#avatar-rigging

1 messages ยท Page 137 of 1

high nova
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@wild owl pm me the model if you want

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Would be something wrong with your armature setup

wild owl
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Thank you for the kind offer ๐Ÿ’— Iโ€™ll try asking around more, and if I canโ€™t find anything I will send it to you to look at, hope am not being too much of a bother! ^~^โ€

high nova
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Send a screenshot of the model in vrc and it's armature

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I don't mind anyway, shouldn't be much work

wild owl
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okie..!

heavy parcel
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Put an avatar into Blender so I could optimize it through the CATS plugin. However the legs get screwed up and I'm not quite sure what to do to fix it. https://imgur.com/a/PzaJ4Gr

gritty nest
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Probably the humanoid rig config

heavy parcel
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@gritty nest Thank you. Forgot you can move the rig in Unity lol

ruby anvil
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Hey could someone help me add a sound to my characters emote? Im trying to get it to do the sound when i press the squeeze button on the vive. Just not sure the name of the file to add it to

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Still pretty new to unity ๐Ÿ˜…

warm shale
rocky grotto
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So I got this really common issue: lower arm is not first child of upper arm or hand is not first child of lower arm

opal aurora
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Rotate the armature by 90ยฐ, ctrl+A, apply rotation @warm shale

rocky grotto
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Trying to find the body mapping window in Unity. But can't find it lol

opal aurora
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You fix that in the hierarchy

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Armature -> Hips -> Spine -> Chest -> L/R Shoulders -> make sure upper arm (etc) are the first of each row

rocky grotto
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Thanks!

opal aurora
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Eyup

rocky grotto
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This should be good right?

opal aurora
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That should be it

rocky grotto
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Oh wait

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I read it completely wrong

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Lowerarm is not first child of upperarm

gritty nest
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@rocky grotto that's not really an error, more like a warning

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You have a hierarchy like

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  • Left Arm
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-- Not Left Elbow
-- Left Elbow

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Swap the latter two

warm shale
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thank you! I just started using a different model which is needing a whole remapping of the skeleton

gritty nest
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If you get warnings about breaking the prefab instance, cancel and try again

rocky grotto
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And this: The following component types are found on the Avatar and will be removed by the client: SpatialMappingCollider

opal aurora
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A component on your model is called that and must be removed before you can upload

rocky grotto
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Got it

warm shale
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one last thing about the model

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it just appears to lay down and only lays down

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I'm not sure how to wake him up ;-;

opal aurora
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It needs to be rotated, i mentioned it before o:

warm shale
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oof, I'm still having some trouble, mostly with the skeletons of the models being too small or having some weird stuff about them kinda

opal aurora
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The odd bone directions?

warm shale
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not that persay, but I'm just having trouble with the models that I'm using being there's very few pikmin models the ones that I do have all have something about the bones that's making this difficult. The one I usually use I'll try and get a picture of at it's base is just a few lines that dictate the bones but they will not work for vrchat's standards of bones

opal aurora
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Oh, it's using lines to render the bones?

warm shale
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those black lines going through the body are basically the bones

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I've managed to delete it a few times, but whenever I do the whole model will just flop over onto the ground kinda

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and I've tried to use mixamo on both this and the other model but it won't take

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I can kind of render bones off of them, because the edges will allow bones to come out of them but trying to make a skeleton has proved kind of like a really weird puzzle where putting bones together have to fit perfectly to be of vrchat's standards ie chest to spine to hips have to connect properly

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it's a bit confusing

opal aurora
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Oh the bones seem like they're just really tiny, the dotted lines are just dictating the connections, also, you can have dummy bones that don't move anything and just use them as placeholders

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Unity doesn't really care if they do anything as long as they exist

warm shale
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the thing is they don't properly add up when I try and put it through the control panel

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let me see if I can get a pic of if trying to just use this

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I've tried rearranging the bones and personally I think I'm going to try it again using this

opal aurora
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Oh no no, you do need the rest of the bones, i'm saying you can create dummy bones to fill in the blanks, renaming bones will probably also help in terms of organization

warm shale
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alright I think I see what you mean

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kind of like filling in small pieces?

