#avatar-rigging

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opal aurora
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Me neither, but could you do the test real quick?

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Like add a single collider just for a test

gritty nest
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It doesn't add a transform, but it adds the same impact as a transform roughly

ivory radish
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so collisions shouldnt rlly be affecting transforms

gritty nest
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This has been tested

ivory radish
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its like saying 'bones in chains' instead of transforms

gritty nest
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And the collider calculation is tacked onto every transform

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Colliders by themselves do nothing

ivory radish
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so say u have a 15 bone chain for hair and 5 for a tail

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the hair has a chest and 2 hand colliders attached

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the tail has 2 hand colliders only

opal aurora
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15 tail transform impact

ivory radish
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transforms:
15 + 5 = 20

opal aurora
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Ohwait i misread that

ivory radish
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collision checks:
15 * 3 + 5 * 2 = 45 + 10 = 55

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total cost:
55 + 20 = 75

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the transforms count would include bones from the root to the end(s)

opal aurora
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So, 15 bones on each chain, which is 3 accounting for your maths and the tail got added impact due to the colliders, correct?

ivory radish
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not each chain

opal aurora
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Where did that *3 come from then?

ivory radish
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the hair has a chest and 2 hand colliders attached

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the tail has 2 hand colliders only

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1 + 2 = 3

opal aurora
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Ahh the chest is a collider

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That sounded confusing

ivory radish
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it loops for every collider to do a collision check thing

opal aurora
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Yeah

ivory radish
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for every assigned collider*

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and also does the typical dynamic bone math on the side

opal aurora
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So yeah, that'd be the total assumed impact

ivory radish
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which is the transform part

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and the loop is the check part

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and yea its not really in some standard unit tho

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the performance impact varies on a per CPU basis and on how many of those processes are running together

opal aurora
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It's just a general approach to sort of understand the impact

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But yeah, as far as i'm understanding it, for each collider the afflicted chains are multiplied by *2, so now that i think about it... if that's the case then the maths if a bit off the hook

ivory radish
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well not really

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again in the script, it does collision check stuff for each assigned collider

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and also does dynamic bone transform math for the jiggle effect

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but thats not at the same time

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it does one before doing the other

opal aurora
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If that's the case, why are 2 colliders so frowned upon?
In general people even tell you to NOT use even one

ivory radish
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so thats why i got those numbers

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again

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it doesnt matter how many colliders u use

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it matters how many transforms and colliders

gritty nest
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Colliders are frowned upon because they add lag

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It adds lag to every single transform

ivory radish
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u could have 2 dynamic bone transforms (ig for an ear) and have 10 hand colliders

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thats 20 collision checks

gritty nest
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People who say "don't use two colliders" have it wrong, they should be saying "don't use more than X collision checks"

ivory radish
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or u could have 10 dynamic bone transforms and 2 hand colliders

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still 20 collision checks

gritty nest
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Because a set of animal ears can work with just 4 collision checks.

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And 2 colliders

opal aurora
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What i'm trying to understand is the actual calculations as apparently i've seen incorrect information based upon this

ivory radish
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i already gave u the calculations

gritty nest
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Lemme break it down

ivory radish
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literally scroll up to my examples

opal aurora
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I understand what you're saying wulfe, but i've read otherwise before so i'm trying to fact-check

ivory radish
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the transforms are unrelated to collision checks

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read from where

gritty nest
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Dynamic Bone:
- For every transform:
    - Add +1.
    For every collider on this transform:
        - Add +1.
opal aurora
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Here multiple times

ivory radish
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well they are wrong

gritty nest
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Well, collision checks are generally always a multiplication of the transforms

ivory radish
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transforms are independant of colliders

gritty nest
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Every transform becomes heavier when it responds to colliders

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Transforms aren't independent of colliders

ivory radish
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no like the actual 'bone transforms'

gritty nest
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A transform calls the Collide() function on every collider assigned

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Oh yeah, like that

ivory radish
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yes

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it does collide then it does the actual jiggle stuff

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maybe the other way around

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but either way its one first then the other

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so each 'bone transform' itself is just related to each bone used in the chain

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and each 'collision check' is related to the checks per transform/bone

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an example of a script u could do

opal aurora
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In terms of performance hits, is it

A: Transforms*Colliders (I.E. 150 transforms * 1 colliders = 150 impact)
B: Transforms*2PerColliders (I.E. 150 *2 on 1 collider = 300 impact)
ivory radish
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yes

gritty nest
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B

ivory radish
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IMPACT

gritty nest
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Well I dunno if it's B

ivory radish
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not CHECKS

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collision checks != impact

gritty nest
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It's not "times" two per collider

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It's

opal aurora
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I've been talking about performance impacts

ivory radish
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transforms + collision checks = impact

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which ive already explained

gritty nest
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Impact = Transforms * (Colliders + 1)

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That's the formula

ivory radish
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i mean wouldnt it just be transforms + checksPerTransform

gritty nest
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Same thing but broken down more

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Collision check per transform is just Colliders

ivory radish
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yes but that is also the impact for 1 script

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mine is impact for whole thing

gritty nest
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So then collision checks is Transforms * colliders

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You can break it down in many ways but this really isn't too hard to understand

ivory radish
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yea

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what he is saying is

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the impact of a single dynamic bone script

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and what i saying is impact of all scripts

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bc for 1 script

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if u have 10 transforms

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and 0 colliders

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10 impact, 10 transforms, 0 checks

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2 colliders

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30 impact, 10 transforms, 20 checks

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but if u had multiple scripts

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thats where u would add

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totalImpact = impact + impact

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or do this equation

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totalImpact = totalTransforms + totalChecks

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ur rlly overcomplicating it and it can be put on a diagram if u dont understand

opal aurora
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What's being a pain for me to relatively understand is how a single collider itself is frowned upon if the general impact is that of without it if we were to assume 1 collider = same impact as none, that's what i'm trying to understand and am failing to a degree it seems

ivory radish
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its not

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again

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for every assigned collider

gritty nest
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One collider is not the same impact as none

ivory radish
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thats another collision check per transform

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so if u have 200 transforms

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and u have 1 collider thats supposed to work for all 200 transforms

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u no longer have 0 collision checks

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u have 200 collision checks

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200 + 200 = 400

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400 total impact

opal aurora
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That's what i've been trying to get at, it multiplies the impact

ivory radish
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no only the impact for that script

opal aurora
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I'm not talking about transforms as literal transforms

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Transforms in terms of impact, as they equate to near the same output

ivory radish
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yes but u dont understand

opal aurora
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This is why it was so bloody confusing

ivory radish
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the multiplication only works per script

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because u could very easily have

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100 transforms in one script

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1 collider

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100 transforms in another script

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0 colliders

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100*1 = 100 collision checks

opal aurora
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Yes, i understand that fact completely

ivory radish
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100*0 = 0 collision checks

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100 + 0 = 100 total collision checks

opal aurora
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I haven't been talking about collision checks either actually

ivory radish
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200 total transforms + 100 total collision checks = 300 total impact

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yes but there is no way to talk about impact without factoring collision checks PER SCRIPT

opal aurora
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I was talking about general impact, which is again, for the sake of simplicity, Transforms*2PerCollider on a PER SCRIPT basis (there's your emphasis)

ivory radish
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totalImpact = (transforms1 * (colliders1 + 1)) + (transforms2 * (colliders2 + 1)) + (transforms3 * (colliders3 + 1))...

