#avatar-rigging

1 messages · Page 122 of 1

drowsy wharf
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@pastel turtle you've got to play with them and adjust them, it's different for every model and every setup.

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Damping is how fast it slows down while moving (air resistance).
Elasticity is how fast it tries to return to "normal" position
Stiffness is how much it resists moving at all (at 1.0 it basically doesn't move)
Inert I've not had to use much, but is basically a portion of your movement it ignores (I believe at 1.0 you'd have to have a collider move it)
for a skirt you could start with D: 0.6 E: 0.2 S: 0.7 I: 0.3 but you'll almost certainly have to adjust it later

gritty nest
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@drowsy wharf stiffness and inert work a little differently than you described I think

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Stiffness limits the maximum movement range of the dynamic bone

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Inert limits how quickly it will move. For example, when you're falling, a higher inert will make it take longer before your skirt flips up entirely.

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A very low inert means the slightest movement will immediately have the bone going all over the place

sleek isle
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So if with but a high inert on a flying robot beside you it woul follow you after you move then ?

rare sleet
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Why TF would you use a dynamic bone for that and not a spring or configureable joint

pastel turtle
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@drowsy wharf Thanxs that is what I was looking for a start off values 😄

sleek isle
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Why not idk :p

drowsy wharf
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Thanks for the correction @gritty nest that's a much better description on stiffness, and you clarified a confusion on inert for me too. Appreciate it.

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Was I correct about the note at the end of Inert? Set to 1.0 you'd have to move it with a collider?

gritty nest
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Yeah, I think so

drowsy wharf
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Thanks. The community here is great, lots of free info sharing is a good thing

drowsy wharf
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Anyone have tips on rigging non-humanoid avatars?

sleek isle
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What kind

odd plume
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Hey guys how long does it take to rig and weight paint a model I have never done it before

crisp tendon
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If done well, at least a couple hours

odd plume
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Well Im brand new to it so probably much longer than that?

crisp tendon
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It'll probably take you longer than that, but that's fine, the tutorials for this explain it really well, so you shouldn't be blocked by anything at least

odd plume
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The one problem is I want this model to turn out really good but I have such little patience, but I dont really have any other options as far as I know

crisp tendon
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You could pay someone to do it for you

odd plume
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How much does that usually cost

crisp tendon
odd plume
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Ok thanks for the insight

jovial dune
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Where does one view a model's blendshapes in unity?

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oh nvm

late shale
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@odd plume https://www.mixamo.com/#/ can do a lot of the work of rigging for you. I wouldn't usually use the rig I get straight from mixamo, but it's a good starting point that I'll tweak and fix where needed. It also works best on as close to a "simple" humanoid silhouette as possible, so if you have anything extra like wings, backpack, large skirt, etc, you'll have to remove that in blender, put it through mixamo, and then put that stuff back in and weight it manually

odd plume
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@late shale I tried mixamo and it did not work very well at all for my model, im assuming due to it being a robot

late shale
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Oh I see, I've gotten models with more than the humanoid silhouette to work by removing everything extra, but idk how I'd get something with less than the humanoid silhouette working

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But the fact that it's a robot will probably be a lot easier to rig manually anyway, due to the rigid parts. One of the hardest parts of rigging is organic blending, so that cuts it right out

acoustic oyster
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Anyone here with full body have any tips on how to get an avatars legs to be straight? First avatar to do it to me. Her upper legs are pointed outward no matter how much I rotate them in unity or blender. The knee down is straight. But no matter what the upper leg will not rotate in the right direction. I feel like I've done everything I possibly can. But still they won't point the right direction.

timber quiver
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Can i get some help

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Please

fading verge
lime hill
gritty nest
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@lime hill show a screenshot of your rig setup

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And make sure that your model isn't stuck in the animation position (halfway crouched into the floor)

lime hill
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can i dm you it? its kind of a weird avatar

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not explicit but

gritty nest
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Uh, sure

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Just make sure to include screenshots of the whole rig definition, preferably the 2D green cross-section of the humanoid example

mystic mesa
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My chest moves with my neck how do I fix this changing the weights don't seem to affect it at all

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effect*

rare sleet
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It should, you likely have some bad groups left over

dark dagger
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If the character I have has no fingers and i don’t make the bones for them will it mess up the model in game

rare sleet
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No

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You just won't have hands in game

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I forget if that means you can't pick up things...

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You can add weightless fingers if that's the case

dark dagger
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Ok thank you

late shale
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Pretty sure you can still pick things up, but it means it won't work as a humanoid thus it won't be able to do gestures @dark dagger

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But still, weightless dummy fingers will fix that problem too because it'll allow you to import as humanoid

pastel turtle
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For future help vertex explaining if anyone needs it... XD
https://www.youtube.com/watch?v=yzRS2cCiBnc IDK how effective this video is because I just searched for because someone did not know how to do it. and I did not watch it because I do all my vertexs in PMX Editor...

Blender is Free and Open Source Software Download: https://blender.org/download Donate: https://blender.org/donate -- This tutorial is part of the Blender Fu...

▶ Play video
fading verge
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Does anyone know if it's possible to merge two bones into one while retaining the weight painting values or apply the weight painting of one bone to another without deleting the weight that's already on it? I have a couple spines in this model and I don't want to go through the process of replicating the weight paint after deleting one.

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by using CATS tool

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there is a "merge Weights" button in the model options

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go into edit mode, select the bone that you want to remove, parent it to the bone that need to take the weight paint and parent that selected bone to it

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then hit merge weight

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I had no idea CATS could do that. Thanks.

late stag
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I moved around the neck meshes on a model for headswapping it with another model. When any shape key is used, the neck goes back to the original position before I had moved it around. The first picture is the neck with no shape keys applied, and the second is when any shape key is applied. How should I "unbind" the neck to the shape keys so it doesn't move around ?
https://i.imgur.com/LVCJRdo.png
https://i.imgur.com/fXMrNfy.png

rare sleet
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Separate the head from the body and neck completely into a separate mesh then delete all shapekeys on the body add a basis then reattach, that should help

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Unless you somehow had set shapekey in edit mode on when you were editing the mesh/bones

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Or it's something I don't know

gritty nest
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I think you can press W to propagate something to all shape keys

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In edit mode

minor shore
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shortened the legs of my avatar how do i get the origin back between the feet?

crisp tendon
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Ctrl + A "Apply location"

minor shore
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yeah that doesnt do anything ; (

crisp tendon
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What doesn't do anything, updating the location or Ctrl + A ?

lean lagoon
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So I want my character to draw right

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and I used snailmarker

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but in-game nothing happens

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anyone know why?

dry sable
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I have a question

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I notice people make some darn funny avatars by allowing their entire model to move when they talk

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How would I be able to do that?

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Do I have to rig a specific bone on the spine or something?

cosmic surge
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i think that was original a result of bad decimation. to replicate it you would need to edit your shape keys

gritty nest
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@dry sable shape keys.

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Normally, the shape keys for lipsync would make your mouth move. But there's nothing stopping you from making shape keys that affect the whole body.

dry sable
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Ah okay, thanks.

gritty nest
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Part of my mesh doesn't deform in Unity, as if it's not weight painted. But it is.

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I can pose it in Blender and it looks fine.

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I'm 100% sure I got the right model into Unity too

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It's the same model, posing works in Blender but not in Unity. Part of the head stays detached.

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Nvm found the issue, somehow the mesh had two identically named vertex groups with different weights

grand bay
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funny, I've had the exact opposite issue with one of my models

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guy's leg deforms as if it's weight painted even though it isn't

barren gust
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Hope im not derailing anything, i have a weird issue im wondering if anyone has experienced/solved. My rig is working fine but occasionally instead of blinking, my character's eyes will go cross instantaneously ( at the same speed as a blink, also when one would be expected) towards the center. Could this have to do with eye tracking or maybe gesture shapekeys? 🤔 TIA!

ivory radish
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its probably just eye tracking either that or the lower lid blend shapes u used move ur eyes

barren gust
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So the base I'm using is a hoppo, and the lower lids actually don't even move, i think this was intentional, would that cause a problem? Does eye tracking have any known bugs for momentary eye crossing?

ivory radish
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no its probably bc like

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theres 4 blend shapes u need 4 eye tracking

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u need left and right blink

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and u also need 2 others (commonly used for both eyes or parts of the face) which is for raising lower lid or making a face or whatever occassionaly

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it just has 2 be 2 blend shapes but they basically play every so often

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2 make the character more animated

barren gust
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I think next im going to disable blinking and check if it still happens, if so it would have something to do with tracking. The blend shapes for lower lids do exist, they just do not move when moved to val=100

ivory radish
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then they are empty or move the eyes

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so yea

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i mean if u wanted 2

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u could also go into blender

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and add something there if u wanted 2 make the character a bit more lively

barren gust
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Well im doing everything in blender at this point except for uploading and testing, not sure if the lower lids shape key actually needs to move, since cats can build eye tracking no problem.

