#avatar-rigging

1 messages · Page 134 of 1

violet bobcat
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id prefer the model so i can maybe recreate the scenario

olive rose
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I think I'm alright. It looks like it's working now

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I appreciate the help though

violet bobcat
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kk well can you then send a screenshot?

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i've had a similar problem a couple days ago

olive rose
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Yeah let me just finish uploading this

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What parts do you want screenshots of?

violet bobcat
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the bone selection pls hierarchy

olive rose
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Try that whole album

violet bobcat
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yeah you see what i did was in blender remove the unneeded bones and weightpainted the model

viral stag
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Anyone understand why my avatar moves backwards slightly in Unity when using the Tposecontroller? Does it have something to do with the origin in Blender?

sleek isle
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how to change the bone order in blender ? so i dont get an error in unity

gritty nest
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You switch them in Unity

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You can't change it in Blender for some reason

sleek isle
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nvm

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clear parent for a prop for example

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and reparent it

bold locust
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Is it reversible if I remove an optional bone from the rig configuration? Will it break the model in the scene or can I easily readd that bone to the rig configuration and have everything back to the way it was?

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Trying to avoid wasting a load of time readding things to a model if something I wanna try doesn't work.

gritty nest
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You can unassign bones easily in Unity, yes. @bold locust

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And then assign them again later on

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Just be careful, only the toes, fingers, eyes and jaw are truly "optional" in VRChat.

bold locust
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Was considering unassigning the shoulders and using final ik to make them track the arms a little less aggressively. But I could try the beta first.

gritty nest
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@bold locust try adding some rotation limits to the shoulders.

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I don't really like how the shoulders in this game act either, but rotation limits are respected.

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You can't unassign the shoulders

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What you can do is merge all the weights from the shoulders to the chest, but keep the shoulder bone

bold locust
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I can't afford to merge weights to the chest on this model. 😅

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Limits in rig config only work for desktop though?

gritty nest
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The Final IK rotation limit components should work in VR

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I'm not talking about the limits in the humanoid rig configuration

bold locust
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Oh. I hadn't considered using the rotation limit by itself.

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Sounds like a possibility.

quasi oasis
gritty nest
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Just forcibly rotate the fingertips forward and then apply

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In Blender, fix the issue by making sure the finger bones are pointing the right way, not pointing up

ivory radish
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can also reset pose if in tpose already

quasi oasis
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Yeah other friend just suggested that

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Thought I had already done that x.x

fading verge
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hey, can anyone help me with a Piranha Plant model I'm trying to rig up? I cant seem to get things with the neck and head right due to the way the skeleton is set up. (pm or @ me if u can, in case i miss your response)

fading verge
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How does one go about adding a bone for a model for the Eye tracking in cats?

sleek isle
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shift a armature bone

blissful moon
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hey guys so i have a question / problem. I make the models i want to turn into avatars in the program Oculus Medium.

After i'm done making the model I save it and then export it as an obj file.

From there I import it into blender and add a decimation modifier to lower my tri count to under 70k.

Next from here I rig the model using the auto rig program rigify.

After setting all the bones in place I select the armature and then the mesh, and hit CTRL P, then hit parent with automatic weights.

This is where my problem comes in. Nothing I do makes the mesh move with the armature. They do not link even after making sure that every bone in the armature is parented to the mesh.

I tried to skip this step once and import it directly into unity and then go through the final steps but I got the error "error no mesh found inside armature".

Any clue on what I did wrong? Is the problem because I'm importing an obj file into blender and it doesn't register the obj file as a mesh? I'm just hoping someone can help me.

worldly willow
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try uploading the rigged model to mixamo and see if it can make it work for you

signal crane
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Is anyone willing to teach rigging via blender here? I want to learn but I feel like I'd have a better time with another physical person than tutorials.

worldly willow
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if you have 3 months ... cuz thats how longbit took me to get a rig working the first time (now i just use pre rigged models and fix through cats )

signal crane
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I have time, I just need someone to help me learn.

blissful moon
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@worldly willow can i upload the model unrigged and then rig it in mixamo? If i can i'll just uninstall blender and use mixamo instead

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blender is too hard for a newb like me

fading verge
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When i try to create eye tracking instead of the eyes moveing the models chest moves in the blender and Vrchat does anyone know why?

ivory radish
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wrong bones used

fading verge
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I used the ones labeled Eye_L and Eye_R is there other ones i should use

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when i move the bones in the eyes in pose mode they just move the chest around

ivory radish
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y pose mode

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theres eye testing

gritty nest
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@fading verge it appears your breast bones were somehow renamed Eye_L and Eye_R or the model is extremely scuffed.

fading verge
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Nah theres a bone for the chest allready there and it works fine everything but the eyes

ivory radish
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check the weight paint

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and if its parented to them

fading verge
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The bones arnt parented to the chest their parented to the head im gonna see if its a weight paint thing then

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Ohh yeah its weight painted on the chest everywhere

ivory radish
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lol weird

fading verge
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welp time to do that

fading verge
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hmm when it says character not in T-Pose in unity what do i do

gritty nest
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Enforce T-pose or ignore it

fading verge
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Does it mess anything up if i ignroe it?

gritty nest
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If it looks visually fine and in T-pose then no

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It'll be fine

fading verge
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allright thanks

fading verge
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hmm how do i enforce T-Pose?

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I need help weight painting an avatar's neck.

sleek isle
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what the problem

fading verge
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The neck keeps moving/phasing through the head and hair.

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Pretty sure it's a issue with weight painting but I am not good at weight painting.

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Do i put it into a T-Pose in blender or Unity?

fading verge
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Man i cant do any animations ifi ts not in T-pose apprently

cobalt frost
fading verge
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Thanks man

ivory radish
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how 2 merge armature like CATS but w/o joining meshes

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do u just use Ctrl+P then delete the old one

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if same bones

opal aurora
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Ctrl+J, rename the bones before merging so that duplicates don't get renamed and break their vertex groups, afterwards you can parent them and merge their weights

ivory radish
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wym duplicates getting renamed

opal aurora
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Last armature selected is the base

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If the bones have the same name the bones will rename to .001 etc

ivory radish
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nvm i can just ctrl p it

opal aurora
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From what i recall that literally breaks vertex groups, if done all in unison (both meshes and armatures at the same time)

ivory radish
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no it didnt break mine

opal aurora
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Ctrl+J that is

ivory radish
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only issue is some missing bones like a necklace

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how can i do to only merge the ones that not there

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like CATS

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so then can parent

opal aurora
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It uses the same process i described, or so i think

ivory radish
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wait nvm i got idea i can just

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if i delete bones the vertex groups stay there right

opal aurora
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Supposedly

ivory radish
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cuz if so i can delete every bone thats not part of necklace

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and then parent

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before merge

opal aurora
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As they do have their weights there

ivory radish
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kk ima try

opal aurora
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Merge bones before mesh though, best way to avoid blender f'in up

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It likes to do that sometimes

ivory radish
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ye ik but like

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the way i doing stuff is

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there was multiple mmd

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each with different outfit

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so wat i was gonna do is merge the outfits together with their own meshes

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so can enable and disable

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so there a lot of bones in common

opal aurora
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In essence you can rename and add any bones you want, as long as both name and vertex groups match, the mesh will attach properly

ivory radish
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ye but

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gonna have 2 rename all the bones for body manualy

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and then change name for vertex groups

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or at least only 2nd part

opal aurora
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Use CATS to get the same names all around and then add the excess yourself, it should use the same naming scheme

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Emphasis on should

ivory radish
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there rly no other way 2 do it?

opal aurora
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Quicker and or easier than literally just renaming bones and parenting the mesh after?
Not really

ivory radish
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hahahahahahahahahaha i found out

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u can just merge the armatures together

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and delete 0 weight bones

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bc it renames the bones

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but not the vertex groups

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:D

opal aurora
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Last time i tried that everything i parented died, you sure?

ivory radish
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worked just fine

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i will show

opal aurora
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Guess blender was being blender when i needed it to work

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God that is such a timesaver aswell

ivory radish
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why cant i ctrl j anymore

opal aurora
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Although it deletes 0 weight bones, which i need for pivot points that i carefuly align manualy so that's offvmy table sadly

ivory radish
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oh

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pose mode

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oof

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that before

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ignore the weight paint on neck was like that already

opal aurora
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So i think CATS literally merges the bones and removes the dupes (.001), keeping the excess

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Although... if the bone selection you had on one armature transfers onto the other..

ivory radish
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?