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which is again literally what we have been saying the whole time

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because transforms * (colliders + 1) is again the impact

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its literally basic algebra from

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impact = transforms + transforms * colliders

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same reason why u can do
tax = price + price * tax

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and change it to price * (tax + 1)

opal aurora
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Honestly, i don't know why you're trying to explain this to me, does what i've just said not make sense to you?

ivory radish
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that is the general impact

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literally how u get the impact for each script and every script in total

opal aurora
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Dear lord, what have i been saying?

ivory radish
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i literally have no idea what the point of ur argument is

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ur asking how 2 find the impact

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i gave u solutions for per script impact

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and total impact

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so what else is there left

opal aurora
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Literally, nothing, the point is that you've been trying to explain how transforms and collision checks function whilst i've been trying to establish the calculations for the base impact caused in terms of both transforms and collision checks, we've been clashing for literally no reason, you've reiterated your point countless times, i understand how those calculations are made

ivory radish
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i've been trying to establish the calculations for the base impact caused in terms of both transforms and collision checks

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how is that literally not any of the equations i gave lmfao

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do u not understand impact = and totalImpact =

opal aurora
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Scroll up i guess... this is honestly turning into a fruitless argument, this is honestly needless, we've already established that the impact per script is what i've stated above in essence

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That's all i was trying to understand, as people equate the impact caused by collision checks to that of transforms, so people tend to state that they increase transforms (even though incorrectly in terminology)

opal aurora
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God, you really don't know when to just let go of it do you?

ivory radish
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god i dont rlly understand ur point at all

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u want 2 know the impact but u dont want 2 know the impact

opal aurora
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It's not a point, i was establishing a question

ivory radish
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ur not making any sense

opal aurora
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The question has been answered

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That is all

ivory radish
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ok then idk y ur asking other stuff e.e but ok

opal aurora
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I'm not

ivory radish
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i wasnt clashing anyways i was just explaining how they worked and how they factored into the calcs

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idk y u had any problem wih that but ok whatevs don't need 2 argue

opal aurora
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It's the fact that you kept reiterating your points when i had already stated i understood them

ivory radish
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yes but u kept asking it again later on

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u were saying u were confused and u didnt understand

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not exactly the best way of saying "ok i get it now"

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but again im just giving u ur answer no need 2 argue

opal aurora
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I don't want an argument either wulfe, i was simply trying to understand how impact was calculated, which again for the sake of simplicity, on a per script basis, is (and correct me if i'm wrong) Transforms*2PerCollider

ivory radish
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corrected u already

opal aurora
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The more accurate formula was stated by rokk of course

ivory radish
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but thats not the same formula

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10*(2+1) is 30 meanwhile 10*4 is 40

opal aurora
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Guess i'm just being dense then

ivory radish
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yea just use the equations we provided

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more accurate

sleek isle
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So 2 bones per ear with 2 colliders on both hands is a no no ?

gritty nest
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Nah, that's still fine

ivory radish
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no just look at my diagram

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it clearly describes a good dynamic bone setup

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the tail didnt really need colliders bc its just a normal tail and its pretty far from reach

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but maybe u wanna play with ur ears

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i mean u wouldn't need 2 be able 2 but its usually preferred

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and u can see how it adds up to the impact

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as u can see total checks is 8

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total transforms is 10

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so impact is 18

glad ore
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Ok so I have bones set up for a model in blender but when I go to set automatic weight for bones I get an error message saying "Bone Heat weighting: failed to find solution for one or more bones

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What do I need to do from here???

ivory radish
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that usually happens if

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A) the model has too many double vertices

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B) the model has several layers or oddly segmented meshes

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and/or
C) the model is way too complex for the solver, falls in line with B ftmp

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usually its A tho

glad ore
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Can I send you a screenshot of the model Im workin on?

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I cant seem to post pics here

ivory radish
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also blender's auto rigging tool is ok but its pretty bad unless what ur rigging is a simple object (such as a tail) or it is a simple skin (such as a generic humanoid body)

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sure u can just post a link to it

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if u have any loose parts or ur character has several layers (such as clothing) it will have awful rigging results

glad ore
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Yeah i t has pauldrons

ivory radish
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idk what that means

glad ore
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shoulder armor thingies

ivory radish
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then yea heres the thing

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u should separate the main skin

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autorig the skin

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then rig the armor around it manually

glad ore
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ah ok

ivory radish
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as for clothing

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if there is skin under the clothing

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u can use a tool to make the clothing copy skin weights

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u can also try auto rigging the clothing separately

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its just that, again, the auto weight paint solver is not great with layered meshes and loose parts

glad ore
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would I need to add bones for clothing even if it doesnt move? i kinda want them to be rigid and simple

ivory radish
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well they have to be attached to bones

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that doesnt really make any sense

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thats like saying 'i want a wristband but i dont want to attach it to my wrist bone'

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then ur just gonna have a floating wristband that doesnt connect to anything at all

glad ore
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haha ok Im getting it now

ivory radish
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the point of rigging is to give each vertex in the model

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some influence based on the bones weight on that vertex

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so if a vertex has 100% influence for just the wrist bone

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it will move rigidly with the wrist bone

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if it has 0% it wont move at all

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think of it essentially like a "pull factor"

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the stronger the weight, the more 'pull' the bone has on that vertex

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and weights also get averaged out

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so 100% weight from one bone and 100% weight from another mean they share 50% pull

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but typically u dont do that

glad ore
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ok here's a link on my stuff

ivory radish
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and instead u would smoothen them out

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oh thats actually super easy to rig

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u would not have to worry about auto weight paint at all

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u can diy really easily

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bc that character is literally segmented into different joints

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so u would just select different segments

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and give them 100% weight to the bone u want

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this is only for segmented characters

fallow vortex
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(don't mind me just stalking people)

ivory radish
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skinned characters would require careful weight smoothing and joint details

glad ore
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so for the case of the shoulders, I should seperate them from the model, auto scale weight, then attach the shoulders in after?

ivory radish
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dont auto weight paint

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again a model like this is easy 2 weight paint urself

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but the auto weight paint tool is likely to get confused

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bc as i previously stated

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auto weight paint stinks when u have loose parts or layers on ur mesh

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as u can see i can assign weights to individual vertex groups ('bones,' or more accurately, the weight data for a bone of that name) like so

fallow vortex
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(I'm to dumb to understand this goodbye)

ivory radish
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ok then y do u care

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anywho

glad ore
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haha @fallow vortex this is my first avatar so Im havin some trouble but slowly gettinng there ๐Ÿ˜ƒ

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and thanks for the help @ivory radish

ivory radish
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wat, not the right channel

glad ore
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@ivory radish so how would I go about parenting the armature to the model?

ivory radish
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other way around

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and u parent with empty groups

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then u will see a bunch of vertex groups down there

glad ore
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my model just became HUGE while the bones stayed the same size...

ivory radish
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probably did not apply all the transforms

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select every mesh of the model

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hit Ctrl+A

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apply location, rotation, and scale

glad ore
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ok, so I selected and dragged the bones in obj mode and the model moved with it, this is good, right?

