#

yet when i go into Pose mode

#

cant select it

#

woop nvm there it is

vital veldt
#

I have a model, when I rig it in Mixamo it rig it okay but only does one finger is there anyway to change this?

late shale
#

Can you share a pic of the model @vital veldt

lime jolt
#

how do i fix this??

#

and when i do enforce tpose

#

this is what it does

rain imp
#

feet not painted properly?

lime jolt
#

everything works right in blender :/

rain imp
#

try using revert instead of force t pose

#

ignore warnings from unity

#

aslong as vrchat sdk is ok with it

vital veldt
#

@late shale For some reason I can't drag and drop the picture, but it's of a Terminator and the skeleton only shows the middle finger that's been rigged

late shale
#

Yeah you'll have to upload to imgur and past e the link, can't share the image directly

#

But if I were to see it, the big things i would look for are anything that disrupts the ideal humanoid silhouette. Usually that means capes that would affect the shoulders and legs, but for hands a single finger happens for any number of issues with just not being able to identify the fingers properly. Is there anything weird about the hands, like a big glove or non-standard shaped fingers? Or is the hand even in a tpose to begin with? It works best when the arms are straight out as much as possible, palms straight down, and fingers outstretched. If the fingers are curled in a bit or the arms are at the side it would cause something like that

rain imp
#

@vital veldt with miximo you have to make sure you are set to standard skeleton in auto-rigger if it is usally means the fingers in hands are too close to gether so miximo sees 1 finger

vital veldt
rain imp
#

im guessing fingers are too close together which is a problem with miximo

vital veldt
#

yeah it appears so, it is so hard to get a Terminator Model working, well, getting a terminator model in the first place was the hard part, I'll see if I can seperate the fingers and try again

rain imp
#

if you make them all flayed out think jaz hands

#

it should work better

late shale
#

Ohh yeah those are some oddly shaped fingers alright

#

Separating them should help though

vital veldt
#

Yeah it should, also I might delete the pistons and whatnot to make it easier

late shale
#

If you still can't get it after that, then you could take just the hand bones from another working model and put them on this model. Then move then around a bit to fit and auto weight

vital veldt
#

That's a good idea, let's see how this goes, heh maybe that's why you don't see any Terminators because they're so hard to rig

vital veldt
#

Okay, update, I separated the fingers but not enough, still god a glitch, good news is I know have three fingers. Question: does it matter it the fingers are straight or curled?

late shale
#

Yeah they have to be straight.

misty cradle
#

it is possible to connect two bones like they will rotate in the same direction at the same time? e.g. head bone and spine bone, when i rotate the head back the spine will do the same from his position

gritty nest
#

Fixed joints maybe

#

If you joint one object to another, it'll copy the rotations/positions of whatever it's jointed to. You can even restrict specific axes.

outer oriole
#

I'm trying to do the eyetracking but it's not working

#

Up and down is correct but left and right just rotate

#

I dont know whats going on

surreal haven
#

https://i.imgur.com/OrEYUc3.png Does anyone have any idea why my model is doing this in Unity? There's weight painting from the arms to the bones, so they should still be attached to each other.

#

if i go into Pose and hit Reset Pose, it moves the arm bones and hand bones properly and takes it out of t-pose, but I can't get it to enforce t-pose at all

#

i've found the issue, I think, but not the cause. In Unity, this model doesn't have an "Armature" bone for some reason. It just starts at hips.

#

but it has an Armature in Blender, so I'm not sure what's causing the issue

#

Fixed the issue: I combined 2 models together, and what I had to do if anyone gets the same issue, is select the mesh, then the armature, both in object mode, hit Ctrl+P, and select "Armature Deform" (The options sub-menued under Armature Deform change your weight paints, so Armature Deform is the choice to keep them), then re-export it.

opal aurora
#

The "Armature" is not a bone per se, but the start of the hierarchy, in this case, your armature would be "widowsoldier"

surreal haven
#

yeah, but with all my other models, it looks like this (ignore the model name, this was my test save)

#

and without "Armature" being the parent bone, the mesh and armature were not connected

opal aurora
#

Ah i see what you mean...

surreal haven
#

it works now though, with the hierarchy looking like that

#

i assume the mesh-to-armature parenting just got messed up because i combined 2 models

opal aurora
#

That is pretty odd

surreal haven
#

easy enough fix once you know what to do though

solar ravine
#

lol @ model name

sand patrol
#

@surreal haven did you give a new rest position on blender

surreal haven
#

i did not. that might be necessary in some cases though, from what i found on the old google.

fading verge
#

that's weird

#

check the bone rolls in blender

#

are they set to 0?