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If the lower lids move, it looks weird haha

ivory radish
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probably not but it doesnt have 2 be "lower lid raise"

gritty nest
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Lower eyelids almost always look bad

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Most people overdo them too

ivory radish
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on some of my avatars it widens the eyes, gives XD face, makes them smile/blush... whatever

gritty nest
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It's supposed to be a very subtle lower eyelid effect

ivory radish
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it again plays every so often

gritty nest
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But some people just make it so the eyes close almost entirely

ivory radish
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ya but it doesnt have 2 only be that

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u can use it for other things also

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it would be cool if u could add more tho

gritty nest
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AFAIK, lower eyelid triggers randomly while looking up/down

ivory radish
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no it triggers randomly all the time

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if u just stare straight ahead its gonna do it every so often

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it also plays during emotes and gestures which is cool

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vrc_face0
vrc_face1
vrc_face2

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would be a good suggestion tho

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u could make them have different emotions or effects every few seconds instead of just one

gritty nest
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We wouldn't need any of that if we had our own animators

ivory radish
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ya but thats annoying

gritty nest
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You could just make a new layer

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No, that's not annoying, that's how you're technically supposed to do it.

ivory radish
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ik but this is easier

gritty nest
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Just add a new layer that only affects the Body mesh and mess with the shape keys a little

ivory radish
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and its random instead of timed

gritty nest
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Yeah, for this one particular scenario, it would be easier. But then you run into something else and it'll be lacking again

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You can randomize animations

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If we had our own controllers it would be pretty easy

ivory radish
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not keyframe durations

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u don't tho

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at least with humanoids

gritty nest
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I know we don't, that's why we should have them

ivory radish
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i already suggested and idk y they won't add

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idk how many votes it got on canny

barren gust
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Oh wait, i also made pupils as a blend shape, and hid them inside the head so that one shape key is dilated, this works fine, but if the blend shapes are too close to the central rotating axis of the eye bones would this cause an issue? Tl;dr, does the position of pupil morphs matter?

ivory radish
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what

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i don't understand

barren gust
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So like you know how some characters have gestures where hearts and stars show up in the eyes

ivory radish
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also cant u widen pupils or whatever by stretching them instead of hiding them

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oh ok

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that should work as long as the hearts are weighted 2 the eye bones

barren gust
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And yes but by default the pupils are hidden

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Because the eye texture is a cat eye

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So i can make a max dilation with a circle morph come forward

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But i usually see the morphs further back in the head rather than on the axis and im not sure if this matters

crystal pebble
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i ran into a snag of the character not t posing

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specifically the left arm and right arm are not in posing is there a way to fix that in unity or do i have to go back into blander and fix it

grand bay
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have you tried enforcing the t pose?

crystal pebble
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no

grand bay
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see what shape it forces it into

crystal pebble
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so do i just upload it and se what it goes into right?

grand bay
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drop down menu at the bottom left near the apply and revert buttons

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enforce t pose

crystal pebble
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ok

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thank you

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oh

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i didnt know about that

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thanks man

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👍

grand bay
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👌

ivory radish
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and if enforcing the tpose breaks some of the bones (awkward finger rotation etc) u can try resetting and using sample bind tpose or if that doesnt work u can pose it manually

pallid cloak
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copypaste

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Anyone here good at rigging in 3dsMax?
Just got a few problems adding extra bones to a model and would love assistance
See, I got this model that Mixamo was kind enough to rig for me, but the fella's got a tail.
And I was hoping I could get some help rigging it so that it just kinda stays back there.

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This is my progress so far, so if anyone push me in the right direction, i'd be grateful!

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There's more images in the album

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I'll be around, so if anyone's out to help, give me a ping!

bleak condor
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Hey, i'm trying to anchor the end of a dynamic bone chain to a spot on my model, and it's giving me a lot of trouble, I'm trying to use an inside collider to do it but it's not really acting in the way that I expect, any tips or advice you guys have?

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I tried using a rigid body joint and it doesn't play very well with dynamic bone

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so i'm trying to use the collider now to try to have the same effect

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right now the inside collider acts like some sort of vortex that sucks in the rest of the bone chain

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i just want it to keep the bottom of the cord in place

bleak condor
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nvm i figured out a solution, using unity cloth instead of dynamic bone, the action doesn't look as good but at least it works with the rigid body fixed joint to the base

gritty nest
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What was the issue exactly?

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Did the cord detach from the rest of the model entirely?

bleak condor
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dynamic bone overrides any rigid body settings if it's in the bone chain

gritty nest
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Ah

bleak condor
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i figured out a good way to do it with cloth, although the mesh isn't set up well for it, so the cord thickness collapses inward

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it's ok, the avatar was for a joke really lol, it has the power plug weighted to the hand

misty cradle
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how can i cut the connection of keep offset bones?

limpid scarab
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You mean keep the bone in place but have the bone not connect to another one anymore?

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@misty cradle

sleek isle
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for full body tracking its that necessary to have 180 on the thigh bone ?

opal aurora
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It would be highly advisable from what i've read, fbt is far more volatile than standard VR or desktop mode

gritty nest
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Most important thing is apparently having the hips be inverted in Blender

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Legs don't have to be precisely 180 degree angle but they have to be close

fading verge
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pretty sure CATS is doing the fix automatically tho

gritty nest
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Yeah, Cats does a few things. It basically automates the process above

sleek isle
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that explain why its was so funny when someone with legs tracking try my avatars.

barren gust
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@ivory radish i reached out yesterday about eye tracking, found that the issue was a combination of accidentally scaling the avatar down too small, and looking in the mirror at a short distance. I think it was trying to track itself or maybe the surface of the mirror. But i scaled the model up and the issue stopped. Thanks for making suggestions of what it might have been

barren gust
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I hope this isnt a dumb question, but is it possible to make an emote that has sound, but the mouth visemes track that audio? How would that work? Sorry, new to unity and google isnt helping as much as id like. TIA

Ive seen avatars with emotes that speak and the mouth moves so i feel like it is possible, just not sure where to start on that

lime hill
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@bleak condor your doing exactly what i was trying to do

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with the chord

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i made a melodica and rigged it but i have no clue how to make it

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well, have physics

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do you think you could help me in dms?

misty cradle
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how can i undo the keep offset connection of bones?

sleek isle
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on the right in the bone tab.click the X in parent

crystal vector
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@barren gust You probably have to animate the mouth manually

barren gust
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@crystal vector yeah i messed around with it and figured as much.

jovial dune
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So I'm having some trouble figuring this out. I'm trying to add a tail to this character

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But I can't figure out where you're supposed to "assign" a vertex group to a bone

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A couple people on google have mentioned that naming a bone the same as a vertex group will work, but you need to ctrl+p and apply something like "armature > Empty groups"

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But that gives an error and flips the model so he's lying on his back, which I doubt is anything good

grand bay
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Name the vertex group the same as the bone

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simple as that

jovial dune
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Huh

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You're right that worked. I figured you'd have to reference the group somewhere on the bone settings

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The one time blender is simple, without telling anybody

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lol

jovial dune
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First time adding dynamic bones. Very happy it's so straightforward.

grand bay
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np, it isn't the most intuitive way of doing things, but that's par for the course with Blender

slim violet
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question. my avatar has 4 arms. 2 to the right, 2 to the left. how can I get to to move together?

gritty nest
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Fixed joints

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Add a frozen rigidbody to your real arms, add fixed joints to the fake arms and connect each bone

slim violet
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can you explain it in a way that doesn't make my brain hurt? ^^;

gritty nest
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Add a rigid body component to every bone in your real arms

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Add fixed joint components to the bones in the fake ones

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Set the corresponding real arm as the connected body

slim violet
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how do I add a rigid body component

gritty nest
slim violet
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gee. thanks for the walkthrough

gritty nest
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No problem man

fading verge
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how to go to google tho ?

gritty nest
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I'm just saying, adding a component is literally the first thing you do in order to make an avatar. Jointing arms together isn't super easy. Besides, my link does give you an answer on how to use and add components.

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I could walk you through how to add a component, but then I would suddenly be responsible for walking you through literally everything else, too. My explanation should speak for itself if you just try it out.

idle axle
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Any one can help me, how to add eye tracking with these eye balls?
https://i.imgur.com/fEPnlaV.png

I tried to add bones and put weight on it, but it doesnt work like you do on most mmd's

gritty nest
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Well, that's what you would need to do

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You can just move the entire eyeball

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Select the entire eyeball and see if there's a way to get the 3D cursor right in the middle of it

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Then you can just create a new bone there

idle axle
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oo, so its more about, getting the bone right.

