#avatar-rigging
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Upload it to imgur instead
imgur?
How do I make parts of the model flow like a rag doll?
@unkempt yoke you need to download the Dynamic Bones package from the Unity Asset Store. You can then add a Dynamic Bone Component to your model, assign the bones where you want the wigglin' to start, and you're pretty much good to go!
It's easy to set up, difficult to get it fine tuned to do what you want.
Ok thank you!
Also, keep in mind you only need to set it up once at the base of whatever part of the armature you want to animate - so for instance the first hair bone, and all the following hair bones under it will be animated.
If you need help or pointers, feel free to hit me up and I can show ya.
??
What should I do if my avatar sinks to the ground when I try crouching?
Well both crouching and prone make the model sink into the floor
Crouching up the the waist and proning up to the head.
Anyone tried using models from SFMLab? since this one I'm trying to convert seems to have 3 armatures, a bunch of meshes that are seperated and like 6-10 bodies, and none of the bones seems weighted to any of them. Maybe there's some plugin I need
@viral seal that sounds like either improper rig or a non-humanoid avatar trying to use humanoid rig.
If humanoid, check the bones in the avatar rig and make sure things move with the proper bones.
Ah right. Would this be because I built my own skeleton on the model?
Hang on a second. Is it because I'm missing bones in the fingers?
hey people o/ currently rigging an avatar. since ive never rigged before it's been quite a ride so far. I've got a few questions concerning the rig: when rigging hands, is it required to constraint the fingers to a certain direction? Also i'd like to know about mouth animation: its probably required to rig a jawbone for any kind of mouth animation, right?
It's best to create ShapeKeys for mouth animations
No bones will be needed for this
Well, no jaw bones needed at least
but they would probably make it easier to set shapekeys, right?
since you kinda just have to move the bones instead of the mesh
though probably more rough looking in this case
You can certainly create Shapekeys using bone poses but people don't tend to be fond of Weight Painting the bones to the mesh
yeah weight painting can be a real pain. been on that since yesterday, since the weightings on my model are way off
If it's already weightpainted you can use them to make it easier on you
I also need to go over my own model's weight painting
i dont think i quite understand the painting tools yet because its so hard for me to just nail the spot for this one mesh that is deformed
Didn't understand the last part of that
It's morphed in a weird way that makes it difficult to paint the weights on it?
yeah the automatic weights made some hair / fur deform on arm rotation
so it kinda detaches from the body
and some of it feels very hard to reach to paint
should probably clean up my meshes a bit anyways
May help
got a few duplicates. once i got that sorted out i could as well just hide all the other meshes
kinda afraid of merging meshes because UV mapping totally messes up textures
but at least gotta merge the head for Shapekeying i guess :/
You could try merging meshes again and making sure the UV map for the textures are correct by changing them here
https://puu.sh/CyxB9/5d8d77e272.png
Have yet to try but might CATS automatically do it though?
ive seen cats pop up quite a bit during my research. think ima try it out tonight
Has personally been very helpful these past two days I've used it
Mainly for merging bones into each other to lower their count
Creating a single texture was also very simple
Have yet to play with the other settings
will try it out later then. thanks for the recommendation!
You're welcome > w O)b
Many tutorials use it so you'll find a lot of help with it if needed
Otherwise just come back to ask here
Welcome and good luck!
Hello ๐ does anyone know how to rig a suit / clothes to a model? pls help im trying already 12 days ๐ฆ
Well anyway, I figured out the crouching problem with some help. Turns out your rig must have a similar rig to a regular human rig. For example: Even if your avatar has 3 fingers or none, still have 5 finger bones.
@viral seal it's only required to have thumb, index and middle for the full tracking, but it's always recommended to have all 5, 3 bones per finger
to have just ik u need only 3 fingers on each wrist
anyone here know why my model's arms are way above its head?
fix your viewpoint in descriptor@chrome sequoia
Yea i fixed it, just having to fix the model itself now, as seen in #avatars-2-general
hey guys, anyone knows why Automatic Weighting breaks the models in Unity?
it doesnt
also automatic weighting may not work very well (by itself) for many rigs
It doesn't break the model in Unity, it breaks it in Blender, you need to make sure before exporting
well on blender the model I'm working on still look the same
it'S a bit an earlier build, but in Blender it looks okay but in Unity it'S just broken
the rig is okay and got into Unity without issues, but the second pic happens whenever I automatic weight the Armature with the Skelleton
What do you mean it looks ok ? Did you rotate every bone to make sure ?
reset the roll, move your bones if necessary
is there a list of values on how rotated the bones should be?
ok so I reset all the Roll but it still give me an issue when importing in Unity :/
reset the pose in the humanoid mapper
picture to where find that?
alright, i've got one more slight problem i somehow gotta take care of: my armature is properly grounded, but the model and therefore the bone too are not. x y z are all at zero, but it still hovers in blender (which translates to unity as well). does anybody have an idea? checked the transformation mode and it is set to global, but i cant get that model grounded https://cdn.discordapp.com/attachments/525721768258699266/536018113058045985/unknown.png
sadly wasnt able to find anything on that topic via google (maybe im looking for the wrong thing?) besides the global / local transformation setting
easy just apply transforms after moving it
that or move hip down in pose mode and apply as rest pose
@split solar kung's FBT fix video has some step-by-step instructions for shifting a floating model down: https://youtu.be/IqUVFuSD5a4?t=1070 (jump to 17:50)
A guide for scaling and tweaking VRChat avatars for fullbody tracking. Covers information on in-game, blender, and unity. It also has a fix for that bending ...
thanks for the help, gonna check out the vid
apply pose works like charm tho. such a simple task so well hidden ;p
fixed it, nice
time to test the avatar...tomorrow. 4:30am again
n8 and thanks again for helping me out
Ive replaced hands(including bones) of a mdoel, now the models arms(below elbow) are going haywire when in VR(also during animations, but its fine in the preview screen or in unity). Any Idea? Haywire = flayling around wildly
Didnt happen with the original hands
Hey anyone have a working muscle anim?
Oof.
Hey, so does anybody know why the weight painting around the shoulders of your avatar in VRChat is not usually accurate to what you've weighted? I've had the problem frequently where I make my avatar and just end up redoing the shoulders cause they always mess up. In blender they seems to work well, but in VRChat they do not. Well, they do, but only in full body? Super weird, It looks like when I'm not in full body how the weighting is on my shoulders gets treated differently.
you need to account for rotation, shoulders rotate a lot in vrc
in fullbody they do not move at all basically
Ohhh, that make a lot of sense. lol, I feel kinda dumb now. Thank you so much!
