#avatar-rigging
1 messages · Page 120 of 1
have u seen the tutorial
extra notes: - this might not be the right choice for your model if the cloth is stylized in a physically unrealistic way - like dynamic bones, this is not a...
Oh, no I haven't, I'll check it out - thank you once again!
I'm gonna try the cloth thing.
I don't think you need to have bones in the mesh you're applying the cloth to right?
Or least, you don't need to have bones linked to the vertex group that is the mesh, right?
Ok.
I have bones in a tie I'm wanting to move around,
So do I need the individual vertex groups still?
That make that mesh move?
Or do I just need the vertex group made to separate the mesh?
what
u dont need to do anything lol u just need a tie thats preferably not part of the mesh
You know how when you make bones, you assign vertex groups on the mesh so the bones move that part of the mesh, rigvht.
Right*
Do I still need those? Or is having the bones in the tie good enough?>
of course you need 'vertex groups'
how else u gonna move parts of the tie around if none of them are weighted
ok then one sec
dynamic bones
what
I'm having this issue with the tie when assigning vertex groups to the bones
That's why im hesitant to use the cloth
It doesn't move uniformly
Some vertices are just
Idk, stuck behind?
have u seen the tutorial
The tutorial for what
A tie is cloth.
And I saw the tutorial.
The problem is that, I think it will look like shit in unity if the mesh doesnt move uniformly with the bones.
extra notes: - this might not be the right choice for your model if the cloth is stylized in a physically unrealistic way - like dynamic bones, this is not a...
I know, I watched it.
Because it's still technically cloth.
cloth is usually for... cloth.. like shirts, skirts, etc etc
It would work with with it.
Basically like dynamic bones on it but better I imagine.
usually its better only with stuff like this
Ah.
where its supposed to act like a single piece of cloth
bc chains of bones wont have the correct physics
Well regardless even if I were to use dynamic bones on the tie as you can see the vertices are fucked.
ctrl + z spam
weight painting is incorrect
if it was unfucked in the first place
I mean it was. I just made more bones for the tie since the bones only went halfway up the tie so I could make it move completely in unity.
Then I assigned vertex groups for them.
I uh
I don't know how to weight paint tbh.
I didn't know that was the issue.
well its the most obvious answer
to 'my bones are not deforming the mesh correctly'
its almost always a weight painting issue
because the vertices of the mesh are not being correctly deformed
for a tie, separating it, segmenting the bones, and using blender's auto-deform should already work
..
You mean in the bendy bones collapsible?
Yeah I see the option.
Idk like.
What to do with it though.
Like, is 2 segments enough?
Idk.
as many as needed
like i said
u can try using auto deform
then when u change segments
u can see how it bends
What is auto deform.
I just found it.
etc
It's the mesh deform modifier right.
no
???
click the link
Oh my god, you were talking about automatic weighting?
yes
Why did you not say that?
i call it auto deform bc it sets up the deformation weights
but it means same thing
So I just segment it as many times as I want
Same for each bone I'm assuming
Then do automatic weighting
Then hope it works?
Right?
rip
its called u probably parented to the scene
yes but its not parented to the armature anymore is it
Oh, did you unparent the mesh from armature?
^^^^^^^
You gotta "Clear parent and keep transformation" if you don't want it to be gigantic
or u can just not take it out of the armature
That too
xd
Oh, uh
what did u do 2 it
like it said in tutorial
Like it had been parented with auto-weights at some point in the past I'm guessing
if u want cloth u separate cloth from mesh
im not doing cloth anymore friend
o ok
ok
instead
do it like it says in the link lol
lmao
Not sure where to change that though
shader
Select the model's materials, in the shader settings decrease the outline width
This happens a lot with Cubed's for some reason
I would like to say "use Noenoe", but Shader Forge has some awful outlines.
So Cubed's does outlines better
Yeah I can't select individual bones in object mode since it's all part of an armature already, so I'm just gonna try what Rokk said with the ctrl+A before i parent
at least theyre consistent
thats a terrible idea
it will break parts of the mesh that are rigged correctly
or at least make them less correct
what, me?
oh
ur obviously using object mode
I did.
then u press W
that doesnt matter
vertex groups are just how bones affect the mesh
theres a vertex group for every bone with weight on that mesh
Alright whatever I'm just going to do what I did before where the model became massive and scale it back down.
its just going to remove weight for that area near the bones and replace with calculated
oh wait i cant
if i try to scale the mesh it scales the skeleton too
g r e a t.
this is so stupid man, why can i not just use automatic weighting
bc again
it resets weights for everything
and automatic weighting isnt perfect
its not going to 100% make your model have perfect weighting
so u would have to spend about 10x as much time fixing all the weights
than u would just re-weighting the tie
but its not letting me reweight the tie
when i select the bones in pose mode then try to select the mesh with shift-click it puts me in object mode
who cares did u not see instruction
look
u use weight paint mode upon selecting mesh
then u select armature with pose mode
and select the tie bones
then u shift select the mesh
then u press W
.-.
