#avatar-rigging

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solid adder
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That is super satisfying to look at

clever imp
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Im looking to add so many things to one avatar but im at the point of merging 2 armatures into one if thats possible on blender

subtle moth
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yes @clever imp

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the CATS plugin has a tool for armature merging

clever imp
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i see thank you

subtle moth
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np ๐Ÿ‘Œ

clever imp
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how do i add the string like thing to bones

subtle moth
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?

clever imp
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i acidently deleted the amature bones

subtle moth
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uuuh

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thats a rip for u

clever imp
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ctrl z didnt help

subtle moth
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redooo

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welcome to the world of avatar creation

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๐Ÿ˜‚

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but yeah

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mesh is useless without bones

clever imp
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good thing i saved each one

subtle moth
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^^

fickle plover
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Skirts are such a pain...

opal aurora
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^

clever imp
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yup

clever imp
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i take it theirs no easy way to weight paint

sleek isle
solid adder
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Surprisingly well done :+1:

fickle plover
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the folding is rough

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but pretty good form

fringe jetty
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Are the three finger bones required for animation overrides on hand gestures?

fickle plover
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yes

fringe jetty
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Ah okay, that solves one mystery.

fickle plover
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Mmhmm

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at the very least, they need to exist

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as for being assigned to something, that's somewhat variable

fringe jetty
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Okay - is it true you can just have them in there, but not assigned to anything?

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"not weighted"

fickle plover
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you could feasibly give someone a mitt, and have the fingers assigned to each line of verts that make up the mitt

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mhm

fringe jetty
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The model I'm working with is Pikachu :P

fickle plover
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although, understand that if you dont weight them at all, the hand wont be able to do gestures, natually

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Oh i see

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so yeah, just assign weights as if they were where fingers would be sensibly

drowsy wharf
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@fringe jetty You don't need to have weights at all on the fingers. You can stop weighting at the wrist for something like a pikachu. The bones just need to exist to count for gestures.

woven plover
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hey can someone help me with an issue with mixamo?

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i rigged my model but now i can find spine 2

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so like where it says spine

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chest*

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that should be able to be changed to spine 2

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but i cant

pine harbor
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your model doesn't appear to have a spine 2 after the mixamo rigging, at least from what's visible in the hierarchy there

woven plover
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soooo

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just dont use it?

pine harbor
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i'm not sure you need it to begin with, especially since you're supposed to leave the Upper Chest node blank for use in VRChat

woven plover
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mmmm

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i aint used unity in a while so

autumn pilot
sleek isle
drowsy wharf
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@autumn pilot have you checked bone rolls? If full body, are the leg bones pointing straight up and the hip straight down?

autumn pilot
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ah yes, one of the reasons why it didnt work, got it to work, thank you!

queen kayak
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Anyone knows why the eyes would squish like that?

sage kelp
queen kayak
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Uh... thats the headbone?

sage kelp
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yes.....

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i have no idea...

queen kayak
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Not showing up like that in Blender either? Did you try to edit it or go into pose mode? To see if it actually changes size?

sage kelp
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changes size in which program?

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that might be the problem.

marsh portal
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the gautlets somehow are shit rn even tho they are 1000 weight ( pardon for my bad english in advance )

sleek isle
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look at all the vertex group

marsh portal
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hm kk

clever imp
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is it possible to resize particles on unity

worthy heart
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Yeah, there's a "start size" field

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In the particle settings

crystal wolf
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how can i create a bone for the ear and also attach the ear mesh to that bone?

fickle lily
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Weight painting is an option

drowsy wharf
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weight painting really is the option

fickle lily
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True

sleek isle
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yes

crystal wolf
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But are they not already painted?

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i've moved them before with a new armture i made and connected its mesh to, i just want to add bones to the main armture then have the ears move with it

sleek isle
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add 2 bone for each ear then click click the mesh and after the rig. ctrl p ( with empty group). Now you wan paint the ears

fickle lily
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Thats not painted no

crystal wolf
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thing is, the ears moved before with their own armture

fickle lily
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But their not on their own armature correct? You said you moved them to the main model. Which sounds confusing on its own

sleek isle
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Merge the 2 mesh (ctrl J). Same with the armature. Select the new and after your base model

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cats can do it to. But I like to do it the old fashion so it dose what I really want to do specifically

crystal wolf
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I'm not catching on

fickle lily
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I couldn't stay because of data issues with my phone. But from what i saw the ears were their own part

crystal wolf
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it's all good

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i got it fixed

robust gull
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?

inner tree
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anyone thats willing to help me with some weightpaint

fickle plover
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Viseme time

subtle moth
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How do you do visemes ๐Ÿค”

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dont you have to select every single dot and then move them

drowsy wharf
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you can also make bones that move sections of them at a time, but yes

subtle moth
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big oof

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thats too much work

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๐Ÿ˜‚

calm needle
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there are options that will let you move multiple verts at once that tends to help as well

subtle moth
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@calm needle howd you do that o.o

calm needle
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this button down here

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when enabled, it will let you select a single vert but move the others around you as well with smoothing

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with the mouse wheel dictating how far you want the link to happen

subtle moth
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oooooh

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thank you :3

calm needle
subtle moth
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how would i go about 2d visemes ๐Ÿค”

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is that even possible

pale hull
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With some clever workarounds yes. Should be a guide on YouTube for 2d visemes

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You're basically moving planes back and forth

subtle moth
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oooh okay

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welp

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big oof then

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i deleted all the faces that were there initially ๐Ÿ˜‚

viral lily
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I need some help with dynamic bone values guys

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  • Short hair
  • Skirt
  • Pony tail
drowsy wharf
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@viral lily dynamic bones are something you have to play with and test, differing bone configurations, chain lengths, and even weighting can mean different values

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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 a limit on the max movement range (at 1.0 it basically doesn't move)

Inert is a portion of your movement it ignores (I believe at 1.0 you'd have to have a collider move it) Higher values take longer for things to move. Lower values move more slowly and fluidly

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

viral lily
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alright thx

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its just nice having something to start on at least

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never really knew what the different things (Damping/Elasticity/Stiffness), did. Although i have already played around with them ๐Ÿ˜…

drowsy wharf
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it really does depend on how it's set up even for starting values ๐Ÿ˜›

viral lily
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tru, i know that ๐Ÿ˜‰

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it always do depend on something or the other

drowsy wharf
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over time you'll get a feel for it and guess at the start values, then tweak

tulip thicket
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You should think about using the cloth simulator in unity for your skirt especially if it flows over your knees and you want your legs to collide with it. The dynamic bones will spread out around the collider on your knee.

fading verge
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that depend on the skirt tho

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if the vertices are all over the place it can be quite the hassle to set up

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also if it's too low poly or way too high poly it can also cause issues

fickle plover
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speaking of skirts

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I'm redoing her rigging for her's

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still gotta get the jacket weighted

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that comes next

dark pollen
fading verge
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you deleted vertices used for the visemes

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so they broke

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either delete them or redo the model

fickle plover
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Shoulder setup