Well, hold up. They seem to be fine on the rotation of the z-axis
I'll play with it more
good way to test is doubletapping R and playing around
shoulders are really hard to weight paint
cuz its not like the arms or head or spine
where its mostly round and has start and end
and if its low poly its even worse
Same. I've been able to make them work with previous models, but this one was giving me lots of trouble.
cuz then it starts like spiking
Oof
i even tried to
transfer weights from another mmd model for one of mine
just bc the shoulders were bad
still ended up being bad 00f
well then ur arm flies off the torso
just get full body 4Head
get a dogo
๐ถ
my main model hasnt had weight on the shoulders ever. Ive just been too lazy to fix this
https://i.imgur.com/bVyTibf.png
yea thats wat i said
u can "fix" it by making shoulders very very tiny
but the point of shoulders 2 kinda move the chest
Am I able to set bone constraints for avatars in unity? I know Blender doesn't export them in FBX. I'd like to be able to do things like, say, prevent eye tracking from rotating the eyes too far, etc.
u cant do that unless u have multiple things controlling eye or move the bones closer to them
u can change their settings in the humanoid mapper but unity does not care / wont use them
CATS already has a tool to reduce eye movement tho
Seriously? That seems like kind of an oversight for a system with eye tracking but also very different avatars. Bleh.
i told them to start using the mappers eye range settings
(accessible in muscles -> head -> eye settings)
but ig is not good idea
is there a built in rotation limit that I can build my avatar around? Like does anyone know roughly what angles the eye moves between from left to right and up to down?
literally just use CATS
and change eye movement range
it moves the bones closer or further from eye
ok but I've formed my eyes to rotate around a sphere to prevent clipping, moving the eye bones would screw that up. I'm modeling and rigging my own avatar, so I can change things if needed, I'm just trying to find literally any of this sort of info for original content creators, and it seems there is very little.
if u want to prevent clipping do what most MMDs do
make a hole for the eye or make it round but do not rotate it, then rotate a pupil on top of it
that or use an eyeball and rotate the whole eyeball
but again literally try CATS first
that's what I've done, but you'd still have instances where the iris rotates into the center of the eye whites etc.
I guess I can use another method
I was just hoping there was some sort of reference to work around
there is
again its called using the CATS tool bc it allows u 2 rotate the eyes and change the movement range
vrchat has terrible documentation
that say "Eyes rotate 90 degrees left or right and 70 degrees up or down"
yes
that's what I'm saying
all the documentation mostly comes from other sources and internet
so probably not happening
Add an avatar descriptor, and upload
^^^^^
u need to also add the sample avatar controller from the SDK
if u want it to be animated
also note that stuff like viewpoint and sitting will be disabled and essentially all u can do is slide around and talk (or have animations)
like the old days
yea but cant sit
no IK or anything either
no not full body
any IK at all
for arms or legs or anything
for generic avatars, i think the viewball ignores the x and z components
so i think you'd have to move the model forward to fix it
or backward, wherever you want it to be
Do the shape keys for the avatar have to be named exactly as vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, and vrc.lowerlid_right for VRChat to automatically animate them in game?
yes shape keys must have specific names to work with eye tracking stuff and visemes, also as mesh name (Body) and bones name of eyes
poop
Do the eye bones need to be named LeftEye, RightEye or Eye_L and Eye_R. CATS is being very confusing about it.
LeftEye and RightEye, cats just keep old bones with _L _R
throwing an avatar together for someone who possibly uses a mic in game
is this correct?
VRC_Avatar Descriptor (Script)
Lip sync: Jaw Flap Blend Shape
Face Mesh: None (Skinned Mesh Renderer)
@pseudo sedge Thank you โค
@dim ore do you have jaw bone or blend shapes? actually looks like no one uses jaw flap blend shape ๐ค at least i don't know what the name must be of the shape key for that
you better use jaw bone (not blend one) or shape keyses one also for shapes must be Body selected
i used autodetect and it brought up jaw bone
try if that will work in game ๐ค
the character does have blend shapes, but they are all in japanese XD
@dim ore you can use CATS addon for blender to translate them and create from them shape keyses that needs for vrc, because they must have specific names as vrc.v_sil etc
what would that be under on cats?
@dim ore cats is a blender addon where on Visemes tab you need to select AA, OH, CH shape keys and from them will be automatically created all shape keys that vrc require, also after that you are able to create new shape keys on the end of shapes list but not before created viseme keys or that will not work
i wonder if the "fix model" will translate them for me until i can figure out what is what
and then revert
@dim ore you better to import model through cats and then press fix model, for visemes somewhere in translate button, but a is ใ(a), oh is ใ(o) and ch can be ใ(i) keys
@rocky walrus if you want to make it open when you talk you need to create shape keys to open/close it, also that must be specific named and on mesh named Body
if you want to trigger via vrc gestures that would be easier to create animation for bone rotation
why would i do that when i can juse use 3ds max morpher
@rocky walrus there's 2 ways of lip sync: with jaw bone or with a shape key that is an information about vertex position change
also that works only for humanoid avatars, not for generic
its not generic
its humanoid
and i set the morpher to have it close the lid when blinnking
@pseudo sedge does it have tobe rigged to a specific bone for the "shape key" (morpher that makes the lid close) to work?
to use shape keys mesh with shapes must be named Body, and you must have specific names on shapes, also in avatar descriptor you need to change lip sync to shape keys and select body mesh then assign keys
their names: http://prntscr.com/m94ry0
@pseudo sedge is this on the mesh?