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also y would u need 0 weight bones

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couldnt u just move the bones start itself

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woudl be basically same thing

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in edit mode not pose

opal aurora
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Hey @ivory radish, go into edit mode on your base and deselect all bones, go into edit mode on the other armature and select them all, exit edit mode and merge both armatures then go into edit mode and see if the merged armature is selected

ivory radish
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ye

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i copied all 3 doing that way and worked

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almost

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it selected head bone and deleted for some reason

opal aurora
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And no, pivot bones are weightless, they're used as central roots for dynamic bones, both their scale, location and even angle in comparison to the base bones are important for accurate and/or fluid setups

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But anyway, does it selected the other armature entirely then? :o

ivory radish
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ye

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u shuld write a python addon

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that does

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a) select bone
b) join armature
c) delete bones
d) parent
e) remove old modifier

opal aurora
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If so, you can just delete it after merging preserving weightless bones

ivory radish
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ye but i not use any

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especially since fix model already remove them

opal aurora
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I always deselect that in the settings pfft

ivory radish
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i dont

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more bones for count

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also a lot of constraints and etc when importing mmd

opal aurora
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I mostly fix mine up manually, i tend to just keep what's essential

ivory radish
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it more efficient to have

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body swapping for outfits than shape keys for them right

opal aurora
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Technically yes

ivory radish
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only problem is u have 2 skinned mesh active at same time

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head and body

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but not needing to handle all those other outfits also only when worn

opal aurora
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Yep

ivory radish
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kk

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performance is based on active meshes right

opal aurora
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From my understanding, yes

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Anything not active will not impact performance aside the fact that it exists

ivory radish
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how do u see individual triangle counts

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cuz it says 87k tris but ik thats the whole mesh not the pieces

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is it only in edit mode

opal aurora
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Select the mesh in sections, the top should tell you how many are selected

ivory radish
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na doesnt work

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only in edit mode

opal aurora
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Yeah, in edit mode

ivory radish
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found out tab key switches to it

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can unity handle quads or is it still only triangles

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ik it can convert quads to triangles but

opal aurora
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I think it can handle quads...

ivory radish
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ok good

opal aurora
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A quick google should give you a straight answer

ivory radish
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cuz i could tri->quad most of the mesh and its less messy

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OH

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i should enable that

fading verge
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yo so the models skin around the fingers strecth is that weight paint

opal aurora
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Sounds like it

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Or incorrect bone positions for the weight paint it has

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One or the other

fading verge
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lovely

sleek isle
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I think cats keep the bone if root is in the name

fading verge
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Does anyone know how I can grab the default blue tron looking avatar model to put in Unity so I can reference a custom model around it so that my artist can work on it like that? I'm using full body tracking and he needs my measurements, and that avatar has my exact measurements! I appreciate the help!

sleek isle
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The fbx is in the sdk example folder and it name is tutorial avatar. Look in the folder where you save your project to grab it. @fading verge

fading verge
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Thank you @sleek isle I will relay that info over to the artist, I'm thinking he should be able to transfer the bone structure over from the tutorial avatar to my avatar to shape it around the tutorial avatar's bones?? (I'm guess that is the best way to do it, as I don't build them). I am just looking for the best way for him to measure.

crystal vector
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@sleek isle It keeps them if the name starts with "Root_"

sleek isle
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could you add dummy_ too ? @crystal vector

crystal vector
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@sleek isle When would you need those?

sleek isle
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I got a model but all the bone in the eye area get deleted and merged to the head for some reason

crystal vector
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Do they move something or are they empty?

sleek isle
worthy adder
wicked quiver
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how make item hide and show in blender

wicked quiver
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???

gleaming falcon
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has all the shortcuts

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H to hide

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shift H to unhide selected

ivory radish
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alt h to unhide all

wicked quiver
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mean body 1 and body 2

gleaming falcon
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no idea what you mean by body 1 and such

onyx tartan
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Anybody know how to set a model’s default arm rest position to be further away from the body?

ivory radish
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wym

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do u mean like wider stance

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if so u cant rlly do that afaik

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the ik moves the bones no matter what muscle settings and properties u put for the humanoid

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so unless ur like moving the arms further up than typical tpose

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u can however do something like

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make an idle animation override

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but it would only rlly help if u don't use vr

onyx tartan
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I don’t use vr

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If I did I’m pretty sure it wouldnt be an issue because it would know where your actual arm positions are

ivory radish
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then just make an idle animation

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yea u would

onyx tartan
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Really?

ivory radish
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but unless u were obese or held ur arms out all the time

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it would still clip into ur body at a normal standing posture

onyx tartan
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Kinda frustrating, it’s a short model and the hands would be over the knees

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Ig I could try and set an idle animation

sleek isle
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Yeah i have a fat character so I need to lift my arm on the side since am not fat myself to prevent cliping

signal crane
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Can someone help me with adjusting this model in Unity? I ripped its skeleton from the game it came from but some bones are 'disabled' in Unity.

fading verge
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Does anyone have any clue why eye tracking and blinking won't work? Works in Blender, LeftEye and RightEye are assigned in the rigging/mapping in unity, so I don't know what's wrong

ivory radish
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doesnt work in game unless on beta

sleek isle
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Make you own blinking animation and small iris movement right now if you want to give life to your model until they fix the issue

ivory radish
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unless on beta

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just use the open beta version if u want 2 test it

sleek isle
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That work i guess

gleaming falcon
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I miss my blinking...

pseudo sedge
gleaming falcon
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Ah yes. I miss Vilar too hehe

fading verge
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Can anyone help? Im having this error where it says the parent of both the neck and shoulders is the chest, but when i go to configure it the parent of all 3 is already the chest. anyone have a solution?

fading verge
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ok, so it seems that for whatever reason whenever i try and put the neck in the chest hierarchy to make it the parent, it always undoes it for some reason

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hmm does the bones look okay in the hand?

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orrr discord wont let me upload a picture

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there we go

ivory radish
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if u use the vilar eye tracking it adds 2 materials and 2 skinned meshes

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its a good idea in practice but would be btter if worked on per eye basis in one shader without splitting

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i did make a simple eye shader however a while back

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it worked like standard except the pupils would dialate based on direct and indirect lighting

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for example if u shine flashlight on eyes the pupils get smaller

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and if u are in dark room they get wider

gritty nest
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Vilar's should only add two unskinned meshes

ivory radish
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ye

gritty nest
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Well it does

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That's why you remove the armature modifier and reparent them to the head

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If there's no shape keys on them that should make it a regular mesh renderer, if not you can manually replace the component anyway

ivory radish
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honestly take out the eye movement and the rest should be good

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and wouldn't need to do any splitting or multiple shaders

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the other stuff it does is ok

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cuz ik it eye tracks but its just not set to work with most eyes

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cuz a lot of mmd for example don't use eye ball

fading verge
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I'm having some trouble weight painting. My vertexes are defaulting to the base 'hip' bone when i go to paint, rather than my last-selected bone.