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two separate bones to control collision

frail bluff
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My avatar is stuck in a tpose

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can somebody help me

slow gyro
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@frail bluff Did you set Rig to Humanoid?

frail bluff
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Yeah

drowsy wharf
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@frail bluff can you screenshot the rig window?

frail bluff
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Im on mobile rn

last forum
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Can someone help me, I'm new to this and my avatar isn't doing so well, I can call on discord and screen share

crisp tendon
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Ask your question and people will let you know if they have the answer

last forum
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Well, I had my friend send me the avatar download link after they made it for me, and the avatar itself wasn't humanoid, so I fixed that, I forced t pose and fixed the hand rigging. But in vr chat the arms are all janked up

crisp tendon
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janked up how ?

fickle plover
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finally got it working nicely

lethal spade
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that is so cool โค

subtle moth
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cloth physics o.o

fading verge
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iit's dyn bone tho

subtle moth
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nani

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seriously?

fading verge
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ye

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you can even see the collider

gritty nest
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Dynamic bone colliders can be good if you use them properly like this

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However, "using them properly" entails doing the bones yourself with colliders in mind

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It never works well on random MMD's

fading verge
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yup

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Polar did everything from scratch

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very specific weight painting

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that's why it works that well

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taking a random MMD model with a skirt and using collider to make the same effect will never work

subtle moth
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great so ill never use that unity_chan_dab

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got no leg tracking anyway =w=

gritty nest
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Weight painting skirts is fairly simple

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Auto weights can probably do 99% of the work for you, just gotta fix up the hip area at the top

subtle moth
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i hate WPing

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if i can avoid it i will

tight blaze
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can i make a skirt move together with the leg bone?

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so it doesnt clip while walking

fading verge
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yes

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weight paint the skirt to the leg bones

sharp gulch
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does anyone know how to fix??

sleek isle
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apply full body tracking with cats

sharp gulch
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will try

sharp gulch
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Still same problem

worldly willow
sly mirage
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Hey anyone like raven? or shadbases work? i got a shadbase raven model that i need lip sync and possibly eye tracking on if possible. the models mostly already rigged. Ive tried for days trying to get this stuff done and i just get to frusturated and angry stressed and i always fuck stuff up. if you want to help message me you can use the model too just please dont upload it anywhere when its finished

sleek isle
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photo ?

sly mirage
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supposedly it has a jaw bone idk if it works

sleek isle
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yes

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in the cats tab

sly mirage
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ive tried that stuff

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there is nothing set up for it in cats

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no tracking for vismese

sleek isle
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if you move the bone of the jaw you can press pose to shape key

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and its going to make a shape key

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do the 3 mouth sound

sly mirage
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do you have some time can you do it?

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๐Ÿ˜ฆ

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๐Ÿ˜ญ

sleek isle
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you need to learn it

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join all the mesh befor or the option going to be grey

sly mirage
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how does one move the camera towardds teh face of the model

sleek isle
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press 1 on the number pad

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and 5 to change perspective

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all the number on the number pad move the camera around

sly mirage
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is tehre a free camera so i can zoom in on the face though it just keeps zooming to her feet no matter what numbers i press

sleek isle
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click the wheel

sly mirage
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i know about that but its centering on the feet

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its like its rotating on a axis

sleek isle
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shift and wheel slide over the angle that you are

sly mirage
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okay thanks

sleek isle
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spin the wheel make snap zoom

sly mirage
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so how do i connect all the meshs like you said?

sleek isle
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but ctrl and click the wheel. and after moving the mouse zoom with fluidity

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in cats

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in the model options

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All

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join mesh

sly mirage
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k thanks idk why i didnt see that

fading verge
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Trading animation lessons for blender/rigging lessons.. Hmu i dont know to weightpaint i press merge weights ๐Ÿ˜‚

sly mirage
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@sleek isle if im just using a basic shape key and not vismese for the mouth. i just make 1 pose right?

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?

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@sleek isle you there?

sleek isle
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create 3 shape key

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name them the correct mouth sound

sly mirage
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i do not know the names

sleek isle
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after you can still edit them if you want like making the cheek go a etc. but for now Just keep them that way.

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in cats select the correct sound in the vismese

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and press creat

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you should have all the mouth mouvement created for you

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if the model have bone for the eyes

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do the same

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in the eye tab

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AA sound

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OH sound

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CH sound

sly mirage
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idk if i did this right but if i did this was way fucking easier im guessing thats because it already had a jaw bone and was assigned to vertexes

sleek isle
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besacly, an open mouth , a medium open mouth and a little open mouth

sly mirage
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so way i use the smame shape keys for eyes or i make different ones? XD

sleek isle
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if you have bone for the eye

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select them

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in the eye tracking tab

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and the head bone

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you didtn make blinking so pu nothing in that

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and press create eyes traking

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you can test it after in the testion in the same tab

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its very important that all your bone are name a certain way

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Hips,Spine,Chest,Neck,Head

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with capital

sly mirage
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okay so

fading verge
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Trading particles for bones

sly mirage
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do shape keys need to be made for eye tracking? i have the bones for eyes

fading verge
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๐Ÿ˜‚

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Cats automakes shapekeys

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For eyes

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Just make sure you do it right or you will have 1 eye blinking

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๐Ÿ˜‚

sly mirage
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so after i set the eye bones and head and press create it just does it?

fading verge
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You have to change the setting

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Or you will have the 1 eye blink

sly mirage
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which setting?

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disable blinking?

fading verge
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....

sly mirage
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i dont have blinking set up

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i just want eye movement

fading verge
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Yea

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Its automatic

pearl bone
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How do I make a model have followers?

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Such as one main model, and 2 smaller ones following it, with the same walking animation

drowsy wharf
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@sly mirage make sure you check the "disable blinking" when you set up eye movement or you may have some weirdness.
VRChat doesn't care about the names of the shape keys, but the first 4 (after basis) are used for eye tracking and blinking, whether you set it up or not.

sly mirage
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i did that

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thank you

drowsy wharf
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if you add any shape keys after setting that up, check again and make certain those 4 shape keys are directly under basis.

sly mirage
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we good in the hood

pearl bone
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So they will continuously follow and pause with the main model?

fading verge
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Make your walking animation activate the animator on your minions

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Empty game obj

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Ye

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@pearl bone

sly mirage
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how do i edit a already made keyshape?

crystal vector
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@sly mirage Select it and enter edit mode

fading verge
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when you are done

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dont forget to select the basis shapekey again

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or you will only edit the mesh for that specific shapekey

sly mirage
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basic keyshape is the one im trying to edit i accidentally messed it up

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im confused when i am in object mode basic keyshape says mouth is open but hwne i click edit like you said it closed?

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what do i do exactly im confused

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okay i think i fixed it

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@crystal vector so when move basic it also moves oh ch and aa

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and if i move any of those it moves basic again i dont quite understand what to do?

