#avatar-rigging

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idle vapor
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alright, mind if i send it to you through DM?

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@gritty nest

gritty nest
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Upload it to imgur instead

idle vapor
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imgur?

unkempt yoke
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How do I make parts of the model flow like a rag doll?

fringe jetty
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@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!

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It's easy to set up, difficult to get it fine tuned to do what you want.

unkempt yoke
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Ok thank you!

fringe jetty
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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.

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If you need help or pointers, feel free to hit me up and I can show ya.

jagged zealot
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How do i rig a model?

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and how do i add a vrc_avatardescriptor? ;-;

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nvm

ivory radish
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??

viral seal
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What should I do if my avatar sinks to the ground when I try crouching?

ivory radish
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going into prone

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unless u mean the feet start going thru the floor

viral seal
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Well both crouching and prone make the model sink into the floor

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Crouching up the the waist and proning up to the head.

warped basin
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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

drowsy wharf
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@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.

viral seal
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Ah right. Would this be because I built my own skeleton on the model?

viral seal
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Hang on a second. Is it because I'm missing bones in the fingers?

split solar
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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?

fading verge
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It's best to create ShapeKeys for mouth animations

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No bones will be needed for this

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Well, no jaw bones needed at least

split solar
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but they would probably make it easier to set shapekeys, right?

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since you kinda just have to move the bones instead of the mesh

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though probably more rough looking in this case

fading verge
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You can certainly create Shapekeys using bone poses but people don't tend to be fond of Weight Painting the bones to the mesh

split solar
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yeah weight painting can be a real pain. been on that since yesterday, since the weightings on my model are way off

fading verge
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If it's already weightpainted you can use them to make it easier on you

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I also need to go over my own model's weight painting

split solar
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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

fading verge
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Didn't understand the last part of that

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It's morphed in a weird way that makes it difficult to paint the weights on it?

split solar
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yeah the automatic weights made some hair / fur deform on arm rotation

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so it kinda detaches from the body

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and some of it feels very hard to reach to paint

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should probably clean up my meshes a bit anyways

fading verge
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May help

split solar
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got a few duplicates. once i got that sorted out i could as well just hide all the other meshes

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kinda afraid of merging meshes because UV mapping totally messes up textures

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but at least gotta merge the head for Shapekeying i guess :/

fading verge
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Have yet to try but might CATS automatically do it though?

split solar
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ive seen cats pop up quite a bit during my research. think ima try it out tonight

fading verge
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Has personally been very helpful these past two days I've used it

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Mainly for merging bones into each other to lower their count

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Creating a single texture was also very simple

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Have yet to play with the other settings

split solar
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will try it out later then. thanks for the recommendation!

fading verge
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You're welcome > w O)b

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Many tutorials use it so you'll find a lot of help with it if needed

split solar
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nice

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yeah im on the github page right now

fading verge
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Otherwise just come back to ask here

split solar
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sounds very promising

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automatically fixing your model

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sure thing, thanks a bunch!

fading verge
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Welcome and good luck!

ionic wadi
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Hello ๐Ÿ˜„ does anyone know how to rig a suit / clothes to a model? pls help im trying already 12 days ๐Ÿ˜ฆ

viral seal
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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.

tidal vale
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@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

naive tree
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to have just ik u need only 3 fingers on each wrist

chrome sequoia
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anyone here know why my model's arms are way above its head?

naive tree
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fix your viewpoint in descriptor@chrome sequoia

chrome sequoia
tranquil iris
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hey guys, anyone knows why Automatic Weighting breaks the models in Unity?

ivory radish
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it doesnt

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also automatic weighting may not work very well (by itself) for many rigs

crisp tendon
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It doesn't break the model in Unity, it breaks it in Blender, you need to make sure before exporting

tranquil iris
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well on blender the model I'm working on still look the same

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it'S a bit an earlier build, but in Blender it looks okay but in Unity it'S just broken

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the rig is okay and got into Unity without issues, but the second pic happens whenever I automatic weight the Armature with the Skelleton

crisp tendon
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What do you mean it looks ok ? Did you rotate every bone to make sure ?

tranquil iris
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well the rotation are off

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on that I dunno what could be the cause

crisp tendon
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reset the roll, move your bones if necessary

tranquil iris
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is there a list of values on how rotated the bones should be?

crisp tendon
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0

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all 0

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That's what reset roll is for

tranquil iris
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in x,y,z?