Here's what I'm doing:

Select armature
Select "Pose mode"
Select bone I want to paint to
Select object
Set to 'weight paint' mode

As far as I can tell, this is the 'right' thing. Am I doing something wrong?

ivory radish
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did u try selecting the bone u want after weight paint mode

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cuz when ur in weight paint mode u can still select bones..

fading verge
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While i'm in weight paint, it's not letting me select bones.

ivory radish
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it should

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select pose mode on armature or hit CATS start pose mode

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select the object

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go in weight paint mode

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right click a bone

pseudo sedge
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@fading verge select hips vertex group after you select right mesh, and paint 🤔

fading verge
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Still refuses. All I can assume is its something weird from the object being weight-painted before its bone/mesh were joined with my avatar's primary armature/mesh

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However, its a simple object, so I can just re-weight paint it pretty easily

pseudo sedge
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@fading verge you also need to be sure that this mesh has armature modifier not applied and you select the right one

fading verge
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Oh? Then maybe it was still trying to select the 'old' armature from before, before i merged it with my avatar's armature.

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Also, evidently the bone must have the same name as the vertex group, which (could?) have been causing issues. Not sure if they were exactly the same after the merge

wicked quiver
opal aurora
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If the animation you speak of works on everything else, then it's either not assigned as a humanoid properly in unity or it has weight paint issues

signal crane
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hey guys I need help on a rig. the skeleton is basically set up and finished, but VRchat's uploader says it isn't a humanoid rig (It is, I've set it) and Unity is also wiping my edits I've made to the skeleton and producing an error because of it.

gritty nest
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@signal crane if your edits are being wiped there are errors upon closing

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Check all sections, including the head and left/right hands to make sure there are no duplicate bones

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Usually you have your left eye in both the left eye and jaw slots or something

lavish finch
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any idea what why Cats eye tracking would be more heavy in one eye than another, both bones are mirrored, same roll same settings, except right obviously has negitive position to be on the right side. but the left eye turns way more than the right

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nm, some how the model's weight didnt go to the correct eye

random lotus
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ah so i have this huge set of models that ive been putting together since i got them seperated but i noticed that when i try to join the hands to the body (the rig seems to move the hands with the body even if they arent joined) the rig seems to break and the hands stop moving properly but when i reweight her hands the bones on her fingers no longer work https://gyazo.com/58c41a4b14adfc5f4ecf46da889e2c9a but if i undo my weights on the hand they work, i have about 10 or more of these models to setup so this has been a big issue

sleek isle
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yep cats merge bones named dummy to the parent bone. :/

molten rock
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anyone know how i can fix?

gritty nest
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@molten rock oh, I've seen that

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In the humanoid rig configuration, do Pose->Reset and Pose->Enforce T-Pose

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This is probably because you're updating an older model

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The export scaling of Cats has changed to fix some issues

molten rock
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in unity?@gritty nest

gritty nest
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Yeah

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Where you configure the humanoid rig

molten rock
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omg i may love u

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let me upload and hope for the best

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any ideas how i can change my avatar? cause i cant use menus ect cause im flat on the ground

gritty nest
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Press CTRL+\

molten rock
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in vr though?

gritty nest
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Also yeah, that is a symptom of that scaling issue

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Press CTRL+\ on your keyboard

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With the window in focus

molten rock
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kk

fading verge
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heya, does anybody know how to fix legs that are pointing inwards while being crouched?

gritty nest
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Bend them slightly in Blender (pose mode), then apply as rest pose @fading verge

ivory radish
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or in edit mode

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in case bone not at knee

gritty nest
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Edit mode works too but that'll change some bone positions which is technically incorrect

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Unless the model is originally scuffed to begin with

ivory radish
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ye but it works fine if the bone was at center of leg

gritty nest
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In which case that might improve how it looks

ivory radish
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and need 2 be moved 2 knee

gritty nest
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Yeah

fading verge
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im rotated the bones in edit mode and gonna test how it looks now

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if that does do much i'll go with the pose mode version

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ty guys

frosty pasture
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im having an issue where an avatar i made for full body, works perfectly fine in some worlds, but in others, the legs get extremely twisted
the avatar works and looks perfectly fine, in desktop and regular non full body vr

ivory radish
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u dont need 2 rotate them

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just click the tail/head in between legs

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and move toward the knee (with x mirror on)

frosty pasture
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does anyone know what might be causing this, and a way to fix it?

ivory radish
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did u use full body tracking fix tool in CATS

frosty pasture
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yes

ivory radish
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ok wym by some worlds

frosty pasture
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like in The Box the legs become extremely twisted

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the custom home world has them twist just slightly

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and a few worlds we went to, forget what ones, the legs didnt twist at all

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and its repeatable

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always happens on certain worlds, and others it works perfectly

fading verge
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@ivory radish i tried what you said, but the knees still overlap while crouching

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do you have anything else in mind i could try?

fierce carbon
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So Im having some issues with the Rig of the avatar in game

ivory radish
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rip feet

fierce carbon
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the whole model is facing backwards, the knees are bending the wrong way and the head view is in the back of the head somehow or like its treating the back of the head as if

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it was the front of the face Lol

ivory radish
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u probably have all the bones flipped lmao

fierce carbon
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Well There was one step where

ivory radish
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make 100% sure that the bones on the left side have some indicator that its on the left

fierce carbon
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I had to turn the feet around because in unity they became backwards when I put the rig on it

ivory radish
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so that the mapper doesnt swap them

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and same for right

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no u dont

gritty nest
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@fierce carbon that definitely means you have the left and right legs and possibly the arms swapped.

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Check that whatever is in the left leg slot is actually the leg on the left side, because I can all but guarantee it isn't

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And that it's actually the right leg, even if it's called "left leg"

ivory radish
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yea fixed in dms

sleek isle
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It's a waste of little time to rename all the bone that have dummy in the name or cats merge them to the parented bone auto when hitting fix model

ivory radish
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wat

sleek isle
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cats merge the vertex group to the parent bone but let the bone empty or delete it idk

sleek isle
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drag the chest bone or spine 2 in the chest box

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leave upper blank

ivory radish
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chest has to be the bone right there with the shoulders attached

acoustic flare
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Does anyone know how to prevent the shoulders from flipping around when you put your controllers behind your back in full body mode? Someone mentioned the other day that you could use a dummy bone between the arm and shoulder but I didn't get all the details on how to do it.

pseudo sedge
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@acoustic flare if you want to add a bone between shoulder and arm, go to blender, select shoulder bone, click shift+d to duplicate then right mouse button, in arm bone properties change parent from shoulder to copied shoulder

acoustic flare
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How would the weights be distributed between the arm, shoulder and dummy bone?

pseudo sedge
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weighting still be the same

acoustic flare
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Hmm okay, will give it a try, thanks for the info

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Any idea on why that fixes the issue in the first place? I'm assuming it's some weird issue with the IK

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It doesn't do it with non-full body VR

quaint nova
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anyone know anyone who has the dynamic bones plug in?? its £20 and the scrips no longer work unless you buy the pack

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oh! no im asking if anyin=one has it so they can rig it for me!

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sorry if it comes across as asking someone to go=ive it to me

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im v bad at typing rn

fading verge
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@quaint nova Yeah, it seemed like you wanted to get the plugin free

quaint nova
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nono i really want to buy it but im waiting for someone to commission my art before i can afford it. i have like £5 and was wondering if anyone had it that i could send my model to

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im v bad with wording so i apologize 😅

gentle tree
#

my arms are behind my back and idk how to fix it cause all the arm bones are red but they are mapped

#

how do fix?

pseudo sedge
#

@gentle tree in Configure under mapping try to click on Pose > Reset then Pose > Enforce T-Pose, also check if all bones parented in a correct order

gentle tree
#

in the enforce tpose they are all green but in game my arms are behind my back like im going to jail lmao

pseudo sedge
#

@gentle tree you can try to T-Pose model in blender with cats - apply pose as rest, and in unity to Pose > Reset
or after Pose>Enforce rotate them in another direction (🤔) also check that right arm is right and left is left

gentle tree
#

i have NO clue how to use blender...