i just did "auto-detect" and it set itself to jaw flap blend shape
and now it just randomly flaps up and down
if u want a viseme like actual talking toilet things
where they have different shapes of lid and bottom when speaking
u have 2 make multiple shape keys
which CATS in blender will allow u 2 generate using only 2 shapkeys
idk about 3ds
i tried making every v_Whatever the toilet flap and now instead it, has it randomly go halfway, and then a few seconds later extend past the toilet
u shouldnt
either make proper visemes or settle with just one
else it looks worse
wont happen unless theres some magical voice detecor
whats the closest thing i can do to that
havent heard of any users making anything bound to voice so
well
if voice is detected
than thats fine
i just want it so that if any audio is detected it defaults to one toilet flap animation
is that possible
@ivory radish
most likely not
shape keys will only affect vertices
and theyre interpolated by the sound
well it doesnt have to be a full flap
if i scream really loud will it max out or will the lid extend past the boundaries
u can try just having every vowel sound open and every constanent closed
but doesnt look like decent visemes
so honestly i would just at least try to make them look accurate
kinda like those 3d animated toilet cartoons
but thats just bc i would prefer something if it looks better
hwhat does a visme do
i told u
if for example u have a character with an actual mouth
each shape key would represent a loud sound in that mouth shape
so AA would be yelling AAAHHH
and OH would be yelling OOHHHHH
etc
and they will be interpolated by what it sounds like and how loud it is
Soo
When you create viseme. Make the viseme like if the character yelling that sound
To be honest. Make all the shape key exareted
does anyone know how to change the parent of certain bones? this model's hip bones are not the hip bones coz of parenting n stuff
https://gyazo.com/d7b9d2728d1f1efe0f2d5b387c47f138
You have to do it in blender
@chrome sequoia can't you just manually reassign on the right side?
Put hips in the hips slot, spine in spine etc.
i try that and it says its not a direct parent or whatever
Edit mode -> select your armature -> hold down shift and click on the bone you want to reparent first, then click on the bone you want to parent it to last
I think the reparenting shortcut is ctrl p or something
https://gyazo.com/c034647f50476cbe9666310f7af01012
this is what my heirachy looks like
in unity it says that Armature is a bone, and that root is the parent of hips
In all models i know the hip bone is the root bone for everything
Armature is seen as a bone because of that weird "C_BUFFBONE" thing
I thought Fix Model could fix that maybe
Anyway the Root has to go, Spine should be reparented to Hip
Reparent Root and BUFFBONE to Hips, then merge it into parent using Cats
Reparent spine to hips too
That should get you there
Yes
I'm having this issue with my model
I tried reconfiguring the shapes of the bones in blender but it seems to have no effect on unity
well i think fix model worked haha
even when pressing forced Tpose in the unity config?
If i let unity have its way the chest goes up too high and obstructs my vision
Force tpose works, problem is that it's not the pose that i want
Like i said the chest rotates too high up
When it should be pointed downwards instead
hmst
could it be bone rotation?
i don't know what it is
i tried rotating the chest bone in blender to point upwards since it wasn't alreadyy
but that didn't seem to have any effect on the model in unity
Is manually rotating it in the correct position in Unity an option?
It'll complain about not in T-pose but that won't matter
i tried ignoring the warning but i still ended up with the problem of the chest moving up too high ingame
so i assume it's related
i keep trying to rotate the bone to a normal position in blender but unity seems to revert those changes no matter what
i'm wondering if it might have to do with the way the skeleton is set up for this model
since the neck bone is directly in front of the chest bone
ideally i'd have the chest not move at all but unity seems to require that
why does unity show the bones but in blender i cant see them?? i only see toe bones lol
@fading verge despite it erroring saying "not in tpose" have you tried uploading it anyway to see how well it works? When i did a bowser model, i purposely left him slightly hunched over and out of unity proper t-pose and it worked fine in game despite a little extra toe tapping
Yes, i mentioned this
The chest moves too far up ingame
I might try lowering it to the point that it clips through the body and see
I need some help whti Rigidbodies
cna i still make an Animation that hides the Object i put rigid Bodies on or does it screw whit the rotation
a Video said it will screw whit rotation as i want an Arm to Appear and dissapear whit a Gesture https://cdn.discordapp.com/attachments/401870095875309569/536668350433067039/unknown.png
oh yeah one more thing
i want my avatar's forearms to not twist when i twist my hands ingame
because it looks weird on mech models
i tried reducing the lower arm and lower leg twist to 0 in the muscles & settings tab of the humanoid rig configuration panel
but it doesn't seem to actually affect the game
is there another way i can get what i want
lol
also u can either use the other import tool (will be segmented) or rig the model by hand
material file
literally just put the pngs in the texture slots
if u dont know how 2 use blender that well there are tutorials for a lot of stuff
that's a shader issue
either your shaders broke when importing a package or you don't have cubesparadox
?pink
thats in blender -.-
oh
this it in weight paint mode
Yep that's the "no texture" sort of default color
you might be in weight paint but the shading mode is probably "texture"
switch to e.g. Solid view
if ur in weight paint mode then the issue is pretty simple
ur using mmd shadeless shading type and purple/pink represents unweighted areas (no vertex groups)
got it
how do i fix?
there isnt really a fix as it isnt a bug
if it helps u can switch to GLSL shading with the N key and the CATS shading tools or u can select a bone that has weights/vertex groups assigned to it for that mesh
that's the thing, it's on GLSL and they are assigned to the mesh, it worked earlier and the mouth still moves now
@ivory radish
nvm i fixed it
How do i stop the mesh from tearing apart even though its all weight painted red? (Blender)
Remove doubles
https://gyazo.com/8814f5a497715d50f442a2c29d4b508e So I'm trying to set up viseme and the only options are "none" help would be very much appreciated
- make sure you have shape keys created for your visemes in blender - it looks like you don't have any on that mesh at least
- please merge your meshes - you don't need a separate mesh for your face, and having lots of skinned mesh renderers hurts performance
i need cuz i got outfit cycler
@sterile oracle mesh with visemes but be named Body, eyes for eyetracking LeftEye, RightEye, with other naming this things will not work
Having a problem with jawflap blend shape. I have everything assigned to make my character's mustache wiggle, but nothing happens after I uploaded it in game
My bad fam, forgot to name the mesh "body"
having an issue in fullbody -- one arm is super long and the other's fine?
its a rigging issue because its only on this model
is anything wrong with the models bones
not from what i can see... there are some extras of bones but it shouldn't affect it, they're just there for weights
could it be because they're not connected?
nevermind that wasn't it
http://prntscr.com/macx6c extra bones are for weights but otherwise it shouldn't affect how it works in game
have u tried merging all those
with CATS
the remove 0 weight bones one
and made sure that the bones are mapped to the correct ones in unity
i'd have to combine vertex groups since almost all of them have weights
nothing looks wrong to me though? nothing that should be causing the model to look this funny anyway
lemme screenshot what it's doing
it only looks like this in fullbody, it's fine without fullbody
they're out right in front of me
Yeah I just went through that whole cycle
I had to move everything to the model itself not the "body"
is there a handy blender shortcut to select all bones that are a child of the selected bone?
ah, shift-G
You can merge bones to parents with cats in one click
nah I was just trying to hide the bone heirarchies I wasn't working on temporarily so they didn't get in the way
Hi peeps, so i have a histoire model from hyperdimension neptunia with her book she is supposed to sit on , now my question is how can i have the model be in the sitting pose on the book and have the book float in vrc ?