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in the right place*

gritty nest
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The bone's "root" has to be right in the middle, that's what the eye will pivot around

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The placement of the tip doesn't really matter, as long as it is directly above the root

idle axle
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thanks!

mystic sparrow
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so my avatar has heels and half the foot is inside the ground always and i dont know how to fix it

rain imp
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toe bones @mystic sparrow set the z on head and tail to 0 in edit mode blender than toggle tpose off and on in rig setup than it model should pop up in the preview copy previews hip location and paste it on real model

fading verge
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testing it with 0.3 atm but I'm not sure

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if thats too small or not

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Is it a hierarchy issue when the thigh of my model's legs are twisted 30-45 degrees outwards only when I use the model in full-body?

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I rigged it for full body and it has no errors.

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The dummy legs are under the knees on both legs also.

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Should I move the dummy leg bones above the knee for some reason?

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Oh, I also made sure neither leg bone has a roll on them.

warped basin
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This is odd, This XPS model gets one squashed upper arm when I open it in Blender, and fixing the model swaps the squashed section to the other arm. The bones on left/right are the same

gritty nest
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@fading verge that depends entirely on how large the model is

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Put a cube next to it, cubes are 1x1x1m

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Change the Y scale to the amount of meters you want

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Then make sure the character is as tall as the cube

fading verge
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thx will test that out

heavy otter
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anyone know how to rig non humanoid?

jaunty glacier
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im going to bed but can someone please help me with skinning and setting up a unity project for me and im good to go from there thanks

fading verge
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Non humanoid can be rigged basically any way you want in your 3d modelling software; just set it to generic in unity. You'll need custom animations for them though since they can't use humanoid animations

fading verge
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anyone know if the upload servers are down at the moment?

jaunty glacier
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question what do you remove on the torso i know theres something that breaks the system

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its one of the spine things

high cove
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Weird question. After I add a shape key in blender, I can no longer move the armature of my model at all, in blender or unity

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does anyone know what's up with that

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the bones still move but the model wont, unless I use modifiers in blender, which dont carry over to unity. Currently my model in unity is 'rigged' but this happens

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if I remove all the shape keys in blender this doesnt happen

late shale
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You're in the rig import settings, not the scene

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it allows you to change how the bones import

high cove
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oh woops. Hold on, this is happening in the scene too actually

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I'll get a gif of that

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well, I guess its a bit of a different question

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I made a dynamic bone in his tail, but it doesnt seem to be moving, any tips on what could be up with that?

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the bone is moving but the mesh doesnt

late shale
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You'll need to weight the tail to the bones in blender

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look up how to weight paint on youtube

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it's really easy for something small like that, you just need to know what the tools are

high cove
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it is weighted in blender

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do I need to set the root of the dynamic bone somewhere else?

late shale
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Maybe something happened to separate the mesh from the bones in unity? bring a fresh one into the scene in unity

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No I think your dynamic bones are right, they're moving the bones as they should

high cove
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yeah, keeps happening, even in a new project

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maybe it's some kind of export setting in blender that isnt right? Are there common issues or some unhecked box there that might be causing this

late shale
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What file type are you exporting as?

high cove
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fbx

late shale
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should be fine, that's what everyone uses

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Maybe you have multiple meshes in there or something, and the one that's weighted is invisible?

high cove
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could it have anything to do with the fact I imported this model into blender as a .mesh and exported as an .fbx

late shale
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as long as it's weighted in blender, I don't think that would be an issue

high cove
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also wondering if it has something to do with the export settings down here

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is there something I'm supposed to check or enable here

late shale
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I've never touched that, so I don't know

high cove
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okay if I export the model without face shape keys, the dynamic bone works

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so that's really weird

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this is probably because I used the pose tool and modifiers to create the shape keys instead of editing the mesh itself
but oof I dont want to edit the mesh manually the pose tool and the weighted bones allowed me to make way more natural face expression shape keys

late shale
gritty nest
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If it works in Blender but not in Unity, it's usually vertex groups, like having two groups with the same name @high cove

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Also, this is why Cats has a "pose to shape key" button

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Don't try to apply the armature modifier as a shape key yourself or it will probably just break in Unity

high cove
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yeah, that's what it seems to be doing

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ugh that's a bummer, doing it that way made the shape keys look so good

late shale
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proportional editing can be better and easier than bones tbh, it's like creating bones out of every single vertex

gritty nest
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Just use the Cats Blender Tool "pose to shape key" button

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It always works fine for me that way

high cove
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yeah, I'll have to get that

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yeah I can do that Phasedragon but I just know that, knowing me, it'll end up looking worse or I'll do something really stupid lol

gritty nest
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Using bones to make the shape keys is a lot easier

high cove
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poses are nice cause you can be so specific, move things along axes and stuff

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whenever I edit the mesh itself it looks like some sloppy triangle ridden mess, even with proportional editing

late shale
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It might help to remove doubles, if it doesn't mess things up

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if the vertices aren't connected

high cove
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hey @gritty nest would you have any idea why pose to shape key is greyed out

gritty nest
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Nope, I have no idea actually. Same happened to me. Perhaps try going back to object mode, select armature

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Then go into pose mode again

high cove
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oh I'm an idiot I had to do fix model first lol

high cove
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it worked rokk, thanks a ton for recommending that plugin!

astral ridge
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Does anyone know how to edit visemes?

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I used the cats plugin to input them but when they are activated it interacts with other meshes

fringe citrus
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@astral ridge you can select the parts of the mesh that shouldn't be affected by the visemes then hit space bar and type separate and separate mesh (or something like that typing from memory on mobile). Then on the new mesh it separated off you can just delete the viseme shape keys. After that join meshes again and it should be fixed. You can use that method to fix any shape keys that activate unwanted stuff btw.

last iris
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Is there anyone versed in how to fix avatars that use mixamos rig? Setting upper chest to blank breaks the rigs hierarchy and when I fix it the rig refuses to update.

fading verge
#

upper chest to none

#

chest to Spine2

#

remove toe bones also

#

rest should be fine

last iris
#

Ah ok thanks

grand bay
#

You don't need to remove toe bones

#

but sometimes avatars will tiptoe

#

which you might not want

late shale
#

it causes other issues too. It's not impossible to use them if you know what you're doing, just easier to say remove them

last iris
#

Yeah i got it working thanks though

#

Now the only thing i have to worry about is decimating the model

astral ridge
#

@fringe citrus thank youuu it fixed it. You're a wizard

fading verge
#

So uh does anyone have any video recommendations for beginning to learn how to create your own avatar? I want to create an elmo with a top hat, but I don't know how to do it, and want a place to start

crisp tendon
fading verge
#

thanks

arctic drum
#

Quick question I'm making a non-humanoid avatar that I know I'm going to need to make static animation in Walking animation now my question is how do these animations coincide with VR tracking such as the hands and head

gritty nest
#

They don't @arctic drum

#

Hand and head tracking is non-existent on generic rigs

foggy juniper
#

hey so i rigged my avatar on mixamo and it all seemed to work fine but once in vrchat the model just t-poses, slighting in the ground. anyone know any reason why this could be happening?

gritty nest
#

Did you configure it as a humanoid rig?

#

It seems you might have broken the prefab instance too

foggy juniper
#

yes

gritty nest
#

You probably have to delete the model from your scene and drag a new one in

#

This also doesn't seem like an imported Mixamo rig since the bone names are different

foggy juniper
#

i did an auto-rig

#

other than that havent touched the bones

#

cause i know nothing bout them 😦

#

ok

#

is there something wrong with this?

gritty nest
#

No, that looks fine

stark goblet
#

^ those are just the bones

gritty nest
#

If it t-poses then you probably haven't configured it as a humanoid rig

stark goblet
#

^

gritty nest
#

Select the model in assets, go to rig, set it to humanoid

stark goblet
#

also if you want set the walking animation too

#

e.g female or male

foggy juniper
#

this means its done right?

#

the lil tick?

stark goblet
#

Pretty sure it is, did you configure it btw?

foggy juniper
#

yeah, did all that,

stark goblet
#

You should be good to move to the next step then 😄

foggy juniper
#

but i also added a custom override animation

#

would thatve done it?

stark goblet
#

🤔 Pretty sure tbh

#

If not sure, import it to vrchat when you are done, test it if something is off, go back to unity and reach here for help

foggy juniper
#

got the custom override animation emtpy, would that change all animation to nothing?