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guys?

crystal vector
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@sly mirage Modifying a shapekey shouldn't modify Basis as well ๐Ÿค”

sly mirage
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so when im in edit mode how do it turn off vertacy selection

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okay so im saying this wrong i need to move the bone to move the change how far the mouth is opening. i dont need to edit vertacys but i cant seem to edit it for some reason

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i mean i can edit it but dont think im doing it right you said go into edit mode but when it do it takes me off the shape key page and shows me all the poly gons of the model and only lets me select them. i try going to armature and slecting that and then moving the bone while in edit mode and the it donest move the mouth. am i supposed to be using pose mode because there is no option

fading verge
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@crystal vector it does if you dont separate the head

sly mirage
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well how do i do that XD

fading verge
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If you move vertices around with the head attached it will eventually cause that vertice explosion thing

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๐Ÿ˜‚

sly mirage
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can you show me how to edit this properly please

fading verge
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Just select your head and click separate

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And then you can edit your.body without your avatar exploding

sly mirage
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when i pose the frickin bones they move the keyshapes together

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Head under what ? theres like 1000 options in blender

fading verge
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Ye

sly mirage
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what?

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what do you mean yah @fading verge select head and press split? where are these options?

fading verge
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Separate

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Edit mode

sly mirage
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Q_Q

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your exsplaining anything

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do you mean select the poly gons of the head and press seperate somewhere?

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okay i think thats fixed. but um here

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when i was in game checking my model i looked in the mirror in my room and for some reason when i was looking straight my eyes were pointed downward @fading verge @sleek isle and when i looked down they started going upward. does this have something to do with height settings? or is it something i did wrong

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i have head eye l eye r and disable eye blinking this is what i was told to do correct?

fading verge
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@sly mirage uh

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Your visemes might have been messed up

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When the eyes point downward its either from the eyetracking or bones

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Or visemes

sly mirage
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they are looking straight forward in blender

fading verge
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Sometimes if you select the 2 lowerlid shaoekeys and move a vertices .00001 it fixes it

sly mirage
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i dont have eyelids

fading verge
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I know

sly mirage
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okay um god im confuzzled

fading verge
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Just try it

sly mirage
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they are all set to basic?

fading verge
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...

sly mirage
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lower lid and blink

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i dont have eye vismese

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eye lid ones at least

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i was told to just set head eye l and eye r and press create and disable eye blinking and it would set it up for me

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what is .... about did i say something

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oh easy fix i think change eye movement range press create and test it

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is there a way to overwrite the mesh i have in scene in unity and keep all the stuff i have set up like dynamic bones and visemes? or do i have to delete and reset everything @fading verge

fading verge
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@sly mirage you can reexport the fbx from blender over the fbx file, as long as you didn't change bone names it will update the mesh

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keeping all the settings

sly mirage
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okay cool i was wondering if thats how that worked thank you

fading verge
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np, it's a huge timesaver

sly mirage
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turns out it doesnt matter because for some reason my model got deleted from my fucking scene in unity rip

fading verge
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are you sure you're looking at the right scene?

sly mirage
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there is only 1

fading verge
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ugh ๐Ÿ˜

sly mirage
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@fading verge @fading verge SOOOO for some reason even though i have the basic key shape set to have my mouth closed and it shows it closed in blender for some reason its open in unity when i look at the muscles settings and if i go in game its open by default

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what should i do?

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Hello ?

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i seem to have fixed it no one told me i wasnt supposed to use my jaw bone when using visemes and blend shapes

gray sierra
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I'm trying to get eye tracking to work, but it's moving the whole eye instead of the pupil. How can I separate the pupils from the eyes

fading verge
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@sly mirage edit mode. object mode.. set them both to basis

brittle rune
sly mirage
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@fading verge after i join meshs in cats is there any way to get seperate them again i want to get rid of my cape on the model

fading verge
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@sly mirage separate by material or loose parts in CATS plugin

sly mirage
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both?

fading verge
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depends on the model, material will usually do it

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try materials first and see what it splits up into, if the cape isn't separated try loose parts

sly mirage
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t worked tu

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bones are also connected

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@fading verge seperateing everything and then rejoining it all seems to screwed bones over in the rig when looking at it in unity

fading verge
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it shouldn't ... you should join everything before updating the fbx

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doing that will fix it probably

sly mirage
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i did rejoin everything

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i took the cape off and i couldnt delete the bones so i just hid them XD

fading verge
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that shouldn't mess up anything unless you changed bones' hierarchy or names

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afaik

sly mirage
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idk

fickle plover
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@subtle moth It's funny

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at the end of the day, i scrapped that whole rig in favor of cloth

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and I can say while i'm disappointed in the time spent, i'm not mad at this result

sly mirage
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@fading verge im a fucking magician

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the weirdest shit worked

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in unity i reset bones then reenforced tpose and it worked

fading verge
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@sly mirage oh awesome!

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@fickle plover oh that looks damn good

fickle plover
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๐Ÿ’™

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it's not perfect, but it takes mass quite literally

fading verge
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are you going to do the cape too?

fickle plover
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mmhmm

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that's next up actually

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dont mind me just

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messing around

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enjoying myself

slow gyro
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I wish I knew how to do that ๐Ÿ˜ช

sleek isle
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try

lime rock
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does anybody know how to fix this

subtle moth
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@lime rock well... i cant see the full body but those are bent backwards it looks like

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look if all bone rolls are 0

naive tree
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@lime rock make sure the knees are bent in scene (unity)

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IK cannot solve for where to bend them, as they're straight

solar ravine
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I wish I could use cloth, but for some reason unity on my computer crashes whenever it's in use :<

fickle plover
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still a good bit of clipping.. but at least i can see where the issues are

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might just need to add maybe one more bone group

willow latch
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Hey guys, can someone tell me if this looks allright? In unity the hip is not being processed correctly and it says it isnt in tpose, cant seem to figure out why. https://i.imgur.com/YcM5FSa.png

fickle plover
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should be a button to enforce t-pose

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in that editor

willow latch
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Oh awesome thank you, just need to figure out how to move it back down now but I guess that shouldnt be much of a problem ๐Ÿ˜ƒ

naive tree
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@willow latch in blender select armature and mesh, then ctrl+A > location, scale, rotation

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and be sure that it does move in pose model

willow latch
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Okay gonna try that out, thanks

willow latch
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Funktioniert jetzt, also das richtige hochladen. Die Arme sind aber imernoch statisch an der Seite, Ich nehme an dafรผr muss man eine Animation selber machen damit sich der Charakter beim laufen bewegt?

subtle moth
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@willow latch umm u sure that message is in the right place

fickle plover
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so close.....

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just a few more tweeks and i'm sure it'll be fine

sleek isle
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no clipping is nearly impossible in vrchat when you have thing around the shoulders . You almost make it

willow latch
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@subtle moth its... I think Im screwing up the connection of the mesh with the armature and I can seem to figure out why only one mesh in the group is movinfg the whole body but none of the others can. The other parts are just not conected I guess, need to look further into this.

subtle moth
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@willow latch Well... are all Groups named the same as the bone theyre supposed to move with?

willow latch
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Really good question....

gray sierra
sudden scroll
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I've got an armature set up, I just need help with fixing some weird bending and stretching around the knees, elbows and shoulders

crisp tendon
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You should probably reset the roll on your bones

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They should be facing forward

sudden scroll
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Thanks for that, it helped a lot

warm coral
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@fickle plover Oh my. I just looked at your model up there, what kind of shader are you using?