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okay

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ohh I see! Thanks @crisp tendon

tranquil iris
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ok so I reset all the Roll but it still give me an issue when importing in Unity :/

ivory radish
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reset the pose in the humanoid mapper

tranquil iris
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picture to where find that?

split solar
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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

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sadly wasnt able to find anything on that topic via google (maybe im looking for the wrong thing?) besides the global / local transformation setting

ivory radish
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easy just apply transforms after moving it

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that or move hip down in pose mode and apply as rest pose

solemn talon
ivory radish
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either work

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also u can jus put

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?t=17m50s

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or copy the url from position

solemn talon
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I did put a timestamp ๐Ÿ˜ƒ

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just a bit of belt and suspenders

ivory radish
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y u put (jump to)

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o

split solar
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thanks for the help, gonna check out the vid

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apply pose works like charm tho. such a simple task so well hidden ;p

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fixed it, nice

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time to test the avatar...tomorrow. 4:30am again

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n8 and thanks again for helping me out

signal crane
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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

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Didnt happen with the original hands

ivory radish
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probably messed up bone rotations

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in the mapper or they have improper rolls

shell osprey
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Hey anyone have a working muscle anim?

ivory radish
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yea its called paying for it

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wtf kind of question is that

grizzled vessel
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Oof.

alpine raft
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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.

naive tree
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you need to account for rotation, shoulders rotate a lot in vrc

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in fullbody they do not move at all basically

alpine raft
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Ohhh, that make a lot of sense. lol, I feel kinda dumb now. Thank you so much!

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Well, hold up. They seem to be fine on the rotation of the z-axis

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I'll play with it more

naive tree
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good way to test is doubletapping R and playing around

ivory radish
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shoulders are really hard to weight paint

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cuz its not like the arms or head or spine

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where its mostly round and has start and end

naive tree
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ye, shoulders i hate with passion

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rest is literally whatever

ivory radish
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and if its low poly its even worse

alpine raft
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Same. I've been able to make them work with previous models, but this one was giving me lots of trouble.

ivory radish
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cuz then it starts like spiking

alpine raft
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Oof

ivory radish
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i even tried to

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transfer weights from another mmd model for one of mine

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just bc the shoulders were bad

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still ended up being bad 00f

alpine raft
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Who cares about shoulders? just remove the weights. done.

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ez

ivory radish
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well then ur arm flies off the torso

naive tree
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just get full body 4Head

alpine raft
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hahaha

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Ye

ivory radish
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get a dogo

alpine raft
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What's kinda what I did

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lol

ivory radish
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๐Ÿถ

calm needle
ivory radish
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yea thats wat i said

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u can "fix" it by making shoulders very very tiny

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but the point of shoulders 2 kinda move the chest

formal hearth
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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.

ivory radish
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u cant do that unless u have multiple things controlling eye or move the bones closer to them

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u can change their settings in the humanoid mapper but unity does not care / wont use them

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CATS already has a tool to reduce eye movement tho

formal hearth
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Seriously? That seems like kind of an oversight for a system with eye tracking but also very different avatars. Bleh.

ivory radish
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i told them to start using the mappers eye range settings

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(accessible in muscles -> head -> eye settings)

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but ig is not good idea

formal hearth
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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?

ivory radish
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literally just use CATS

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and change eye movement range

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it moves the bones closer or further from eye

formal hearth
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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.

ivory radish
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if u want to prevent clipping do what most MMDs do

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make a hole for the eye or make it round but do not rotate it, then rotate a pupil on top of it

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that or use an eyeball and rotate the whole eyeball

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but again literally try CATS first

formal hearth
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that's what I've done, but you'd still have instances where the iris rotates into the center of the eye whites etc.

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I guess I can use another method

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I was just hoping there was some sort of reference to work around

ivory radish
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there is

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again its called using the CATS tool bc it allows u 2 rotate the eyes and change the movement range

formal hearth
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That's not what I'm talking about

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I mean

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official developer resources

ivory radish
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vrchat has terrible documentation

formal hearth
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that say "Eyes rotate 90 degrees left or right and 70 degrees up or down"

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yes

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that's what I'm saying

ivory radish
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all the documentation mostly comes from other sources and internet

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so probably not happening

crisp tendon
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Add an avatar descriptor, and upload

ivory radish
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^^^^^

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u need to also add the sample avatar controller from the SDK

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if u want it to be animated

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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)

sleek isle
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like the old days

ivory radish
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yea but cant sit

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no IK or anything either

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no not full body

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any IK at all

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for arms or legs or anything

cobalt frost
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for generic avatars, i think the viewball ignores the x and z components

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so i think you'd have to move the model forward to fix it

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or backward, wherever you want it to be

ashen yew
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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?

pseudo sedge
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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

ashen yew
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poop

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Do the eye bones need to be named LeftEye, RightEye or Eye_L and Eye_R. CATS is being very confusing about it.

pseudo sedge
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LeftEye and RightEye, cats just keep old bones with _L _R

dim ore
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throwing an avatar together for someone who possibly uses a mic in game

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is this correct?
VRC_Avatar Descriptor (Script)

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Lip sync: Jaw Flap Blend Shape
Face Mesh: None (Skinned Mesh Renderer)

ashen yew
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@pseudo sedge Thank you โค

pseudo sedge
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@dim ore do you have jaw bone or blend shapes? actually looks like no one uses jaw flap blend shape ๐Ÿค” 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

dim ore
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i used autodetect and it brought up jaw bone

pseudo sedge
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try if that will work in game ๐Ÿค”

dim ore
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the character does have blend shapes, but they are all in japanese XD

pseudo sedge
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@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

dim ore
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what would that be under on cats?

pseudo sedge
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@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

dim ore
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i wonder if the "fix model" will translate them for me until i can figure out what is what

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and then revert

pseudo sedge
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@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Š(o) and ch can be ใ„(i) keys

gritty nest
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Invalid link

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@rocky walrus

pseudo sedge
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@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

rocky walrus
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why would i do that when i can juse use 3ds max morpher

pseudo sedge
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@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

rocky walrus
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its not generic

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its humanoid

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and i set the morpher to have it close the lid when blinnking

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@pseudo sedge does it have tobe rigged to a specific bone for the "shape key" (morpher that makes the lid close) to work?

pseudo sedge
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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

Lightshot

Captured with Lightshot

rocky walrus
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@pseudo sedge is this on the mesh?