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because what I was tying to do was making an entire set of bones around the rest of it hah

opal aurora
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Although it may be tedious and require some trial and error

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Having them in the right spots isn't necessary (in terms of position), unless they move a bone that moves the model, essentially

warm shale
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yeah I keep getting a tad bit close

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earlier I was trying to just rig the entire skeleton but I can see by what you're saying that's probably not necessary in the long term

opal aurora
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Parenting however, is important, otherwise unity will yell at you

ivory radish
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i dont understand y u would need only that many bones

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character seems to have arms legs and hands

warm shale
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you need 15 bones in total

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the first problem is this model not having that so adding bones is necessary

opal aurora
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Rigging it in its entirety is entirely plausible of course, just giving an idea incase it gets too frustrating

warm shale
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yeah it just is kinda like putting the right pieces where they need to go for me

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this is mostly me testing and learning from each thing I'm doing

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I didn't even know how to make a bone or move the camera two days ago ;w;

sleek isle
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you need to put the chest bone to the chest and create a dummy for the spine

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of what I see

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and 3 dummy bones on each and and put them in thumb index middle

warm shale
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I'll need to try and understand that one I'm trying to find the bone that is being used as the spine

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it's one of the mini bones

warm shale
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yes I got my first test to finally be accepted by vrchat

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now I just need to learn how to connect the flower

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(and hopefully not have to work any further on the skeleton past the flower)

lost hollow
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What could be the issue if the legs start to cross as soon you start to crouch down, I have tried to position the bones straight and reset the bone rotation.

versed vine
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Hey, all. I'm trying to import a Smash Ultimate model. Zelda to be exact. I'm getting the "Make sure that the parent of both shoulders and the neck is the chest" message, but as you can see, this is the case in my setup... Isn't it?

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Is it yelling at me because the shoulders aren't the immediate children of the chest?

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They are children in the literal sense

warm shale
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it should b e something like that if I'm right

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have you fully connected them as parents?

versed vine
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Depends on what you mean

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The avatar is showing all green in the image here

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That means it's all connected yeah?

warm shale
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yeah should be

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I'm pretty new to this but I've been messing with it literally all day so I cannot give you anymore input other than my trial and errors

versed vine
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I'm betting it's that Clavicle_C that has both Clavicle's_R and _L under it..

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But seeing as I didn't make this rig, I don't know where to go from here

storm oracle
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any idea on how long it takes before you can upload a model to vr chat?

glad ore
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Hey, any tips on how to rig pincers for hands?

ivory radish
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wat

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wat de hecc are pincers

glad ore
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claws

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Im trying to make the hands of a model like crab claws

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so when I use one finger gesture it will open the claws

ivory radish
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i mean u don't rlly have 2 do any extra rigging but

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if u rlly wanted 2 u could override every single gesture animation

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but that would require:

  1. for claws to be finger bones in the mapper
  2. for u 2 remake every opposite hand gesture
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unless both hands are claws

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but u would just put them in slots in the animator override

warm shale
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Alright so I got the model to go through, now though the bones will not move, the body just hobbles, and the camera is broken and will not move away from the floor. I can get a gif of what's happening and the bones once I'm out of work if someone might have an idea what I broke this time.

west thorn
ivory radish
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looks like it could perfectly make it

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just turn a lot of those polgyons to normal maps and reduce the amount of interior detailing and/or reduce poly counts for flat areas and problems solved

west thorn
ivory radish
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well im sure 70k should be more than enough for at least after u do a lot of optimizations

gritty nest
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Well for super complex geometry like that

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It may just not fit in 70k even

ivory radish
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i have a few robot avatars that ive gotten to around 65k even with all those 'wires'

gritty nest
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They look hella cool though

ivory radish
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could use more optimization but theres a point where its either render ready or vr ready

lofty topaz
ivory radish
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make sure the legs are completely straight

lofty topaz
naive tree
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straight from front, bent from side

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numpad 5 + nmpd 1, nmpd3

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also DO NOT overwrite the fbx