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Ping me in a different channel when you do notice though, not sure if it's alright to carry on in this channel.

fickle plover
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just manual coloring โค

warm coral
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Oh

#

Oh I just looked back here

#

I thought it was a special shader because when I saw your legs, I thought I saw the shadow moving

#

Looking back at the gif, I see it wasn't moving at all

#

Just my eyes playing tricks

#

Thanks for telling me either way, and it looks really good

#

It almost looks like a drawing that came to life, and I'm sure that's what it kinda was

queen kayak
#

I just remade it and it works x .x;

#

its fine, sorry.

stiff flicker
#

When i try to auto weight paint it says failed to find solution for one or more bones

crisp tendon
#

There's a youtube video for that afaik

drowsy wharf
#

@gray sierra Move the eye bone back further and reduce the rotation range. The further away from the eye the bone is, the larger the radius, and so movements will curve more

dreamy oar
#

@novel yarrow

novel yarrow
#

Anyone have any experience with PMX editor? trying to piece together a model using different base parts and I basically got her all downloaded but trying to fit the clothes the model is literally too big for them. I tried scaling the dress to her size but the editor for some reason lets me scale maybe twice then doesn't want to do anything. Anyone know of easier programs preferably in english that will allow me to do PMX MMD models? Planning to shove it all into unity when I'm done for VRchat.

#

Her midsection is bleeding through q.q

dreamy oar
#

he has the weights plugin

#

but doesnt know how to use it

fading verge
#

The best way to deal with that is to delete those polygons. You can do this in pmx editor by selecting those vertices on the body, and splitting them to a seperate material. You can then delete that section.
Blender is a bit easier to work with if you use the cats plugin.

#

Pmx editor is a bit hard to work with... (But is my personal preference)

Blender is more widely used for vrchat avatars now. In blender with the cats plugin, you can highlight those vertices, and just delete them without splitting like you do in pmx editor.

dreamy oar
#

Thank you Jamie ^^

fading verge
#

Hope I helped somewhat

fickle plover
#

black magic cloth physics

civic dew
fading verge
#

go into edit mode on the armature

#

select the first hair bone

#

and change the parent in the bone tab

civic dew
#

For some reason, when I drag it to the head, it won't allow me. It works with objects, just not bones..?

fading verge
#

i never dragged anything

#

dunno if that will work

civic dew
#

How else would I parent it?

fading verge
civic dew
#

Ah..

sleek isle
#

@fickle plover How you make the cloth physic work well when you have two mesh near like your cape. one side red and the other blue. Because when I try, the mesh clip into the other

fickle plover
#

That's something that only works with my art/shading style sadly

#

It's not two meshes

sleek isle
#

so how you can have to different color on each side ?

fickle plover
#

That's a trade secret ๐Ÿ’™

#

It's not a special Shader either, so don't think too hard about it

#

Just some clever logic with what's available and whitelisted

#

But again, it only works to decent effect with something shaded manually with fake lighting like this

gritty nest
#

There are shaders that can have different textures for the inside and outside though

#

So that's definitely an option

#

Probably the "best" way to do it IMO

fickle plover
#

Are there any whitelisted ones?

willow latch
#

Hey guys, I guess this is kind of noob question but my Character is stuck in the ground halfway, and cant find the soluction on google after various attempts to play around with the axes in blender. If anyone has suggestions , hit me, please ๐Ÿ˜ƒ

#

Almost forgot, yeah the origin point in blender is at 0, 0, 0. But as you can see in the Second image I needed to rotate the character out of its sidewas-lying down stance to make it look right in Vrchat. Might that be causing any problems maybe?

fading verge
#

did you make any custom animation in unity?

willow latch
#

No just the SimpleAvatarController assigned as Controller

#

No Custom Standing or Sittting ANimation either

willow latch
#

I just opened the bone options in Unity, to link like the hipos bone to the humanoid skeleton hip etc And I just saw that it is not usually centered at the bottom, the 0 line goes naturally through the part as in vrchat. Problem is that I have no location diffrences I can adjust. When the character is lying down without the rotations to edit it its like halfway in the ground, but if I would move it futher up the sceleton origin will not longer be at 0,0,0 did I mess up at another center since it seems like the center of my character is at its chest...

fading verge
#

select the hips

#

and move the model above the "floor"

sleek isle
#

you armature is below the floor

willow latch
#

@sleek isle But its not in the real Unity editor... :\

#

@fading verge gonna try that give me a secodn

#

*second

fading verge
#

in the avatar map tab

#

your first screenshot

#

move it up in there

willow latch
#

And then just confirm?

atomic moat
#

you'd probably want to join the meshes

fading verge
#

ye

atomic moat
#

instead of grouping them in a transform

fading verge
#

and yes

#

join your meshes

#

ree

willow latch
#

Wow thanks, the preview looked way better now, Im going to upload it and try it in the game.

#

Are the seperate meshes sutch a problem?

fading verge
#

yes

atomic moat
#

the issue could be the meshes not having the origin at 0,0,0

#

and also having separate meshes is just bad for performance

#

even if it's just a cube

willow latch
#

Oh okay, to save some polygons right?

atomic moat
#

saves drawcalls

#

basically tells the game to render one mesh instead of a bunch of separate meshes

willow latch
#

Oh okay good to know, I'm a programer and not a modelist(?!) so thats really good to know.

atomic moat
#

yeah basically instead of doing something like
draw(cube1)
draw(cube2)
draw(cube3)
etc.

it'll just do draw(complexcube)

#

very very basic explanation but it's something along those lines

sleek isle
#

you character need to have his feet on the grid

willow latch
#

Oh like a canvas merge before acutally printing it, yeah that makes sense performance wise

#

@sleek isle @atomic moat @fading verge Thank you guys for the help, and the others who helped me yesterday. Character is working fine now and Im going to look into the mesh merging ๐Ÿ˜ƒ

fading verge
#

np

fickle plover
#

Probably one of my finer shapekey moments

vocal wedge
raven reef
#

you can select the whole model and then click deselect on every vert group at some point you're gonna have it

vocal wedge
#

What do you mean by deselect?

raven reef
#

when you're in edit mode and have the vert tab open there should be 4 buttons under the vert group area. The left most one should be called deselect. You have to do this in blender ofc

vocal wedge
#

Thanks, I'll check it out.

raven reef
#

the basic Idea is that at the end you will then have the verts selected that have not yet been assigned to any vert group

vocal wedge
#

This model is pretty weird, it's like it's got a double mesh or something. Not sure if that's a thing.