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i just did "auto-detect" and it set itself to jaw flap blend shape

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and now it just randomly flaps up and down

ivory radish
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if u want a viseme like actual talking toilet things

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where they have different shapes of lid and bottom when speaking

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u have 2 make multiple shape keys

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which CATS in blender will allow u 2 generate using only 2 shapkeys

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idk about 3ds

rocky walrus
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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

ivory radish
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u shouldnt

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either make proper visemes or settle with just one

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else it looks worse

rocky walrus
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i just want a looping animation when im pressing the v button

ivory radish
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wont happen unless theres some magical voice detecor

rocky walrus
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whats the closest thing i can do to that

ivory radish
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havent heard of any users making anything bound to voice so

rocky walrus
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well

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if voice is detected

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than thats fine

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i just want it so that if any audio is detected it defaults to one toilet flap animation

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is that possible

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@ivory radish

ivory radish
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most likely not

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shape keys will only affect vertices

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and theyre interpolated by the sound

rocky walrus
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well it doesnt have to be a full flap

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if i scream really loud will it max out or will the lid extend past the boundaries

ivory radish
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u can try just having every vowel sound open and every constanent closed

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but doesnt look like decent visemes

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so honestly i would just at least try to make them look accurate

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kinda like those 3d animated toilet cartoons

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but thats just bc i would prefer something if it looks better

rocky walrus
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hwhat does a visme do

ivory radish
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i told u

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if for example u have a character with an actual mouth

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each shape key would represent a loud sound in that mouth shape

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so AA would be yelling AAAHHH

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and OH would be yelling OOHHHHH

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etc

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and they will be interpolated by what it sounds like and how loud it is

sleek isle
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Soo

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When you create viseme. Make the viseme like if the character yelling that sound

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To be honest. Make all the shape key exareted

ivory radish
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^^^^^

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unless ur mic is pretty loud it gonna use less of it

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which makes sense

chrome sequoia
fading verge
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You have to do it in blender

gritty nest
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@chrome sequoia can't you just manually reassign on the right side?

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Put hips in the hips slot, spine in spine etc.

chrome sequoia
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i try that and it says its not a direct parent or whatever

fading verge
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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

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I think the reparenting shortcut is ctrl p or something

chrome sequoia
fading verge
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In all models i know the hip bone is the root bone for everything

gritty nest
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Armature is seen as a bone because of that weird "C_BUFFBONE" thing

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I thought Fix Model could fix that maybe

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Anyway the Root has to go, Spine should be reparented to Hip

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Reparent Root and BUFFBONE to Hips, then merge it into parent using Cats

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Reparent spine to hips too

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That should get you there

fading verge
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Yes

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I'm having this issue with my model

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I tried reconfiguring the shapes of the bones in blender but it seems to have no effect on unity

chrome sequoia
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well i think fix model worked haha
even when pressing forced Tpose in the unity config?

fading verge
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If i let unity have its way the chest goes up too high and obstructs my vision

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Force tpose works, problem is that it's not the pose that i want

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Like i said the chest rotates too high up

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When it should be pointed downwards instead

chrome sequoia
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hmst
could it be bone rotation?

fading verge
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i don't know what it is

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i tried rotating the chest bone in blender to point upwards since it wasn't alreadyy

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but that didn't seem to have any effect on the model in unity

gritty nest
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Is manually rotating it in the correct position in Unity an option?

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It'll complain about not in T-pose but that won't matter

fading verge
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i tried ignoring the warning but i still ended up with the problem of the chest moving up too high ingame

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so i assume it's related

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i keep trying to rotate the bone to a normal position in blender but unity seems to revert those changes no matter what

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i'm wondering if it might have to do with the way the skeleton is set up for this model

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since the neck bone is directly in front of the chest bone

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ideally i'd have the chest not move at all but unity seems to require that

chrome sequoia
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why does unity show the bones but in blender i cant see them?? i only see toe bones lol

calm needle
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@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

fading verge
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Yes, i mentioned this

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The chest moves too far up ingame

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I might try lowering it to the point that it clips through the body and see

marsh escarp
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I need some help whti Rigidbodies

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cna i still make an Animation that hides the Object i put rigid Bodies on or does it screw whit the rotation

fading verge
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oh yeah one more thing

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i want my avatar's forearms to not twist when i twist my hands ingame

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because it looks weird on mech models