ivory radish
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no

glad ore
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oh no

ivory radish
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object mode != pose mode

glad ore
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i might just start over... possibly did something wrong before settting up bones

ivory radish
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what

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dropping a model into an armature doesnt mean its instantly going to be perfectly rigged

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unless u have a very generic skinned model and are using Auto Weights

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but in this case u arent bc it wont work

coarse plume
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Has anyone attempted to use Monster Hunter World assets for a model? I'm trying to see if I can get away with using the in-game rig/weighting but the weight painting for each bone is set incorrectly, or it is being overwritten. https://imgur.com/a/5ZHVngK

jaunty glacier
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anyone know how to rig in blender textures and everything elce is covered

snow flint
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does anyone know how to make 4 other arms follow the main two on a 6 armed character, i found this on the web, "in Unity with the VRChat SDK you can have one arm mimic the movements of another arm by adding the rigid body component to the main arm then putting the Fixed Joint component on the secondary arm and setting primary arm object as the Connected Body, repeat this for the all parts of the arm except the hands as it does not work for hands." but i have no idea what it means

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can someone please step me through this over a discord call

opal river
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so I'm a bit confused in terms of eye tracking. from what I've seen most people have 2 bones in the eyes that basically move/rotate the mesh for the pupils. but when you prepare your model for import into Unity it merges all meshes into one. how does this work?

sleek isle
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What is the problem then? @opal river

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@snow flint put regid body and fix join. Try by yourself a little bit with those

snow flint
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ive gotten closer

opal river
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@sleek isle no problem, just trying to get a basic understanding of things. do the bones just simply transform the vertex group they're associated with even when everything is just one mesh? actually... now that I think about it, how is a "mesh" defined? is it one section where all vertices are connected or can it be multiple separate groups of vertices?

snow flint
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my problem now is that the bottom arms are clipping into the thighs

sleek isle
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Bone have vertex group and each vertex are affected by the bone that is paint to it by a value

opal river
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ok

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but say for instance for the eye tracking where just the pupil moves, those vertex groups I would assume are not attached to the eye ball in the model?

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I unfortunately can't find a tutorial that actually explains that part

sleek isle
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For a human you would have a bone that rotate the eye ball

opal river
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ok, so the eyeballs would be their own mesh

sleek isle
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For an anime character. Most of them its only the pupil that paint to 5he bone

opal river
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yeah

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again, I'm probably missing the defintion of "mesh" here

sleek isle
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Its one object

opal river
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and can one object have multiple disjointed parts?

sleek isle
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Yeah.

opal river
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ok, then it makes sense ๐Ÿ˜„

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thanks

sleek isle
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Ctrl j

opal river
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so the eyeballs would just be their own independant parts that get controlled by the bones

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but it'd all be one object when you hit the fix model button in Cats

sleek isle
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The eyes move because you weight paint them to a bone/vertex groupe of the bone

opal river
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yeah, I think I understand it now, thanks for explaining

crystal vector
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@opal river No, bones can move the meshes even if they are all joined. You don't need independent meshes for the eye balls, because the vertices are controlled by the bone, not the mesh itself. You don't need independent meshes for the arms and legs either

opal river
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ok, but wouldn't that like... stretch the quads that are connected to the parts that move?

late radish
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can anyone help me with a model issue real fast

opal river
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I'm super new to this so I'm probably asking a lot of dumb questions ๐Ÿ˜„

crystal vector
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That's why you have to fine tune with weight painting @opal river

late radish
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anyone know how to make it so like goggles dont move with dynamic bones?

fading verge
crystal vector
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@late radish You can exclude bones in dynamic bones

sleek isle
late radish
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honestly

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i dont know how to work dynamic bones

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SOOO

sleek isle
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@fading verge the shoulder bone dont rotate that high in game

late radish
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nvm i think i got it

fading verge
sleek isle
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Look fine in game

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Dont bother with imaginary problem

fading verge
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Dude its there you can see the gray part stretching

sleek isle
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One fix cause another problem

final dirge
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I need some help lol

sleek isle
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You dont put your arm up up often. But if you really want to fix that. You need to balance the weight with the chest and shoulder bone

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E

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And rename it

final dirge
pine harbor
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the hierarchy looks wrong for a VRChat humanoid rig -- shoulders appear to be parented to the neck

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either that, or CATS doesn't know what to do because there aren't enough bones in the spinal column section -- looks like it only had an "upper body" and "lower body" bone for the torso, instead of hips/spine/spine1

final dirge
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well what can i do to fix that

pine harbor
sleek isle
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Cats can create dummy bone for the neck or spine

final dirge
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How do i do that

sleek isle
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But there still missing shoulders

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Rename everything

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And fix again

final dirge
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rename them to anything?

sleek isle
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Like

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Left arm . Left elbow. Left hand

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Left leg. Left knee. Left ankle. Left toe

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Hips. Chest . Head

final dirge
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I honestly hate to ask, though can someone help me if i send them the model. my mousewheel doesnt always let me scroll around so im probably not able to get to all the bones

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idk what happened to it tbh, i was playing fortnite, and then it just died

sleek isle
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Move around with the numpad

final dirge
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move with the numpad. that stuffs up the camera angle though doesnt it?

crisp tendon
stone relic
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I'm having trouble, a model I'm working with seems to be facing the opposite way when I check the "avatar configuration"

If i do "enforce T-pose" everything but the feet and thumbs are put into the right direction, and fixing this makes it say it's not in a T-Pose.

is there a way i can make this model face the correct way?

gritty nest
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@stone relic the left/right leg and arm bones are swapped.

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The naming is probably swapped around which confuses the automatic mapper.

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Check that the bone in the left leg slot is called "left leg", and that it is actually the leg on the left. (In Blender)

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The naming is probably switched

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If the naming is fine and every bone is in the right slot, you could also just force the thumbs and feet into the right rotation and ignore the not in T-pose warnings.

stone relic
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i checked closer and upon checking i wanna ask

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@gritty nest
if the camera is "front" and the model is facing it's back to the camera, is it facing forward?

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also checked the arms and legs, they were correct

gritty nest
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It should face the same way as the camera

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No screenshots in this channel for some reason

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It should face away from the camera essentially

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The main camera in the rig scene that is

stone relic
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ok, wanted to make sure that it wasn't being put in the wrong direction

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but yea, oof

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going to have to force the thumbs and feet to the right position

stone relic
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ok so after doing that i found myself in another problem

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when doing the animations, the animation duplicate was almost completely upside down

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which was fine but worrying

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when i went into the game with the avatar

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the avatar itself was upside-down

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big oof

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like completely upside down

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it's feet are on the floor though

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halp

stone relic
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my problem is never going to be addressed and the instant someone else posts a problem I'm going to be forgotten, aren't I?

welp, thanks for the help while it lasted i guess...

crisp tendon
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Asking your question in the correct channel might help #animation

sleek isle
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Select the rig in blender and rotate with R and an axe. Example 90 or 180

charred sorrel
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my shapekeys aren't appearing in unity for some reason?

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wait that's odd. when i export it as an fbx, it's exporting without shapekeys?

sleek isle
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re export it

stone relic
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@crisp tendon can i get an explanation as to why #animation would be a better channel when the problem is being caused by the way the model is being rigged and not the animation which the model uses?