raven reef
#

hmm maybe the creator has every face 2 sided, dunno but this method should still work. Just make sure that when you have clicked deselect on all the vert groups and have the missing verts, that you click on the chest vert group and click the assign button

vocal wedge
#

๐Ÿ‘๐Ÿป

calm needle
#

i just tend to pose the model, go to weight paint mode, and paint the odd verts still sticking otu to the bone i want

astral ridge
#

Does anyone know how to lock location on multiple bones in pose mode

umbral flint
#

I'm trying to configure a model, and I'm getting the classic spine hierarchy problem... but I can't seem to find a chest bone on my model to rig at all. Do I have to hand-animate it, or is there an easier solution (like some renaming magic)?

slow gyro
#

CTRL+A in Blender is what I use to get the menu @astral ridge
Renaming magic can help, throw it in Blender or use it as a map for which bone is which @umbral flint

dull dew
#

Anyone know what causes the legs in a VRchat character to bend inward toward each other when crouching? this isn't an MMD model and I'm using maya not blender, so using the cats plugin I don't think is going to help me, but that is the only information I could find about this issue.

astral ridge
#

@slow gyroI've done that but the location settings only locks bones one at a time

oak storm
#

Is this the channel for humanoid config in unity?

fading verge
#

it's for rigging in general

#

so yes i guess

oak storm
#

Okee

#

I'm having an issue with mapping in Unity atm

#

I'm trying to make the upper arms the child of the chest

#

But it keeps reverting it

fading verge
#

cuz you can't reparent bones in unity

oak storm
#

Welp

#

That's weird, because whenever I move the upper arms under the chest in the directory, it appears as if the problem is fixed, but when I click done, it just reverts the directory. Is there a way I can do it outside of unity?

fading verge
#

most people will use blender for that

oak storm
#

Oh okee

inner tree
#

i need some help

#

for some reason my avatars legs bend out instead of forward

calm needle
#

try giving them a slight bend in blender

frail bluff
#

Im still trying to find out whats causing my avatar to not animate

#

it has weightpaints and proper bones

#

it has a animator

#

yet it still wont animate

solid adder
#

dynamic bones working for anyone? I have it all set up correctly and it doesn't seem to work in game.

#

Was there an update of sort?

sleek isle
#

work in unity?

solid adder
#

Works in Unity, not in VRChat

#

Probably need to start a new scene or something, but i'm unsure.

hushed helm
#

@vocal wedge Just looked at your message, I had this problem once, but I enabled wireframe and I could see the missing parts through the other ones

#

Btw guys, I'm trying to merge an arm with another avatar, and whenever I wanna rotate it the CATS plugin just shouts at me, while I succeeded with the first arm without any problems. any ideas ?

#

No one has ever had this problem ?

#

@inner tree Maybe the bones have twist, I had this problem with my eyes

crystal vector
#

@hushed helm Either reset or apply transformations on the base mesh and armature

agile plaza
#

Is it possible to rig a model with Blender for VRchat?

naive tree
#

yes

agile plaza
#

ok gunter

sleek isle
#

@hushed helm the vertex group need to have the exact same name of the bone you want it to move it with

#

before the merging

#

or after and rename the vertex groupe

hushed helm
#

They have the same vertex group name

#

Cause I used the Fix model on both of the armatures before

#

And regarding @crystal vector 's trick, I can only apply a modifier on the body, not on the armature

#

So how can I apply transformations on the armature ?

sleek isle
#

select the armature in object mode and apply transformation ?

hushed helm
#

The modifier tab appears only when I click the body

sleek isle
#

post a gif

#

but what you want to do btw

hushed helm
#

I have a doom guy model

#

and I wanna make a doom girl

#

So I have a base anime girl thingy

#

And I split the arms, with the bones included

#

I wanna replace the arms of the base by the doom arms

sleek isle
#

if the doom guy already rig. Join both mesh and armature J. go in pose mode. place the arm where you want and scale it the size you want. Click on apply as rest pose in the CATS tab. delete the arm the anime girl

hushed helm
#

Okay will test that

hushed helm
#

Okay I think I'm not doing something correctly

#

So I duplicate my arm

#

I join the two objects together

#

Then hit pose mode

#

When I move the arm, only the bones move

#

And when I place them correctly and hit apply as rest pose

#

The arm mesh becomes distorted

#

What am I doing wrong ?

rose thunder
#

I have a question , I just made a new avatar and the hips bone is not straight in unity but it's straight in blender. How i'm supposed to fix this ? if I rotate the bone in unity the skirt will move and it will be horrible...

hushed helm
#

@rose thunder I believe you can just rotate the bones only

rose thunder
#

I don't get it

hushed helm
#

Show me a pic

rose thunder
hushed helm
#

Have you tested the model in unity to see if it moves correctly ?

#

And I think I know why

rose thunder
#

?

hushed helm
#

On the right picture, you can see a bone in the top left hand corner

#

It's shifted to the left

#

In blender you have the options to make the bones not "connected" which will do some little dotted lines

#

Unity makes the link between those

#

So yeah your bone is already not straight in blender

rose thunder
#

I'm so stupid , I didn't even notice the spine was not at the right place , no Idea why CATS moved it

#

Thanks

hushed helm
#

No problem =3

sleek isle
#

if its not connected to a joint you cand meve it wit G

#

or the arrow

hushed helm
#

any ideas, franada ?

#

@sleek isle I did what you said, didn't end up well, I pasted a link

sleek isle
#

just move it what's the problem

solid adder
#

So yeah, made 3 new scenes to see if the dynamic bones would work and all 3 times they haven't worked.

naive tree
#

@solid adder check if u dont have scene paused

solid adder
#

Works in scene, doesn't work in VRChat.

#

Everything moves properly so the script and dynamic bones work in Unity, just not once it's in VRChat

fickle plover
#

Hurray for playing with muscle posing settings so that my arms/hands aren't always inside my double wide hips

compact trellis
#

Thicc

hushed helm
#

@sleek isle Have you not seen ? It stretches the vertices like crazy

#

Okay I'm gonna ask my question again

#

I have a arm, rigged

#

I have a base model, rigged as well

#

I wish to join the two, but I need to reposition the arm and scale it down a bit

#

CATS won't let me do that, and all the results until now are deformed mesh or scaled/distorted armature

opal aurora
#

Perhaps open another blender window, rescale the mesh and copy paste it into the other blender window, set it as the rest pose in CATS, copy-paste it again, deleting the old one in the process, then try re-merging it again

hushed helm
#

What about the rotation ? Should I do that as well ?

#

And that's not the only problem, whenever I try merging without repositioning, it is set all over the place

opal aurora
#

Set it as the rest pose and then in edit mode make sure rolls are set to 0

#

Alt+R should set all selected bone rolls to 0

hushed helm
#

And about the origin problem ? The arm has it's own origin, and I can't figure out how to make it so that CATS doesn't reposition it after merging it

opal aurora
#

You could use a shortcut to find the main models' origin and then set that to the arms origin... cursor to origin i think?

#

Can't recall sadly

hushed helm
opal aurora
#

That is really odd... does it have any rigid bodies or hidden meshes/bones?

hushed helm
#

I don't think so

#

The doom model worked well on its own

#

And I suceeded at linking one arm

#

The right one

#

But for some reason it's giving me hell for the second one

#

And I don't know why

#

Grinding my gears so hard

opal aurora
#

The irony in the sentence though haha
But yeah that looks pretty weird...