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i tried reducing the lower arm and lower leg twist to 0 in the muscles & settings tab of the humanoid rig configuration panel

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but it doesn't seem to actually affect the game

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is there another way i can get what i want

ivory radish
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lol

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also u can either use the other import tool (will be segmented) or rig the model by hand

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material file

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literally just put the pngs in the texture slots

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if u dont know how 2 use blender that well there are tutorials for a lot of stuff

fading verge
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help, why is it bright pink?

dim ore
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that's a shader issue

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either your shaders broke when importing a package or you don't have cubesparadox

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?pink

ivory radish
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thats in blender -.-

dim ore
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oh

ivory radish
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and its missing textures

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assign textures for the materials

fading verge
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this it in weight paint mode

formal hearth
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Yep that's the "no texture" sort of default color

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you might be in weight paint but the shading mode is probably "texture"

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switch to e.g. Solid view

fading verge
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the textures are there

ivory radish
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if ur in weight paint mode then the issue is pretty simple

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ur using mmd shadeless shading type and purple/pink represents unweighted areas (no vertex groups)

dim ore
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what's the difference between pink and blue?

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deep blue

ivory radish
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(no vertex groups)

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unweighted != empty weights

dim ore
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got it

fading verge
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how do i fix?

ivory radish
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there isnt really a fix as it isnt a bug

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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

fading verge
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that's the thing, it's on GLSL and they are assigned to the mesh, it worked earlier and the mouth still moves now

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@ivory radish

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nvm i fixed it

velvet pasture
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How do i stop the mesh from tearing apart even though its all weight painted red? (Blender)

gritty nest
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Remove doubles

sterile oracle
solemn talon
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  1. 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
  2. please merge your meshes - you don't need a separate mesh for your face, and having lots of skinned mesh renderers hurts performance
ivory radish
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i need cuz i got outfit cycler

pseudo sedge
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@sterile oracle mesh with visemes but be named Body, eyes for eyetracking LeftEye, RightEye, with other naming this things will not work

solemn shuttle
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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

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My bad fam, forgot to name the mesh "body"

charred sorrel
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having an issue in fullbody -- one arm is super long and the other's fine?

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its a rigging issue because its only on this model

ivory radish
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is anything wrong with the models bones

charred sorrel
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not from what i can see... there are some extras of bones but it shouldn't affect it, they're just there for weights

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could it be because they're not connected?

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nevermind that wasn't it

ivory radish
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have u tried merging all those

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with CATS

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the remove 0 weight bones one

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and made sure that the bones are mapped to the correct ones in unity

charred sorrel
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i'd have to combine vertex groups since almost all of them have weights

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nothing looks wrong to me though? nothing that should be causing the model to look this funny anyway

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lemme screenshot what it's doing

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it only looks like this in fullbody, it's fine without fullbody

ivory radish
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is that where ur arms are irl

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or like in the steamvr menu thing

charred sorrel
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they're out right in front of me

sterile oracle
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Yeah I just went through that whole cycle

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I had to move everything to the model itself not the "body"

solemn talon
#

is there a handy blender shortcut to select all bones that are a child of the selected bone?

#

ah, shift-G

turbid spear
#

You can merge bones to parents with cats in one click

solemn talon
#

nah I was just trying to hide the bone heirarchies I wasn't working on temporarily so they didn't get in the way

worldly willow
#

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))

ivory radish
#

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

arctic wren
#

anyone have any ideas on how to fix this?

gritty nest
#

@arctic wren that is not an issue

#

Did you apply the full body fix by any chance?

arctic wren
#

i did i believe

gritty nest
#

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

arctic wren
#

oh XD

#

thank you

#

the publish page is saying that i cant publish it though

#

feet and upper arms arent specified

gritty nest
#

Can you post a screenshot of your model as it is in the regular scene?

#

Preferably a screenshot with your avatar selected

arctic wren
#

i do know to add the descriptor just forgot to add it for that picture

gritty nest
#

Um, where's your armature? Untick "Optimize game objects" in the rig configuration

#

Then try again

arctic wren
#

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

ionic sinew
#

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.

cobalt frost
#

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

ionic sinew
#

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 ๐Ÿ˜ƒ

fading verge
#

@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

white charm
#

Can someone make me an avatar?

sleek isle
#

No

gritty sleet
#

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?

sleek isle
#

yes

gritty sleet
#

if you can even fix this horror show... :/

sleek isle
#

the eyes might be parent to the neck or the chest

gritty sleet
#

nope, head...

sleek isle
#

when you test the eye tracking in blender(cats) its look aright ?

gritty sleet
#

yes.

sleek isle
#

you assign the good bone in the humanoid

gritty sleet
#

yes, eye_L and eye_R

sleek isle
#

its suppose to be LeftEye

#

cats create 2 new bone

gritty sleet
#

in blender it says not to do that...

sleek isle
#

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

gritty sleet
#

i'll test it as i'll get back home.

ivory radish
#

in CATS do not use LeftEye and RightEye to make eye tracking

#

unless u have no other eye bones

#

but in unity use them

gritty sleet
#

just got back from work, so as i said i'm going right into unity.

cedar pond
#

Ey

#

Someone HAVE to make this a thing Lmao

#

I found this on a bar

#

nvm i cant Post Pictures here

gritty sleet
#

use something like imgur...