@sleek isle that sounds like a hot glue fix (really bad to do for what is going to be a base model for future avatars), the model itself doesn't show its upside-down in unity, blender object view, blender pose view, unity rigging menu, and only does uploaded to vrchat.

Also, @charred sorrel try saving it as a blender file of _qt's fix didn't work.

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I guess it would help if i mentioned the model used to be from sfm and that i imported it myself using blender, so if my problems are something that happens with sfm models maybe someone with experience with them would know?

opal aurora
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It honestly just sounds like the animation itself is flipping it and not anything inherently present on the bone structure, if you're importing animations from a different medium, you want the model to be unmodified, bone-wise so that an animation can properly attach to it

autumn ingot
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Anyone know why this might be happening? Basically the upper leg bone moves the leg perfectly fine in Blender and in the Unity rig configuration, but in the normal 3D view in Unity, it looks terrible https://imgur.com/a/ZziyhLG (2nd picture is the faulty one)

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Ugh, should've made the faulty picture the top one, but yeah... second picture in the link is the faulty one

opal aurora
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Looks like the leg bone was pulled down

gritty nest
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Check your vertex groups. You may have two vertex groups with the same name.

#

This causes different behavior in Blender and Unity

opal aurora
#

But that is rather odd... did you setup the bones in the rig config or blender?
It really just looks like the leg bone is lower in unity's 3d view

autumn ingot
#

I'll check the vertex groups, good tip!

#

And I've checked the armature for problems, can't find anything. I see no reason why the rig and the normal 3D view looks different

#

But yeah, I'll check everything ,thanks for the tips :)

opal aurora
#

Rig will always show differently from the standard view if you modify anything in it

#

As the standard view showcases the default look of the model, unless an animator with an animation is attached

#

(Which will only display the "actual" look of the model in play mode)

autumn ingot
#

Aye, but nothing is moved. Started fresh and dragged the fbx out again

#

And it does the same in play and standard view as well

#

Hmm

wary crown
#

DId you completely reimport fbx

#

or just overwrite it

#

If you overwrote make sure to reset the pose then force t pose again

#

other than that check that your transforms are applied in blender too

#

and that you dont have any pose going on.

#

hop into pose mode and select all bones, then clear pose transforms

opal aurora
#

The weird part is that it looks fine in blender and rig config but not in unity's standard view, which should be identical to blenders' by default

wary crown
#

Could be a dynbone component

#

those act weird with reimported fbx and co

#

forcing old values of bones

autumn ingot
#

No, I've reimported it but I haven't made any changes to the armature. I'll try to do it fresh again tho. I'll also try to enforce T-pose (it's in A-pose atm). No transforms, but I tried clearing just in case. It's not dynbone either, there's nothing added

#

But I have something to work with, cheers

opal aurora
#

Keep in mind that the standard view is unaffected by the rig config but any settings applied in the rig will transfer properly in-game, so nothing you change in it will affect the standard view, it has to be something related to blender

autumn ingot
#

Ok

#

Ok, honestly I have no idea, but I did save it as a new FBX and it worked. Obviously I must've changed something without remembering it, but yeah... works now, thanks :)

#

I saw my life pass by in slow motion, having to weight paint everything from scratch again -.- Thank f-n god

autumn ingot
#

Uhm, so, I found the reason but I might need some info on why. Actually, it's when I add capsule colliders onto empty game objects under the legs. As soon as I do that, it breaks. If I delete the gameobject or put the capsule collider as a component on the leg bone itself, it works

#

Can't do you that anymore? To more easily be able to scale the collider

#

Actually, it becomes faulty as soon as I add a capsule collider to the leg no matter what -.-

#

Oh wait, maybe the skirt - a separate mesh because of cloth - has a duplicate vertex group so the collider starts affecting the leg. I'm dumb, I'll give that a go and stop spamming :P

vagrant stirrup
autumn ingot
#

Uh, so, the weird issue keeps going. As soon as I add a capsule collider to the leg, the center point for rotation of the actual leg goes down with it, so the leg starts rotating around the collider instead of the bone. Any idea of why this could be happening? As soon as I remove the collider, the center point goes back up again. ๐Ÿค”

opal aurora
#

Parenting both of the pelvis bones to the hips should work just fine, then parenting the legs to the hip bone @vagrant stirrup

#

You don't need to rename any bones, just parenting them properly should work

#

But i guess i'd need to see the bones in the 3d viewport to be sure

vagrant stirrup
#

im not all too familiar with blender yet but how would i go by parenting the pelvis bones to the hips?

#

there is no โ€˜hipโ€™ bone anywhere on the model @opal aurora

opal aurora
#

So it has 2 bones that act as a pelvis?

vagrant stirrup
#

correct

opal aurora
#

Do you know how to extrude a bone in edit mode?

vagrant stirrup
#

nope

wind osprey
#

e key

vagrant stirrup
#

im currently not home so iโ€™ll try all this later but alright

wind osprey
#

shift+e to mirror it (turn x-axis mirror on for this)

vagrant stirrup
#

ah alright

#

what would i do after extruding it though?

opal aurora
#

Alright, so, go into edit mode, select the tip of the bone between both pelvis bones, press E and press either X, Y or Z to lock it to an axis, drag the new bone up in one of those axis', rename that bone to Hips and parent both pelvis' to it, also parent both upperleg bones to the new Hips, and the spine aswell, make sure the Hips aren't parented to anything and make sure the Hips and Spine bones don't overlap

#

Essentially parent Spine, Legs and Pelvis bones to the newly created Hips bone

#

That should fix it overall, for a reference you can check the pinned messages on this channel

stone relic
#

If my animations were as screwed up as to cause a character to go upside-down, all 90+ of my avatars would be having this problem

gritty nest
#

Can you show what your avatar looks like in the humanoid rig configuration?

#

@stone relic

stone relic
#

i would, but theres a tiny problem... >_>

#

I can't show the mesh as it currently is in vrchat's discord.

I will be editing this mesh after this problem is fixed so that i can use it publicly, but for now i cannot show it on this discord. (I don't want to edit it now because i don't want to make this problem worse somehow)

I can, however, DM you the mesh/bones and what they look like if you wish.

gritty nest
#

You can just upload it to imgur

#

You don't have to mention where you got the model from

#

Or is it NSFW?

stone relic
#

^^^^^^^^^^^^^

gritty nest
#

Lmao

#

Alright, you can DM me then

#

I usually don't want people randomly DM'ing me but this is fine

stone relic
#

thank you

#

when checking if the bones were on the right side, I ended up checking them while i was facing behind the model, i was checking from the wrong side.

#

I did a big oof, thanks Rokk

wispy raven
#

has anyone encountered problem that model's rig is right (even in muscle testing), but in a game some bones aren't being used at all during emotes playback (spine, chest and etc.)?
upd: after exporting to dae instead of fbx it was fixed, just what the heck

vagrant stirrup
#

these are the knees btw

opal aurora
#

Oh god i hate line bone layouts

#

@vagrant stirrup

vagrant stirrup
#

yeah i hate them too i just forgot how to change it lol

#

alright

opal aurora
#

Hmm... that'... looks normal

vagrant stirrup
#

this little bone sticking out the knee after parenting it is fine ?