#

checking now

gritty nest
#

You can forcibly bend them back in Unity's rigging tab

neon quiver
#

if i don't want a shirt to clip and move inside intself when bending the legs.. (yes i did weight paint to the max and trying to look at how driver work in blend) so would that require extra bone for the shirt or a custome animation so the shirt won't clip? I don't know if that makes any sense. still learning. or something that can't really be done for vrchat and it more for animation?

fading verge
#

fixed it, thanks

#

hmm what i'd do is i'd parent the bones for the shirt on each closest leg; idk if that's the best way though

#

but try and give that a shot and mess around with it in pose mode

#

@neon quiver either weight paint the shirt to the legs bones, so it bend with the legs

#

or you can use cloth component in unity

#

but it's a bit hard to get it working correctly

neon quiver
#

thanks for the info i'll look into it. ๐Ÿ˜ƒ maybe what i'm doing though it way to advance lol.

neon quiver
#

is it poisslbe to have like a leg bone then have another bone at the top that controls and knows that when the leg bone move to like 90degree that bone will rotate to counter that bone so the mesh does not deform? would that be consider a IK?

sinful sundial
#

"a bit hard to get working correctly" understatement of the year svels

naive tree
#

nah, cloth is more of a pain in the ass than hard ๐Ÿ˜„ ๐Ÿ”ซ

gritty nest
#

Cloth breaks for no good reason

#

I've seen instances where the skirt just floats upwards

spice jetty
#

@neon quiver that is in fact ik

#

But to my knowledge not replicable in vrchat

#

Parenting part of a long shirt to the legs is decent ive done it a few times myself but it has its own faults

royal hill
#

Trying to mirror 4 arms to move together with rigid bodies. Any suggestions? I have my arms moving together but they keep stretching the mesh

spice jetty
#

@royal hill do you have interpolate set to none?

tame pebble
gritty nest
#

Make sure the feet bones are all above the origin point

steady pivot
steady pivot
late shale
#

@steady pivot It looks like there are a couple issues that I can't quite pinpoint, but at least one is that the pivot point for the arm bones isn't the same as the pivot point that the weighting needs. You may need to subdivide the arm in order for it to bend properly in the right places

late shale
steady pivot
#

Thx for the feedback, I fixed it by "re-riging" the model and importing it new into unity ๐Ÿ˜ƒ

graceful edge
#

all right, any of you guys had trouble with porting from blender to unity because of some of the bone not loading ?

fading verge
#

check if the shoulder bones are weighted

graceful edge
#

@fading verge do you think that the shoulder deformity have something to do with the missing bones that dosen import into unity?

fading verge
#

probably

#

may be bone rolls too

gritty nest
#

It's almost certainly bone rolls

graceful edge
#

how do bone rolls stop bone from being port from blender to unity?

fading verge
#

that's not what bone rolls do

#

it's the weight painting that i told you about

gritty nest
#

First question is if it works if you pose the arms in Blender

#

Like, try moving both shoulders up a little

#

If the middle of the arm stays behind, it's a weight paint issue 100%

graceful edge
gritty nest
#

Could still be a bone roll issue though

graceful edge
#

yep rok just check you were right

gritty nest
#

You could try resetting the bone roll on all bones, then exporting again

graceful edge
#

the bone that do not show on unity are not link to the mesh

gritty nest
#

Ah

#

That makes sense

open hull
#

Hello, I know this is a bit off topic, but my headset has a broken cable, does anyone know where I can find a disassembly guide for a Lenovo Explorer?

desert dune
graceful edge
#

can i see the hyerachy of the bone in blender?

fading verge
#

why are the arms on the head ?

desert dune
#

there's no arms technically. The hair is hands

fading verge
#

oof

fading verge
#

if you want to rig as humanoid

fallow dove
#

just unweight the bones

fading verge
#

you'll need shoulder, upper arm, lower arm and wrist bones

fallow dove
#

*reweight to hair bones and keep invisible arms

desert dune
#

okay.......How do I do that xD
I've watched tutorials, blender tutorials, and none of it seeps in enough for me to understand

#

there were other models that had messed up bones where one had feet and hands inverted for some reason, and after like 2 days of trying to understand bones, I gave up.

desert dune
#

actually, should I just delete the bones and use mixamo?

fading verge
#

nah

#

mixamo is garbage

#

especially when the model is not a perfect humanoid model

desert dune
#

and considering this model has no arms in a sense, yeah I can see that

#

alright, time to make a skeleton out of scratch

#

and then try to figure out how to make the hands to the hair

graceful edge
#

that should be too hard just need to make sure the bone dosen have a mesh assign to it

neon quiver
#

thank everyone for the info on advance rigging thingy. i guess the only way to have a eally good shirt that move around is a custome rig but that be more towards animation so there no clipping or tweeking things the best in unity i guess. I don't really do much video game related rigs. I just make 3d mesh models from scratch XD.

static parcel
#

This is probably more advanced than I should be thinking about at my level but is the humanoid rig the only way to get stuff like IK in a character?