#

because the video i watched said to do that but idk

stark goblet
#

Try it, but before that save a backup of the avatar

gritty nest
#

The CustomOverridesEmpty thing is an override controller

#

Any slot you leave empty will just be filled in by the game

#

So you should leave everything empty that you don't want to override

foggy juniper
#

yeah

#

hmm

#

ill try again

#

ah

stark goblet
#

did you back it up?

foggy juniper
#

i already have a backup

#

but

#

strange

#

this time i have the spine missing elemnts error

stark goblet
#

what's the error btw?

stark goblet
#

🤔

#

@gritty nest can you help them?

foggy juniper
#

...

#

im an idiot

stark goblet
#

?

foggy juniper
#

chest wasnt mapped

stark goblet
#

fix it xd

foggy juniper
#

hopefully this works now haha

stark goblet
#

it should

#

🤞 did you get it?

foggy juniper
#

it worked

#

thanks for all the help

stark goblet
#

No need to thank me 😄

misty cradle
#

can someone tell me how to add an extra mesh object for weightpainting on a avatar? i thought i can click the object do the weight painting and add the bone for it in the vertex but doesnt work

wary pendant
#

so i have this avatar that cant crouch and i need finger bones and i am completely inept at it, could anyone do it for me? please? ❤

crisp tendon
crystal wolf
#

So, how can i change this

#

I want to move hips from a diffrent avatar, which is the same, has all dynamic bones and things like that on it, but i cannot connect it to the armature and am not sure why

#

Shoot me an @crystal wolf when anyone knows o//

opal aurora
#

@crystal wolf you can't attach it like that, it's just plainly not part of it, if you want to put the dynamic bones the same you either copy values from one to another or copy/paste the components themselves (keep in mind each root will be pointing to the original bones and you'll have to re-drag the new ones in)

crystal wolf
#

I know, but am pretty sure it could be possable

#

i've managed to connect it before, but shortly after the body disappers but the armature still works

sleek isle
#

If i put shape key to deform my shoulder in a way to be more realistic. Does vrchat going to use it ?

thorn glen
#

anyone here that can help me?

crystal wolf
#

@thorn glen hey, try give a reason rather then just "can help me?"

#

;p

inland notch
#

just to make sure, i have this avatar where the legs are bent in fullbody when i dont bend mine to lower my hips, that means the armature for the leg is too short, yes?

rare sleet
#

More than likely they are too long, irl arm length tip to tip = height on average

fading verge
#

@inland notch that means you don't have the full body fix applied most likely

inland notch
#

yea i dont use CATS, but i investigated a bit inbetween and found a few idea on how to improve stuffs (and yes the hips bone is in the wrong direction)

normal burrow
#

does anyone have a video about riggin avatars manualy?

normal burrow
#

i really need help with rigging

crisp tendon
#

there's a ton of tutorials on youtube, what can't you find ?

normal burrow
#

so i get to the point where i have my skeleton

#

and im trying to do the auto weight paint but it gives me an error

crisp tendon
#

what error ?

normal burrow
#

Bone heat weighting: failed to find solution for one or more bones

crisp tendon
#

type that in google, there's a video for this

normal burrow
#

really? i typed it but i came up short. guess ill try again

rare sleet
#

Lmfao

#

You didn't clean up your doubles

#

That or you are weighting multiple submeshes at once

#

Either way it's gonna be a bad day

normal burrow
#

holy hell, your right thats what the problem was. thank you two, thats all i needed this entire time

golden dragon
#

I am a desktop user and my leg are glitching thru my legs when I sprint and I have dynamic bones and colliders

unique frigate
#

How does one fix rotation on bones? They look fine until I play an animation and before you say I can just change the animation it’s a few minutes long and I literally cannot edit it in unity because it locks up

rare sleet
#

Dynamic bones aren't perfect, if there's too few strings your colliders will find gaps and even iff it's water tight your legs will clip through due to low refresh rates

#

Bone rotation is fixed in blender

heady fog
#

Do you know how to change the default motion? <Sitting, walking, Idle>

crisp tendon
#

Look into animation override, there's a couple videos that explain it @heady fog

heady fog
#

I could only change my facial expression and finger motion.

#

Can you change body motion in the video clip you mentioned? @crisp tendon

crisp tendon
#

You would have to use the Avatar Sample controller, and there you can change the walking animations, idle, jump, etc

heady fog
#

I watched the video well.
But it was knowledge.
Do you mean to put it in every idle motion?

#

To change Idle motion

#

I can't see you sitting motion. Do you know where you are? @crisp tendon

crisp tendon
#

Sitting should be Idle but you just add it to "Custom sitting anims' in your avatar descriptor

heady fog
#

i'd like to know what it is.

#

Thank you, I will try @crisp tendon

inland sentinel
karmic olive
#

Is there anyone that could help me rig 1 or 2 avatars? I don't really have time to learn how to rig myself. If i need to pay for it then sure but if someone is willing to do it free. Then I'm really thankful!

crisp tendon
karmic olive
#

Thanks

ember basin
#

Hmm, so i have an idea about eye tracking ye?

#

It usually is a bone that rotates on the x and y axis in a sphere right?

#

Is it possible to contrain its movements to only up and down, you know 2d basically

#

for a characters eyes that are flat

late shale
#

@ember basin It might work by having a separate bone with the mesh weights connected by joint and constrained on one axis to the actual eye bone, which is itself not actually weighted to anything

ember basin
#

Hmm, like using fixed joints perhaps?

foggy juniper
#

yo, so i got this error

#

this is my set up

#

idk what i did wrong?

#

anyone know

#

so confused

#

dunno if that helps or not

#

nm i figured it out 😃

weary beacon
#

oh, did you change chest to spine 2?

#

nvm, just read above

gritty nest
#

You're missing the neck...

#

Lol

wintry elbow
#

whenever i set my left hand bones and i apply, the whole thing i just did instantly disappears

#

left hand is weightless btw

#

ok i fixed

fading verge
#

did you merge the weights in blender

#

?

#

or are you manually painting it instead?

#

You do realize you guys dont have to weight paint hands right

#

you can just pull hands off an existing model and they will work on any other model

faint turtle
plucky talon
#

can any of you help me with a little problem i imported a model from blender to unity and it was fine textures and all but the armature of the model was broken i tried to enforce t pose on it and it just made the armature move out of the body

plucky talon
#

?

sleek isle
#

Can you screen shot

lofty topaz
jovial dune
#

So I modified the rig a bit on my current model, and it looks fine in blender and fine in unity when I look at it in the armature-setup menu but when viewing directly in the scene view, his arms are off center https://i.imgur.com/JtrBp58.png

#

Any idea what I broke?

rigid bough
#

hey how do I move a bone without moving the mesh?

#

I want to move this eye bone back to this red circle spot to try and fix eye tracking but I dont know how to move its position without moving it with the mesh

jovial dune
#

@rigid bough you're in pose mode

#

go to edit mode

#

I think 🤔

rigid bough
#

@jovial dune ily

jovial dune
#

¯_(ツ)_/¯

#

If it's that easy, you'd think I'd have found a girlfriend sooner

subtle moth
#

oof

plucky talon
#

@sleek isle if you are referring to me yes i can

lilac vault
#

i need help i need to figure out how i can add mouth movement to my character with dynamic bones,

fading verge
#

what kind of mouth movement ?

#

just the jaw ?

lilac vault
#

yeah jaw

fading verge
#

you have a jaw bone ?

lilac vault
#

im not sure i have to find it or put one in

fading verge
#

i still don't understand what kind of movement you want with that

#

using dynamic bone will just make the jaw be all wobbly

crisp tendon
#

Your jaw is going to look like someone on a trampoline if you use dynamic bones

fading verge
#

yep ^

#

and if you don't have one, oyu'll have to create a new bone and weight paint the jaw to it

crisp tendon
#

If you have a jaw bone, just use the lip sync "Jaw flap bone"

lilac vault
#

im just looking for speech movement

#

oooh

fading verge
#

visemes or jaw flap bone

#

but again, you need a jaw bone, so i fyou don't have one you'll need to create it

crisp tendon
#

visemes is a lot of work, but for detailed movement, jaw flap is just open close mouth

lilac vault
#

how would i create a jaw bone?

crisp tendon
#

make a bone, weight paint, voilà

fading verge
#

you can extrude a bone directly from the head bone

#

uncheck "connected" so you can move it freely without affecting the head bone

crisp tendon
#

Wouldn't that give it a rotation based on the head bone location ?