#

hold on

opal aurora
#

Ah those, i think that might be a twist bone

#

Essentially, it's used for better posing, unless that was generated differently

vagrant stirrup
#

ah

#

alright let me continue parenting the rest of the stuff

#

alright i gotta backtrack a little bit

#

you say i gotta rename the bone the hips after i do the thing

opal aurora
#

The bone you extrude, yes

vagrant stirrup
#

but it would create 2 bones

#

a new pelvisL and pelvisR

opal aurora
#

It should only create a single bone o:

ivory radish
#

only if u move them on the x axis

vagrant stirrup
#

ah

ivory radish
#

if have x mirror on

vagrant stirrup
#

i was doing x axis

opal aurora
#

That's it then

vagrant stirrup
#

wait i do z and y axis and it still creates 2 bones

#

uhhh

opal aurora
#

This is what they meant

vagrant stirrup
#

ooh mb

#

got it now

vagrant stirrup
#

alright i parented everything and had to move the hips forward a little bit and now everything is perf

#

thanks !

opal aurora
#

Glad it's workin'

bleak oak
#

Having the same knee-buckling issue a lot of others seem to be having. I would appreciate it if someone could run me through Inverse Kinematics and what I should set as the target and pole target.

naive tree
#

what issue?

#

are they bending sideways or backwards?

bleak oak
#

Sideways

naive tree
#

bend the knees, they probably are straight

bleak oak
#

...more like forward and sideways...

#

I have tried bending the knees, but the result is the same

naive tree
#

make screenshot of your leg bones in blender, numpad 5 + numpad 1 and from sideview numpad 3

naive tree
#

make them (at least somewhat) straight from front view

#

and bend them from sideview

#

then also reset bone rolsl with alt+R

#

and apply full body fix

bleak oak
#

I would bend them in pose or edit mode?

naive tree
#

depends, usually edit mode

bleak oak
#

Still not seeing any change, unfortunately

naive tree
#

did u reimport the model in unity as new

bleak oak
#

Yes, I did

naive tree
#

reset bone rolls too?

bleak oak
#

Yes

naive tree
#

post same angle 2 screenshots of how you made the bones

naive tree
#

can u send me the blend file without any textures?

bleak oak
#

Sorry for asking, but how would I remove the textures?

naive tree
#

if usend the blend only then it doesnt have any textures

opal river
#

so, do you just use the basic human metarig from rigify to get the standard skeleton or is there something better?

ivory radish
#

i mean u can make ur own in a couple of minutes

#

the sample avatar rig should help also

opal river
#

okay

solar raft
#

are grip bones something relevant to VRChat?

#

I have a bunch of mismatched ones that are parented all wonky

celest bridge
#

my eye stretches along a few verts for seemingly no reason. what is this?

https://i.postimg.cc/Qs7R7TwD/Untitled3.png

the model came with no eye bones so ive been trying to make my own. it works, except for this, which makes the eye stretch, and its only that one eye too.

#

its painted solid red to the eye bone

#

its also painted solid red to the head bone

celest bridge
#

nevermind, figured it out

#

some verts snuck into another group

rustic flare
#

having some issues with humanoid rig not liking spine (spine), chest (spine 1), and upper chest (spine 2). i was told that clearing upperchests designation would fix it but then shoulders dont have a parent. if i try clearing chests designation and leaving upperchest as spine 1 or spine 2 it complains about skeleton continuity

#

do i need to remove chest from blender and have spine go straight to the chest bone?

#

id give screenshots but i cant post them

solar raft
#

you dont need an upper chest, only chest and spine

#

did you use CATS plugin in blender to fix the rig?

gloomy pollen
#

hey I have eyes rigged and working in Blender and in unity I assigned both to the rigging

#

i can grab and move the eyeballs too in unity

#

but in game they are just all white

#

like they rotated wrong or something... ?

#

hmm I can see the eye whites moving too

#

its just not drawing the irises

glass panther
#

If you have a humanoid model but this model has no feet should you still include a foot bone so it will work in unity? Apologies if this should be clear to me.

ivory radish
#

ye

glass panther
#

Won't it be a zero weight bone? Or does that not matter it just has to be there?

surreal copper
#

you need to have leg bones for humanoid, and they can have 0 weight, also if legs will be above 'end' of the model, then model will be partly in the ground @glass panther

glass panther
#

Thank you Amplituda!

glass panther
#

What causes feet tapping of a model?

gritty nest
#

The legs and arms aren't explained very well

#

Each leg needs an upper leg, lower leg and foot bone

#

Each arm needs a shoulder, arm, forearm and hand bone. If at all possible, it also needs at least one thumb bone, index finger and middle finger bone

#

Up to 3 bones per finger

jade fractal
#

wait what is the arm bone? is that the lower half of the arm?

gritty nest
#

Arm is upper arm

jade fractal
#

ah ok

gritty nest
#

Between the shoulder and the elbow basically

jade fractal
#

thank you very much

gritty nest
#

You may want to import the tutorial avatar included in the SDK to get a look at how it should be done

jade fractal
#

ok ๐Ÿ‘

forest igloo
#

Curious about the direction arrows

#

Seems kinda backwards ngl.

opal aurora
#

Parent To

#

Hand -> LowerArm -> UpperArm -> Shoulder -> Chest -> Spine -> Hips

#

It only displays necessary bones

jade fractal
#

wait so if you have more bones in between, will they all work?

gritty nest
#

They will not hinder function but they won't do anything.

opal aurora
#

If parented properly, theoretically, yes

gritty nest
#

Best to just not do that

jade fractal
#

ah ok

#

thx for all the help

opal aurora
#

It is added useless bones essentially

#

As it'll just follow the parent

gritty nest
#

And if the order is wrong, those extra bones can cause IK issues

#

Can't reorder bones in Blender either

opal aurora
#

Can do so in unity thankfully

remote pewter
#

Hey guys, i think this is the right spot to ask this. Anyone know what causes leg twitching in a avatar? Every time I'm crouching the leg twitches left or right.

gritty nest
#

IK being confused

#

Bend the legs slightly in pose mode in Blender, then Apply as rest pose in Cats.

remote pewter
#

Ok i'll try that thank you.

calm yew
#

@ me if anybody responds bc i wont get notified otherwise

sleek isle
#

Bone probably not named proprely. Have you even watch a tutorial to how upload an avatar. @calm yew

ivory radish
#

did u try Fix Model

calm yew
#

ive been watching videos i just dont know how to use unity

#

also no idk what dat is

crystal vector
#

@calm yew You have to make your model Vrchat compatible first. You should use Blender for that as well as the Cats Blender Plugin

calm yew
#

oh okay. by that do u mean using the sdk? im real new to this so if i sound dumb itz cause i am

sleek isle
#

That easy for basic avatar .go on youtube and watch some video @calm yew

calm yew
#

i do watch videos but im new to this so it doesnt always make sense, especially with the avatar i have bc i made it

sleek isle
#

You can send it to me. If you really want it to work. To see if its you or your model that is the problem. @calm yew

calm yew
#

im kinda wanting to learn how to do it myself

astral warren
#

@glass panther Foot tapping is due to leg length being just ever so long enough to reach the IK target within but above the error allowed for it. Not enough hysteresis somewhere on VRCโ€™s end.