#

I had some thoughts on a spider girl character and while I'm sure her walk and idle could be animated, I wondered if she could duck and stuff with all legs bending

slate dock
#

This happened after exporting the model from blender to unity after making the leg bones parented the hips, I assume this is a rigging issue

#

In blender they look perfectly normal, and without the legs parented to the hips they are also fine, but afterwards, not so fine

#

Nevermind, apparently it was rolled at one point?... Fixed it by changing the roll of the bone to -90 like all of the other parts of the body haha

late shale
#

Stuff like that can happen when you put things into the scene, then change bones around after. Try just removing it and putting it back into the scene again

echo drift
#

if it helps, I used a mirror modifier in edit mode to get the other eye and applied it

echo drift
#

don't answer all at once ๐Ÿ˜

finite forum
#

that is strange

#

Are you using dynamic bones?

fading verge
#

Looks like an ik issue to me; the spine is collapsing in on itself

naive tree
#

if you are desktop user, be sure that your hips are pointing upwards and not down

#

ancient issue

echo tree
#

Can you make idles animation from maximo??

gritty nest
#

Yes

summer crypt
#

Is it possible to get head/hand tracking on an avatar that is not using the humanoid rig type? The character Iโ€™m using has double-jointed legs that donโ€™t play nicely with the humanoidโ€™s bone structure and I donโ€™t really want to โ€œfudge itโ€ by eliminating one of the joints in the rig if I can help it.

gritty nest
#

Yep

#

Yeah, that's a good idea

summer crypt
#

Hm, I see.

#

Thanks.

echo tree
#

If i find an idle in maximo do i just loop it in unity so it can work in vrchat?

gritty nest
#

What?

#

Animations should already loop by default

#

Just tick "loop time" or whatever

#

Default idle is actually not very good

#

It's weirdly offset

#

In fact, all the animations are just standins, the walking animation looks like standing still too

#

Depends on which one you mean

#

The one provided by VRChat is just used for defining the slots

#

SimpleAvatarController also exists but is rotated I think

#

Not a very good idle animation for VRC since it messes up the IK

#

Due to the swaying movement

#

I did back when I was on desktop, idle animations add a lot of flavor

echo drift
#

@arctic grotto in response to my post last night, the bones in the eyes are both at 0 degrees. the other respectively at -0 for some reason

#

the unity discord said using the mirror modifier to create the other eye was a problem. I hand made each eye now and it still does the same thing

fading verge
#

It means it's not actually at 0 but it's at some rediculously small number that gets rounded down to 0 when it displays it (like 0.000000481 or something); that's how you end up with -0

radiant jasper
#

I have a problem, im trying to fix a weight paint issue but i cant seem to rotate the head

#

I need to rotate the head, i cant seem to do it though

flint flare
#

can some help me with weight paint ??

#

for a torso

echo drift
#

@fading verge That's what I thought too, I double checked by entering in 0 on both bone rolls.

#

real question is, does the size of the bones for the eyes matter?

#

@terse plover good to know, they're super small but clickable without unintentionally selecting the head or tail

#

way ahead of you, they work great on 'eye movement range' of 1.0

crisp tendon
#

Any idea why blender wouldn't let me dissolve a bone ?

echo drift
#

@crisp tendon never encountered that myself so I don't know either ๐Ÿ˜ฆ

opal aurora
#

@crisp tendon No error prompts up top?
Got any screenie of it that mayhaps help is discerning the issue?

#

Also do check your mode, perhaps you're in pose mode instead of edit mode, that happened to me once haha

crisp tendon
#

no error, just doesn't do anything

#

edit mode as well

opal aurora
#

Hmm... odd... same armature aswell right?

crisp tendon
#

this model is scuffed so it's fine, just wondering why it just wouldn't dissolve but deleting worked

#

yep, everything checked

opal aurora
#

Welp, that is indeed odd, it might've been blender being blender

#

Like usual

echo drift
#

https://i.imgur.com/YlvMffH.png what would be the best way to rig a stick or a flag to the spine of a character? I just have one long bone in the stick that's connected to the spine. Is this the best way to go?

opal aurora
#

Since it's something as solid as a stick, a single bone should suffice yes

#

If you had anything that was attached to it that could, flail around or something, then you'd probably like to add bones for such, but as it stands, a single one is good

echo drift
#

gotcha, the gem thing hanging above his head is a light source (assuming it's a unity thing) with a rope wrapped around it. funny thing is when I straightened his posture for a t-pose, the stick didn't follow the spines rotation. is there a setting so the stick rotates in sync with the spine?