#

im a pleb and only import characters with shaders and animations

pseudo sedge
#

unity is not a modelling program, so try to do something with properties in Configure, if not help start to look at the blender, it's very easy but to see all you need, to do avatars, will take a time

gritty nest
#

Do you have a screenshot perhaps?

lusty wyvern
#

Is it possible to make decent ankle-length skirts without overloading on dynamic bones? I've seen knee-length skirts work ok, but not ankle-length ones. Weight painting the skirt to the legs works ok if you never lift your legs up very high, but it's not ideal.

sleek isle
#

Ye 👺

#

Past the knee. Its hard

lusty wyvern
#

I wish it were possible to set a bone to never move past a certain point, or ignore movement/rotation on a particular axis. Then I could make skirt bones that make the skirt widen around the legs, but never deform the skirt.

gritty nest
#

A lot of tutorials only take the easy way out by showing off very short "ideal" skirts

#

I think having one row of skirt bones parented to the leg and the other one parented to the knees works best

#

With a bit of smoothed weight paint

dark pollen
#

Do we add seats to avatars by using VRC station like for worlds?

gritty nest
#

Yes

dark pollen
#

Thanks for confirming 👌

lusty wyvern
#

@gritty nest That's what I'm doing, but it keeps clipping if I raise the legs up too high.

lusty wyvern
#

I wonder if an ankle length skirt might work if I use weight paint on the thigh section of the skirt, and dynamic bones past the knee.

solemn talon
#

DB = dynamic bones

lusty wyvern
#

Oh ok

#

Well I suppose if I could get that to work it would greatly cut down on the number of dynamic bones I'd need.

mighty swallow
#

If I have an existing fbx in my scene and I edit it in blender by changing its bones roll to 0 would it mess it up?

dark pollen
#

So I'm trying to add chairs to my avatar but the sdk won't upload it because the VRC station component is there. What am I doing wrong?

solemn talon
#

No but you might need to reconfigure the humanoid rig

#

So once you update the fbx, set it to none and back to humanoid, then double check your bone mappings

cobalt frost
#

@dark pollen update your sdk

jaunty glacier
#

Anyone have a dae exporter for unity

#

Or a unity package to dae

#

Or unity to fbx

ivory radish
#

wth r u talking about

#

unity does not generate assets

#

every asset in unity comes from some file

#

unity packages are packages or bundles of assets

celest bridge
#

so im using a model that was an xps model. So when cats was through with it, there were still some leftover twist bones in the armature. But they cause ik problems in vrchat. Arms dont rotate correctly, and it causes a bug where sometimes an arm will flip out and start flapping all over the place because the Ik gets confused. Which is obnoxious especially because ik being local means some people might see it while others wont, which is a fun time to resolve.

But Ive been having trouble disposing of these extra bones in the armature. No matter what i try, I end up scuffing the model. I even tried that button Cats has to merge bone weights, but that didnt help either. I tried using vertex mix weights to merge vertex groups but (and maybe im just doing that wrong) that didnt help either.

what do i do here?

gritty nest
#

You can select the bone in edit mode and merge the weight to its parent using a button under "Model Options"

#

But there's a Unity-only solution too, which is to reorder the bones so that the next bone in the chain comes first.

celest bridge
#

thats what I mean, the button in cats right

gritty nest
#

So you have

  • Left arm
    -- LeftTwistArm_1
    -- Left elbow
#

Just swap the latter two bones

#

So that Left elbow comes first

#

Do the same for the legs and the hands

celest bridge
#

should I do that in the unity rig config editor?

gritty nest
#

Nope, just in your scene

celest bridge
#

yeah that doesnt work. all it accomplishes is making my entire ik spazz out

lusty wyvern
#

I'm doing some weight painting, but I have a single vertex that's apparently tied to some obscure bone because it glitches out whenever I move my model's feet. How can I find which bones a vertex is weighted to?

ivory radish
#

weight paint mode

formal hearth
#

Edit mode, there is a vertex group listing in the properties panel

lusty wyvern
#

I go to edit mode but I don't see that panel

formal hearth
#

Make sure it's open, it's toggled with N

#

select the vertex and it should show

wide frigate
#

I need help, it sound stupid but, while trying to create the eyes tracking on the avatar, once i tested it, the eyes are going out and in instead of going up and down,
meanwhile the right and left and the blink animations work perfectly fine.
Does someone know how can i fix this "in and out instead of out and in" problem?

crisp tendon
#

Posting a screenshot of your bones would help

lavish finch
#

any idea what would a viseme keyshape not to show up in unity... though it shows up in blender

ivory radish
#

empty / nothing actualy in it

lavish finch
#

but when setting up ah/oh/ch and pressing create visemes, and it shows up in blender and export it to unity only one is missing completely.. vrc.v_sil

#

i can force it to use one of the other blendshapes but its weird that its not exporting

ivory radish
#

again

#

its empty and has no deforms

#

try translating any vertex or mixing any shape at like .001 and it will export

wide frigate
crisp tendon
#

Your bones arent placed in the correct spot, or not the child of the correct ones

wide frigate
#

oh uhm i will try, any tip on the correct position @crisp tendon 🤔

crisp tendon
#

Which tutorials did you follow ?

lavish finch
#

try weight shading the eyes to the head

#

looks like they're attached to the neck

#

or somewhere lower

#

i had one set up that it was bound to the neck and .. oh noes that was a scuff

wide frigate
#

fixed!

#

basically the problem was, everytime i was using the CATS plug in, the bones where pushed down, even if i was moving them

nimble tusk
wide frigate
#

thank you for the help @crisp tendon and @lavish finch really kind ❤

nimble tusk
#

Am I correct in assuming I have placed the bones too high in the fingers? Also too far to the outside of the thumb?

crisp tendon
#

You'll usually want them in the middle, like a real bone

nimble tusk
#

I imagine the bottom of a finger is more fleshy than the top, but yes I see what you mean. 😄

#

@crisp tendon Thanks I appreciate you verifying what I thought. I didn't want to "fix" it without having some idea why it broke.

crisp tendon
#

If you had extremely realistic fingers, you'd want to do that, but since you seem to have very low poly hands, that won't make a difference

nimble tusk
#

Yeah I tend to model low-poly.

#

Though I guess that term is relative as 10k polys would be hella slow on old machines :D
I wonder if 10k polys would render at any decent clip alone with nothing else in a scene in n64?

crisp tendon
#

10k is like a few super mario 64 level 😄

#

so probably

nimble tusk
#

I plan to set the updates to slow so it doesn't kill peoples' performance but I want pretty dynamic bone animations too! 😃

#

To add the ears / hair I simply opened the prefab model and it opened in blender. I edited the bones in edit mode and assigned the mesh weights. (Created vertex groups)

#

If I manipulate the bones, they manipulate the vertex group (the ear for example) in the configuration for the rig.

#

Just when I click play the dynamic bone doesn't appear to affect them.

uncut totem
#

Hey, im having trouble where the hair and the eyes are connected with a dyanic bones so when the hair boxes, the eyes move with it

#

For memes its beautiful, but I really want it fixed

#

nvm I haave it fixed, apparently I don't route my hair to the head....

open hull
#

hello riggers

solemn talon
#

So does vrc eye tracking just use the first four shape keys after basis, or does it pay attention to shape key names?

gritty nest
#

Nope, just the first four

solemn talon
#

That explains a lot then

alpine flax
#

usually never have a problem with rigging but for some reason this small little part keeps getting effected even with 100% weight. Its the same painting as the other side and the other side is fine yet it keeps doing this anyone got a clue https://i.gyazo.com/e6e3ea1a57616a7e623cb8160662cf2e.png

ivory radish
#

maybe u painted 100% for another bone there

#

weights are averaged

alpine flax
#

Double checked that as well has no weight to any bone besides that T_T

#

my brain hurts

#

Thats what I thought as well

#

just removed the bone and readded the bone and re weighted seemed to fix it

nimble tusk
#

I double checked my weights. The bones for my ears / hair dynamic bones affect the proper mesh parts too. :/

#

I guess I could run the debugger on the dynamic bones script.

runic edge
#

Are there any tricks for positioning colliders for flying avatars? I got it to go upward consistently but it keeps going backwards rather than forwards.

fading verge
#

Whats up with avatarcontrolletemplates?