#

In general, your real user height is probably set too short if itโ€™s happening (view too high) set yourself taller (moving view down)

#

That should give your legs more slack to IK properly

quartz tide
#

I am having issues with rigging, I am new to unity and i keep getting "A is not a child of B" for example. But it is. Any ideas?

gritty nest
#

Can you post screenshots?

calm yew
#

im assuming my model isnt supposed to be like this right bc i keep seeing everybody just has armatures and i rly dont know what to do

ivory radish
#

ew

#

join meshes

#

or literaly press Fix Model in CATS plugin

calm yew
#

i always get nervous doing that but ill try dat

ivory radish
#

i mean if nothigs broken it usualy doesnt break much

wet hollow
#

The big question is if there's an armature for those meshes

ivory radish
#

also mesh joining is Ctrl J

calm yew
#

no it has no rigging or anything

wet hollow
#

Aha

ivory radish
#

lol then u would have 2 rig the whole thing

#

either manually, or with some auto rigging tool

#

would still need a lot of fixing

calm yew
#

yeah i can rig it

wet hollow
#

What does the model look like? Are there a lot of overlapping meshes?

calm yew
#

it looks like this right now

#

its my model and im new to vrchat stuff so its kinda messy

ivory radish
#

well u cant do anything at all until its rigged

#

i mean u can do stuff to the model sure

#

but not like u can do much to prepare it for vrchat

wet hollow
#

Do you know which rigging method you're gonna use?

calm yew
#

not rly, i watched a video on rigging for vrchat but idk what the methods are

ivory radish
#

also try removing accessories if autorigging (like glasses) just for accuracy

#

well it doesnt rlly matter how u rig it

#

just needs to be well rigged and have enough or more than enough bones

#

but usually most standard rigs have them

wet hollow
#

What Wulfe said, I've also found adding helper bones for areas such as the hip makes the cleanup easier

calm yew
#

oh okay, gotcha. ill make a rig and send it when i can just to be safe

#

also is it normal for those lines to be going into the floor from the model's head

ivory radish
#

?

calm yew
#

it looks like they're connected to her eyes

ivory radish
#

those are bc u parented everything

#

those are parent lines

calm yew
#

oh okay

#

for some reason blender wouldnt let me join the meshes so i did it in maya and im just gonna import it

ivory radish
#

if u unparent all those meshes they will go away

calm yew
#

oh yeah i can tell now, lines are gone

calm yew
#

im following a video but they dont show how they rigged the hands, do i need to name them something specifically

gritty nest
#

You can name them what you like, but I do uh

#

Thumb1_L, Thumb2_L etc

#

Some people do .L instead

calm yew
#

oh okay ty

cobalt frost
#

putting .L or _L is usually preferred because it lets you use blender's "flip names" and "symmetrize" functions

hollow aurora
#

Is anybody here??

#

oops

#

sorry . i thought this was a public chat area

#

i only wonder why even if its on yellow warning for my polygons im not able to uploadvrcfrown

fading verge
#

@hollow aurora If it's yellow you shouldn't have to worry about it not uploading

calm yew
#

also i was trying to mirror my rig so i dont have to manually rig the other side but when i try to hit w or symmetrize or anything it doesnt work

opal aurora
#

Any bone with SameName_L/R will be moved with x-mirror enabled in the options on the left (in edit mode)

naive tree
#

or if they start with Right/Left

autumn ingot
#

Ok, hmm, a bit of a re-touch on my problem with the legs of my avatar from a couple of days ago ( https://imgur.com/a/ZziyhLG - 3 pictures, click the link). Not only does the leg rotation center point jump down if I add a capsule collider (the leg bends way further down than at the hip, like in the picture), but adding a dynamic bone component on it makes it unable to move at all. I tested other avatars with the FBT fix and they have the exact same problem, but avatars without it works. Anyone encountered this?

#

Oh, if I add a dynamic bone component to the hips, they will snap back in place as well if I try to rotate it, so they exhibit the same problem. Maybe I just need to create a fresh project...

naive tree
#

center point could be related that you have pivot set to "global" and not Local, if u add bone to root in dynamic bone then u can't move it

autumn ingot
#

I thought so as well at first, since I had accidentally set pivot to Global and the leg didn't move at all, no matter if I had dynamic bones or not. But so you are telling me that I can't add dynamic bones to the root of anything, it won't move... what would be the correct place to put the dynamic bone component on if I want thigh physics? I have it parented to the leg bone atm, so it's directly under the top leg bone

#

The capsule collider thing fucks the leg up either way, can't seem to get around it

naive tree
#

they will move in game, just you can't move them in scene

autumn ingot
#

Even if I create an empty game object and put the collider there

naive tree
#

capsule collider shouldn't give any issues, been doing them for many months

autumn ingot
#

The leg will bend in the wrong place as soon as the collider exists under the leg hierchy in any shape or form

#

Yeah, same

#

Worked before

#

Guess I should just start another project tbh

#

I thought it was the avatar I fucked up since it's the first one I've rigged from scratch, but since several other avatars did the same...

gritty nest
#

@autumn ingot in the top left corner there is a button called "Center"

#

What happens if you set it to Pivot?

autumn ingot
#

I believe I've tried it, but lemme remote home and test, sec

gritty nest
#

This only happens in the editor and is not an issue because you will literally never be rotating your leg bones like that

#

Ingame it will work fine

autumn ingot
#

Ahem, you solved it. Omg... hah, cheers mate :)

#

I could've sworn I already tried it, but sure as you said, I set it to Pivot and it works fine

opal river
#

so is IK being used in vrchat or no?

#

like, do I have to do IK bones in my rig in Blender?

naive tree
#

no ik bones in blender, just have the base armature used

opal river
#

okay

woeful jackal
#

how do i detach the armature to resize it in blender.

calm yew
ivory radish
#

its not in the right position

calm yew
#

how do i get it into the right position

ivory radish
#

make sure both have an X value of 0

#

for the translation

#

and center of model is exactly <0,0,0>

#

also did u make sure to not have .001 or whatever for any of the bones originally

#

also did u select all bones before symmetry

calm yew
#

everything but the middle

#

gonna sound stupid but for the armature, do i make the origin the center and for the model would it also be to the center?

ivory radish
#

both should be <0,0,0>

#

in their position property

#

so whatever is necessary, i.e. applying transforms, or changing the center

calm yew
ivory radish
#

Location:
< X: 0.00000000 >
< Y: 0.00000000 >
< Z: 0.00000000 >

#

:\

calm yew
#

sorry im dumb

#

still not flipping the names

warped crown
#

any of you guys good with unity?

ivory radish
#

well yea liek everyone who uploads avatars here is somewhat

warped crown
#

alright, well my question really isnt a complex problem, but when i try to log into vrchat through unity, it erases what I typed and starts me over again

#

which results to me not being able to sign in

calm yew
ivory radish
#

proper weight painting

#

auto weight paint not the best with layered meshes

calm yew
#

gotcha

#

i fixed some of the parts just now

ivory radish
#

also if not having removable clothes just delete the skin underneath

calm yew
#

yeah im gonna do that

brittle spoke
ivory radish
#

weight paint it better

calm needle
#

looks like just 2 verts got missed in the weight painting

ivory radish
#

not just that

#

the sleeve itself has terrible weight painting

#

the bottom of the hand gets separated

calm needle
#

without knowing the model, it could be a case of needing just a few extra polys near the wrist

brittle spoke
#

I could figure the weight painting out, the hand is not much longer than that

modern goblet
#

hello, could anyone help me with an issue I'm having?