you didnt mention weight paint mode which i still havent seen how to use
google time
u dont need to use it
omg literally just follow directions
and u will assign automatic weights
did u not do what i said
select mesh in weight paint mode (not object mode)
then select the bones u want in pose mode
then shift select the mesh
and press W
Just wondering how do I move legs closer together
this has only made the issue worse
it's not the literal legs, it's the bones in the mesh
Oh
youd need to edit it in something like blender
Thanks @humble apex
yeet
yeah using the method you gave me didnt work at all wunder
made things worse actually
and now i cant select bones in weight paint mode
fun
what lol
u did it wrong
u select all the tie bones in pose mode, shift select the mesh (while in weight paint mode), assign auto weights, and it should make ur tie work
worked for all ym other ties
besides thats not even how a tie works just try rotating it
ye
then try rotating
also on jiggle bones u want to use gravity and make sure u have colliders for chest and stuff
that way it collides with ur body and falls down when ur doing stuff like bending over
etc
wait
now brb
gravity?
You mean setting gravity in unity?
u dont want the tie to stay put when u tilt sideways
With the dynamic bones component?
Just make the model 🅱oneless
.. in unity? or in blender?
you said "no of the jiggle bone" then "yes"
`With the dynamic bones component?
yes`
bc 'unity gravity component' != dynamic bones gravity component
me brb now
bruh
i cant weight paint this one bone in the tie that is causing the problem
it just wont let me
or rather the vertex group
Is it a different object than the rest of the mesh?
If so you have to select it in weight paint mode by right-clicking it
I did.
there a way to seperate the mesh in Blender by Vertex Groups?
yep
Ok, question
How do I give this a humanoid skeleton?
- TOG II - Download Free 3D model by クロ | Kuro (@KaliNoob)
I can imagine that the head would be the turret?
give it a fake skeleton
have the bones weight painted to nothing
i guess expect the head
but idk how thats gonna turn out when you look up
Haha no idea
You think it's possible to have the turret turn but have the gun elevate?
Maybe have the turret as eyes?
🤔
anyone know how to do smooth tubing on a character
my character has tubes that go across the body, from head to chest, but if i weight them to those bones, the tube gets stretched https://cdn.discordapp.com/attachments/428312848352149526/462805138806145026/unknown.png
@mystic badge shapekeys
How do i add dynamic bones
buy it
or find somebody who has it and who will give it out illegally(?)
i think it's illegal
idk
Damn, how much is it?
I may just have to find someone who has a download for it because I cant buy it right now
20 dollars
https://cdn.discordapp.com/attachments/387443655687798786/462817524166426624/unknown.png
Anyone able to help me make sense of this one?
I'm confused because the bone sizes were never changed
Does it still work normal?
Maybe you need to go back and redo the bones?
I think I've pretty much found it
the leg bones were upside down
but pointing the right way
The hell?
I had to actually invert and then rotate
Aw shit
I merged three different armatures together
Well, there you go
now it looks like I just have some weighting to fix
cus one side of her skirt's retarded
so how come whenever i try to remove the weight from something that was weighted wrong, it never accepts the change
ok ..
If there is no rigging at all, what should I rig?
somebody help me
I want to rigging with 3dmax.
But at the same time I want to edit it as cats
(I do not want this, but others who use my model want it)
Is this possible?
When I rig in 3dmax and move it through fbx, cats gets an error
What 3dmax do tho.. just askin' XD
I have a problem with my avatar, when I look straight down or straight up my head covers my view. I've tried every possible position of putting the avatar descriptor but it never gets rid of it. How do I fix that?
well duh
thats not a person
u can either make an invisible person (and have 0 animation other than turret) or u can use generic avatars and then add animations to the controller
How do i do that lmao?
how do i insert an invisible person
u join the bones but its a pretty bad idea
the turret again follows head so it could look at the floor and disconnect from the top part (usually) and again u wont have any animation whatsoever on it
of
u can literally just import like a mixamo t-pose skeleton or smtg
and again its gonna look pretty bad when looking up and down and its going to be really stiff
u move the armature
fugg dude
Hmmm so its my first time rigging a model and i have a slight problem. When i try to Armature with automatic weights it rescales my mesh to a giant size x.x
So what do i do if blender wont let me edit weights
When the body clips through clothes, is that fixed by parenting the clothing itself to a bone, or weight painting? Sorry if my verbiage is off, im kinda new to this
it's a weight painting thing @wintry mesa
@unique mesa make sure to apply rotation scale location before joining your mesh with your amature
on both the mesh and the armature
ctrl a is the shortcut to bring up the menu
@fading verge Alright! Gonna try that ^^
ech
Question real quick attaching new hands to a model what do I do for parenting?