#

also, the fix worked just as you all said, merci.

main pebble
calm needle
#

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

gritty nest
#

You can also select just the tips and move them

elder drum
#

Does anyone know why my Avatars fingers tend to "Curl" Instead of performing gestures?

naive tree
#

you need to animate the fingers in animation, if you don't do it then they'll be in "crab-hand" pose

gritty sleet
#

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?

stuck jasper
#

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

gritty sleet
#

i just tried... and i selected only a single dot... but it moves the full model...

ashen yew
#

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

stuck jasper
#

Yeah, for some reason it defaults to really high

ashen yew
#

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

stuck jasper
#

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

ashen yew
#

thats probably a good idea too

gritty sleet
#

you all do know that i have outright no f***ing idea what in the world you both are talking about... right?

stuck jasper
#

Try that

ashen yew
#

lol

#

I was literally about the post the exact link

stuck jasper
#

Nice

gritty sleet
#

i feel like a kid that is learning rocket science... :/

stuck jasper
#

If you really want to know all kinds of good features you might not have known about blender to make your life easier

ashen yew
#

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.

stuck jasper
#

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

gritty sleet
#

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?!?

stuck jasper
#

What

gritty sleet
#

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... :/

molten rock
#

anyone know good dynamic bone settings for a tail?

#

or a link to general settings for dynamic bones would be helpful

teal prawn
molten rock
#

@teal prawn yea found it thnks

vital meadow
lucid orbit
#

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?

vital meadow
#

@lucid orbit
i think i got it. thanks! i'll check it out in a bit

lucid orbit
#

Okay! Always good to have more of that type of model around. (Because they're super pretty.)

vital meadow
#

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 :)

opal aurora
#

Huh... the hip bone looks inverted... unless that's just me seeing things

fading verge
gritty nest
#

Set all bone rolls to 0

chilly oriole
#

how in tf do i make a roblox character in vrchat

#

cus i

#

too lazy

#

is blender free idk

fading verge
#

@fading verge Weight Painting is what is done to tell the bones which part of the mesh they need to control/move

ivory radish
#

no it is a weight, an intensity of how much control the bone has over a vertex

fading verge
#

Finding visual tutorials on it may be easier to see how it works

#

Feel both explanations tell the same in different ways

ivory radish
#

yes but what ur saying implies its 0-1 with nothing in between

serene skiff
#

anyone know how to get blender to stop selecting the whole armature while trying to weight paint?

ivory radish
#

use pose mode on rig

#

and right click 2 select a bone when in meshes weight paint mode

serene skiff
#

I have it in pose mode

#

its still selecting the whole armature

boreal cobalt
molten rock
#

Anyone know any worlds that have avatars that the Booty jiggles? for fullbody

ivory radish
#

did u use fix model

boreal cobalt
#

Il try that

#

Thanks

elder drum
#

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

fading verge
#

@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.

grave forge
#

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.

crisp tendon
#

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

grave forge
#

apply them again? I have remade the legs like 4 times now.

#

the leg bones are not in the model

#

just kinda... floatin

crisp tendon
#

But you still have three bones for each ?

grave forge
#

R/L hip, R/L upper, R/L lower, R/L foot

crisp tendon
#

Which are you missing, ankle ?

grave forge
#

it says that it cannot find lower legs

crisp tendon
#

For both legs or only one ?

grave forge
#

the fault only says left, but neither are appearing on the hierarchy.

crisp tendon
#

Apply the bones manually to them then

grave forge
#

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

crisp tendon
#

You are doing that right now

#

If you don't have an armature in unity, then you didn't export it

grave forge
#

I did export it, but as FBX

#

does unity filter out bones that have no mesh to weight?

crisp tendon
#

Unless you specify it in the export in blender, it doesn't no

grave forge
#

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.

grave forge
#

Ok, new problem, why did it delete my endpoint bones?

serene skiff
#

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

sleek isle
#

What problem do you have with leaf bone

dapper herald
#

If you know what to do then please respond on there

naive tree
#

rename all bones, then parent mesh with empty groups

dapper herald
#

I'll suggest it to him

#

He said in the post that he doesn't know how to correctly parent the bones.

naive tree
#

select mesh, shift select armature > ctrl+P>with empty groups, if bones/vertex groups match then bones will work

little pawn
#

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

gritty nest
#

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

little pawn
#

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!

stone relic
#

@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

glass panther
#

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.

naive tree
#

what does "break" mean, things can break in many different ways @glass panther

#

screenshot

glass panther
#

I apologize I should have elaborated, I somehow fixed the problem though.

grave forge
#

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.

boreal cobalt
#

still

stuck jasper
#

๐Ÿค”

pine harbor
#

@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

grave forge
#

Alright, thanks!

ivory radish
#

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

grave forge
#

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?

solemn talon
#

There's a handy bone heirarchy guide in the pins

grave forge
#

huh, look at that, thanks!