#

I have an avatar which has a body and a shirt on top

#

I weight painted it correctly, so when I move the bones there is no clipping

#

however, as soon as I merge another armature to it, suddenly the body clips through the shirt

ivory radish
#

apply all transforms u have not applied

#

and also make sure 2 apply as rest pose if u hadnt

modern goblet
#

I've applied all transforms

ivory radish
#

Ctrl+A on everytin

#

even scale

modern goblet
#

yes, all transforms

#

also the rest pose was already correct

ivory radish
#

do u hav gyazo or smtg

modern goblet
#

I don't

ivory radish
#

oof

#

so u cant liek record a gif or sumting of u doing it

#

or send before and after pic

modern goblet
#

well I mean, not much happens, the shirt and body work correctly

#

as soon as I join the two armatures, it all seems to be fine

#

they are in the correct position and everything

ivory radish
#

wat is the other armature 4

#

and did u use blender merge or CATS merge

modern goblet
#

it's a skirt

#

the same thing happens with both

#

blender merge and CATS merge

ivory radish
#

did u try removing zero weight bones for the skirt

modern goblet
#

how would I do that?

ivory radish
#

CATS button

#

if u have extra bones like head and stuff

#

it would remove them

modern goblet
#

oh, I removed some already

ivory radish
#

o

modern goblet
#

let me see if they were all

#

ok, it didn't remove any bones

ivory radish
#

ok is ther some way u cann send screenshot xd

#

of like for exampl

#

u bending the character

#

also if u dont hav removable clothes

#

u can pmuch just delete every bit of skin under the clothes

#

and just make sure 2 make sleeve and stuff close off the body

modern goblet
#

well I could, but the way the shirt deforms is broken either way

#

let me take some screenshots

#

not only the body clips through, but the sleeve also looks broken

#

however, when looking at the weights, everything seems fine

ivory radish
#

mayb its duplicating bones or smtg

modern goblet
#

well, the armature of the skirt had some extra bones

#

I just deleted them though

#

would it really be that unoptimized, if I kept it separate, and parented it to the hip bone in unity?

#

cats doesn't seem to encourage that

ivory radish
#

i mean ur gona have 2 if its cloth

#

if it dynamic bone then reduce the amt of skirt bone

modern goblet
#

ok! I think I will do it like this then for now

#

I can't wrap my head around this in any other way

gloomy pollen
#

can anyone help ;_; I have an avatar that looks totally fine in blender and unity but in vrchat when i crouch my right leg goes

#

like craazzzyy

#

tried cats full body fix too

naive tree
#

screenshot in blender of bones numpad5 + numpad 1 and numpad 3

gloomy pollen
#

the left leg is ok'ish its the right leg that really goes nutso

#

just in idle pose

surreal copper
#

try to bend legs a bit forward in blender

gloomy pollen
#

during animation cycles its fine

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like pull the knee bone forward?

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will it have the same effect in unity?

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oh moving the knee forward I think worked

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oh its still wonky

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nevermind

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like the knee goes from being slightly in front to kinda behind her

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rotating outwards

gloomy pollen
#

anything else I can try?

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moving the bones forward actually makes the leg go further back I think?>

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hmm moving -just- the knee in blender made it look fine

#

the animation cycle on idle is still really wobbly though

naive tree
#

@gloomy pollen legs need a bend in knee, and straight from front

gloomy pollen
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like a rotation?

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or just a bend in the connection from the root bone?

naive tree
gloomy pollen
#

i see, thanks

fading verge
#

Whats the best way to put clothing on a base? (program)
having some troubles doing it

naive tree
#

blender + cats plugin

pseudo ibex
#

do i need eyes

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or is this not required can the just be statix

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also does anybody know something that is cheaper then final IK i could use

pseudo sedge
#

@pseudo ibex Configurable Joints ๐Ÿค”๐Ÿคท

fading verge
#

Question i just loaded an avatar into blender and all the finger bones are pointing upwards is this normal or is there something i did wrong and need to fix

opal aurora
#

Probably caused by the model type, that isn't inherently normal

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Cats won't fix it either from what i recall

ivory radish
#

blender might be able to fix that

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if its an import from something like an FBX

opal aurora
#

Gonna need ta fix it manually afaik

#

Fbx's shouldn't ever look like that either, unless it was broken like that to begin with

ivory radish
#

a lot of FBX imports have bones that point upward

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dont rlly know why that happens but

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blender can sorta 'fix' it

opal aurora
#

Odd, never had any of those :o

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I have a feeling i know where that model might've come from though, those finger bone orientations are quite unmistakable

#

Format is probably pmx

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Fixed my fair share of those

pseudo sedge
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you can keep upward bones btw count only rotation and head of bone, other side of bone can be anywhere and still work as expected ๐Ÿ‘€

opal aurora
#

I think i remember people having godawful finger bends due to that, huh

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Maybe their rolls were off... but that wouldn't make much sense either since they used CATS, bleh, nothing makes sense anymore

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I'll just keep ordering ehm' properly anyway since i use ehm for more than just unity

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"Protip", for aligning most of those pesky bones properly, select the tail of the first bone, then select the head of the next, shift+s and snap it to selection, this will align them properly up to the last bone of each chain

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Easiest way i've found to properly orient them, possibly also the quickest

fading verge
#

Thanks snaping it to selection works great agian thanks a ton

pseudo sedge
crystal vector
#

The upwards pointing bones are never an issue unless "Add Leaf Bones" is selected in the export settings. So if you use cats export it will work fine

modern goblet
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hello! I'm having an issue with my leg bones

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as soon as I crouch, they cross like this

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and also when standing, they look slightly skewed

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however, all the animations such as walking and sitting play correctly

naive tree
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@modern goblet scroll little higher to where i posted screenshots of how leg bones should look lik ein blender, so you don't have those kind of issues

modern goblet
#

I should change it in edit mode, or just change the rest pose?

naive tree
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whatever works best for you

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also be sure to reset bone rolls (alt+R with bones selected in edit mode) after adjusting them

modern goblet
#

ok!

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I'm testing it now

modern goblet
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I can't get it to work

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I'm gonna send a couple screenshots of the armature

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I've changed the armature by applying the changes to the rest pose

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and after the change I pressed alt-r in edit mode

naive tree
#

uhh I have no clue then, always works perfect for me

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some ppl had the same issue and it helped them by making bones straight from front and have bends from side

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also are u importing the fbx as new or overwriting?

modern goblet
#

I'm overwriting!

wind osprey
#

If you're overwriting you probably need to reconfigure the rig in unity.

modern goblet
#

well, I've now reimported it as new

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the armature indeed didn't seem to change when overwriting, but it seems to have now

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I'm uploading now

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it works correctly now, thank you for the help!

viral seal
#

Are there any free alternatives to dynamic bone?