#

Trying to make a prop, but I dont know how to get the gesture override component.

ivory radish
#

from the SDK

fading verge
#

yeah yeah i got it

#

but uhh

#

How does one specify the feet of their avatar?

ivory radish
#

u replace slots with 1 frame long clips

#

u do that in the humanoid mapper/config

fading verge
#

Where do I find that?

#

I am completely new to avatars.

ivory radish
#

on the import where u select rig type

#

if u have no idea try looking up tutorials for it instead

#

for setting up avatars not binding feet

fading verge
#

So I can't pull up the configure menu again after I import?

ivory radish
#

u can..

#

theres a button that says configure

#

i said on the import as in on the imported asset

#

not while importing or when importing

fading verge
#

I have selected the imported mesh.

#

Where can I find the "configure..." button?

#

Ah, I think I got it.

#

Tanks.

pulsar hearth
#

how come vrsdk keep telling me that my avatar has no feet, hands head so and so on, but when i go to "configure" it's all green and in order

thick wigeon
#

Anyone know of a good tutorial for Cloth Physics?

runic edge
#

@pulsar hearth Check your avatar object/body and find the Animator, make sure the field in it is referencing the correct avatar (there's one field that takes an avatar as input). Also make sure the armature present under said object actually matches the bone names in the model file (basically, don't rename them in the hierarhcy for example)

river salmon
#

Does anybody know how I would go about changing a bone structure's parent from one to another without having to re-rig all of it?

#

I set up dynamic bones for my character's beard and hat but I made them as a child of the neck and not the head on accident. /:

#

Neeeeeeeeeeeeeeeeeeevermind I got it and it was super simple and I feel dumb

lavish finch
#

why do we need thumb/index/middle fingers for full ik ...

manic marsh
#

:GWakkOshrug: thats how the ik works, because uhhhhhhh

fading verge
#

because theyre your fingers and you do 75% of everything in vrchat with your fingers

pseudo sedge
#

btw that can be fast made bones without weight and everything will start to work

ivory radish
#

its something to do with gestures

#

bc if u cant use gestures u cant have full body ik

lusty wyvern
#

Is it possible to get ankle length skirts to look ok if you weight paint the top of the skirt and use dynamic bones in the bottom?

lavish finch
#

but really why do we need thumb/index/middle fingers for the model. its really limiting .. some models dont have fingers and it freaks out because of it... cant even use legs but you can use arms... why would not having fingers break the whole thing... its stupid.

gritty nest
#

It's weird

#

But you can make fake finger bones in Blender

lavish finch
#

eh, the way i was doing it was just having the bones, but unity doesnt like them having weights... so for the most on this one im trying now is just having a mesh and making it invisible.. so thats been working..

humble reef
#

any know how to fix leaning backwards or legs leaning bakwards ?

runic edge
sturdy osprey
#

so i found out that my backpack thats attached to my avatar isnt "attached". when i move my avatars bone for the body, the backpack doesnt follow with it. how do i resolve this?

lavish finch
#

attach it to chest

#

and how is it attached in unity or blender

sturdy osprey
#

its attatched to the whole armature

#

and i think because of that its not showing up as a seperate piece in unity

lavish finch
#

so .. in unity if so just pull onto the chest bone in the armature

#

if..

#

show a screenshot

sturdy osprey
#

oh wait

#

i think i found my problem?

#

its not listed under chest?

#

or...

lavish finch
#

well if its own item brought into unity then yea

#

but if its actually part of the model then in blender , you'll have to add a weight map to the back pack and have it bound to the chest bone

sturdy osprey
#

im unfamiliar with that process unfortunately.

lavish finch
sturdy osprey
#

oo, appreciate it

#

so as goes for bounding it to the chest bone

#

how do i do that?

#

@lavish finch

lavish finch
#

well if its part of the model the video will pretty much explain it, i just go into pose mode, then select the mesh i want to work with , and then apply the amount of weight to the ma of the bone i want it to stay with

crisp tendon
#

You can also assign automatic weight paint to specific bones

#

It's a few more steps, but the result might be better

#

Especially if it's your first attempt

lavish finch
#

you can but its not always perfect.. sometimes will add weights to bones you dont want it to ... so youll have to check

crisp tendon
#

If you select your whole armature yeah, but if you do it for a single bone, then it'll be the only one to receive the weight paint

sturdy osprey
#

now for my backpack being attached to my body, what weight am i looking for exactly?

crisp tendon
#

You can probably select the entire backpack mesh, and give it a 1 value of weight paint on the spine or chest bone

lavish finch
#

should be chest, not spine, since the spine doesnt move when you bend

sturdy osprey
#

ok lastly, the entire backpack is around a 1 value, so how do i attach these to the chest?

lavish finch
#

as i said before, going into pose mode, select the bone you want it to, then select the mesh, then go to weight paint then paint on the mesh , then thats it. all deep blue no influence, deep red full influence.. green lots of bend, yellow some bend, light blue not a lot of bend. etc.. the video should of went over that i think

sturdy osprey
#

kinda

crisp tendon
#

There's a much easier way to do it

#

Select the mesh and go into edit mode, then look for the upside down triangle

#

Select the Chest bone then select a vertex on the backpack and press L

#

You should have selected the entire backpack at once

#

Then put the weight bar under the list of bones up to 1 and press assign

#

The upside down triangle being at the top right corner of the window, below the scene view

crisp tendon
#

Ah, no that would be a bone, gimme a sec

#

Also you need to be in edit mode for the mesh, not the armature

sturdy osprey
#

ok

#

i did all of the steps, i just dont know where the assign button is at. lol

#

😅

pseudo sedge
#

@sturdy osprey after you create vertex group with a name of backpack for example, and you select backpack vertices in edit mode, in the window where you create vertex group would appear Assign button (and some other as delete etc), also vertex group must have be named same as bone that will move it

sturdy osprey
#

ok finally got it

#

that was painful, lmfao

kind obsidian
#

I know you can't use what-you-call-it (I forgot the name) bones anymore... The ones that duplicates input from one bone onto another (which allowed multi-legged models)

lavish finch
#

riggid body/fixed joint?

rare bronze
#

i've uploaded my first avatar, i get no warnings about rigging on the build control panel (except that it wont work with full body IK), but it's entirely unanimated in game
i rigged it in blender and auto-weighted the rig
anyone have a guess what i might be doing wrong?

fading verge
#

@crisp tendon How are you liking and adjusting to the new Blender version?

#

Unless I'm mistaken and that's just a theme rather than ver 2.8

crisp tendon
#

Haven't made the switch, probably won't for a long time, I need my plugins

fading verge
#

Currently feel defensive about making the switch too

crisp tendon
#

If you don't rely on plugins, you should jump asap

rare bronze
#

anyone have a minute to help me figure out what i'm doing wrong with my basic (non-VR) rigging?