The book and model are seperate models(book has no armature))
u put book in character and make it inactive
for animation part u can duplicate ur character or like enable a seated version of it
i did i believe
The fix states pretty clearly that you'll get this error and that you can ignore it
It's technically not what you want but it's necessary for the FBT fix
oh XD
thank you
the publish page is saying that i cant publish it though
feet and upper arms arent specified
Can you post a screenshot of your model as it is in the regular scene?
Preferably a screenshot with your avatar selected
Um, where's your armature? Untick "Optimize game objects" in the rig configuration
Then try again
will do
and i have no idea what i did to my unity to get it to this state.
it looks like it worked m8
thank you so much for the help
if i could upvote you i would
YAY IT WORKED PERFECTLY. now i just need to get the mouth working
Hey guys. Hope this isn't asked too much, I scrolled up for a bit and didn't see it. I'm trying to duplicate a braided hairstyle on an Avatar in game, the braid hangs down over her front. However the hairstyle in the model I downloaded has it just straight back. Is there a way to move it to the front? Do I do this in Unity or Blender? I'm pretty new to all of this.
if there's bones on the hair, you could probably just move them in unity. if not, you'll have to go in blender and either add some bones or try using the proportional editing tool to adjust the hair without using bones
There are bones! Thank you. I'll look for a tutorial on the rest, but I didn't want to need to go back into blender ๐
@solemn talon Learning about Shift + G is really helpful, thank you
You can also color code bones into groups to easily differentiate them & easily re-select that group afterwards or press M after selecting them to change those bones into a new layer https://puu.sh/CATbK/3aad44a6c4.png
Can someone make me an avatar?
No
is it possible to send someone a DM with a blend file, so they can only check it, and tell me what's wrong with the eyes?
yes
before i go to work, can someone tell me how to fix this s***? https://www.youtube.com/watch?v=TYd7HO0Xro8&feature=youtu.be (warning: may be a bit disturbing)
if you can even fix this horror show... :/
the eyes might be parent to the neck or the chest
nope, head...
when you test the eye tracking in blender(cats) its look aright ?
yes.
you assign the good bone in the humanoid
yes, eye_L and eye_R
in blender it says not to do that...
you said to cats this is the eyes and the head. The plugin then create 2 new bone LeftEye and RightEye. Those are the one you put in Unity
i'll test it as i'll get back home.
in CATS do not use LeftEye and RightEye to make eye tracking
unless u have no other eye bones
but in unity use them
just got back from work, so as i said i'm going right into unity.
Ey
Someone HAVE to make this a thing Lmao
I found this on a bar
nvm i cant Post Pictures here
Can anyone help me
how to turn this bone to fingers along ?
https://imgur.com/ZNBZltw
if the bone rolls are right, you can set the pivot mode to active element and the movement mode to normal. This will allow you to rotate the bone along its current orientation. If the orientations dont match up in a way that easily allows that then the manual dragging of the tail is a viable option
You can also select just the tips and move them
Does anyone know why my Avatars fingers tend to "Curl" Instead of performing gestures?
you need to animate the fingers in animation, if you don't do it then they'll be in "crab-hand" pose
does anyone know how to add lip sync from nothing to a avatar that has a bit too much of a poly count on the face, plus a fully modeled mouth?
In blender, if you press o you can enable proportional editing
It will let you move all the vertices around the selected ones, making it easy to move something and still have it look smooth
i just tried... and i selected only a single dot... but it moves the full model...
First, after you enable it, you need to scale it up or down with your mouse wheel to change the fall-off of the tool
Yeah, for some reason it defaults to really high
Second, you may want to go into the proportional editing tool itself and open the drop-down menu to select 'connected', so that you're not moving around your characters teeth and tongue and stuff when you're moving the mouth
Also it doesn't affect hidden vertices, so if you want to move only the bottom lip then you can hide the vertices in the top lip
thats probably a good idea too
you all do know that i have outright no f***ing idea what in the world you both are talking about... right?
I explain what proportional editing is and how to use it, and why.
Try that
Nice
i feel like a kid that is learning rocket science... :/
If you really want to know all kinds of good features you might not have known about blender to make your life easier
Blender tutorial for complete beginners! How to use the most common functionality of Blender: Modelling, Materials, Lighting Watch Part 2: https://youtu.be/s...
Its more like walking into like a wood carvers workshop or something. If you just learn how the tools work, you can do whatever you want.
Watch that tutorial series
It has a lot of good tips
You don't have to go past material nodes
That's only if you want to render stuff
Maybe also watch part 5 if you want
But everything else is blender specific
i think that i found my limit in skill... :/
or i did try, it did start looking more or less adequate, but then i looked at the starter shape key, and for some odd stupid reason, the model got a bit taller in the "AA" shape key... so i started from the start... and now i look like a necromorph... -_-
the heck?!?
What
as some say in russia: "i tried doing things better, but it ended up being the same."
it has more meaning in russian... :/
in the end, i'll have to settle with no lip sync as before... :/
anyone know good dynamic bone settings for a tail?
or a link to general settings for dynamic bones would be helpful
@molten rock read the description for tail values https://youtu.be/KywzhVH5o0Q
A Unity tutorial on how to use the dynamic bone plugin, which is available on the asset store here: https://www.assetstore.unity3d.com/#!/content/16743?aid=1...
@teal prawn yea found it thnks
anyone knows how to fix this when using full body? I used the full body tracking fix from CATS like usual
https://i.imgur.com/y3c4SA5.jpg
Move the knee armature a bit forward in Blender.
It's a common issue for models from that particular game. Need a .gif of what to do?