#

Still getting the error. Does the hip and spine bone need to be "connected"?

grave forge
#

I keep getting "[3, 404, Get, 2] Request Finished with Error!" on compile.

grave forge
#

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.

little pawn
#

i've got the same issue ^

#

also finally got the model ready only to realize i don't have the ability to upload anything tanabae

slow gyro
mental lynx
#

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

little pawn
#

maybe it's a hardware/graphics issue?

little pawn
#

after using mixamo a part of my model's arm has disappeared

#

first img is ingame while looking at a mirror, second is in the unity config rig editor

#

in the regular editor everything is fine

little pawn
#

okay nvm it has been corrected, it was a rigging issue

lofty grove
#

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

viral lily
#

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)

stuck jasper
#

Fixed joints

#

You rig one of the arms to move, then apply a fixed joint to the arms to move the other arms

viral lily
#

is there a tutorial on that? Never used fixed joints

stuck jasper
#

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

viral lily
#

thx for the answer tho ๐Ÿ˜„

ivory radish
#

literally try first

little pawn
#

every time my avatar looks up, the body moves down. every time it looks down, the body moves up, which joint(s) cause this?

ivory radish
#

every

#

its IK being dum

#

vrchat issue

grave forge
#

Has anyone had experience with the fingers being pulled together when configuring the bones in Unity?

worldly willow
#

Try enforce T-pose

little pawn
#

would it be possible to rig 2d mouths for lipsync? perhaps as changing facial textures

wary crown
#

Yes it is possible. This is not a rigging question though.

sleek isle
#

@little pawn

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

boreal cobalt
ivory radish
#

no other shape keys on the mesh chosen

ionic sinew
#

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.

ivory radish
#

have u tried using the scale tool on one local axis

ionic sinew
#

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

ivory radish
#

u said u wanna cut it in half

#

then just scale it in the direction its going in

ionic sinew
#

Hm. Maybe I'm doing it wrong. ๐Ÿ˜ฐ 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.

stuck jasper
#

If the braid is just a repeating pattern, I'd try going for deleting a chunk in the middle

eternal flume
#

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?

flat musk
#

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.

charred sorrel
#

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

charred sorrel
#

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?

nova niche
#

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

grim belfry
#

@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

weak wigeon
#

Usually if your bone structure is set up correctly, you can just restart unity and it'll upload as normal.

charred sorrel
#

just tried that, it didn't work ;;

grim belfry
#

same

gritty nest
#

@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

charred sorrel
#

iโ€™ll do that once iโ€™m on my computer next, ye!

native sail
solemn talon
#

You can ignore that warning

fringe wharf
#

How much are custom avatars?

ivory radish
#

the hell is happening to that avatar

#

u need to fix much more than spine hiearchy

pseudo sedge
#

@ivory radish kinda shape key for the copy protection

ivory radish
#

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

#

:/

native sail
#

@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.

#

๐Ÿ˜ฅ 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

sleek isle
#

Shoulder are a curse in vrchat

calm needle
#

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

fading verge
#

Can anyone help me;< I have a problem with twisting legs when using full body tracking.

sleek isle
#

Bend where the 2 bones join in the leg a little foword

fading verge
#

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. ๐Ÿ˜‹

sleek isle
#

You need to it the fix model in cats with full body enable if its not already done

fading verge
#

@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 ayaka

little pawn
#

how does one parent the bones from a new armature to an existing armature already connected to a mesh?

worthy echo
sleek isle
#

Nothing wrong here

mighty sigil
#

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.

little pawn
#

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

fading verge
#

@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.

naive tree
#

@little pawn make screenshot of your leg bones from side view in blender (numpad 1 +numpad 3)

little pawn
naive tree
#

@little pawn make sure that the upper leg has a bend in it and not pointing straight down

little pawn
#

ahh i see, i'll give it a shot

naive tree
#

can u send me the fbx without any textures?

#

or blend would be much better

little pawn
#

how would one export it without texturing?

naive tree
#

or just save the blend and send it over

#

textures do not come with the blend by default

little pawn
#

ah gotcha

dark pollen
#

How would you go about fixing full body joints being really low in the ground?

ivory radish
#

did u use CATS fbt fix

rich dew
#

Is there any way to fix my avatar's jaw? It's always open.

ivory radish
#

did u make sure to

#

remove it from the humanoid mapper

rich dew
#

I did.

#

But then the mouth won't open at all.

solemn talon
#

Did you configure visemes?

rich dew
#

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.

solemn talon
#

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

ivory radish
#

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

rich dew
#

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.

ivory radish
#

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

solemn talon
#

Yeah and you only need three, cats can generate the rest for you

ivory radish
#

at least look a bit better than any of the flap ones

arctic glen
#

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!

ivory radish
#

did u merge using CATS

pseudo sedge
#

@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

worthy echo
#

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/5e89a83a-fc44-4a9b-b8e8-fcf67b2f91dc/dcyfjqc-d5c4ad46-9391-49ff-82a1-8912dba5f82b.png/v1/fill/w_1280,h_474,strp/legs_by_lilynion_dcyfjqc-fullview.png

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.

gritty nest
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Yes, that is part of the issue

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Just rotate the legs/feet to face forward in the rigging window, and apply

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You don't have to change it in your 3D modeling software

worthy echo
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OH

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That's an easy fix

ivory radish
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rotate it slightly more

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and also make the legs more straight

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u want the legs to look like this from the side (less steep of angle)
\
/

and this from front
|
|
.