#

the mesh moves correctly when i move the bones in blender, and the SDK gives me the green light to upload, but i have no animation in game

fading verge
#

@rare bronze Do the animations play correctly within Unity's preview window?

rare bronze
#

im trying to figure out how to check that now

fading verge
#

Do you mean it doesn't do anything at all?

rare bronze
#

yeah it's just frozen in t pose

#

sliding around

#

except it kinda bounces up and down as it "walks"

fading verge
#

Did you add the AnimationOverride to the Avatar descriptor, I believe

#

Hmm

rare bronze
#

no, it's just a humanoid so i was hoping it could use the game's default animations

#

do i just go to examples/animation and try to apply those animations to my avatar to test it?

fading verge
#

Should take you to the particular moment

rare bronze
#

im not importing an mmd

#

i'm rigging a model from scratch

fading verge
#

The section I linked is the same for all models

#

When uploading

rare bronze
#

oh ok

fading verge
#

Well, all humanoid models

#

You may skip the part about creating the animation for the gesture

#

But basically the Custom Override Controller is what tells it to use the default animations like for walk and idle

#

You can use it to also replace those with your own custom animations & gestures

#

But you must have it even if you don't use custom animations so that it knows to use the default

rare bronze
#

cool, thank you very much

#

how do i actually test that the animations are working in unity?

fading verge
#

No need to

#

Just try to upload your model again

#

I just thought you were trying to add your own custom animations & wanted to make sure they were properly imported

rare bronze
#

ah okay

#

i must have skipped something in the documentation

#

although i wasnt really able to find any documentation about making custom models

#

thanks for your help

fading verge
#

You're welcome

rare bronze
#

i actually have 1 other problem that's a little strange if you still have time

fading verge
#

You may ask for others to read

#

In case I'm not able to

rare bronze
#

in build control, the avatar details say my bounding box is 3.3, 3.0, 1.0

#

but in the game i'm like 10 feet tall and my head sticks into the ceiling in most rooms

#

im even getting a warning that my avatar is shorter than i would want it to be in unity

#

i've scaled it down as much as the sdk plugin will let me, any shorter and it says i'm under 20cm tall, but in game i'm like 300cm tall

fading verge
#

Also as a side note, when you drag the Override to "Custom Standing Anim" (1:34:19) make sure to also drag it on to "Custom Sitting Anim" so that your avatar has the default ability to sit down

rare bronze
#

ok thanks

fading verge
#

I won't be able to help with that at the moment though know there are example models on the VRChatSDK that you can drag into your scene to compare with your own

#

If they appear the same size perhaps you may need to go to Blender and "Apply" location/rotation/scale by selecting your Mesh then clicking Ctrl+A & selecting each, then repeat with your Armature selected

#

Though I'm actually not familiar with the bounding box so it could be something else

rare bronze
#

do i need to do the scaling in blender instead of in unity?

#

my model is definitely bigger than the example avatar

#

so maybe that's it

fading verge
#

I believe the scaling should also work on Unity, or is worth a try there

#

Hello Who

rare bronze
#

weird, i just redid the scaling in unity after fixing the custom overrides and it let me go way smaller

#

no idea what was wrong but it is working now, thanks for all your help

fading verge
#

You're welcome, glad it worked out

#

I've been helped plenty here, so is good to be able to give back

rare bronze
#

well i spoke too soon, still no animations

#

but at least i'm a normal size now

fading verge
#

Currently working on a Valentines card so can't help further right away but will be back later if I come up with another reason it could be

stone relic
#

is there a way to hard set a weight paint tool in blender?
like, lets say you have something weight painted, but you want to turn all red and yellow spots into green spots
would it be possible to turn those spots into green, without deleting the whole thing?
like, having a tool that will only erase if it's weight painted a certain amount, and a tool that will only weight paint a certain amount onto something?

sleek isle
#

Select the vertex and apply .5

lusty wyvern
#

I want my avatar to be able to put her hands into her sleeves, like this, but the reverse kinematics prefers to keep the elbows at the sides, rather than forward, like you'd need for this pose, so I can't ever get it to look right. Is there any way to alter the preferred angle of the arms? https://s1.zerochan.net/Yakumo.Ran.600.2004825.jpg

sleek isle
#

If you are a destop user . Edit the idle animation

lusty wyvern
#

any way for VR?

sleek isle
#

idk if there is a way to snap bone together

#

do it manually with your controller

lusty wyvern
#

That's what I'm saying. It doesn't work.

sleek isle
#

like real life i mmh

lusty wyvern
#

When I try to do it with my controller in real life, she keeps her elbows at her sides

#

rather than forward, like she'd need to do to make that pose.

sleek isle
#

the ik guess where thelebow is so its not always accurate

lusty wyvern
#

Is there any way to alter the IK?

#

Like, make it prefer to put the elbow a bit further forward?

sleek isle
#

idk

lusty wyvern
#

This is what I get in VR.

fading verge
#

Might that be related to how the sleeves are Weight Painted

#

It would look better if the elbows went out more but even then there may be a gap in the front since it seems like the sleeves only follow the arm/elbow bone rather than also following some of the movement of the wrist

#

I could be mistaken due to the angle though

gritty nest
#

@lusty wyvern I don't think you can change any IK settings.

#

At best, you can either get some rotation limits on there or alter the VR IK settings, both of which need Final IK

rare bronze
#

@fading verge the problem with my animation not working was that I wasn't re-loading the model into the unity scene each time i made changes in blender....

#

so the avatar still had a cached version of the first attempt at rigging the model from like 5 hours prior......

#

works great now, i'm sure the stuff you helped me with also had to be fixed so thanks again

fading verge
#

@rare bronze Glad it worked out

rare bronze
#

and now I know how to remake all the animations with a custom skeleton so i'm not tethered to unity's humanoid :3

#

😀

fading verge
#

The more we customize the funner it gets

idle goblet
#

I'm rigging a model and the sleeves have separate bones from the arms when trying to rig it, how would I attach these bones to the arm bones or merge them?

crisp tendon
#

There's a merge weight button on cats afaik

wide yacht
#

Does anybody have accurate values for body proportions through blender? (I've managed to get really close with leg to hip length, but torso and head still give me issues despite resizing the spine and chest)

crisp tendon
#

You can also add those weight to the wrist/arm bone and then delete the sleeves ones

wide yacht
crisp tendon
#

Use the Y-bot model for good proportions

pseudo sedge
#

@idle goblet on properties window under object data you can find Parent property to reparent sleeve bones, cats has merge weights button where you need to select bones you want to merge to parents, you can also use Weight mix modifier to skip reparenting merge weights and remove sleeve bones after

wide yacht
#

That's what everybody tells me, and yet that guy still messes up with descriptor

#

in terms of having inaccurate eyes placement

crisp tendon
#

Inaccurate how ?

wide yacht
#

as for hip - to - shoulder ratio, eyes usually are being placed at the level of the chin or way above the frontal lobe if you modify your own height

idle goblet
#

I'll try it, thanks yall

wide yacht
#

I might also be biased by blender's classic ruler, since I manually calculate lots of conversions from irl metric to blender's units

#

as well as unity and finally steamvr have their own vr-space metrics

fading verge
#

@wide yacht You can change Blender's Units into Metric

#

If not mistaken Unity uses metric by default

wide yacht
#

@fading verge that's good to know, thank you! Still, I have a feeling that actual VR-meters aren't the same across multiple applications (e.g. steam VR have already admitted that their tracking isn't accurate at all just because of false centimeter perception)

fading verge
#

Glad it was helpful

#

I haven't experimented much with Steam VR

cursive apex
#

Anybody know what would cause the ik system to flip the hip upside down in non full body mode but work fine in full body mode?

ivory radish
#

u did not apply full body tracking fix from CATS

cursive apex
#

no it works fine in full body

#

and i got the bones set up perfectly

#

its when im not in full body that it scuffs

ivory radish
#

did u apply the fix and is it also correct in the config window

cursive apex
#

yeah everything is gucci. all i did was move the leg bones out 2.5cm on each side

ivory radish
#

cuz usually that means that its upside down in the config

cursive apex
#

and it scuffed it (needed to give her a thigh gap)

ivory radish
#

also if u move any bones u have 2 reset or enforce t-pose again

cursive apex
#

yeah when i put her back in unity i zerod out the rig then redid it as humanoid. same thing i always do

ivory radish
#

u dont need 2 reset it

#

just the pose

civic sorrel
#

That's what they did

ivory radish
#

no like

civic sorrel
#

From the sound of it

ivory radish
#

they said they set it 2 generic

#

then 2 humanoid again

cursive apex
#

set it to none then humanoid

#

and reset it

ivory radish
#

u dont wanna do that unless u like messed up bone names or smtg

civic sorrel
#

i mean

ivory radish
#

bc that means every change u made when mapping it does not stay

civic sorrel
#

yeah

#

but

ivory radish
#

and ur gonna have 2 do all those changes again

civic sorrel
#

its not like its that much work

#

lol

ivory radish
#

reset or enforce tpose will work

#

yes but in case u replaced a couple of bones

#

and finger bones

cursive apex
#

takes me zero time. unity auto detecs everything i just delete jaw bones

ivory radish
#

and incorrect zero weight bones

cursive apex
#

i'll do an enforce rq

ivory radish
#

yes but sometimes ur model doesnt get auto detected or posed properly and ur gonna have 2 re-fix map