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import as new

wind osprey
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Also the only thing I can see you'd actually need to fix is the root of the hip bone being lower or equal to the roots of the thigh bones

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and maybe the weird spine bone placements

lofty topaz
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Gotcha. So I'll export as a new file and make sure all the bones are properly aligned

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Also the root of the hip bone should be where, you say?

ivory radish
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import new if u dont know 2 fix the config only or u change bone hierarchy

naive tree
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the biggest thing for full body is doing neck fix so your viewpoint is as scuffed

wind osprey
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For fullbody if the root (thick end when using octahedral view in blender) of the hip bone is lower than the roots of the thigh bones the hips will flip

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There's no 100% fix for the view point thing

naive tree
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yeah, no 100% fix, just mitigation to a degree

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which is 10000x better than without

wind osprey
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And you'll have to undo the neck 'fix' if they change the FBTIK config later

naive tree
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feels good to keep remaking avatars cuz we can't have proper working stuff ๐Ÿ™‚

wind osprey
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The neck 'fix' is changing the neck bone to 0 size, right?

naive tree
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trasnfers all neck weight to head, and resize neck+head bottom bone to very small

wind osprey
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In that case, when doing that always pull the neck bone up into the head bone and not the other way around, because changing the head bone position will alter your floor alignment (SteamVR-VRChat floor)

naive tree
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neck is between head and chest

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very small

gritty nest
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@naive tree why not overwrite the FBX?

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If you pose->Reset and Pose->Enforce T-pose in the humanoid rig it'll be fine

naive tree
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hmm

gritty nest
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Or set it to generic and to humanoid

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That way you don't have to redo anything else

naive tree
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messing with bones always scuffs stuff for me

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and with pumkins tools its easy to copy paste stuff

wind osprey
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I do what Rokk said and haven't had problems

ivory radish
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it 'scuffs' if u move them around and change bones

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if u move any bones u need 2 make sure 2 check if its ok in the configurator

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if u add or remove bones u might need 2 re-import / change from none to humanoid again

wind osprey
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Generally if there's any import warnings you'll need to reset some things

gritty nest
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Dynamic bone can also mess up some stuff

ivory radish
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ye

gritty nest
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It holds on to the previous transform values so I disable the components before import, or disable the components and revert the bone's transforms to prefab.

faint trellis
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Trying to upload a bird avatar and the shoulder height is too short

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How can I fix this?

vast hedge
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hey guys I need help with my avatar. So the problem is the eyes, in unity they're fine but in the game they pop out of their sockets and im pretty new to this so I'd appreaciate any help

high nova
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@faint trellis Non-Humanoid armatures have to rig as generic, else you'd need to add custom animations.

faint trellis
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thank you

deft crown
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Does anyone know how to stop the third arm from rotating, every time I unappear and reappear the arm it just breaks and turns a different angle

gritty nest
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Make sure the armature is always active

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Only enable/disable the mesh @deft crown

deft crown
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Thank you!

glad ore
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I cant seem to figure out how to rig this. The model has two of these heads but I want to rig them as arms. If I want the mouth to open and close when do a hand gesture should the upper jaw be assigned to the thumb, and should weight be only on the base of the finger? Or should I set up the skeleton in a Tpose and weight paint the parts I want to move?

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rigging is hard

ivory radish
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?

glad ore
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Im back about the claw thing haha

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Im not sure how to rig the mouth to the fingers

ivory radish
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u cant rlly do that

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just use animation overrides

glad ore
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dang, ok

mortal raven
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first time replacing the arms of an avatar, first time using blender in years...anyone got any tips on weight painting? i cant seem to get my head around it

crisp tendon
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There's not much to it, it's a multiple iteration process, you try weight, you look at how it moves with the bone, but you should use gradients on either side to make it cleaner

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There's good videos that explain the principle, but the more parts you've got, the more difficult it'll be

mortal raven
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problem is, there can either be one or hundreds of pieces to weight paint

crisp tendon
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Yep, hence the "the more parts you've got the harder it'll be"