@lucid orbit
i think i got it. thanks! i'll check it out in a bit
Okay! Always good to have more of that type of model around. (Because they're super pretty.)
yeah! i actually made 3 different clothes for that model, and plan to make more models. but didn't have my hmd for 2 weeks until today and noticed it :)
Huh... the hip bone looks inverted... unless that's just me seeing things
can anyone help me? i clicked Full Body Fix in Blender and in unity the avatar looks like this now: https://i.imgur.com/sr2BSb7.png but in Blender the avatar is completly fine... https://i.imgur.com/Rpts5wM.png
Set all bone rolls to 0
how in tf do i make a roblox character in vrchat
cus i
too lazy
is blender free idk
@fading verge Weight Painting is what is done to tell the bones which part of the mesh they need to control/move
no it is a weight, an intensity of how much control the bone has over a vertex
Finding visual tutorials on it may be easier to see how it works
Feel both explanations tell the same in different ways
yes but what ur saying implies its 0-1 with nothing in between
anyone know how to get blender to stop selecting the whole armature while trying to weight paint?
use pose mode on rig
and right click 2 select a bone when in meshes weight paint mode
https://imgur.com/a/sfRM7Zq anyone have any idea on why the bottom half of the leg isnโt moving with the bone like the top
Anyone know any worlds that have avatars that the Booty jiggles? for fullbody
did u use fix model
Hey guys, Anyone know how to assign a single limb that has multiple capsule colliders to a cloth colldier?
It only picks up one of the coliders, very annyoing
@boreal cobalt That part of the leg is lacking a weight paint, which means it will not follow the bone, if you weight paint the leg to the leg bone, thenm the feet and t oes to their respective bones, the leg will work properly.
I have a problem when I import my model into Unity (full humanoid skeleton). It always gives me a fault saying that I am missing the lower left leg (right and feet also are not recognized). The legs are there though.
Is there a specific hierarchy to follow or something?
Seems like it is also important to mention that I do not want my avatar to have legs, but assume the full animation import.
If you apply them again, and make sure everything else is in place (fingers and neck) the error should go away
It needs to have the legs bones and to be mapped regardless
apply them again? I have remade the legs like 4 times now.
the leg bones are not in the model
just kinda... floatin
But you still have three bones for each ?
R/L hip, R/L upper, R/L lower, R/L foot
Which are you missing, ankle ?
it says that it cannot find lower legs
For both legs or only one ?
the fault only says left, but neither are appearing on the hierarchy.
Apply the bones manually to them then
so potentially dumb question, bear with me
how tf do I show bones in unity without the VRChat SDK
actually, they dont appear on the hierarchy in unity at all, only in blender
You are doing that right now
If you don't have an armature in unity, then you didn't export it
I did export it, but as FBX
does unity filter out bones that have no mesh to weight?
Unless you specify it in the export in blender, it doesn't no
Yea that was it, I always wondered why the VR Chat devs included that tiny polygon on the "muted" avatars foot
its a reference to weight so that FBX does not "optimize" the useless bones out before the VR Chat SDK gets to it.
Ok, new problem, why did it delete my endpoint bones?
there's an option to ignore leaf bones in blender, both on importing and on exporting
you can try messing around with that, it's in the options on the left side during fbx import/export
What problem do you have with leaf bone
I don't know how to ask this, because this is for a friend so I'll let the post explain itself https://blender.stackexchange.com/questions/129790/swapping-from-one-armature-to-an-identical-one
If you know what to do then please respond on there
rename all bones, then parent mesh with empty groups
I'll suggest it to him
He said in the post that he doesn't know how to correctly parent the bones.
select mesh, shift select armature > ctrl+P>with empty groups, if bones/vertex groups match then bones will work
do many people use Maya here? having a bunch of issues with importing a model + rig made from scratch into unity without issues, especially with textures and such
Are the textures embedded?
You should either manually copy the textures into an assets folder called "Textures" beforehand
Or click "Extract Textures" in the import settings under Materials tab, if they are embedded
i'll try this
aye no error log this time during export, gotta import it into unity now though
ah so textures seem to not appear with the fbx export
(with embedding)
ahh extract textures worked! thank you!
@naive tree i am that friend in question, i'll get back to you to see if that works
@dapper herald thank you for posting that for me on here, didn't think to post it here for some reason
Suddenly applying the full body tracking fix breaks the arms of my model. It worked fine before. Not sure if i somehow changed any setting.
what does "break" mean, things can break in many different ways @glass panther
screenshot
I apologize I should have elaborated, I somehow fixed the problem though.
I keep getting the error "spine hierarchy missing elements, make sure that pelvis, spine, neck, and shoulders are mapped." All of those are mapped and have no errors in the rig configuration. Anyone familiar with this?
Well correction, all of those that it says are "required" are mapped.
https://imgur.com/a/OBG7VVV could anyone tell me if iv weight painted this leg correctly
and if so why is this happening https://imgur.com/a/yVFW29I
still
๐ค
@grave forge if you've got extra bones between some of the mapped nodes, that can cause that error to come up sometimes (think it happens most commonly if there're too many elements in the spinal column)
may also happen if the shoulders or neck aren't immediate children of whatever's mapped as the chest bone, i think, or something along those lines
@boreal cobalt if the shin also has an equal level of weighting to the ankle/foot bone, that might do it -- blender technically allows you to have weight totals of more than 1.00 on a vertex if you don't keep them normalized
Alright, thanks!
u can also have multiple weights for multiple bones
so if u have hip and leg both with full weights
on the leg part
then they each have 50% influence
Is the hip supposed to be parented by the spine or vise versa? Also, do the spine and hip need to be connected bones in blender?
There's a handy bone heirarchy guide in the pins
huh, look at that, thanks!
Still getting the error. Does the hip and spine bone need to be "connected"?
I keep getting "[3, 404, Get, 2] Request Finished with Error!" on compile.