fading verge
#

hmm

crisp tendon
fading verge
#

let me check if i have a model with a jaw bone

#

i'm curious now

lilac vault
crisp tendon
#

Go down the list of your bones, see if there's a jaw already

fading verge
#

also you should probably merge the meshes, i see that they are separated

gritty nest
#

Actually, there is also another option for jaw lipsync

#

Jaw Blend Shape

#

It needs a slight bit of prep work in Blender. You enter pose mode, open the jaw, click "Pose to shape key" in Cats

#

Then you use that new shape key in the "Jaw Blend Shape" option

#

It looks better than jaw flap but is still simpler than visemes.

lilac vault
#

My headbone does not have a jaw bone

crisp tendon
#

Then Rokk's suggestion is probably the easiest

fading verge
#

Hi, so I followed an online tutorial on how to add breast physics (Duplicate chest bone and add two disconnected bones coming off of that, then apply a vertex group to each of the two bones) but for some reason when I move the original chest bone now, the breasts don't move with it and go inside the body (Blender btw)

elder crescent
#

does anybody know how to enable the 3d manipulator when you have an armature selected in blender? would prefer to use it rather than entering transform values.

fading verge
#

Problem was its parent was the spine instead of the chest

jovial dune
#

Any idea what's going on?

fading verge
#

dat neck tho

jovial dune
#

meh his neck's fiiine

fading verge
#

either bone rolls not set to 0 or missing weight paint from those vertices

jovial dune
#

Yeah all my bones have different values set for the "Bone Roll" but changing the value doesn't appear to affect anything.

#

Do I have to set them all to 0?

fading verge
#

yes

#

select all of them in edit mode

#

and alt+R to set them to 0

jovial dune
#

@fading verge Thanks, that didn't fix it but it's good to know to do that too

#

Turns out my left hand had some weight with the new vertexes on the right hand, and vice versa

#

Looks like it broke his right leg, and his arms are bent forward instead of the normal position, now

#

And his shoulders are still unevenly position wrong

#

But in the scene view, it's all rotated weirdly

fading verge
#

dunno what's wrong with your models
until now, everytime someone had issue like yours, it was either the bone rolls not set to 0 or fucked/missing weight painted

#

never saw anything else causing those issues

jovial dune
#

In case it means anything, that derpy rotation doesn't actually upload, just looks weird in the scene view.

pale hull
#

Try exporting the model file itself as a different format

jovial dune
#

And it was caused by moving the positions of the bones in edit mode

#

You know what, it's probably because I keep applying these file updates directly to the model that's already in the scene

#

I'm just gonna copy all the components from the old model to the same one but re-placed in the scene

fading verge
#

oh yeah

#

if you change bones rolls

#

and positions

#

you should drop a new model into the scene

gritty nest
#

Yep

#

Or you need to select all bones and revert transform to prefab, but if you don't have any objects on the avatar itself, it's probably easier to just drag a new one in.

native sail
#

how would I handle a character that is floating/doesn't use their legs?

gritty nest
#

So they have legs?

#

Make fake leg bones, and add idle/walking animations for the "real" ones

#

Otherwise the IK system will move the legs even though you don't want them to

fading verge
#

so whenever my eye tracking looks up, my avatar does a blend shape

boreal magnet
#

Does anyone know how to fix random holes in the clothing? There are areas of my avatar's Jacket that just look transparent in blender. Its not like its missing anything there though, its as if the texture for that specific area is missing

glad egret
#
  1. wrong chat 2. post pic
boreal magnet
#

@glad egret my bad, what chat should this problem be in?

glad egret
#

probably just avatars/avatars-mmd

#

this chat is for rigging or adding bones to models ayaka

austere merlin
#

is there a way to lock head rotation

heavy otter
#

anyone know how i set up vive trackers?

pale hull
#

Plug in the included USB dongles, start SteamVR and turn on each tracker?

#

Assuming you have updated the firmware via USB cable

heavy otter
#

yeah after that i log in and avatars are in T pose

pale hull
#

You have to physically T pose yourself, put each of your feet where your avatars feet are, move your hip properly and put each VR controller on your virtual hands and press both triggers

#

That's how you calibrate yourself into your avatar. You have to redo this each time you switch avatar

heavy otter
#

ah i see

pale hull
#

Most avatars don't work too well with fullbody

#

I follow these steps and it works perfect for me

#

X bot and Y bot in the default avatar list should work pretty good though if you just want to make sure it works

slate hill
#

Hi good people, anyone here using maya could give me a few pointers? i have a model but i want to know what's the simplest way to rig it so FBX export will be successful and i could move on to the unity part of it

#

i had a rig for internal use in maya for animation (from 2016) but it's no good it seems as my FBX esport fails horribly and it seems i gotta re-rig and reskin it

crisp tendon
#

Try Mixamo

slate hill
#

i want to rig it myself though

#

would it be just easier to export the model into belnder and rig it there? i see there's rigging tools and such for it

crisp tendon
#

Sure, i just hope that the automatic weight paint will work well for you, otherwise it'll be painful.

slate hill
#

i don't mind spending some time rigging and getting it right, but i'm not a rigger so i want somethign more simple. and i'm not even talking about facial expressions and such, for now just getting a body i modeled rigged and working into VRchat

late shale
#

if you want the simplest way so you can move on to unity, I'm not sure why you're also opposed to mixamo. It might be a bit rough on it's own, but it's always a good starting point to fix it up yourself, and will save you a lot of time

slate hill
#

how do most people here do it?

#

i'm not looking for the simplest, just not the hardest

late shale
#

mixamo is the easiest

crisp tendon
#

Making one from scratch is the hardest

late shale
#

it depends on the model, but sometimes you might have to remove a couple things, like a backpack, long hair, long skirt, large sleeves, anything that significantly extends off of the "ideal humanoid shape". The closer it is to that ideal humanoid shape with nothing else, the better your results off of mixamo will be. Once it comes back from mixamo, then you can re-add all of it

slate hill
#

i have extras, and i want to skin the middle part with less weight since it's a solid armor

#

extras like dangling parts of hte armor

#

it won't let me share a screencap, i'd show you

late shale
#

You can upload to imgur

slate hill
#

sec

late shale
#

Yeah I'd put it through mixamo just like that. Will need to work on the chin and neck a bit though

slate hill
#

i dont like mixamo that much based off experience we had working with it at my workplace, i want control over the things i do

crisp tendon
#

Yeah, weight painting is gonna be fun

late shale
#

here's an example of my process of running a model through mixamo that, on it's own, would have had zero chance of making it through Here's the start: https://i.imgur.com/2Hz9Tom.png. First things first I'm just going to remove doubles because usually that's the only real fix that game ripped models need, I don't touch cats. Then I remove all accessories: https://i.imgur.com/vyqQybJ.png. The bones were limited, but they allowed me to t-pose one arm. I also subdivided the hand at this step because it probably didn't have enough polys https://i.imgur.com/ej022SR.png. For consistency, I mirrored the arm over, and removed the sleeves too because they would have messed things up https://i.imgur.com/V5WXNwp.png. Then I put it through mixamo and got this back https://i.imgur.com/4vg1gXO.png. For the hands, I just posed them back in place. And for the legs, I moved them to the right place in edit mode, to get this: https://i.imgur.com/qbUXEq3.png. At this point I went through the weights and checked that they're not going to mess anything up. Mixamo pretty much always messes up the chin so I removed the chin from the neck bone and put it on the head, so it doesn't stretch when I look up. I also completely un-weighted the legs because I'll have that whole robe area on dynamic bones later. https://i.imgur.com/vzxzxqY.png. Then I re-added the accessories https://i.imgur.com/hPHhjTb.png and for the non-dynamic ones, it's just a matter of painting to where they need to go: For the dynamics, it's a long process of adding bones to the right place and then auto-weighting the mesh to the rig. It helps to have all the parts of the mesh that will be dynamic a separate part so that when you auto-weight, it doesn't affect things you've already fixed like the chin.

slate hill
#

ok, mixamo aside, what do most ppl do here to rig their characters when they dont have bones and skin? blender?

late shale
#

yeah, blender is like 99% of what people use for vrchat

#

mostly because that's what all the tutorials are on, and also because of CATS if you want to work with MMD's

slate hill
#

MMD?

late shale
#

miku miku dance. It's a program where you can make animations on models and sync to music and everything. Mostly used with anime models on deviantart

slate hill
#

so they take models modeled for 1 software and convert them into working VR models?

rare sleet
#

Blender for weighting is easy once you have your method down

slate hill
#

same for rigging the eyes and mouth speech?

late shale
#

mouth speech is done with blendshapes, not bones. But yeah, still blender

slate hill
#

ok, i think that's what i'll do, throw hte model into blender and try to rig the body for starters, then move to eyes and then redo it and add the mouth, sounds like the logical order for getting how the model-rig-unity-vrchar pipeline? or am i getting it wrong

#

i mean, do the entire pipeline into the game 3 times, 1 for just the body, 1 for +eyes and 3rd one with mouth blendshapes

late shale
#

pretty much

slate hill
#

okidoki, i'll get right to it, thank you for your help and time

slate hill
#

another question , i see in all the rigging tutorials people using 1 mash for the body, do i have to combine my meshes in order to rig?