Why do some animations on the face pulsate when you're trying to make a face in vrc? I tried making a cute smile with the eyes closed but it has this twitching look to it
2nd frames value isnt the same as the 1st probably (shinoa)
shoulder>upperarm>lowerarm>wrist>fingers (upperarm might just be arm and lowerarm is elbow, havent used cats in a while) (lagoon)
most rig names dont matter (excluding hips spine chest neck head lefteye/righteye for eyetracking)
Hello hi
First time rigging a model, don't think that's normal
Can someone please hemp me make it look normaler
@sweet beacon Look in #tutorials for the Merging Multiple Models ones.
@silk zenith You probably want #avatars-mmd but those are facial emotes. Use Cubed's Flat Lit Toon Shader on that model and try setting those emotes to Fade mode. If that doesn't help, odds are you're going to need to go into Blender and remove them yourself.
@silk zenith Looks like there's still more emotes. Keep in mind sometimes they need to be set in Cutout. It matters on the emote. It's why a lot of people just get rid of those until they become more comfortable with both Blender and Unity.
would I have to use the CATS "custom model creation" if I want to take the hair+bones from 1 model and attach it to another?
not necessarily but it definitely is the recommended route
@steep horizon yeah, that would be the best option
I need some help with rigging my avatar
it says the spine heirarchy is missing elements and ive looked it up and nothing is working
are shoulders required
did you check the models bone map
im dumb so how would i do that
click on the model and at the top of inspector it says select
hit that and then configure
I have everything in the right place
everything in solid green is filled
upper chest is empty
alright and in the bone armature it has to go hips > spine > chest > head and shoulders
it will go in order as the list descends
what about neck
yeah neck instead of head*
does it all match up with the bone map
i believe so
yeah the bones unmapped are pelvis, spine, chest, neck , and shoulders
aparrently unmapped

could you post an image of what the model looks like in bone map view
yeah
any grey bones on the model are unmapped
i dont have pic permissions though
just create a new discord, paste the picture then copy the link and post it here
k
you can pm it to me too
ill pm it
So this happened today
I just finished rigging a new model, and went to export it as an fbx like I always do
it made unity, and any other application crash while trying to load it (tried maya, c4d, unity)
Apparently it was because I exported using the 2016 fbx version, like I usually do
the 2011 wouldn't export blendshapes
so the 2010 version worked fine
to anyone struggling with smth like this, change up the fbx version on export
so i forgot, which should be the hip selection in unity for the hip bone if two are in the same place
the one that controls the whole upper body?
or the one that rotates the whole body?
when a model is laying on the side like T pose flat on the side then straight up and down how do i rotate it to fix that?
Ok so I’m having the same issue that @carmine cloud was having, did that ever get solved and if so then how?
Man this is aggravating me, I really want this avatar but after i did something to try and fix it, it was just a t pose model in game
@wanton dove i believe hips should be the root bone or in other words the highest bone in the hierarchy of the armature
Ok
Could someone help me rig a model? And no maximo will not work here.
This will tell you how rig a model in blender
eh...
I know how to
I was asking if someone could do it for me cos i suck at it, and model is a bit complex
so what do you pay?
vrc traders does commissions too
Questions for any rigging wizards. When I port an FBX from Blender to Unity and go to rig it, there is a large bone at the top of the hierarchy called "Armature". It's not the armature as a whole, but a specific bone on the ground between the legs of the character. This character's bone structure is unusual, and this "Armature" bone connects to the spine going up, while from the hips down is a completely different bone set. I suppose I have two questions, then.
1: How can I get rid of this "Armature" bone that doesn't seem to relate to any physical part of the model?
2: How can I link the spine bone to the actual hip bone on the other bone set?
blender click the armature go into edit mode delete the root bone
pls post a pic of the armature preferable in blender with octahedral look
your hierarchy should be hips as the root of all other bones that means a bone at the point were the hips meet the spine.
Thanks a bunch for the response, but as it turns out, I was able to consolidate the two bone sets by adding a new bone in Blender near the pelvis and setting it as the parent to both root bones of the other two sets. This, for some reason, got rid of the fabricated "Armature" bone that was only appearing in Unity. I don't know why I didn't try this before...
i can not rotate the bones any help? https://s1.gifyu.com/images/2018-07-03_17-10-48.gif
@high stream Maybe the rotation is locked or something
hmm i don't think so.
all are unlocked https://s1.gifyu.com/images/2018-07-03_17-13-32.gif
@high stream Try to deactivate the button with the three dots and the left and right arrows
In the bottom left, where you can select the pose mode
thank you kindly tips hat
@high stream Did that work?