cursive apex
#

yeah the worst i've ever had with that was like a mismapped hips/spine and neck/jaw

ivory radish
#

most i had was 2 map all the fingers and remap eyes and unmap jaw and remap shoulders and remap hip and spine all at the same time

cursive apex
#

oof

#

map all the fingers. good god thats so tedious

ivory radish
#

^^^

#

which is y i would never wanna do that in case it happens

#

the rig had odd finger names that werent detected correctly by mapper

cursive apex
#

i rebuild my armatures in blender with the correct names and stuff so that doesn't happen

ivory radish
#

do u also t-pose them

#

a lot of bugs from rotations come from having A-posed or etc posed characters

#

bc enforce t-pose isnt always reliable especially in some occasions or when some bones are rotated oddly like finger ends

cursive apex
#

i zero all bone rolls and everything

#

very picky in blender

#

well i dunno whats up maybe i forgot to apply scale and rotation in blender

#

gonna do that ra

ivory radish
#

also there is one thing i absolutely hate about apply as rest pose

#

it doesnt adjust any of the shape keys or keep any bones u scale scaled instead of lengthened

#

so if u make head bigger all the shapekeys for the head are gonna have less movement

#

blink for example wont fully blink anymore

#

so instead i gotta resize it in unity

cursive apex
#

fortunately i only scale arms and legs for FBT perfection

#

but i wanted to give the girl a thigh gap. it works flawless in fbt but i just logged in without fbt and oof

#

flipped pelvis

civic sorrel
#

Yeah

#

Idk if i read anything right'

#

but b4 u edit a model

#

make a copy of it

cursive apex
#

yeah i have several versions

#

i can roll back to no thigh gap easily

civic sorrel
#

o

#

good

cursive apex
#

but moving the leg bones out shouldn't do this so weird

#

maybe i should just move them back in but leave the meshes out and see whats up

#

rolled back and its still scuffed. something changed in unity. i'll fix it

civic sorrel
#

Hmm

#

Weird

#

Gl w/ that

cursive apex
#

np i'll let you know the results in a sec. going to build a new scene

#

nope. lol what the hell happened

#

fixed

#

make sure your the end of your hip bone doesn't go in to your spine bone

#

a small oversight

#

gimme a min and i'll post screen shots of what it was

#

bad

#

Ty for your help @ivory radish @civic sorrel

civic sorrel
#

o

#

but i didnt help

#

i just was like

#

"good luck"

#

and yeah

#

glad 2 see it got fixed tho

raven star
#

Has anyone encountered an issue where you apply the fully body option in cats, and when you export the model to unity it messes up the fingers

cursive apex
#

@civic sorrel you offered something. I'm no noob, but i overlooked that stupid thing

civic sorrel
#

did i?

#

Also i'm sure you arent, you stated a lot of stuff a noob wouldnt know lol

#

Glad to see you got it figured out though, ^^

ivory radish
thick gazelle
#

hey guys, I think I have a problem with a model.
I'm trying to import a mmd model, but I thing there's a rigging problem

#

here is how the model looks in blender :

#

and here is how it looks in unity when I do enforce t-pose :

#

I think there's a problem with the spine

ivory radish
#

then don't enforce tpose

#

also ur character basically has no spine

thick gazelle
#

well, I'll try without enforcing t-pose to see if the model is glitched ingame or not

#

ok so I still have a problem

#

the chest is off

thick gazelle
#

any ideas of the problem ?

#

the armature in blender :

lusty wyvern
#

So how did you create the spine?

#

If the spine has no length, then it might be glitching the inverse kinematics

#

also, if you altered the length or angle of the bones in the process of adding the spine, it could probably cause that as well

thick gazelle
#

I used the CATS plugin to do the work automatically

#

I altered nothing in the process

#

how do you see that the "spine has no lenght" ?

lusty wyvern
#

Where is the spine on the model

#

select it in Blender

thick gazelle
#

how do you select a bone in blender already ?

lusty wyvern
#

Turn on Pose mode, and right-click the bone

thick gazelle
#

that's this one, it's very small for some reason

lusty wyvern
#

That would do it

#

the spine is pointing sideways

#

It needs to be pointing up.

#

But be careful, because you don't want to distort the other bones too much

thick gazelle
#

how do you change the angle ?

lusty wyvern
#

Go to Tools, select Rotate, then move it with your mouse and left-click.

#

After that, there will be a Rotate menu in the bottom of the Pose Tools menu

#

there will be an option that says "Constrain Axis:
X
Y
Z"

#

Check the boxes that say "X" and "Y".

#

Sorry

#

that's wrong

#

Sorry It's too late to explain

#

but you need to open the orthagonal perspective in blender

#

then from a side orthagonal perspective, select the bone in pose mode and rotate 90 degrees

thick gazelle
#

ok well thanks for the help

#

I'll try that

lusty wyvern
#

The orthographic perspective is what you use to make exact changes on only one axis

#

which is what you want here. You just want to rotate it 90 degrees upward

thick gazelle
#

I'll try that later, I need to go for now, thanks

mighty swallow
#

Is it important to have the roll at 0 all the time on the rigging?

pine harbor
#

@mighty swallow that would be most ideal if you're not importing any animations (particularly MMD ones) along with your model, yes -- the bone rolls won't always cause problems, but when they do, the distortions will be very noticeable

pseudo sedge
#

you can write short script to change roll for all bones to 0 after the rigging

lusty wyvern
#

Is there any way to get a bone to always point in a certain direction, other than dynamic bones?
Like if I want my character's sleeves to always point downward.

sleek isle
#

Regid body maybe. Tic the rotation

fading verge
#

Heeeey, so, I can’t take a picture for some reason here, but I’ll try to explain; I was making sure that my arms are okay in blender, but the shoulders deforms every time I move it. In fact, there is a shoulder bone in there, so is there a reason that causing it?

lusty wyvern
#

Check the weight painting on the shoulder for each bone

fading verge
#

Ok, so I check on weight paints, but all I’m seeing is blue. Then, I click on fix deforms. Next, I hold on the left click and paint it. Once I’m done with that, I go back on object mode, then I click on my bones, go back to pose mode, and I made it a bit worse. I think I did something wrong, didn’t I? 😅

tawny silo
#

@thick gazelle it is because your breast bones are attached to the spine

#

put them parented to the chest instead

fading verge
#

I’m looking at the deform tab on my bones, but no matter how much I fix it, when I put the arms up, the shoulder bends, or deforms. So, how do I fix it?

crisp tendon
#

Can you grab a gif of it ?

fading verge
#

Hey guys. I could use some help with this avatar. MR X from RE2 remake. The model is weird but its the only one i could find. Basically the mouth is permanently open and im wondering if i could get any help with it

lusty wyvern
#

Does it have shape keys for the mouth?

fading verge
#

Im pretty new to this stuff but i wasnt sure which chat to put it in. Shape key?

lusty wyvern
#

That video at 3091 seconds shows where to find the shape keys in blender

#

They're what let your character move their mouth and blink and make expressions

fading verge
#

This still gonna work with an XPS model?

gritty nest
#

XPS models have no shape keys usually.

#

They have face bones that you can use to make the shape keys with. Use cats blender tool to enter pose mode, make a pose for the "Ah" shape and then do "Pose to shape key" in Cats too

#

Do the same for Oh and Ch

fading verge
#

Interesting, cheers for the advice

thick gazelle
#

@tawny silo ok thanks, I'll search how to do this.

wicked quiver
lusty wyvern
#

Is there any way to get a bone whose rotation is tied to the closest of two other bones?