opal aurora
#

Are you parenting it via unity itself?

echo drift
#

no... should I?

opal aurora
#

I mean, you can, it's not really a matter of should or shouldn't really

#

If you want it to follow your back though, you need to parent the bone to the bone you want it to move with

#

Supposedly the spine or chest

echo drift
#

that's the funny thing though, it IS parented to the spine. it's got the dotted line connected to it and everything.

opal aurora
#

And it's just, stuck there?

echo drift
#

and it doesn't move yeah unless I move it myself

opal aurora
#

Are they both in the same armature?

echo drift
#

yeah

opal aurora
#

Can you take a screenshot?
Not saying i don't trust you, but i myself have made the mistake of somehow parenting a bone from a different armature, somehow

#

A screenshot of the hierarchy with the 2 bones clearly visible that is

echo drift
#

sure, one sec ๐Ÿ˜„

opal aurora
#

Welp that is clearly parented to the spine...

#

Guess today's a weird day for blender for a few people

#

Check if the bone has any constraints actually

echo drift
#

waaaaaaaaiiitt.... I should have known... awwww... it should be more parented to the chest ๐Ÿ˜ฌ

#

I was grabbing on the spine and not the chest ><;

#

I actually clicked on the bone that's labeled as spine and it works fine

#

so I should really change the parent to the chest

opal aurora
#

So you were grabbing the chest bone instead of the spine bone?

echo drift
#

yeah lol

opal aurora
#

Yeah that makes more sense haha

echo drift
#

just a big ol brain fart for me ;p

opal aurora
#

Where you parent it to is mostly related to where you want to position it really

#

If it's mostly close to the upper part of your body, chest, mid-section spine and waist, hips

#

That also goes for dynamic things, as that tells them from where to move from

echo drift
#

yeah, it made sense to me at the time, I wanted to attach it to the back, the back has the spine, so the spine sounded logical to me. ๐Ÿ˜†

opal aurora
#

That's why i still think single root bone hierarchys for dynamic bones are awful as they break movement

echo drift
#

I'm beginning to see that too ๐Ÿค”

opal aurora
#

I still remember the people wondering why their animal ears kept flopping out of their heads

#

When they had a single pivot bone at the center, that obviously swayed them too far on each side

#

And everybody just kept saying they just had bad dynamic settings

echo drift
#

yeah, I see that in avatars with boob bones too. granted boob bones move unnaturally to begin with but the same could be said about the ear bones you see but with boobs.

opal aurora
#

Yep even those can have well designed pivot bones

#

That i got quite decent at making apparently haha

echo drift
#

hehe ๐Ÿ˜†

opal aurora
#

General rule of thumb, if you're working with more than a single bone for dynamics, don't root it to a single one, if it goes too excessive, do it for performance issues, or atleast add distance disable to save a few people's computers from raining hell, that's of course just an opinion, i do not enforce anything, far from it, the more creative freedom people have, the better in my view

echo drift
#

true that ๐Ÿ˜Ž

#

just as soon as I get this one working, i'll probably start working on Disembowels FNAF gender bent sexy models just for grins

crisp tendon
#

Have model in blender -> add animation -> works perfectly -> export to unity -> nothing works

#

mfw

naive tree
#

checkmark "Bake animations" on export

#

or whatever it was called in "animation" tab when exporting

crisp tendon
#

99% sure it was, i'll try again

neon quiver
#

in unity. am i able to fix the rotation of the leg if tehre to far apart? or do i ahve to do it in blender and make the bones? if that makes sens.....the leg are to split apart from each other lol

naive tree
#

u can do it in unity

neon quiver
#

ok

#

will look how to have ti save and stay then

naive tree
#

i think u need to go to the rig tab, i personalyl do all my bone stuff in blender

neon quiver
#

yeah i normal do the bone in blender but was feeling to lazy to fix it XD and just rotate it in unity but i might just fix it in blender...

echo drift
#

hey, real quick if I want to make the eyes glow on the avatar, I'm guessing it needs to be on a separate mesh?

gritty nest
#

No

#

It doesn't have to be a separate mesh, it doesn't even have to be a separate material. You just need an emission map.

echo drift
#

oh yeah the model I got has that... ๐Ÿค” do i need to set it up in blender first or unity?

echo drift
#

ok, a video is telling me for the emission texture I need to use nodes... am I on the right track?

simple jetty
#

Late reply but are you adding the nodes in blender or Unity?

spice jetty
#

@echo drift its much simpler than that. First take a duplicate of the image with your eyes and color everything but the eyes black. Then with cubeds shader in unity on your material there should be a place to apply an emission map. Use the eye image. There should be a slider to adjust how bright it is