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or leg bones i mean

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the legs should be straight

gritty nest
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The legs should look straight

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The fact that the green lines of the bones are a little crooked is fine

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But yeah the feet or lower legs look bent inwards

ivory radish
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also they are not flat

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looks like they are slanted

worthy echo
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The feet are flat, but the top is slanted which gives the illusion of the feet themselves being slanted. The rest is fair though!

boreal cobalt
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How can I merge/join two sets of bones together for eg the hair bones to the bodyโ€™s skeleton

pseudo sedge
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@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

boreal cobalt
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To parent them would I go ctrl + p?

pseudo sedge
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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 ๐Ÿคท

boreal cobalt
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ok iv merges the two armature but the hair bones wonโ€™t follow the body skeleton in pose mode (sorry Iโ€™m new to rigging)

pseudo sedge
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@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

boreal cobalt
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How would I reparent these two armatures?

pseudo sedge
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@boreal cobalt each bone have Parent property in Bone tab in Edit mode

boreal cobalt
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Thank you ๐Ÿ‘Œ

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it worked

viral stag
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any way to like, when weight painting a breast bone, the chest bone has its weights subtracted while I paint the breast bone?

pseudo sedge
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@viral stag you can do lot of things with Weight Mix Modifier in blender modifiers tab, as add, multiply, substract, etc

ivory radish
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u can use the Auto Normalize tool

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should do what ur asking about

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can also try symmetricizing the model so u can X Mirror weights

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and not have to paint the same thing on each side

viral stag
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ohh, I don't mind painting both sides but I'll try mirroring it after, thanks!

ivory radish
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its the Snap To Symmetry button in edit mode

light moon
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Has there been any plans to allow the root's position to be changed in animations?

ivory radish
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nope

light moon
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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.

ivory radish
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u can move the characters root sure but

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u cant move the avatar itself

light moon
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Yeah alright. Looks like I'll have to keep the elbow joint workaround then

ivory radish
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hahahaha

fading verge
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i tried a new fbx from assets, readding all stuff to it, still broken

ivory radish
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376k polygons

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don't even try

fading verge
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don't mind the triangles i accidentally parented my world to it

ivory radish
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oh ok thk god

fading verge
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the whole map as child of your model

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lmao

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walking around with your land

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very partiotic

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same error applies when i unparented it

ivory radish
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did u apply the mapping and also see if it has an animator with the unity avatar in it

fading verge
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i applied it

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there is no animator

ivory radish
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exactly

fading verge
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i uploaded lot of models this is first time happening

ivory radish
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try to drag it again from the assets

fading verge
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i did so

ivory radish
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and see if animator in it

fading verge
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still broken

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i made a new fbx from blender

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still broken

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i tried a new project

ivory radish
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did u fix problems with config

fading verge
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still broken

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i tried restarting pc still broken

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i tried reinstalling unity

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still broken

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is a week that i am trying to fix her

ivory radish
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did u fix problems with config [2]

fading verge
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config where?

ivory radish
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if it fails to map to humanoid it spits out an error

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u can also try to put an animator on it and put the avatar from import in it

fading verge
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i tried adding a humanoid animation to it

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arms are stuck in t pose

ivory radish
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not an animation

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an animation controller

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then put the avatar thats in the import

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into the controller

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the actual unity avatar

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not the character itself

rose sequoia
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im seeing red outlines or orbs on the limbs of my avatar can somone tell me what they are doing there?

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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?

solemn talon
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can you post a screenshot? (use an external image host)

rose sequoia
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Says I don't have permissions to post a pic

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Can anyone help me with this?

solemn talon
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use an external image host and post the URL

rose sequoia
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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

molten rock
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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

lethal spade
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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?

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do i make entire hips smaller?

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i am trying that now

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i tried making hips bigger and i dont think it did anything or made it worse

solemn talon
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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.

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Kung has a good video on fixing full body issues including scaling proportions

gritty nest
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@solemn talon it's a known issue with full body

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Basically the head isn't weighted to the viewpoint 100%

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@molten rock why do you have so many breast bones lol

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You generally have 1 bone per breast and then give it end length or end offset in the dynamic bone script.

worldly willow
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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)

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These bones seem to be the weightpainted bones

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At least for correct movements

native sail
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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

gleaming falcon
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got any pics?

gritty nest
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Make sure you didn't tick "optimize game objects". You should also be a little more specific than "doesn't work"

gleaming falcon
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"My avatar wont work, send help" ๐Ÿ˜

north prawn
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How would i fix this

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the weighting is all red

gritty nest
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@north prawn another bone also has weight on it

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Check all your vertex groups

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Or select those verts, unassign them from every group, then assign them to the mask bone group

north prawn
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Alright what if i were to remove those two bones

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and add new ones

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im still a bit confused if i need the second bone

gritty nest
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Well there's simply another bone with 100% weight on it

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Just un-weight it on that bone

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Make sure only the mask bnone that you're rotating there has weight

formal hearth
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normalize your weight groups, it won't still be red anymore :V

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There's a checkbox you can tick in weight-painting that will auto-normalize as you paint so that red actually means 100%.