Oh nice

Ive fixed my problem with the spine heirarchy having missing elements
i needed shoulder bones
Hey guys. How do i make it so skirt bones recognize left and right leg bone colliders? I get in game and they just go straight through
So I'm trying to figure out how to move the VRCCam around? I've moved the normal camera around thinking that'd be it but I can't seem to figure it out.
vrc cam only appears when uploading so change to scene view when uploading and then you can move the vrc cam around
there a specific set of buttons, or does it appear in the GameObject menu when uploading?
its in the hierarchy
ah, gotcha. Thanks dude
So uhh why does this happen? https://i.imgur.com/A1H25m6.png
Are you referring to the large bone at the base of the avatar?
I kind of fixed it. I can't remember if the hip bone is supposed to look like this: https://i.imgur.com/VCib6iR.png
Right or wrong, that's thereabouts what mine looks like. Mine works, so give that a shot.
@ivory radish let's chat here
the walking animation is a humanoid one indeed, and the non-muscle bones even move in unity when I change the mask settings
but VRchat has some weird mask settings that doesn't allow them to move regardless
It's the override system in Unity-- it preserves the initial animations mask
oh?
ya but again use generic avatars if you are not making a bipedal
yeah, but he's got humanoid arms and I wanna use em 😦
and generic avatars sadly come with their own issues, like the descriptor and emotes
tracking and gestures and all that stuff for generic avatars
I think exported tracking points for use with a generic rig is what the advanced users want.
as well as gestures and whatever
Yeah. The current system is designed to track an animated human without too much fuss.
oh also
sitting parameter
i cant frikkin sit down with generic avatars
xd
so i need a sitting param so i can play sit animation and sit on things
I just want the descriptor to accept the Z coordinate 😦
Yeah, actually that's the easy thing that needs to get done first, lol.
u can just put root on top of seat
im pretty sure everyone with generic uses ground sit animations if not they can just move it down so they sit at 0,0,0
Combine the sitting controller into standing as a blend tree
u dont need to use a blend tree
u could branch it from the locomotion blend tree
[locomotion]->cut off at transition->sit->cut off at transition->[locomotion]
u could use this to use sit-in and sit-out animations too like my jump-in jump-out
No it has to be in the idle layer. Unless we consider sitting a type of locomotion.
oh
so how would u add it at tree
would u just add at sitting 1 switch to sit tree
There'd be a sitting flag or bool-- for our internal case we need to transition immediately for the sitting ik to work. For a custom controller you could switch on the bool
There's a bunch of issues around where your animated head and tracked head would end up. That's the hard part about making it customizable
ye i understand that but i think the easiest way to go about this is
Do you have VR?
--gestures
--sitting
--viewport
--clipping (optional)
--tracking
ordered from easiest to most difficult
no but i plan on getting one soon when i have enough $$$$$$$$$$$
like in the coming months
not that rich lol
$500 for a headset and $200 for 2 controllers
and also add a few hundreds for trackers later on
also vive is out of stock for some reason
also idk that much about C# cuz i havent coded in unity in like ages but ive been programming for stuff like roblox (lua), more advanced stuff tho like vehicle engines and neural networks and such
whoaaa
500 for a headset?
my guy do yourself a favor and get windows MR if you're on a budget
i dont want MR a lot of people talk crap about it
it's 269 for headset+controllers and a minor tradeoff
and idk about their trackers
people talk crap about it because of buyer's remorse 😏
it's got better resolution than vive and oculus, and requires zero external trackers
ya but id like some trackers so i dont get those odd leg glitches and whatever
however, the tradeoff is it doesn't track behind you for more than a few seconds, and the controllers feel a lot worse than oculus
i like the immersion and ive tried them at a friends house
ah I see, leg trackers
fullbody feels unnecessary to me for the cost
but fair enough
another friend of mine spent like $800 on an omnidirectional treadmill but i didnt get to try lol
😂 but hey I bet they have fun
i didnt like it that much tho
bc u can only stand in those (typically)
if someone made something that keeps u in place w/o needing 2 hold u like that then it would be better
It is possible to combine WMR and trackers afaik
I've heard of people using Vive wands with WMR
ye i thought about doing that but i still need to get more $$$ and save up
At least you can stage it then
tbh idk y i want vr, im prob only going to use it for vrchat and for making my own vr games but idrk i already have kinect and that crap
ive tried making mocap animations with kinect too lol it was awful
it wouldnt track my arm correctly so it would spazz out and i wuold have to record it like 10 times
i spend more time devving than i do on vrchat
for both making avatars and for making other games
I bought VR solely for this game
Not sure if this is the place to ask, but quick question: If there's an avatar whose arms clip through their waist for whatever reason: baggy pants, wide, armor, etc, can you widen their resting arm placement to ensure this clipping doesn't happen in the premade animations?