#

What does your merge menu like?

#

Look like*

hushed helm
#

I've tried with disabling the checkbox also, same result

opal aurora
#

Yeah that is pretty odd...

#

Personally i always did it manually but the one time i tried to use cats it did work just fine, so it's either blender being stupid and needing a restart or you might need to bug-report it to the cats dev Hotox

hushed helm
#

I've restarted blender, my computer

#

The weird thing is

#

If I just position it well

#

Without the rescaling and rotation

#

and if I set the cursor to the center of the armature

#

and then use the cursor to put the origin of the arm

#

The arm is merged properly

#

But not with the scale and rotation needed

opal aurora
#

You've tried doing all the adjustments and then setting it as the rest pose right?

hushed helm
#

well if I do that

#

Only the bones move

opal aurora
#

That shouldn't happen if you use cats' one afaik...

hushed helm
#

I'm always using that one

#

Rest pose enabled shit is annoying to deal with otherwise

opal aurora
#

Or was it pose to shapekey?...

hushed helm
#

No I've never used that one

opal aurora
#

I had a tutorial for t-posing that could be used for any other pose pinned somewhere...

#

Oh right on this channel actually

hushed helm
#

WHAT

#

Hold on

#

it just worked

#

Like

#

WHAT

#

BLENDER ARE YOU SHITTING ME

opal aurora
#

Blender 101 in one sentence ^

hushed helm
opal aurora
#

The benefits of multiple monitors xD

hushed helm
#

"Yeah ik that it's expensive but you can write "FUCK YOU" on paint and drag it across the other screen"

opal aurora
#

Hordes rush to the stores

hushed helm
sleek trout
#

https://cdn.discordapp.com/attachments/366718189561839621/495979563885789184/unknown.png
https://cdn.discordapp.com/attachments/366718189561839621/495980554345250826/unknown.png
https://cdn.discordapp.com/attachments/366718189561839621/495979795876806659/unknown.png
https://cdn.discordapp.com/attachments/366718189561839621/495979883353341962/unknown.png

so im having an issue finding out whats going on here in blender causing my armature to mess up. it seems whatever the yellow highlight is restricting my arms location movement to just rotation is the culprit but i have no idea how to take that away. i checked both arms since one seems just fine. the one that is messed up turns yellow when trying to move it and only rotates with the parent of it. if anyone knows how to free me of this yellow bone curse i'd greatly appreciate it!

pseudo sedge
#

@sleek trout

  1. do you have some twist bones, or only arm->elbow->wirst and no others with them?
  2. is your hands parts proper weight painted to bones?
sleek trout
#

both yes

#

only have basic armature

#

all others were merged

#

and i did test the weight paint

crisp tendon
#

Weight painting is probably wrong, moving that bone shouldn't affect the other one

#

and the image you posted proves that it is

sleek trout
#

i moved the arm outward to show verts are not moving back

hushed helm
#

Are the bones connected to their parents ?

sleek trout
#

yes, every single one

#

all bends correctly and everything in blender, its when exporting and bringing it into unity i have problems

crisp tendon
#

Try resetting bone roll also

sleek trout
#

ill give it a shot

#

no roll is present on any of the bones

crisp tendon
#

What do the bone settings for these bones look like ?

opal aurora
#

Pretty sure the yellow bones (and blue at times i think?) are just constraints you can remove manually

opal aurora
#

As in, remove the constraint not the bone in it of itself

sleek trout
#

that was the edit settings

opal aurora
sleek trout
#

there are none

#

i already checked that and got rid of the yellow on them

#

its still exporting wrong

opal aurora
#

Alright lemme backtrack then...

sleek trout
#

the fingers and arms messing up is a general problem i've seen in the past, but i never had it happen to me tell just today.

#

not sure of the cause, its only on export from blender to unity

opal aurora
#

This seems like an issue i've seen on some models

#

Major point of weights are on a different bone than the standard, i assume

#

So instead of the upperarm having all the weight of the upperarm itself, another bone could take about half of its overall lenght

sleek trout
#

you can fix this in unity by manually rotating and grabbing the bones back in place, but its a super long process, it has nothing to do with weightpaint

#

if it was weight paint, it would be obvious when moving bones

opal aurora
#

OH, the issue is on export itself

sleek trout
#

yes

opal aurora
#

Alright then, it seemed like a bone was having way too little or too much influence

#

That is a relatively odd case

sleek trout
#

how would you go about fixing that? i only ever see this with game models, generally its fixable by merging the bones back to a standardized ik like catz does with mmd

#

but this one is something else

opal aurora
#

By standard i tend to just manually edit it, or find a bit of a loophole

#

Random things to check i suppose
All bone rolls set to 0?
All bones disconnected but parented properly?
Current pose is indeed rest pose?

sleek trout
#

i checked all bones, they are set to 0
all bones are disconnected but set to correct parent
and it is in its Correct Rest mode, and i did it alt - rsgo to be sure

opal aurora
#

Have you attempted to restart blender?
It may actually be blender just dying inside like most cases

sleek trout
#

i restarted blender, tried taking the model as its exported fbx form and re-exporting, messing with all of the bone settings and double checking them all with the ones that bent correctly. etc.

opal aurora
#

Editing an fbx tends to cause more problems than fix any for the most part, this model didn't come in an fbx format right?

sleek trout
#

it came as xps

#

i work with xps all the time, but never had this

opal aurora
#

I've worked with xps' in the past, also never had any issues

#

Would you mind if i checked it out on my side out of curiosity?

sleek trout
#

yeah, no problem, i can dm you the file

opal aurora
#

Sounds good

opal aurora
#

That models' bone seems to be haunted, if anybody has any other ideas that seem feasible perhaps drop ehm' here

sleek trout
#

someone in my dmc discord figured it out

#

it has to do with export type

bright atlas
#

I've noticed several of my avatars where I made a custom rig will sink towards the ground when I move in VRChat. Do I need some sort of root bone at the origin to prevent that?