Anyone have any idea on this one? I can see the "name your avatar" screen for like 2 seconds then it gives that error and locks up the runtime.
i've got the same issue ^
ah this helped me with the spine thing https://www.youtube.com/watch?v=_OBnLcWlQzI
Warning, my mic is awful! I'm not the best one to tell you advice but here is how I fixed my problem "spine hierarchy incorrect. make sure the parent of both...
also finally got the model ready only to realize i don't have the ability to upload anything 

I got my model into vrchat and its rapidly flashing black, blue, and the color its supposed to be
what causes this?
only i see it
doesnt happen in all worlds
maybe it's a hardware/graphics issue?
after using mixamo a part of my model's arm has disappeared
https://i.imgur.com/yrYSgTg.png
https://i.imgur.com/WZU4LD0.png
would this be a rigging issue?
first img is ingame while looking at a mirror, second is in the unity config rig editor
in the regular editor everything is fine
okay nvm it has been corrected, it was a rigging issue
Does anyone know how to fix the eyes, like the at unity it show up just fine but in vrchat the iris of the eyes just disappear
Anyone knows, or have a tutorial on how to rig 4 arms? (so that both on the left move together, and both on the right move together as if it were one arm on each side)
Fixed joints
You rig one of the arms to move, then apply a fixed joint to the arms to move the other arms
is there a tutorial on that? Never used fixed joints
I don't think so, and I don't know enough to help you, but you should be able to figure it out. You can try asking in #avatars-2-general or #development-advanced , as it's not really a rigging thing
thx for the answer tho ๐
literally try first
every time my avatar looks up, the body moves down. every time it looks down, the body moves up, which joint(s) cause this?
Has anyone had experience with the fingers being pulled together when configuring the bones in Unity?
Try enforce T-pose
would it be possible to rig 2d mouths for lipsync? perhaps as changing facial textures
puff better watch that video instead to type a text https://www.youtube.com/watch?v=ZB2aXKkwXuA
EDIT: If you are using an MMD model please read below! In this video I will show you how to make your 2D eyes/mouth type avatar have a blinking animation and...
@little pawn
ah yeah i've come across this before, wasn't what i was looking for specifically but i could always go for it
https://imgur.com/a/DNZ8UcN why is this happening any suggestions? the only option available is ''Basis''
no other shape keys on the mesh chosen
Hey guys, can someone explain how to shorten up this braid? I'm trying to cut the length in half pretty much and keep the tip of it intact. Would like it to stay roughly the same size too.
have u tried using the scale tool on one local axis
Yeah. The problem with that is I like the size of the little braids, and if I scale them, even on one access it changes them. If I go in, and say... just delete a chunk of mesh in the middle, and reattach to tail..will that work? I'm not sure how to get the bones to go with that change, or if it breaks something
Hm. Maybe I'm doing it wrong. ๐ฐ Still pretty new to this, but If I bring out the scale tool, and say lock it to scale on Z, it's not removing any of the extra braid loops, it's just resizing them, and making them look really warped.
If the braid is just a repeating pattern, I'd try going for deleting a chunk in the middle
so, for some reason when i try to apply the humanoid rig in unity to a model and view it in the bone configuration thing, most of the model turns 180 degrees around, aside from the feet and arms which point to the right direction. anyone know why it does this?
hi does anyone know of a comprehensive tutorial about rigging and configuring quadrupeds for use in vrchat ?
video or written is fine as long as its comprehensive. i have a cat-like model id like to animate the legs walking ร nd head looking around.
i still haven't been able to figure out what's up with this model...
the weights are fine, armature is fine, everything's fine and bones are assigned correctly but it's just not working with fullbody
the body sort of twists and one arm ends up really long
oh i found the issue -- it was a bone issue, but i'm having another problem
it says this but everything's correct and specified?
could somebody make this a skin on vrchat for me please? i have been trying all day and have gotten nowhere i would be really happy if someone who has experince could do this favor for me https://www.models-resource.com/wii/supersmashbrosbrawl/model/3467/ i know its a lot to ask but i need help. i put this in #avatars-2-general but i think this tag is more appropiate
Wii - Super Smash Bros. Brawl - Outset Link Trophy - The #1 source for video game models on the internet!
@charred sorrel Im having the same issue ;;
worked on a new model for hours and errors just keep popping up in unity, i tested it once and managed to upload and it was working fine away from the necklace and hair that was a little messed up but that i later fixed, then once i tried to upload it again, it turned invisible and was stuck in a T-Pose, i could see it but not in the mirror. I use full body as well. Stuff is completely messed up, I just want to upload it but it wont work :c
Usually if your bone structure is set up correctly, you can just restart unity and it'll upload as normal.
just tried that, it didn't work ;;
same
@grim belfry can you post a screenshot of your model as it appears in the scene?
@charred sorrel same to you
As well as a screenshot of the Inspector while having the avatar selected.
My bad
iโll do that once iโm on my computer next, ye!
Guys I need help, unity is saying my spine bone has a length of zero, but the full body avatar guide says to connect the spine to the hip. Did I do something wrong?
https://gyazo.com/0065b75778294fcc662fab6f88f49c6a
You can ignore that warning
How much are custom avatars?
@ivory radish kinda shape key for the copy protection
o ok but doesnt it also make it super hard to see whats going on / if it works
u can always just enable it after ur sure it works
u can replace and update imports
u pose them
then deform it
there is only 1 armature
:/
@solemn talon I can't ignore that warning, Vrchat won't let me upload it if I do
and @ivory radish its kinda hard to see whats going on even without the copy protection, there is a big tail, clothes and all that fills the whole screen.
๐ฅ well shoot, I can't believe that I spent a whole 2 hours, asked a dozen or so people, and just realized
I forgot to map the shoulders
I swear its the easy things in life that get you
Shoulder are a curse in vrchat
at least adding phantom shoulders to a model, if need be, isnt too bad
it means it doesnt have an animator
did you put the avitar descriptor on the mesh by accident instead of the base object?
just make sure the object has an animator on the same object as the avatar descriptor
Can anyone help me;< I have a problem with twisting legs when using full body tracking.
Bend where the 2 bones join in the leg a little foword
It's all fine in desktop mode or VR mode with out FBT, the problem only arises in FBT. anyway I'll give it a try Thank you for your answer. ๐
You need to it the fix model in cats with full body enable if its not already done
@sleek isle oh your so genius! I followed your advice 'Bend where the 2 bones join in the leg a little foword' and then All the problems have been resolved. I was so tired because of this problem. I really appreciate your help! thanks 
how does one parent the bones from a new armature to an existing armature already connected to a mesh?
It's not like I need a proper rig to the hair. Or proper knees. Or a proper eye.