#

which meshes should i leave out when rigging

late shale
#

not necessarily, but it's recommended for performance reasons

slate hill
#

doesn't it require me to use 1 material only if it's 1 mesh?

#

from what i understand unity doubles hte poly count if oyu have a mesh with 2 materials

late shale
#

yeah, that's the whole point

#

doubling the poly count isn't quite accurate, but it does double the time it takes your CPU to hand it off to the GPU, that's the big thing

#

so the fewer materials the better

slate hill
#

hmm

#

i see, so if i want to have lets say a metal bracelet, i should just parent it after i rig something?

late shale
#

it's alright to have a couple extra materials for something that needs to have different properties than the rest

#

and in that case, it'd be easiest to have it as a separate mesh too

#

otherwise you'd need to deal with assigning it in blender and that's annoying

slate hill
#

should i just parent it in unity after i import it there?

#

just as a different model

#

correction

#

in case it's a hard object that's attached to the body. not in case it deformed with it

late shale
#

If it's something that's static and attached to a single bone, sure. But if you need it to flex then it'll need to be a part of the model before import

slate hill
#

gotcha

#

i'll probe further when i get to that step, thanks

slate hill
#

question, is it perferable to use A pose or T pose when rigging for VR?

manic marsh
#

T pose is a great meme pose

#

But A pose is more natural and makes for better positioning at the shoulders

#

But its a little harder to rig the fingers because you cant just drag the bone on one axis

earnest sable
#

Hey, is there a fast way to copy an existing rig into a new avatar model ?

late shale
#

You can copy the bones over, but it will still have to be weighted

#

In blender, just import your first model, delete the mesh, and import your second model

#

Then parent the mesh to the rig and choose how you want to weight it

earnest sable
#

Ok ill try it out thanks

fierce anvil
#

Okay, ive done vrchat rigging for a really long time and i definitely know what im doing... but im having this issue that i dont understand... where my avatar is really really big in-game

#

I have a model thats at a good scale, and in game its scaled down to 0.8 before uploading

#

i changed my model around, saved as a different name and reimported her into unity. again i did 0.8 scale

#

on the left is the one thats really big in game when i open it up

#

on the right is perfectly fine..

#

im not too sure, and i feel like it could be an issue with vrchat... so i downloaded the api again and i also freshly reuploaded. still having the same issue

fading verge
#

you can change the size before exporting those

#

when you export as fbx, bottom left oyu have an option for scaling

fierce anvil
#

actually

#

they're .blend files

#

but the left one is the same as the right just slightly modified

#

unit scale is set to 1 on metric on both in blender

#

I feel like it's an issue with the rigging... I should probably not use cats...

desert arrow
#

can someone help me with a problame in unity?

#

my problame is that i want to play a video on a object

#

but i dont know how

manic marsh
#

The video player component is not supported on avatars

#

You could try using a animation sheet from a gif with a shader, but that's quite unoptimized

ivory radish
#

how do i fix the awful rip rotation crap from full body
it happens on practically all my avatars
shouldnt it base rotation off of tracker rotation when i set it up

tepid jacinth
#

So. I made a model, rigged it and then tried to set it up to play with, but instead unity is telling me that its under the origin level/floor, and that its to short despite being about human hight. is there some glareingly obvious thing that I should check for?

sleek isle
#

You need to change the place of origine at the botton of the feet in blender
.check google for that

#

Or rise the hip bone in the humanoid windows of unity

#

@tepid jacinth

tepid jacinth
#

alright. I'll do that

dark pollen
#

Hey does anyone know any good quadruped avatar guides?

#

I saw someone in a shiny Rockruff avatar yesterday, fully animated with head tracking and hand gestures and I'd love to do the same with one I'm working on

crisp tendon
#

All you need to do is make dummy invisible legs, animate the quadriped legs

sleek isle
#

@ivory radish i dont really understand post a gif or something

ivory radish
#

is it a humanoid rig

#

also the hip gets terrible angles

ivory radish
#

like if u stand up

#

the hip is really deformed

wind kettle
slate hill
#

@manic marsh thanks man

tall jungle
#

Leave the "upper chest" field empty

manic marsh
#

👌

wind kettle
#

im kinda new to making avatars so how do i do that 😛 @tall jungle

crisp tendon
wind kettle
#

ahhh thx

tall jungle
#

You might have the wrong rigging bone order. I don't know enough about rigging to walk you through fixing it, sorry.
I know this is the rigging channel, but #avatars-2-general is much more active, so people usually asking rigging questions there if they need a fast reply

crisp tendon
#

use your chest bone for the chest

mental lynx
#

So I seem to be having an issue Ive never come across before.

#

The upper arm twists in 180 degrees when my model is in most positions in VR.

#

What could be causing this?

golden perch
#

any videos on rigging something from the ground up? or adding rigs to existing assets?

gritty nest
#

@mental lynx check the SDK for "forearm rotation" issues

#

You might have to reorder a few bones in Unity so the arm bones are the first in the chain, rather than sleeve bones etc

crisp tendon
#

You can also reset the roll of bones.

winter cairn
#

Is there a way to get the dynamic bones thing for free?

#

I know devs gotta eat but so do I

fading verge
#

you wont get that info here

dark mauve
#

You guys are my last hope. I'v been stressing out to the max in blender for the past couple of weeks, working on 2 models. Please please, PLEASE for the love of all things VR help me with this I'd post a pic, but apparently this chat doesn't allow. I attached a bandana to the head armature of my character. It moves with the head in pose mode. I tried to put a few bones in the bandana, but when I did that, it messed it up. Like when I go into pose mode and move the head, the bandana still moves with everything, but it doesn't move in sequence like it does without bones. also, the bones move with the bandana, but they move at a slower pace, thus distorting the bandana even farther.

odd tulip
#

I think you can post links to images, but file uploads are prohibited so posting an image that way would help understand the problem

#

upload it to imgur or something

dark mauve
odd tulip
#

looks like the bandana isn't weight painted on the end

#

so it doesn't move with the bone

#

select the bandana and enter weight painting mode and select the head bone then paint on some bone weight to it. You may also need to add an armature modifier to the mesh

crisp tendon
#

If it already has a vertex group, you can also add it to the bone

dark mauve
#

Do I need to attach the bandana to the rest of the mesh?

crystal vector
#

@dark mauve No, you probably should weight the bottom of the bandana to the chest

dark mauve
#

Are you sure it doesn't have to be attached to the rest of the mesh? I think that may be the problem cause when I grab the mesh body and move it, the bandana doesn't follow, but when I grab the armature and move it, the bandana follows but at a slower rate

odd tulip
#

if it's following at a slower rate it sounds like it's weighted to two things equally and it's moving slow because it's going to the average between the two bones it's weighted to

dark mauve
#

I meant moves faster. sorry.

odd tulip
#

Ok try this. Start from the bandana and the avatar being separate.

Get into object mode shift select both armatures and both meshes, join them, and then in edit mode for the bandana armature go to the bone tab on right and change the parent bone for the root bone of the bandana to the head bone of the avatar.

Then go into the modifiers tab for the bandana mesh and make sure the armature modifer has the "object" set to the joined armature

dark mauve
#

But when I try to join the bandana and body, it gives me that error message at the top. I can remove doubles for it to work, but it decimates the shit out of the model

crisp tendon
#

What error is that ?

dark mauve
#

Oh hold up, it actually joined this time.

crisp tendon
dark mauve
#

xD Top kek

#

So now when I move the armature, the body moves at a slower rate than the body, and when pivoting certain parts, it's really stiff. Weight paint, right?

crisp tendon
#

yup

fading verge
#

are you for real ruuubick :omegalul:

crisp tendon
#

self-deprecating humor is what keeps me alive

dark mauve
#

Ruuubick, my friends are part of the Tupper fan club, but consider your club to have a new member. You saved my sanity.

crisp tendon
#

I'm also part of the Tupper fan club, but you're welcome

dark mauve
#

oof ya got me

fading verge
#

i want to be in that fan club too :(

dark mauve
#

Idk if the problem is weight paint

crisp tendon
#

If it's really that bad, you might want to try automatic weight paint, if you still see the issue, there's something else causing it

dark mauve
#

Bone heat weighting. Failed to find a solution

tiny zinc
#

HOW DO I make his arms move in more, they are too far out

crisp tendon
#

Move his arm mesh and bones closer to his body ?

tiny zinc
#

can i do that in unity?

crisp tendon
#

Nope, that would be blender

civic loom
#

@dark mauve you need to separate by material and then automaticly add weight

#

How do i can to change my model's sitting pose? Some guides maybe? Because i can't find the way to do it

sleek isle
#

Play with the shoulder bone position

golden perch
#

"bone heat weighting failed to find solution" when trying to auto weight an armature to a mesh?

crisp tendon
#

Google that and you'll find a video tutorial for it

gritty nest
#

Removing doubles tends to alleviate the issue, but not always. I have seen models where it just refused to work entirely.

golden perch
#

Yeah I don't have any doubles, tried that already

#

😦

golden perch
#

anyone know how to fix a ton of loose parts?

main parcel
#

Would rigging a avatar with digitigrade legs like those full body dinosaur costumes where the wearers real legs are "hidden" be possible?