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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.

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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.

north prawn
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ok i found the problem thanks

lethal spade
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@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?

sleek isle
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In the bone you can tic if you when them to be affected when scaling

solemn talon
lethal spade
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wait @sleek isle that is exavly what i need where is that setting

solemn talon
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@lethal spade in the right side properties window click the little bone icon and scroll down to inherit scaling

lethal spade
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and turn it off?

solemn talon
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yes

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if it's off it won't change size when its parent is scaled (however, it'll still move with the scaled parent)

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note that I don't think unity will apply this setting if you scale bones in unity

sleek isle
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Dont rescale on axis in unity. The character deforme weirdly when moving

lethal spade
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i dont

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i do in blender

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i been doing for a month and know quite a bit but i dont know everything on how to fix this

lethal spade
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thanks to you guys

a months worth of work.. done

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thank you

sharp pewter
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๐Ÿ˜ฎ

dusty moat
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Flexing can be done in VRC now with proper weight painting.

gritty nest
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The IK makes my hips point forward a lot, is there a way to fix that?

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It's completely thrusted forwards

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On one particular model

formal hearth
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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

ivory radish
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pretty simple

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u literally jsut paint a tiny tiny bit of weight on it

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and keep 100% weight for the parent

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u can also do stuff like put another bone there

formal hearth
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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.

ivory radish
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u can put it way in front and way below

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stuff like that

formal hearth
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far as I'm aware that would still deform it inwards

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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

sleek isle
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I wouls put a bone far away. But beside that idk

ivory radish
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like i said

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u can just put it super far away

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so its practically going up super far when u rotate it

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u can also just bind it to like a shapekey like fist

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i seen a other avatar that u do fist and thumbs up same time and u flex u everyting

dusty moat
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Bone position, rotation, and scale all factor in as well to create a proper effect for it.

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Shapekeys limit animations/expressions so i strictly wanted to go with weight painting for it.

tough oriole
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I'm trying to auto weight paint, and for whatever reason my model jumps and leaves the skeleton when I do?

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help :[

naive tree
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apply transforms with ctrl+A, when mesh and armature selected @tough oriole

fading verge
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hey i have a question

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for all the people who know how to add animations

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i got my avatar riggged

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everything is added

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but ParticleSystems gets removed when i try to upload?

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any reason why?

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nvm fixed

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hey

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how do i rig a roblox avatr

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avatar*

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i have obj, mtl, and texture files

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what are you getting it from

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roblox studio

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okay

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i exported the 3d models

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can you open in blender?

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i dont have a rig yet

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yes

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okay so rig in blender

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its easier than unity

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then port over to unity

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and upload

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wait

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how do i import it

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in blender

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helo?

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;-;

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one sec

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i try to import the OBJ

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wont show up

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๐Ÿ˜ƒ

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ok

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i cant put it in blender

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wont appear

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no error

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popup

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at

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all

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@fading verge

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try

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i mean

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the obj wont load

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so theres nothing there

violet bobcat
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@fading verge is the particle system whitelisted? it should say it in the sdk if its allowed to be uploaded

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lol whoops i didnt read the last message. soz for ping then

fading verge
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how to i even imput the obj

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wait

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1sec

violet bobcat
fading verge
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ok so its in

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lemme add textures

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@fading verge how do i texture it

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the video didnt help

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@violet bobcat

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i NEED HELP

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why did everyone abandon me

violet bobcat
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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

fading verge
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oh

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i cant even texture it

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both of the sides are the same

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they look mirrored

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so i dont know which is the front

violet bobcat
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dm me the files and ill look

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@fading verge

fading verge
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k

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sent

tough oriole
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@naive tree All transforms to deltas? Animated transforms to deltas?

olive rose
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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?

fading verge
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hey

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could someone help me with weightpainting?

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oh

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thanks

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you have a good night

violet bobcat
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no problem

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@olive rose hmmm

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dont you just accidentally hit revert?

olive rose
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I hope not. I've tried several times

violet bobcat
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hmm

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mind if i take a look?

olive rose
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I think this guy on reddit from a year ago had the answer

violet bobcat
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lol a year ago

olive rose
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I was changing the hierarchy on the left, instead of on the right

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I needed to switch the chest to spine2 and the spine to spine rather than just only deleting the upper chest

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Or at least I did that and it stopped yelling at me

violet bobcat
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xD

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as i said mind if i take a look at the model?

olive rose
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Do you want the model itself, or just a screenshot?