Yes.
You can make a new idle pose and override the IDLE slot in the override controller @inland dagger
Making your own idle pose is fairly easy. Do you have Muscle Animation Editor?
Regardless of whether you have that or not, I can give you the following pointers
Set Root T.Y to 1 to get the model out of the ground. Stretch the lower legs completely. Move the upper legs back so your feet are touching the ground. Pose arms as desired.
Rest can be left default
Or you can copy the idle animation in the "Male standing" animations model and fix it up slightly (set head, chest and spine rotations to 0)
Wow, that was prompt! Thanks mate, I'll look into this.
What is the best way to rig a Roblox character model?
see pinned messages
Does every bone need to have a weigh for to be loaded into VRchat?
no
can anyone tell me about custom sitting animations?
uh theyre animations of something sitting
yeah, do I just use the AvatarControllerTemplate and edit that or is there more to worry about?
u use that
sitting idle are a bit weird tho
i cant get the positioning to work right
yeah I always end up looking right a bit
is there a quick way to reverse an animation clip?
Can anyone help me I can’t choose mesh files in unity
be more specific
Like I’m trying to get a mesh file into unity for a model but when I’m going to select it isn’t there
when i try and import a asset meshes dont appear
It sounds like a filetype unity can't read
can someone help i made this zero two model and her eyes when i put her in game tends to be very derpy
any suggestions?
my hiearchy is correct
but it sys spine hiearchy incorrect
make sure......
can someone help?
@modern torrent Assign Spine2 in the chest slot
Leave the rest unchanged
The bone mapped in the chest slot needs a direct connection to both the neck and shoulder bones
thx
Can someone help me get Eye tracking working?
I don't really know how it's suppouse to work
so uhh.. i downloaded an auto-rig addon for blender but dunno how to install it cuz there is alot of files and dunno which one to pick ._.
umm hello im dark and idk how to rig a cat xD if one of you know plz help me out
@ionic lake https://www.youtube.com/watch?v=gCPcg9y4ZBM
Does anyone knows how to make some decent Tail Physics?
is there a way to tell if something in Blender / Pose Mode is at a 90 degree angle or such? this model came in a sort of X pose (aka arms out like t-pose, but legs are also out in the same fashion)
and i wanna get em lined up to change the rest position
nvm think i got it
So im super new to all of this (please bear with me) and ive encountered a problem that says "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck, and Shoulders are mapped" would anyone know how to fix this
Never mind, fixed it 😄
So what happens when the neck, chest, spine, and hip bones all all in the exact same location?
nothing really, unless your hoping for super accurate to rl movement
hi
if all the bones are in the same place them its impossible for you to upload the avatar as a humanoid
it has to go hips > spine > chest > neck and shoulders
WHYYYY
I have an avatar with detached parts to the model. Just floating circles for pupils but for some odd reason in Unity AND ONLY IN UNITY their movement is inversed.\
Is the right eye rigged as the left one and vice versa?
So the body I have selected is saying there is only a select amount of visemes but in blender it says completely different, that they are all there
anyone know why it's doing that?
Alright, so will I still be able to talk with them, the selected few?
@blazing obsidian You have to select something in every slot, otherwise it won't work. So just select some shape keys twice or more
You're welcome 👍
I’m looking for advice from someone who’s somewhat familiar with Vilar’s eye tracking shader.
I’ve been having this issue where the eyes periodically jump out of the sockets. I’ve managed to confirm this is only happening with that particular shader.
@tall jungle The eyes aren't rigged. they're just a completely normal set of vertices weighted to the head bone
how do I prevent deformation of a mesh.( the weight is set to 1 ) https://gyazo.com/5f5b3fe8842e89507fef082b418d7902
check if that mesh is also painted to another bone
Oh yeah. still paint on the head. thanks @restive shale
np fam
My model already has eye bones and they look fine. Do I need to click create eye tracking? It seems to mess it up and the eyes rotate weird afterwards.
like the axis they rotate on is weird and the eyes clip into the sclera
If you have eye bones and appropriate visemes already you can just rename them
and make sure the bones are straight up
im tryna make a weird roblox char to import to vrchat with bones but i have no clue how , if you are avaliable please dm me
im not 100% sure but it is best to point them straight up with no bone roll just to be sure
@sweet turret yes it causes problems
Both the head and the eye bones need to point straight up
Just move the tips of the bones up and above the root of the bone
That will make sure the bone stays in the same position but has a different rotation
If you don't do this, the eyes will track downward instead for example, and you'll look creepy
Oh, I see. I'll have to change that then. Thanks for the help @gritty nest . I see you often helping out around here and just want to say it's appreciated.
You too @restive shale
No problem, I'm glad to help
Another day saved rokk
We did it
Achievement Get
You can have a place in my personal hall of fame.