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Like for a tail?

pseudo sedge
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cloth or joints

wind osprey
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Unity physics joints would be your best option

viral seal
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Ah thanks. I'll check those out.

naive tree
#

don't think it's worth the trouble, dyn bones are well worth it

wind osprey
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Depends on how much of a cheap bastard you are ๐Ÿ˜‰

opal aurora
#

Stupid question, can physics joints be used on bones?
I could see them working out pretty nicely as they use pivot points (anchors i guess you'd call them), and what's the stance in terms of performance hits regarding them?
@wind osprey

wind osprey
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Yep, they can be used on bones no problem. And I believe their perf impact is less than DB.
Using colliders with them can be weird or in some cases unworkable, like how people intentionally make collider-based flight systems on their avatar.

opal aurora
#

DB's actually majorly function based on pivot points aswell, although joints aren't as customizable as DB is, it sounds like a pretty good alternative to an extent, collision aside

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Gonna see what i can work out with them when i get the time

wind osprey
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Setup for them is a bit more convoluted, for example, DB has a nice system where you add the script to the root and it takes effect down that chain, while physics joints you have to configure each joint in the chain manually. (they can have their properties multi-edited though)

gritty nest
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Also, physics joints are penalized super heavily by the performance system

opal aurora
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Mhm, and the pivot point is fully customizable aswell from what i could tell, wondering if a hinge jointed door can be pushed by a player capsule without needing a script

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They are?

wind osprey
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If PJs are more performant than DB then that's yet another thing that system has got totally wrong.

gritty nest
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Well they might not be

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Since every rigidbody has to be evaluated separately

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I also experimented with a "driver" system

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A dynamic bone chain of just 4 bones, running straight down from the hips to between my knees

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And then jointing all the skirt bones to that

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That gives you less visual fidelity in the "columns" though

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Makes all bones rotate the same way

opal aurora
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Another alternative down the drain i suppose, even cloth is limited, do we have any built in alternatives that aren't thrown straight out by the system?

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Physically animating every movement i suppose?

gritty nest
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Animations yeah

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That's how a lot of games do it

opal aurora
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I wish animations actually worked with the set in place system, as i wouldn't mind animating dynamic transitions, but we all kinda know how those go along

cobalt frost
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iirc physics joints use physx, so they should be more performant than DB

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since they'd run on gpu

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don't understand why the performance ranking system penalizes rigidbodies so heavily

ivory radish
#

prob bc just in case they have colliders

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but not rlly sure

cobalt frost
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colliders are already a separate category in performance ranking tho

cobalt frost
#

ooh, i'll have to try that later

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been playing around with the joint stuff lately but i've been having difficulty trying to get it set up right

opal aurora
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I'm trying to figure out if it'd be possible to do the same on something that doesn't naturally tilt downwards (like animal ears per example)

cobalt frost
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oh interesting

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maybe unchecking use gravity?

ivory radish
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yea but they act really really weird

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at least in comparison

opal aurora
#

Well, if done without gravity, no sort of momentum would actually incur unfortunately

ivory radish
#

they can also collide with their parent in a chain

cobalt frost
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hmm

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you could try using the spring properties in hinge joint maybe?

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Spring makes the Rigidbody reach for a specific angle compared to its connected body.

opal aurora
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If i set all the colliders to isTrigger it does follow through with it, but if i enable one of them, all hell breaks loose

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Actually if i were to setup a pivot point like i'm used to, i could possibly make it work, but as it stands, multiple bones look pretty odd, but doable

ivory radish
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yea colliders make rigidbodies a bit weird when theyre jointed together

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ik bc i had 2 play around with mass and settings so much 2 make a ragdoll puppet 4 1 of my avatars

hollow thunder
calm needle
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select the tips, rotate them to the correct position, ignore the tpose warning

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you can also fix it in blender by having the tips of the finger bones going to the tips of the fingers

hollow thunder
#

ok, I will take a closer look at them. thanks!

calm needle
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for example, all the bones are facing wierdly but i moved just the tips to the finger correctly to prevent unity from doing the odd finger bends

hollow thunder
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hm. can I somehow rotate the bones at their bottom end?

gritty nest
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Yes.

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Grab the "tips" of the bones and move them. @hollow thunder

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That will make sure you don't move the bone's base

hollow thunder
#

ohh

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thanks!

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Ok. got it. thanks!

rich dew
#

Is it possible to make custom eye tracking without using CATS?

cobalt frost
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if you want to use vrchat's built-in eye tracking, using CATS will make it a million times easier to set up

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otherwise, eye tracking shaders are also an option and may require more or less fiddling

rich dew
#

CATS doesn't work the way I want it to. The model I'm using has eyes that are abnormally shaped.

ivory radish
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also u can use Reset Pose as a finger quick-fix assuming ur model is in t-pose on import

deft berry
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Can someone explain to me why my avatar spawns halfway through the ground? I know its something wrong with my Armature but i just dont know what

ivory radish
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is it humanoid

deft berry
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Yes it is humanoid

ivory radish
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r u vr user

deft berry
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Yes

ivory radish
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full body?

deft berry
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no

ivory radish
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o

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well did u make sure ur character viewpoint correct and same with it pose in the humanoid config

deft berry
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yes i did

naive tree
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@deft berry can you make a screenshot of it

deft berry
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sure sec

naive tree
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so you made animation on it and it's under ground now

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check #animation there's pinned message somewhere how to fix it

deft berry
#

ok thanks

gritty nest
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That one no longer works because I believe the T-pose anim is gone

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Instead, alt-click the armature to expand all of it at once

deft berry
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alrighty

gritty nest
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Then select all bones and hit Revert To Prefab under the gear icon

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In the transform component

deft berry
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@gritty nest This is uh, where exactly? the avatar rigging screen right?

gritty nest
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No in your scene

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Did you override the idle animation by any chance?

deft berry
#

I did, should i remove?

gritty nest
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If you override your idle, you need to override the whole body.

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That also means putting the hips up at Y 1 so you're not in the floor.

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So add a Root T property to the animation and set the Y to 1

deft berry
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@gritty nest Where do i find the Root T property? or is that just a name for something else

ivory radish
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just copy a tposing or some other animation for humanoid

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and then edit from there

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should have all property already there

deft berry
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I did that

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idk why it burrows the bottom half of my body under ground though and bends my legs like im sitting

gritty nest
#

That means your idle animation is essentially "empty"

deft berry
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So a clear idle animation with nothing happening?

gritty nest
#

What is the exact animation you have in your idle slot right now?

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Do you have a screenshot of the animation window?

deft berry
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Its just a custom idle anim i worked on

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i can take it out i just want the avatar to function atm

gritty nest
#

Yeah you should take it out then

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See if that works

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One thing to note is that animations have to use humanoid properties

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You can't just say "left arm rotation"

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You have to use "upper arm forward/back" properties in the Animator etc

deft berry
#

removing the idle doesnt seem to change it

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and it does the same half-way-in-ground thing in the muscles & settings section in the bone mapper screen

gritty nest
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Yeah but that's normal

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It's not halfway in the floor in your unity scene right?

deft berry
#

no only when the scene is in play

gritty nest
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Unset the animator controller

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Make sure it's none

deft berry
#

oof that did something

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I think it fixed it

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Thanks mane

wild owl
#

anyone have tips for avatar leaning backwards when in fullbody? (finding zero info on this, tried everything, getting kind of frustrating) thank you in advance ๐Ÿ’•

wind osprey
#

Your viewpoint is likely too far forwards

high nova
wild owl
#

Watched it and followed it

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Did the view point thing also

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Also tried moving the bones, straightening them, leaning back and forward etc

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๐Ÿ˜ญ