Or would that mess something up in the process

drowsy wharf
#

@main parcel I would guess the easiest way to do that would be to anchor the bones of the digitigrade legs to invisible standard humanoid ones (basically just not weighted to anything). And using the invisible humanoid ones for your Unity rigging.

You could also use a generic rig in Unity, but you wouldn't have the gestures/emotes or head/eye/hand tracking and would have to make your own animations for it.

main parcel
#

@drowsy wharf thank you. I was more worried that doing so would break the model. The model's upper body is fine, its just pelvis down is a mess lol

drowsy wharf
#

it's basically like adding a flowing cape to a model (with obvious differences), and you may have to mess with the alignment to get it to work how you want. I can't help with specifics there though.

#

if only we could set constraints properly in Unity it'd be fairly easy to do, just locking the foot to the foot, rotations on the legs, etc

main parcel
#

I was going to utilize the example model from the sdk to help scale the human legs. After this im splurging on jiggle bones for the final iteration

untold sequoia
#

So I'm trying to upload an avatar from Unity, but I have two warning messages. One being that the avatars height is probably shorter than I want, and the hip+thigh joints are not adequately far enough apart to work well with full body tracking. (Should be 180, distance is 142) I was wonder if anyone could help me?

#

Also it appears the avatar only has torso-hip skeleton. I dont see leg joints in the first place.

pale hull
#

Warnings (Yellow notices) doesn't block you from uploading. Try uploading it and see if it still works good enough

#

Even though warnings show up, it might still work perfectly fine

untold sequoia
#

@pale hull Ooh thank you! I'll have to check this out.

pale hull
#

Personally the guide works fantastic for my setups

untold sequoia
#

Yeah this looks very to the point which is what I was looking for. Thank you so much 💯

inner cedar
#

Hey

#

I'm also going to try and eventually implement custom animations to my avatar.

#

Was wondering how you'd go about avoiding the character's feet clipping mid-animation through the floor.

gleaming hill
#

I'm attempting to import a premade mesh as an avatar, but I'm still on the rigging bit. (Using Blender at the moment).

The avatar is a robot, and the arms can't raise very high without looking odd. The mesh's default pose is with the arms relaxed at the sides, not the T-pose of the default armature.

My question is, is it OK to move the bones to a relaxed default position, or should I try to move the arms of the mesh to match the rig more? Or should I have them meet halfway?

inner cedar
#

@gleaming hill You'll likely need to reconfigure the weight painting.

If you want, you can set the mesh in the T-Pose or as close to it as you can get it. Then you can take the mesh, export it as an .FBX and import it into Mixamo. From there, you can rig it automatically.

gleaming hill
#

Out of curiosity, why use Mixamo instead of Blender to rig? Is it easier, or something? I've never used it before.

#

Er, Mixamo. I've used Blender a little.

inner cedar
#

Yeah, it's quite a bit easier.

#

It's best for rigs with a somewhat humanoid design.

#

You do need to sign up for an Adobe account, but it's free.

gleaming hill
#

Ah, ok. I did sign up just now, I just need to fix up the model a bit before rigging. I do hope it makes things easier, rigging is one of my least favorite things to do, haha.
(I thought this was the version I edited a bit to have proper eyes but... Apparently not. And I can't find my other one, so I've got my edits again. Hoo boy.)
Thank you for the help!

inner cedar
#

Please let me know how the rigging goes.

upbeat ore
#

why has my character decided to sit down, and i cant upload her because shes to short because of that?

gritty nest
#

Did you make any animations on it? @upbeat ore

upbeat ore
#

yes

gritty nest
#

You need to make animations on a duplicate of your avatar

upbeat ore
#

but i put the controller back to none

gritty nest
#

Otherwise this happens

#

Yeah, that doesn't always work

#

Always animate on a duplicate

upbeat ore
#

ahh ok

gritty nest
#

Alt+click the armature to expand the entire hierarchy

#

Select all bones, then revert the Transform component to prefab

#

Using the gear icon

#

That will reset all positions

upbeat ore
#

thanks!

#

awesome, its worked

#

seems to lag the game when i change a material of my hair in an animation gester, is that normal? / is there any way to optimise

wet granite
#

Is it safe to insert an empty game object into the armature (inbetween, becoming a parent of some of the armature)? I'm wanting to insert multiple empties as a parent of the "Armature" to organize some animation components.

rare sleet
#

It's fine, the mesh only looks for the bone name to move it

#

That is iirc

#

I know it works on npcs

#

Either way it should be fine

kindred thicket
#

Anybody know how to fix the issues with full body tracking on XNALara models without putting them through mixamo? MIxamo has been giving me issues with a particular model.
hips and legs seem to be twisted out of shape when in the game, used to always just fix it with mixamo.

sleek isle
#

You want get rid of the error message or use leg tracking?

kindred thicket
#

I'm just trying to get the legs to 'untwist'

gentle silo
#

I'm trying to reparent the arm bones of a model in Blender but in the Relations tab the parent list is greyed out and mousing over it brings up "Disabled: This property is for internal use only and can't be edited." Any way on how to fix it?

#

Wait nvm. Wasn't in edit mode.

fading verge
limpid scarab
#

What is the issue?

#

Is that a model where you applied an animation on?

fading verge
#

Well, for the first time yeah, after i restarted all, my friend did a animation & i don't know what happend honestly

#

Can i like, download a another Ooka & just replacing the prefab ?

limpid scarab
#

It might be good to first explain what the issue is?

#

I'm a little lost atm

fading verge
#

Well, when i'm clicking on "Play icon" in Unity, i'm not anymore in T position

#

& now, my legs are like, poorly weirdo in-game

light kindle
#

creds to svel @fading verge

fading verge
#

Wellll, it looks to be okay

limpid scarab
#

@fading verge move the hips a little more up in the rig configuration

#

not the whole model, but the hips

paper stone
#

How can I stop my avatar from crab-crouching?

gritty nest
#

Wot

#

Can you be more specific? A screenshot perhaps? @paper stone

paper stone
#

I'd have to pop into VRChat for that, gimme a second

#

Basically the legs turn to the side instead of forwards when crouching

gritty nest
#

Ah

#

Unfortunately I dunno what causes that. The IK system is very dumb in that regard.

#

You could try going into the Unity rigging tab and bending the legs slightly in there

#

Like 1 or 2 degrees max

#

You could switch animation set from male to female or vice versa

paper stone
#

Here's the bone structure, if that helps

gritty nest
#

It might be a bone rolls issue

#

Select all bones and set the rolls to 0

#

Clear roll or something

paper stone
#

I think I got it, I'll test later

#

Where the torso seems to stretch with the arms

gritty nest
#

Broken link

#

No access

#

If the torso stretches with the arms, it's probably a weight paint issue that you have to fix manually

paper stone
#

Fixed link

haughty needle
#

Is there a way to rig clothing, hair and breast dynamic bones WITHOUT having to buy the plug-in from the Unity Asset Store?

late shale
#

dynamic bonesare the plugin

#

Works great for short skirts, sleeves, and certain types of hair. No chance of working for breasts though since it's not jiggly, it's just limp

fading verge
crisp tendon
#

More pictures of your skeleton/rigging would be necessary

fading verge
#

Like that ?

crisp tendon
#

What kind of software is that ?

fading verge
#

Pmx editor. I could run it into blender

crisp tendon
#

Probably should yep

fading verge
crisp tendon
#

What's the additional bone above the knee ?

fading verge
#

Is that the problem bone?