Nothing wrong here
Does anybody know if there's a way to manipulate the avatar descriptor and move it about with, say, your hand? I feel like it's impossible, but I've had people tell me it is possible, so I guess it doesn't hurt to ask. Basically I'm trying to make a dullahan avatar with their head in their hand, and I thought it'd be really neat if there was a way to make it so you're actually looking through the eyes of the fake head.
the view you mean?
if so, i'm not sure how to move it around by hand but you can place a small cube in the location you want your view to be and copypaste the translation onto your avatar descriptor
also i have no idea what's going on here https://i.imgur.com/mU7kbYy.png
i think it may be this but the weird bones just redirect me to the armature https://i.imgur.com/jZ28PvD.png
@mighty sigil Sadly enough, Vrchat does not allow that as far as I know, Technically you could create a shader that does that for you, but that would require an entirely different workflow.
@little pawn make screenshot of your leg bones from side view in blender (numpad 1 +numpad 3)
@little pawn make sure that the upper leg has a bend in it and not pointing straight down
ahh i see, i'll give it a shot
unfortunately the issue is still there @naive tree ๐ข https://i.imgur.com/zfvSpNd.png
how would one export it without texturing?
or just save the blend and send it over
textures do not come with the blend by default
ah gotcha
How would you go about fixing full body joints being really low in the ground?
did u use CATS fbt fix
Is there any way to fix my avatar's jaw? It's always open.
Did you configure visemes?
I ran the model through CATS Blender plugin, but there were no visemes that could be set up for it. The mouth is just a beak with no lip movement.
You can still create shape keys for beak movement and use them for visemes
They can be bound to whatever deformation you want
See all those avatars with the expanding heads when they talk for an extreme example
try jaw flaw blend shape
or try actually making good visemes
its not really that difficult especially for a beak
if u figure out how to use proportional edit makes ur life easier
The thing is, someone else with the same avatar as me (they got it from the same source too) made it so that the beak moves when the player speaks and it doesn't have the same issue as mine does.
But I don't think they even did all of that.
well making basic visemes should take at most like a few mins
assuming u know how shape keys and proportional editing works, model is not scuffed, etc
Yeah and you only need three, cats can generate the rest for you
at least look a bit better than any of the flap ones
Hello! I'm having a problem where when I'm attempting to merge two armatures, it completely removes the neck. I'm not sure why, I've tried changing the size and position of the neck bone but it always seems to just delete the neck. If anybody knows the solution to this problem I'd appreciate hearing it!
did u merge using CATS
@arctic glen cats merge armature remove bones with zero weight, if you have another bone inside the neck with weight of neck you can merge weight before armature merging
So I ntoiced my avatar's feet are bending outwards a lot, which is the most unflattering thing ever on an avatar that's already bulky near the arms. I suspect this has to do with the avatar's rest-pose's feet being in a curve outwards but I'd like to have it confirmed before I start tweaking it.
Yes, that is part of the issue
Just rotate the legs/feet to face forward in the rigging window, and apply
You don't have to change it in your 3D modeling software
OH
That's an easy fix
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/5e89a83a-fc44-4a9b-b8e8-fcf67b2f91dc/dcyfkd1-3982471b-54f2-489b-8bf2-47bfe213c462.png I think this is front-facing enough? ๐ค
rotate it slightly more
and also make the legs more straight
u want the legs to look like this from the side (less steep of angle)
\
/
and this from front
|
|
.
or leg bones i mean
the legs should be straight
The legs should look straight
The fact that the green lines of the bones are a little crooked is fine
But yeah the feet or lower legs look bent inwards
The feet are flat, but the top is slanted which gives the illusion of the feet themselves being slanted. The rest is fair though!
How can I merge/join two sets of bones together for eg the hair bones to the bodyโs skeleton
@boreal cobalt join armatures (ctrl+j) after selecting them, reparent bones, for joined mesh edit armature modifier to have current armature / try joining with cats addon
To parent them would I go ctrl + p?
ctrl p is for attach mesh to the armature, but if you have two armature ctrl+j will merge them, if both have bones with same name then second armature bones will have names with .number prefix, so you'll need to reparent all renamed bones to their main bones or mix weights
or you can try to merge with cats addon
actually ctrl+p is also something do :p but i just do ctrl+j ๐คท
ok iv merges the two armature but the hair bones wonโt follow the body skeleton in pose mode (sorry Iโm new to rigging)
@boreal cobalt you need to reparent hair bones to the head bone, and for the hair mesh in Modifier tab select existed armature in Armature modifier
How would I reparent these two armatures?
@boreal cobalt each bone have Parent property in Bone tab in Edit mode
any way to like, when weight painting a breast bone, the chest bone has its weights subtracted while I paint the breast bone?
@viral stag you can do lot of things with Weight Mix Modifier in blender modifiers tab, as add, multiply, substract, etc
u can use the Auto Normalize tool
should do what ur asking about
can also try symmetricizing the model so u can X Mirror weights
and not have to paint the same thing on each side
ohh, I don't mind painting both sides but I'll try mirroring it after, thanks!
its the Snap To Symmetry button in edit mode
Has there been any plans to allow the root's position to be changed in animations?
nope
For the moment, I have a really short avatar model and I did an override to my sit animation so that I could sit on chairs (rather than in them), and my workaround was to create a three-bone hinge system on my root bone.
Yeah alright. Looks like I'll have to keep the elbow joint workaround then
hahahaha
i tried a new fbx from assets, readding all stuff to it, still broken
don't mind the triangles i accidentally parented my world to it
oh ok thk god
the whole map as child of your model
lmao
walking around with your land
very partiotic
same error applies when i unparented it
did u apply the mapping and also see if it has an animator with the unity avatar in it
exactly
i uploaded lot of models this is first time happening
try to drag it again from the assets
i did so
and see if animator in it
did u fix problems with config
still broken
i tried restarting pc still broken
i tried reinstalling unity
still broken
is a week that i am trying to fix her
did u fix problems with config [2]
config where?
if it fails to map to humanoid it spits out an error
u can also try to put an animator on it and put the avatar from import in it
not an animation
an animation controller
then put the avatar thats in the import
into the controller
the actual unity avatar
not the character itself
im seeing red outlines or orbs on the limbs of my avatar can somone tell me what they are doing there?
they are all where id assime spots for vr tracking would be but 2 of the knees are infront of the knees and if its supposed to track how do i fix that?
can you post a screenshot? (use an external image host)
use an external image host and post the URL
That's the issue I see the red orbs and I'm not sure what they are and if they are the rigging I am not sure how to fix it
can some explain how to make bewb jiggle? i know how to do the dynamic bones part but the parenting part in blender i think im doing wrong
if my head is in my avatars neck and when i enter the pose in game (in full body) my upper body bends far back, does anyone know what im talking about and or which bone or what to do to fix this?
do i make entire hips smaller?
i am trying that now
i tried making hips bigger and i dont think it did anything or made it worse
If your head is in the avatar's neck it means user real height is set wrong for that avatar - unless the avatar has realistic proportions you get problems like that.