The eyes don't seem to move ingame
if I move the eye bones in unity they move, and the bones are set under unity rigging config screen so I don't get it
Huh. I should try that when doing eye tracking when I get the chance. If I ever move on from Pokemon that is...
Don't pokemon have eyes?
lol I moved the bone and renamed them and now the eyes are still looking down and blink is somehow tied to a mouth viseme
I put dynamic bone on jewellery but they dont move at all even if they are weight paint
I dont understand why
@sweet turret the first four blend shapes are used for blinking and lower eyelid
Make sure the first four shape keys are blinking related, even if they're empty.
It's fine to have them empty but you might need to move one vertice slightly so it actually gets exported
You also need to assign the correct eye bones in unity
The fact that your mouth randomly opens means that the rest of your hierarchy is correctly set up for eye tracking
Of course, cats Blender tool can automatically create proper eye tracking
Ohh that makes more sense. So CATS pushes the blendshapes to the top of the list when you create tracking
Oh ok. I just need to fix the clipping then.
I usually just move the sclera back slightly but was wondering if theres a way to avoid it completely.
I guess the new eye bones that cats creates are more forward
Doesn't help that blender crashes every other time I click create eye tracking lol
Just looked back here. No, Pokemon models don't have eye bones and such. The eyes are textures on the face.
I have a chain on a staff and when I put a dynamic bone. it dont move what could be the problem ?
I'm assuming it's weighted and was assigned to the armature with armature deform after the weighting
Sounds like it's breaking in export
@rare sleet yeah it was, but now it rotate in unity but the dynamic bone dont work
That sounds like you may just have bad values or the bones aren't parented correctly (sequentially) or that you have one bone and are using it as the root instead of having a root and the bone you want to move
So it was the latter
The root in the script doesn't move, only children of it do
@sleek isle create bones at each end of the staff and set the ones you have as children to each of those
Use the new bones as the roots
i need help with importing a random roblox char but idk how to get the bones ready and rigged
That's a lot of work
Yea then that's a full rig, I have videos detailing rigging manually in blender
can you send me it?
i watched over 10 vids on how to get bones into a char and rig it too but none of them are detailed enough
If it's a simple character shouldn't take too long but depending on how anal you want to get with the formalities it could take near 6h
@rare sleet thanks but i have the same problem with those bone https://gyazo.com/c613f5f05accb7fbeef32bb4fbf29010
So you select the head, duplicate it. Make it a child of the real head.
Rename it Root_accessory (or whatever you like).
Make those extra bones children of that main root.
Assign the root as root in unity
That's what cats does with parenting
I find it easier to do it manually tho
For some reason "Ah" and "There" are at the top of my blendshapes and are messing with my model ingame how do I not make that happen? lol
I used cats to make eye tracking and visemes and normally that works fine
You can move them down the shapekey list with the arrows to the right
@simple narwhal
"if all the bones are in the same place them its impossible for you to upload the avatar as a humanoid
it has to go hips > spine > chest > neck and shoulders"
I think you misunderstand. I do have the hierarchy set up like that, but the bones are all located at the same coordinates
Why would my models mouth open when I walk? I don't get it
Oh it's when I look down. Even though I've moved the blendshapes :/
@sweet turret check them in Unity
Empty shape keys don't get exported so you need to manually move a vertice a tiny bit
@gritty nest It worked. Thanks.
So to continue with my chain. I there a way to make a bone to point down and giggle a little bit ?
Gravity y -0.003
i just want the chain to follow the gravity a little bit
Haceo helped out with it.
It's the same value I used with my butterfly knife
ah i find
Also if you do that you want to zero the elasticity dampening stiffness and adjust the inert so it is effective
just add a little bit of - in force to and its perfect
Yes but force is local
Gravity is world
So movements of the object influence force orientation but not gravity
I would use force instead of gravity
Gravity is kinda eh
Force is local depending on where the script is, put it on your avatar's root object (as you should be doing) and it'll work
Use a stiffness curve if the force makes the bones droop down or stretch too much
Only issue I've had with gravity is with hair where in switching world's I had to reload the avatar
Otherwise it stretched way too much with rotation
Otherwise it's useful for weapons and props
And if you use a low enough value it still takes inert into account
But either way one or the other will work
fraggington then you have to move the bones in blender
@simple narwhal , I know how to move them, I'm trying to see if I can get away with it
you can try testing it ingame but i doubt it'll work
https://i.imgur.com/G9UFZ08.png https://i.imgur.com/uHZ9soZ.png so why does this happen? I was attempting some texture stenciling and I have no idea what's happening here. one is object mode and edit mode
It's in blender render, I tried using nodes, I have no idea what is causing the textures to be black like this in blender
Tried setting the material to Shadeless?