#

Also, how do I prevent small avatars I import from having their arms stick out when in VR mode? It kind of helps to reduce player height but it doesn't completely fix it

hushed helm
#

Hi people ! I wanna merge some vertex groups, how can I do that ? It says to press the select button but I can't find it !

sleek isle
#

like merge them so one bone move them ?

turbid ingot
drowsy wharf
#

Go into edit mode in blender and orient the finger bones properly

turbid ingot
#

Thank you ๐Ÿ˜ƒ

sleek isle
#

or just dont give a dam about the warning and upload it anyway

formal summit
#

Im quite new to rigging, and used autorig in maya and changed a few things, now im going to try to make mouth movement, but i dont know if i should be concerned or not that when i turn the bone in the middle of the head the mouth stretches

minor shore
#

how to fix the chest leaning downwards in full body tracking when i let my arms loose?

reef flare
#

You mean like your character leaning backwards? Like doing an anime lean back? @minor shore

#

Mine does it too. Arms relaxed to my side and the model is leaning back

#

Trying to figure out how to remedy this. I'll also note in in full body tracking

minor shore
#

yeah mine leans forward instead of back tho @reef flare

solid adder
#

I remember one of the fixes for full body was readjusting the hips. But that may have been for the whole limbs turned around making it look like the mesh is pinched.

dusk nest
#

my bones wierd

calm needle
#

fully body tracking id an odd one but it might have to do with the spine bone arc. not 100% possative though since i dont have full body yet

#

also that zaveid is missing his gun ๐Ÿ˜›

dark pollen
#

With legacy animations being removed, what do we set animations as for idle animations, such as a swaying tail?

gritty nest
#

Animators on the first bone of the tail

#

That's how I have always done it, much cleaner

#

@dark pollen

#

Just put an Animator component on the first bone of the tail, then create an animation on the tail.

dark pollen
#

Tail swaying was just an example. My main avatar has wings and a tail. So would it need 3 animators?

gritty nest
#

Yes.

#

One for every part

dark pollen
#

Alright

#

I already miss the old way lol

#

Thanks for answering

gritty nest
#

I always did it with Animators, much cleaner and easier.

#

Blinking took me some time to wrap my head around but I had a solution figured out super quick, partially thanks to Yuumi.

#

There was another use case that is just gone without legacy though, something with lipsync

heady tree
#

I've been making my rigs to 100% use bones for facial animations and such, but since VRC uses shape keys for facial animations, people around here have been telling me to use CATS because it can convert bone poses into shape keys

#

So I've been fiddling around with CATS and it turns out that no, it doesn't

#

is there something I've missed, or is there legit no way to convert poses into shape keys with CATS

calm needle
#

blender has a built in feature for that

fading verge
#

You missed it

calm needle
#

a lot of times cats has a handy button to an existing feature

fading verge
#

Pretty sure cats have a button for it

calm needle
heady tree
#

where is that

calm needle
#

its the first main menu o fit where it has the import model, export model, fix model

#

although i tend to use the normal blender method

heady tree
#

ah, I see

#

and what's the normal blender method?

calm needle
#

what i tend to do is hit copy, then apply as shape key

heady tree
#

oh damn

calm needle
#

i fyou dont do the copy first, you would have to readd the armature modifier

heady tree
#

aight cool, thanks for the tips

fast zephyr
#

my avatar got uploaded with its skeleton backwards wtf do I do now

worldly willow
#

Heya folks.. Anyone there who can help me out rigging the hands of my model (spended 20 hours on this alone and it keeps messed up)

sleek isle
#

If you have to much trouble or it take to much time, use mixamo on it and detach the and and the hand bone and merge them to yours. Don't forget to rename the UV map the same as your model before merging. you might need to rescale the mixamo model. Just press S and 100

#

should work normally

#

@worldly willow

worldly willow
#

So upload my model..let it rig and move the hand from one model to the other?

sleek isle
#

yeah

#

export your model in obj

#

upload it on the site

#

let it rig it

#

save it in fbx with the original pose

worldly willow
#

Mixamo has the exact same hand issue

#

Salad fingers

sleek isle
#

what your model look like

sleek isle
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that don't help that she is not on an A or T pose

worldly willow
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Yea... Ripped that way from the game ( took 80 minutes to get one where the arms are not against the body

fading verge
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smart to share a link ot a ripped model

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when there is a rule against it

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How do i lose polygons

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Im new to making avatars.

worldly willow
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@fading verge i mailed multiple people from the game's development and all read it and gave no responses ( so i did best i could to get permission from a 800 people dev company)

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That is more then those running around as Crash bandicoot and luffy etc

fading verge
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and did you get permission ?

worldly willow
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800 x no response

fading verge
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so because you got no answer then it's fine

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also again, you clearly said that it was a ripped model and you gave a link to it
probably best to just remove it

fringe root
naive tree
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@fringe root move the bones on floor level in blender

worldly willow
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Unity

naive tree
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and adjust origin point if needed

fringe root
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This issue appeared after I tried to optimize it for full body, flipping the hip bone and reassigning the leg bones.
I think flipping the hip broke it, but I kind of want to do that to improve the hip tracking.

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yeah, flipping the hip bone is what breaks it

fading verge
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Anyone know why, when I moved my head up/down, left/right, that the chest follows it?

fringe root
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weight painting? or chest bones parented to the head?

fading verge
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No. The chest bone is parented to the neck. I can definitely make sure tho

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then chest bone is supposed to be parented to the spine

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not the neck

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Sorry

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meant the spine

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Everything is parented correctly.

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did you test it in blender ?

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yes, and unity, and vrchat

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so if you move the neck bone in pose mode i nblender

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the chest mesh moves too ?

fringe root
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and it only moves it in vrc? Maybe a shape key?

fading verge
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No. This only happens IN vrc

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It's a headswap so Idk if I messed something up

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I just used Ctrl+J when joining, not cats

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first thing i would do is check every bone in blender

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to be sure that everything is moving correctly

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It is.

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How would I determine if it's a shape key?

worldly willow
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Full body still has some issues... Did you update the sdk and vrc (they rolled a update a short while ago

fringe root
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yeah it's the latest sdk

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I'll export it without flipping the hip bone, align the viewpoint, the reimport the flipped hip.
I'm a 100 % certain if it works, then only on desktop and will be scuffed in fbt, but hey, it's worth a try

fringe root
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well this is what ended up happening

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flipping the hip bone is more difficult than it sounds lol

humble apex
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hey so uh

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i joined armatures in blender, the joined armature has a separate mesh but it's parented under the same armature as the other meshes for the main model, and it had vertex groups set up with identical names to the bones used in the main model

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but it won't deform at all

fading verge
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Anyone know why, even thought the vertices aren't weight painted, that when I do a shape key, my jacket moves towards my chest?

opal aurora
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@fading verge perhaps the basis shapekey or the shapekey it's trying to "blend" itself off of has the jacket in that position?

fading verge
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I added a jacket but I think it may be trying to fill in some missing vertices. I have no clue really

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Not missing, just deleted

opal aurora
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Try to remove any shapekeys from the jacket itself, if it has any that is

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That will possibly fix said issue

fading verge
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anyone here mind helping me out with giving my model a skeleton? dont know how to do that.

opal aurora
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Would you like a relatively straightforward vid tutorial?

fading verge
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yeah

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the stuff ive found just goes on and on

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i watched a 20 minute video and got nowhere

opal aurora
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Do you know how to create an armature?

fading verge
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nope

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i just use mixamo for skeletons usually

opal aurora
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I'll guide from memory untill we get to weight painting then

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On the left side, you got a few tabs, vertical tabs

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Click the Create tab

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On that area you'll find alot of things you can put into the scene, for now you want to create an Armature

fading verge
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got it

opal aurora
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The armature always comes with a single bone, you can keep that bone as a root for the model, but it's only necessary to make more bones from it

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You'll want to select the armature, or bone itself, and drag it to the center of the models' feet

fading verge
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done

opal aurora
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Now to actually edit bones and make more, you'll need to be in edit mode, normally you can easily do so by simply selecting something and hitting tab

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You can also exit edit mode by hitting tab again

fading verge
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ok

cosmic bison
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Does anyone know how to get visemes working on two heads unity?

opal aurora
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Now you'll want to select the root bone, by the center so it selects the whole thing, and press shift+d, that will duplicate that bone, you'll want to move it to one of the feet, you can be precise with your dragging by pressing the middle mousewheel in, pressing it again will leave said mode, at times it can be tricky to get the right angle so resetting it works fine

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You can then left click to keep that bone in the spot you just placed it on

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You'll want to do the same for the other foot

fading verge
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i cant seem to duplicate the bone

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nvm

opal aurora
fading verge
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lets DM so i can show you picture and see if im doing this right

opal aurora
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Aight

sharp pewter
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so you parent vertex groups to bones by having the same name?