#

Apparently that is the ''Knee bone''

vocal quiver
#

Leg should go Toe -> Ankle -> Lower Leg -> Upper leg -> Hips

#

nothing else in between

#

I'd suggest looking into using CATS to auto-fix your rig-- MMD rigs are often chock full of "twist" and "shadow" bones that are unneeded
edit: ah i see you already have CATS, I'd merge the knee bone weight into whatever its parent bone is

fading verge
#

Will do, thank you ❤

haughty needle
#

Does anyone know of a way to get / use Dynamic Bones for Unity without buying it from the asset store?

gritty nest
#

@haughty needle no

#

It's a paid asset

#

Anything else you're asking for would literally be piracy

haughty needle
#

ugh, alright

gritty nest
#

Since you're not actually uploading the script but rather just some settings, you could technically "shadow" the dynamic bone script and have it work ingame

#

It would be legal, you just wouldn't be able to test it in play mode

#

Just an empty script with the same properties and the same name

kindred thicket
gritty nest
#

@kindred thicket is it a custom animation?

kindred thicket
#

No, it's default

#

@gritty nest All I've done is put it through CATS in blender, then import it into Unity. Somebody suggested uploading it to mixamo, but that didn't help either.
No custom animations or anything of that sort.

gritty nest
#

Go into edit mode in Blender, select the knee joints and move them forward slightly

kindred thicket
#

@gritty nest Just the top of the knee bone or both joints where the leg and knee meet?

gritty nest
#

Just where the two bones meet

#

If they're connected then it should be the joint, you can move them both at the same time

kindred thicket
#

Yeah, they're not moving at the same time, I can select them individually

gritty nest
#

Then just move both I guess

#

Or bend the legs slightly in the Unity rigging tab

#

Like 1 degree

kindred thicket
#

Alright, I've moved them, going to test it real quick

#

@gritty nest That solved it, thanks, can't believe I didn't think to move the knees at all lol
You've just solved a major headache I've had since last night

gritty nest
#

Ah, good to know

#

Did you move them in the rigging tab or in Blender?

kindred thicket
#

In blender

gritty nest
#

Ah, cool

slender patio
#

Does anyone have any good dynamic bone settings for a cape? or almost like a trench coat?

gritty nest
#

Fairly low damping, like 0.2 or maybe lower

#

Elasticity at 0.1 seems fine, maybe slightly higher, but that's up to you

#

Inert should be 0.7 ish

#

These are all wild guesses, you can tweak them yourself

#

If it moves too far, increase stiffness. If it moves too quickly, increase inert.

#

If it "jiggles" too much, increase damping

#

If it returns too slowly to its original position, increase elasticity

slender patio
#

That really helped lol thanks

jovial dune
#

Yo, I just renamed/edited some visemes and re-exported my model to Unity, but in the avatar descriptor the visemes settings are still displaying the old names. Any idea what I need to do?

#

nvm, restart fixed e.e

haughty needle
#

Hey, so I bought the Dynamic Bones plug-in via the power of asking friends for money, anyone know any good tutorials or have any good tips on how to use it? I tried doing it on my avatar earlier and it just caused a texture error.

subtle moth
#

well, its as easy as add the component dynamic bone to a bone whiches children you want to be dynamic bones. Mess with the values assign everything and youre done @haughty needle

#

ive never heard of a texture error caused by DB

bitter shadow
haughty needle
#

It's hard to explain but it was just part of the model's bones

#

they're aren't attached to the mesh correctly so it actually only moved a small part of what it should've, so when I put the component on it pretty much just wigged out and shot the bone off into space in VRChat

#

So I need to re-do that particular bone to get the chest physics properly working but I won't bother TBH

#

my current model is more a test than anything, and since I don't have VR I'm uploading it to a friends account he can test all my collisions and such in game.

#

But I've got working skirt and hair dynamics so far so that's good

subtle moth
#

@haughty needle Dynamic bones Skirt or a cloth comp?

#

😄

haughty needle
#

dynamic bones

#

trying to use cloth was crashing me earlier

#

when I'd load the model in VRChat

#

Now, I do have a question

subtle moth
#

Cloth is weird 😄

haughty needle
#

if I want to set it so that my cape doesn't collide with my skirt, can I put a dynamic bone collider on the skirt's bones or will that wig out the bones on it?

subtle moth
#

hard to master

#

bones only collide with what colliders you tell them to

haughty needle
#

Right, right

#

so as long as I don't have that collider(s) on my skirt bones it should be fine, and vice versa

subtle moth
#

but dynamic bones colliders are very finnecky and glitchy thats why people use cloth for good collision but its a big glitchy

haughty needle
#

well, set to interact with the skirt bones anyway

subtle moth
#

you can put colliders on both to be 100 % safe 😛

haughty needle
#

I likely will

#

my friends are gonna be like "Dude you put dynamics on everything BUT the boobs come on man you need jiggle physics!" and I'm just sitting here like "it brok"

subtle moth
#

@haughty needle for jiggle physics you need to do a thing maybe

#

so...

#

do you have 1 bone for each breast?

#

if you do, dont put the dynamic bone on the breast bones, put it on the chest

#

dynamic bones only affect the Children of the bone theyre on

haughty needle
#

I have something, that came with the model, called a boobies bone

#

I put it on that

#

but for some reason, the left breast had 2 bones and the right only had 1

#

so I'm just not going to bother with it for right now

#

So I've got colliders on the hands, hips and skirt

#

hand colliders interact with the skirt, skirt colliders with the cape, and hip colliders with the skirt

ionic lake
#

Could someone help me create eye tracking from scratch?

pale hull
#

@ionic lake https://docs.google.com/document/d/16qShrTHu5dL-luirrnMqp4EpAXjTYS76hsc_9fBVJEE/edit
This is a short guide with all requirements you need for simulated eyetracking to activate

#

Naming convention and bone order is extremely important

ionic lake
#

@pale hull Could you show me a guide to Mouth Tracking (Viseme Jaw Flip Bone (whatever its called))

pale hull
#

If you have a jaw bone assigned in unity then it will just flap as you talk ingame

ionic lake
#

But for some odd reason, it doesn't work.

pale hull
#

It might not show locally in mirrors

#

Believe there is a bug just for jawflap

#

However blend shape visemes do show up locally in mirrors

ionic lake
#

It doesn't show up for anyone else either.

pale hull
#

You're sure the bone assigned as jaw actually deform the mesh?

ionic lake
#

It's not a bone, it's a visieme

#

It's the option in the middle of the Blend shape one and the bone flap one

pale hull
#

Never used that one so cannot help troubleshoot it, sorry

#

No clue what might or might not work with it

fading verge
#

Is there anyone that knows a good way of rigging ears and a tail? Like to make them move smoothly not just bocky movements?

gritty nest
#

Put some bones in them and use automatic weights. If you want it smoother, then smooth out the weight painting

#

Auto normalize and perhaps the mix brush can help quite a bit

spark bison
#

So I have a problem that I can't yet fathom on how to fix. I'm trying to fix an avatar for a friend but whenever I place it in unity the arms and shoulders do this weird twist. I have tried re-creating the shoulder, upper arm and lower arm bones and applied all rotations and such but it seems to always be doing this. Anyone have a solution for this? https://imgur.com/a/i4Fn8W2

crisp tendon
#

Reset the bone roll in blender

spark bison
#

I think I did that. I'll try again

#

Welp. that did do the trick. I'm sure I reset them earlier before I posted. Well thanks anyway.

stray zenith
#

none of my avatars limbs or body parts will rotate when I move the bones in pose mode and it has been weight painted properly what do I do?

stray zenith
#

NVM I figured it out.

shadow ore
#

Does anyone know how to make a particle trail? I want it beneath my avatar's feet, but I don't want it to rotate. I want it to be static, but also follow the body.

gritty nest
#

Depending on the kind of trail you want, you need either a trail renderer or Emission over Distance

#

In either case the simulation space will probably be world

late shale
#

World space particle won't rotate with the emitter anyway

shadow ore
#

Alright, thanks.

dire crystal
#

people who can help me with the avatar? I just have a T-pose, I do not know what to do (

shadow ore
#

Do you have VRCSDK downloaded ?

dire crystal
#

@shadow ore ya

shadow ore
#

Do you have a VRChat account?

dire crystal
#

yes xd

shadow ore
#

Well, log into the SDK using the Settings tab.

#

After that, open the Build & Control Panel.

#

Both of those should be in the SDK. Just click VRCSDK at the top of the screen.

dire crystal
#

You know exactly what I mean?

shadow ore
#

Oh, I thought you meant uploading it...

dire crystal
#

i can upload my avatar in the world

shadow ore
#

You didn't add in any animations.

dire crystal
#

but i have fucking T-pose

#

xd

shadow ore
#

Without animations, it stays in the default position, i.e. the t-pose.

#

xd

dire crystal
#

i cant upload on mixamo becuz i has format .unitypackage