It's probably a lack of light while GLSL shading is on
@echo drift
maybe... lets see
Well it's multitexture, the transform window already has shadeless checked... 🤔 @gritty nest
I added a hemi light just for grins and that doesn't work either
oh i got it now...
@gritty nest thanks for trying to help 😊
I can try @gusty valve but I can't guarantee anything 😅
ok thx
do i send it in pm?
it keeps telling me i need to put the pins on the model even if they are
Got a bit of a unique situation with this Marina avatar where I want to see a representation of her front 'hair' tentacle to interact with it. Transparent cylinders perhaps.
Is there a way to make those follow the bones without being parented? I think VRchat would just make them invisible if I did.
@static parcel try parenting them to the neck. No guarantees
Or make them loose entirely and joint them to the head instead
Anyone know why the spring component doesn't work, it works fine in unity and even in the avatar preview from the menu.

If u talking about spring joint I heard that locally it will look broken but it should look fine for others. I haven’t used it myself tho
I've already attempted reimporting a couple times on the common chance that it's a unity issue. If you have any ideas, an @ would be appreciated~
did you try reassigning the left foot to the correct bone?
The hierarchy is proper. That's why I'm lost.
The extra leg bones are a product of setting the rig up for full body.
The model has no feet, but unity requires them so there are unweighted bones.
@fading verge have you tried actually configuring the rig?
When you go into Configure, you should be able to assign the feet
You should also not be getting any "model not in T-pose" errors
But what happens when you click "Configure"?
It always lets me do that
Check the Console for any compile errors perhaps
The button isn't greyed out either
If I click it, it just refuses to switch to the configure scene.
Any errors in the console?
You know what. Reimported it again and suddenly the configure scene loads on the first try.
Oh, weird.
I think Unity just goes buggy.
Can someone help me with some things with my vrchat model?
i need help too for rigging my Zeraora's fingers x-x
and resolve the feet problem that merges oddly with the floor of my house x-x (+ blinking issue)
For some reason on every single avatar I rig, no matter which method I try or bone I edit, the right leg in VR tries to role itself to one side. This behavior pulses back and forth. I even grabbed other avatars and mimicked their structure or values to figure out what I did wrong and nothing has fixed the problem.
Need some help
does anyone know how to move some bones from one armiture to another
in blender?
You can use CAT to do that
its just that this rig that im editing is very very fragile
ah
cats works great. I've been able to fix a lot of my models with it. I'm so use to 3ds Max
and Unity doesn't seem to like 3ds max 90% of the time. Even with FBX files. It's probably just me.
Cats works great most of the time
But if you do a bad eye tracking with it, I don't think you can undo it or overwrite it
wont work
requires me to fix the model
no
it doesnt work
its just done nothing
time for manual work
Which iv beeen doing this entire time
Also, I found a bug and solution with avatar visemes. Sometimes when you're putting them in, they wont work. Make sure that you do not have a controller in the "Animator", or custom idle animations / sitting animations. I had to go through about 2 hours worth of work making a few sets of visemes, and redoing parts of the model and face mesh.
Yeah
cats is shit for custom armitures
it broke mine
:Tc
i never use cats for anything that isnt mmd
I use cats alongside 3dsmax
ik
IMO
but i have it for free
some rendering in it is okay
I use it mostly because I have had a class on it.
and even then im not very good XD
no the time it takes to start up
and the fact that blender has the stuff and works better
really doenst do anything
https://i.imgur.com/4qze5jF.jpg heres the models things
oh wow
i wanna attach the hoods bones to the head
this used to be a ik rigged model
i just simplifyed it
you can just probably make them all a child of a dummy bone, then make that a child of your head bone
well
its a kind of a requirement
as in the source of this model has physics based stuff in the hood
and i wanna emulate it as closely as i can
I mean you can directly make them a child of the head and have to mess with all of that
but dummy bone will probably be easiest
Duplicate the head bone, but make sure you don't duplicate any of the children. Disconnect it, then go and take the hood and make the bones that you would put on the head to the dummy bone
That way if you have to edit any of them, you don't have to worry about the head bone being edited as well.
and you should be able to just leave it that way. Just make sure you name the dummy bone something else so stuff wont get confused
then you can hopefully delete the rest of the extra rig
it will remain separate, but you can make the head bone the parent of the dummy bone
and things shouldn't change.
You just kind of ignore the dummy bone at that point. I do a similar process in 3ds max to get capes and stuff onto characters.
But it may be helpful if you keep them separate, that way you wont run the risk of your physics effecting other parts of the model.