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what happens if you parent more than one to a single bone or can you?

fading verge
worldly willow
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Most challenging to me would be the mouth but the rest looks like a regular humanoid with offset bones

paper quartz
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Who or where could I ask that someone would fix a model for me?

worldly willow
paper quartz
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Well full body is broken on it I guess bones or rigging is bad maybe even weight paints

worldly willow
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Can't help there, no FB experience

drowsy wharf
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@paper quartz the general fix for FBT is to flip the upperleg bone so it is pointing small side up (tail up), directly above the bone root.
And to flip the hip bone to be pointing straight down.
If you have more specific info, someone may be able to answer what exactly is causing it.

fading verge
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Ooo, I see

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Thank you for the insight

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that looks really nice

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what did you use to make it like that ?

calm needle
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the controllable tongue was actualy done using final ik

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although i think its the neck ik i setup that causes frame drops while using it. I removed all ik except the tongue and framed didnt drop

modern path
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Hey guys so I've spent 10+ hours messing with my model and I can't rig it to save my life

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Anyone wanna help me? It's a Bowsette I made in CM3D2, I just can't understand rigging in blender even with all the tutorials

modern path
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Here it is, in case anyone wants a try, my main problems so far are the headwear and back hair dont attach to the model when moved, and sometimes textures just have problems in UNITY

sleek isle
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I can try

modern path
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I'd appreciate it, and if anything you can just tell me how you did it because I expect every model I make to have this problem qwq

sleek isle
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a fuck it I just destroy the model

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your model have a lots of problem

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the head/neck is not strait.

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rotate it and apply as rest pose

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you need to but the eye furter in the head since you visemes of the blinking is to far inside the head

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the eyes brows have problem too. they need to be rotate a little since they go inside the head

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to attach the hair for example.parent the bone to the head

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you have to much polygone. delete the one inside the the black cloth in the arms and legs

chilly mauve
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can i have some help with my model, i have attached a sword to the hand and done all of the animations but when i copied the components to the original the sword came up as culled. is there any way for me to bring the sword back?

modern path
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Damn

modern path
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Whats the best way to reduce TRIs change render scale?

fading verge
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Hey, so when I do a headswap or put my Head on an outfit, the chest seems to behave strangely. Any reason why?
Also, a rig error shows "Avatar Rig Configuration mis-match. Bone Lenght in configuration does not match position in animation file." I don't know what that means...

stark spade
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I have an avatar that head is pointing up when I'm looking straight. looked fine in blender and unity until upload, any ideas?

slow gyro
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@fading verge May need to elaborate more into its behavior
@stark spade Is it doing the same thing in the humanoid configuration in Unity?

fading verge
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when I look up/down, left/right, the chest follows in that direction

stark spade
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I guess it is, I didn't notice that before @slow gyro

slow gyro
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@fading verge I'm not sure what could that be then, suggest redoing the swap and make sure you remove any bones that are not needed. Like if the chest is already there, remove the chest from the head and leave neck. Parent neck chest to neck.
@stark spade There should be a pose button in the config screen, open it and hit reset

stark spade
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thanks

split cave
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heyo

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I'm having a problem with my halloween avatar

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I gave my model satyr legs

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And I keep getting this warning

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"The angle between pelvis and thigh bones should be close to 180 degrees (this avatars angle is 160.7)> Your avatar may not work with fullbody-tracking IK and Tracking."

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and due to this my avatar just kinda stands still when moving

naive tree
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@split cave easiest way to fix is applying fullb ody fix with cats plugin

modest heath
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Well, I've gotten the angle warning on many of my avatars before, including the ones that work the best for me in Full Body.

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So, at the very least, that might not be the source of the issue

split cave
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mmm ok

split cave
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the cats plugin worked @naive tree

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but now my head won't properly have its texture applied

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;-;

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f in chat bois

calm needle
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@fading verge you sir got a chuckle out of me

solar ravine
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saved

worldly willow
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Someone knows why the bones in unity are twisted around (Rolls are on 0),values in blender look fine (

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As in my left hand is twisted as it wants to be the right etc (no naming swaps as i can tell(maybe the fbx export/import?)

wary crown
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@worldly willow Unity > go to your import settings where you change to humanoid > click configure > pose > reset > pose > enforce t pose > apply and done > click your model in your hierarchy and click revert in your inspector ( keep in mind this will remove and components that werent on the original avatar in blender such as the vrc avatar descriptor and dynamic bones Scripts)

fading verge
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reinstall sdk

modern path
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how do i uninstall

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the current sdkl

fading verge
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close unity

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find your project in file explorer

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delete vrcsdk folder

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open project

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import sdk

naive tree
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delete vrc sdk.meta too

modern path
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thank you

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and thanks to you all

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I have my first working model

wide yacht
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is there a way to make a light source being shown/reflected in the mirror?

pearl bone
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Does anyone have the audio of the Mikos WanWan and Awoo? Dm!!

spark bison
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Some of my avatars have the disconnected wrists from the rest of the arm. When rotating the wrist in VRChat the arm doesnt rotate with the wrist. Anyone know what causes that and how to recreate that?

sleek isle
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weight paint the vertex of the arm? Do you have a photo or something @spark bison

long valve
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the bones are fine,but when i port it to unity the mesh break itself

fading verge
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do you have multiple uv maps ?

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also, be sure that the bone rolls are all set to 0

long valve
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no and bones rolls are set to 0

long valve
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ok with .dae the mesh form is fine but now it's like cristallised (it's not the shader,the mesh has bumps and kinda corrupted)

worldly willow
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Verts or faces maybe not painted correctly at some spots

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Try going over it all with blur to get rid of single vert value errors

rigid oriole
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Anyone online?

naive tree
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no

rigid oriole
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Understandable, have a great day

opal aurora
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@long valve supposedly ascii fbx should fix the whole arm twist situation, model was probably a xps, apparently some of those just cause that problem no matter what in standard fbx

rigid oriole
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I don't have any experience in rigging

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I tried to use mixamo rig for King K Rool but

gritty nest
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It seems you forgot to map the feet

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Just do that and enforce T-pose

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Or rather, the legs are mapped incorrectly

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The toes/feet are in the leg slots