#

I'm trying to get my character's apron to stop clipping through their dress, but I can't figure out how to make it move with whichever leg is extended furthest.

#

Alternatively, a bone that looks at another bone could also work

jaunty glacier
#

hello i had a question about avatar rigging i have a coustom rig for another program installed in a blend file along with something untextured but textures are present any chance someone can please look at the model later thanks

thick verge
#

I am trying to make piku from pikuniku as an avatar but I don't know what the default will be for items to hold or if I need to give him arms nonetheless

#

as of right now I don't have any arm bones planned, but before I export it I would like to know if that'd be needed

ivory radish
#

idk if u can pick things up with a generic avatar

#

if using humanoid u can make invisible arm bones or some trickery where u can grab things with foot

thick verge
#

oh alright

#

good idea

#

thanks

#

then

#

problem number two

#

the legs are a single cylinder

#

and the bones don't bend it

ivory radish
#

then dont make them a single cylinder..?

thick verge
#

won't that make it have a gap when the knees bend

ivory radish
#

what r u talking about

thick verge
#

this is what I mean

#

with a single leg

thick verge
#

that is what I want yes

ivory radish
#

then dont make them a single cylinder..? [2]

thick verge
#

oh alright

ivory radish
#

subdivide it like i showed before

thick verge
#

got it

#

that did the trick thanks

fading verge
#

im wanting to add expressions to my model but i have no clue how to do it

#

what do

sleek isle
#

What kind of model?

sleek isle
ivory radish
#

can use tools like proportional editing

#

u make them shape keys so u can blend them later

last copper
#

hey, does anyone know how to make lip sync just be a material change?

fading verge
#

where the eyes change and mouth changes to

#

so i think so

last copper
#

just the mouth,

fading verge
#

not to your question i was saying but im not sure

last copper
#

oh haha

#

sorry

runic edge
#

I'm under the impression mouth visemes allow only shape keys which means no material changes, but someone did make a 2D face visemes tutorial for vrchat (basically involves having multiple face meshes and a lot of fiddling)

fading verge
#

Hey so when i make my palms face upwards the arms by the shoulder kinda do this i was wondering if this was a weight painting issue or somrthing else

ivory radish
#

weight painting

fading verge
#

hmm most of the arms red but the shoulder bone is greenish does it need to be red or a lighter color

ivory radish
#

idk but typically weight painting follows the same pattern every time

#

where weight flows from one joint to another

fading verge
#

ahhh gotcha welp i got work to do AWAYYYY

proper ivy
#

I'm sure this has been asked many times but whats the best way for making quadruped avatars?

coarse plume
#

Would using mixamo for a baseline weight paint and tweaking be a good idea, or should I just start from scratch?

wary crown
#

if ur gonna use a base rig you might aswell use a riggify rig and then fix it up

pseudo sedge
#

@ionic bramble check how it looks in Pose mode, check that this part is not weighted to another bone

ionic bramble
#

@pseudo sedge Fixed, appreciate the help

upbeat atlas
#

Would it be fine to leave the eyes and jaws blank in rigging?

gritty nest
#

Yes

#

Jaw should be left blank, eyes are only needed if you want eye tracking

upbeat atlas
#

Thanks

feral stone
#

Its normal in the project, but loading in I get a jumbled mess, I see whats going on with the model itself and I get an edlritch horror, What did I DOOOOOO

gritty nest
#

@feral stone Pose->Reset, Pose->Enforce T-pose

#

This happens if you overwrite an FBX with different or newer Blender export settings

feral stone
#

I ended up doing the hard test to fix it, but I'll remember this for later, thank you!!!

rigid spire
terse seal
#

@sleek isle I just saw your Astrid model, making that for yourself? Just curious cause its nice to see some httyd characters for a change

#

@rigid spire for that fix, your gonna want to go into blender and remove any weight painting found on the helmet except that of the head. Its a slightly tedious task, at least for me.

solemn talon
#

@terse seal you could also select vertices and just assign a weight of zero to the neck/chest bones directly instead of using weight painting

terse seal
#

That's new info for me, thanks I'll add that to the list.

sleek isle
#

I would take off the armor on the character and putt the base model in mixamo. Reimporte that in blender and weight paint the armor piece manualy to the armature

#

For the head is easy

#

Select allthe vertex of it. And remove the weight from the neck chest and shoulder

#

In edit mode

#

In the vertex tab on the right

dusky oriole
#

is there a way to make a mesh you drop on your head bone not be rendered invisable in vrchat?

ivory radish
#

yea

cursive apex
#

Anybody ever had an issue where they couldn't reparent bones in armature edit mode

#

All I see is body when i click on the bone parent

ivory radish
#

?

cursive apex
#

i fixed it with a work around, but something was up with phantom multiple "scenes"

#

had to save as fbx, reimport to blender

#

I manage to break blender in mysterious ways

fading verge
#

I have an issue where my avatar-arms hunch at my sides when my arms are down (that is, my arms don't stretch out all the way). But when I reach up/forward, my arms are too short. How do I fix this? Using Vive

ivory radish
#

proportions

#

gonna have 2 mess with leg, arm, and body length if u want 100% proper IK

fading verge
#

hi

#

is there a way to make weight painting easier

gritty nest
#

@fading verge press Z to see the individual vertices

fading verge
#

oh

#

pls provide more extremly usefull or slightly usefull hjints pls

#

thank u alot

gritty nest
#

That's pretty much all I got. Turn on auto normalize so you never end up with unpainted areas

#

If you're weight painting from scratch, start with automatic weights first if possible

fading verge
#

how

formal hearth
#

For fine-tuning areas, enable 'show in edit mode' on your armature modifier and you can adjust weight values directly vertex-by-vertex in edit mode.

opal aurora
#

Use the smooth option in weight painting, sections between bone weights will be smoothened out, this is barely spoken about and is extremely good for bends

worthy flicker
#

Does anyone know how to fix an issue where if you walk in VRC the avatars legs waddle, The armature is fine as well as the bones, just don't understand what's causing the Model to walk in such an odd way

cursive apex
#

check the bone roll on the legs

median hornet
#

how hard is it to make a dress 2 bones?

#

I never really weight painted before

steady bridge
#

only 2 bones?

#

is it a long dress?

formal hearth
#

It's not that hard, you basically paint it as though you were painting it to the legs but have the weights on the skirt bones which are then parented [to root bones and ultimately] the legs

viral oak
#

how do i have my avatar crouch when i am sitting on the floor?

#

right now the avatar legs go through the body when i sit on the floor

ivory radish
#

u can try to use seated mode if in vr without full body

simple bluff
#

I need some help, I redid the eye tracking 3 times by now in blender, checked if the blinking works in blender and unity and that works, the eye also moves with the bone. But my eyes aint blinking/moving at all in vrchat, i tried both eye bones and none of them work. Any help?

gritty nest
#

@simple bluff can you post a screenshot of your avatar's armature hierarchy, expanded from Hips all the way to the left and right eyes?

simple bluff
#

sure, but its just same as any other avatar, i happened recently as i replaced the old fbx

gritty nest
#

I meant the avatar in your scene, not the rigging window

#

So I can see the whole bone hierarchy up to the eyes

simple bluff
gritty nest
#

Well, I have two potential suggestions

simple bluff
#

it worked before

gritty nest
#

@simple bluff make sure you have LeftEye and RightEye mapped in the rig

#

Not Eye_L and Eye_R

simple bluff
#

i did

#

that also didnt work

gritty nest
#

Second, make sure your mesh is called "Body", exactly

simple bluff
#

ah okay

gritty nest
#

And finally, make sure the body mesh has at least 4 shape keys

simple bluff
#

ye that might have screwed up

gritty nest
#

And the body mesh also has to be right next to the armature

teal raft
#

Hey

#

How do I delete bones I don't need

next hazel
#

What software