You shouldn't have rigging issues in Unity if you keep them separated. Just make sure that when you import them that its below your main rig in the hierarchy.
alright
so
im using a contraint
https://i.imgur.com/yXAYZwS.jpg would this work in unity @fading verge
it should
just gotta fix up something
sometimes it works for me, sometimes it doesn't, but it looks like that will work
You can also set it up, and work with the hierarchy in unity
very true
Nice!
hi!
can anyone help with attaching bones from one model to another?
Hallo, I have a problem with a avatar. When you try to croutch on vrchat, only the hands go with it. but the rest of the body just stays standing in vr
@idle axle did you get a message about full body IK being disabled because the fingers are missing?
Yes
In the SDK
Well
There's your issue
If your model has no fingers, you need to make fake ones. At least one thumb, index and middle finger bone on each hand.
Well, I get that message really offen, but it works 100% of the times other then this
So I only need a fake qeightless bone right?
Yes
awsome thanks
Hey, in VRChat, my finished model has it's eye textures appear in the first second then the eyes disappear. I thought it was the descriptor at first.
@echo drift sounds like an eye tracking issue
Make sure both the head and the eye bones point up in Blender. You can move the tips of the bones to do that
oh? ok i'll look for that 🤔
If you look closely into a mirror or camera, you might see your pupils pointing down
aaaahhhhh...
Imgur
i just added horns to my avatar
and this happened after i tried to upload it
btw there is no audio listener i checked everything in the armature
okay thanks i deleted that now
Anyone here knows how to merge 2 different models
@winged mirage my guess is figuring out what is the main armature of the two meshes you want, copy pasting the parts from the other to the main in edit mode, bring the 2nd textures into the main, fixing weight paints (maybe some vertices merging)
now, my issue, where in the custom overrides is for custom sitting? (sorry if this is the millionth time someone asked this ☹
It's just IDLE
Except you put it in the "Custom sitting anims" slot
So you need two animation override controllers if you want a custom sit animation
You can just duplicate the standing one, replace idle, and put it in the sitting slot
the example assets has the customoverride empty. so just two of that? 🤔
Yes
Sorry, I'm feeling more stupid than usual... first custom override is standing, second is sitting?
amyone know how to see the view point because I can't even see it on the screen
@echo drift your avatar descriptor has two slots for custom overrides
One is "Custom Standing Anims", one is "Custom Sitting Anims"
You have an override controller for standing and one for sitting
I think you can figure out which one goes where
@toxic kiln when I have issues locating the viewpoint ball, I set its location to 0,0,0 so I have a defined spot I know where it'll be.
i asked a while ago and got no luck so i'm gonna try again, would anyone know how to lock the tracking for VR hand controls to a specific axis?
The general idea is to lock the hands to the neck of a bass guitar so i can move my hands up and down the neck without needing to keep an eye on my hands so they don't clip through the guitar
preferably i'd have the guitar connected to my hip bone or chest bone or something so it can move along with me and my left hand would be able to move up and down the neck while changing finger shapes with the various emote controls
right hand free so i can do windmills and shit lol
(I have a post in Avatars that probably pertains to this one, should I repost it here?
yes, please
Heyo, uh, quick question. I through together a model for a friend as I've done over and over again since January, but for some reason it developed a fault while being animated. The hips area appears to be rotated and swapped around, while the rest of the avatar is fine, and three hours of troubleshooting has gone to no avail on my end.
Normal:
https://i.gyazo.com/291bd4f7f1587b3696025b0f1fd712e1.png
Hey guys, anyone here had the same problem? I put the view position ball over my avatar's nose between the eyes, however when I use it in vrchat, my view position is at the height of my avatar neck. Anyone know how to fix it?
@versed crane did you apply the full body tracking fix by any chance?
You'll know it's applied when the rig configuration says the Spine transform length is zero
Yep, I put it on and it fixed it right away last night. XD
Oof, is that Cate Archer from NOLF?
HOLY
You probably have the mesh the wrong way around
SOMEONE REMEMBERS
i tried turning both around yet it still happens
Seems like nobody else knows
Anyway, make sure the mesh and the armature are facing forward
In Unity when you select your avatar, the white line begins between your feet and extends forwards
You might have to rotate the mesh in Blender and then CTRL+A apply the rotation
Or you could rotate the whole model 180 degrees in Unity, but I'm not sure if that even changes anything. I heard it does.
sadly i deleted the librarian ghost but i can try with cate
wait, turn the mesh or the whole model?
In Unity, rotate the whole model 180 degrees
Look at the white line at your feet
Should start between your feet and extend forward
k
darn
tried turning around in blender and in unity
didnt work
i wonder
nope
tried turning just the mesh
and just the armature
didint work
the cate archer doesnt bother me as much
though i do wish i could get the librarian ghost working
After turning it around in Blender, you need to CTRL+A apply the rotation
Then export
i did
?
You need to redo the humanoid rig configuration after you make changes like that
Chances are it's the wrong way around there and you can just rotate the hips to fix it