Kung has a good video on fixing full body issues including scaling proportions
@solemn talon it's a known issue with full body
Basically the head isn't weighted to the viewpoint 100%
@molten rock why do you have so many breast bones lol
You generally have 1 bone per breast and then give it end length or end offset in the dynamic bone script.
So i am trying to get Vroid avatars working but they have extra bones in the arms and legs (J_adj and J_Sec bones)
These bones seem to be the weightpainted bones
At least for correct movements
hey I am having a problem where my avatar is properly rigged and set up, and even bends when I go to test it in unity, but when Uploaded to VRChat it just doesn't work
got any pics?
Make sure you didn't tick "optimize game objects". You should also be a little more specific than "doesn't work"
"My avatar wont work, send help" ๐
@north prawn another bone also has weight on it
Check all your vertex groups
Or select those verts, unassign them from every group, then assign them to the mask bone group
Alright what if i were to remove those two bones
and add new ones
im still a bit confused if i need the second bone
Well there's simply another bone with 100% weight on it
Just un-weight it on that bone
Make sure only the mask bnone that you're rotating there has weight
normalize your weight groups, it won't still be red anymore :V
There's a checkbox you can tick in weight-painting that will auto-normalize as you paint so that red actually means 100%.
in fact while painting weights it's a pretty good idea to normalize all weights often to make sure everything actually is how you think it is. Make sure when you do you don't have "lock active" ticked.
Clean is also a good option to use to make sure you don't have a bunch of useless groups which can happen after you e.g. transfer weights between meshes.
ok i found the problem thanks
@solemn talon @gritty nest what do i need to do to fix that then? i shortned the legs and had to shrink the body but i shrunk the chest not spine? is that what is wrong?
In the bone you can tic if you when them to be affected when scaling
@lethal spade if you haven't already, watch https://www.youtube.com/watch?v=IqUVFuSD5a4 - it covers fixing a bunch of common full body tracking issues, including the head weighting issue
A guide for scaling and tweaking VRChat avatars for fullbody tracking. Covers information on in-game, blender, and unity. It also has a fix for that bending ...
wait @sleek isle that is exavly what i need where is that setting
@lethal spade in the right side properties window click the little bone icon and scroll down to inherit scaling
and turn it off?
yes
if it's off it won't change size when its parent is scaled (however, it'll still move with the scaled parent)
note that I don't think unity will apply this setting if you scale bones in unity
Dont rescale on axis in unity. The character deforme weirdly when moving
i dont
i do in blender
i been doing for a month and know quite a bit but i dont know everything on how to fix this
๐ฎ
The IK makes my hips point forward a lot, is there a way to fix that?
It's completely thrusted forwards
On one particular model
That flexing thing is quite perplexing. I'm trying to think of where you could possibly put a bone to achieve that sort of effect. Particularly since there are whole fields of tricks using springs and such to simulate muscle deformations
pretty simple
u literally jsut paint a tiny tiny bit of weight on it
and keep 100% weight for the parent
u can also do stuff like put another bone there
I get that it's painted lightly, I'm wondering where the bone is and how it's parented that it would deform the model in the opposite direction of the forearm rotation.
far as I'm aware that would still deform it inwards
I can think of how to do it with like... IK and an extra bone that always points towards the wrist, but the person is suggesting this doesn't use any such trickery
I wouls put a bone far away. But beside that idk
like i said
u can just put it super far away
so its practically going up super far when u rotate it
u can also just bind it to like a shapekey like fist
i seen a other avatar that u do fist and thumbs up same time and u flex u everyting
Bone position, rotation, and scale all factor in as well to create a proper effect for it.
Shapekeys limit animations/expressions so i strictly wanted to go with weight painting for it.
I'm trying to auto weight paint, and for whatever reason my model jumps and leaves the skeleton when I do?
help :[
apply transforms with ctrl+A, when mesh and armature selected @tough oriole
hey i have a question
for all the people who know how to add animations
i got my avatar riggged
everything is added
but ParticleSystems gets removed when i try to upload?
any reason why?
nvm fixed
hey
how do i rig a roblox avatr
avatar*
i have obj, mtl, and texture files
what are you getting it from
roblox studio
okay
i exported the 3d models
can you open in blender?
i dont have a rig yet
yes
okay so rig in blender
its easier than unity
then port over to unity
and upload
wait
how do i import it
in blender
helo?
;-;
one sec
i try to import the OBJ
wont show up
๐
ok
i cant put it in blender
wont appear
no error
popup
at
all
@fading verge
try
This was a quick tutorial I made for a friend going over how to set up materials and textures then export as an Obj file using Blender's OpenGL GLSL view por...
i mean
the obj wont load
so theres nothing there
@fading verge is the particle system whitelisted? it should say it in the sdk if its allowed to be uploaded
lol whoops i didnt read the last message. soz for ping then
ok so its in
lemme add textures
@fading verge how do i texture it
the video didnt help
@violet bobcat
i NEED HELP
why did everyone abandon me
well 1. just be patient, we're all busy irl and dont have all the time in the world im helping 2 other people plus my own model
oh
i cant even texture it
both of the sides are the same
they look mirrored
so i dont know which is the front
@naive tree All transforms to deltas? Animated transforms to deltas?
I'm having trouble rigging a humanoid avatar. The error I'm getting is that the spine hierarchy is incorrect after I disabled the upper chest but I can't change the hierarchy of the bones because whenever I do in the Avatar Configuration menu and click Apply and Done, the changes aren't saved and are just reverted to being incorrect again. Anyone know how to fix that?
hey
could someone help me with weightpainting?
oh
thanks
you have a good night
I hope not. I've tried several times
I think this guy on reddit from a year ago had the answer
lol a year ago
I was changing the hierarchy on the left, instead of on the right
I needed to switch the chest to spine2 and the spine to spine rather than just only deleting the upper chest
Or at least I did that and it stopped yelling at me
Do you want the model itself, or just a screenshot?