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And by harder i mean a pain in the ass

mortal raven
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yea and i doubt im anywhere near novice enough yet to know all the controls etc

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lost all train of thought when it comes to blender

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used to be able to do basic stuffs at least

crisp tendon
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You can also create additional bones to move very specific parts if you need to

mortal raven
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what part? part 1 or 200? ๐Ÿ˜„

crisp tendon
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If whatever your character has around its arms doesn't stop around the elbow, you'll have a horrible time with it

mortal raven
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they are robotic arms

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summin

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it is the arm ๐Ÿ˜„

crisp tendon
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You can also assign weight paint in edit mode for the mesh, you select all the pieces using L on a vertex, it'll select the piece, then on the right menu you'll be able to assign them to a specific bone

mortal raven
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oh

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thats helpful

crisp tendon
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and you'll have to assign full weight, since it's metal

mortal raven
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yes hence my "attempt"

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is there a way to select all meshes you need and just give the a straight number?, ie all in that arm section a weight of 1

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hey shotariya

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long time no see

pseudo sedge
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:)
at the vertex group tab after you select verices are apply button and scroller of a weight you apply on selected group

crisp tendon
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Yep, the thing i described above in edit mode

mortal raven
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oh ok thanks again, thats hella helpful

crisp tendon
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Select them in edit mode through whatever way you chose, then assign them to a specific bone

mortal raven
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today was hectic in the fact that i had to re learn unity and some of blender again, for now im satisfied with making bones :D, ill leave the rest for tomorrow

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making notes of what your saying though

crisp tendon
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feel free to ping me tomorrow if you still have trouble with it

mortal raven
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alright thanks again

fading verge
wooden pecan
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tracking problem!? vive trackers?

fading verge
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I have vive trackers and don't think its a tracking problem.

brave canopy
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It's the arm length, your irl arms are longer than the avatar's arms.

high nova
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@fading verge looks like your headset is losing tracking

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or your hands are pulling your head

fading verge
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It happens anywhere I go and other fullbody models work

brave canopy
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You can fix it by editing your player height to make your irl arms shorter or change the length of the arms in blender

high nova
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yeah your hands are too far away

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in unity you can adjust your arm length

brave canopy
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Irl arms has to be shorter than the model's arms. You can fake it doing the player height but it's better editing the actual model arms.

high nova
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else just keep your hands close to your chest

fading verge
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Okay I'll try that thanks

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Also the bones are different lengths on each arms can that be affecting it to

brave canopy
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Vrchat uses the arms to measure world space size, so the arms being different size can affect how it is setup.

fading verge
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Okay I'll try to make the arms the same length

brave canopy
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Basically the wing span of your arms is used a lot to measure stuff in vrchat

fading verge
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Okay Ill use that

mortal raven
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@crisp tendon so when you say use L to select the individual meshes then to the right you can allocate them to a bone, what do you mean to the right? im struggling to find this option

crisp tendon
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You select a bone in the list of vertex group, then you set the weight to 1 and click assign

mortal raven
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so once mesh is selected with l you do that? but when i select said mesh the entire section of vertext groups etc vanishes, ill provide a screenshot

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wait nevermind it re appeared ๐Ÿค”

crisp tendon
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all your meshes are joined right ?

mortal raven
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no

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had to separate

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or else i couldnt get the specifics

crisp tendon
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Yeah since it's not part of the weighted armature

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you'll need to merge it all

mortal raven
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should i parent them ? since if i merge them all i cant access the certain points i need to paint

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oh nope never mind, its still painting the one section, needa find the option to allocate them all a weight of 1

crisp tendon
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You can select multiple pieces with L

mortal raven
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what i mean is that the option is not appearing

crisp tendon
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Even when you've got a single mesh ?

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Do you have weight paint at all on it ?

mortal raven
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no paint on it at all

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it sometimes appears when i select a single

crisp tendon
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Ok, in that case you might wanna try giving it automatic weight paint, if that works without warnings at the top, you'll have to fix a few things

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if you do get a warning, you'll probably need to make it with empty groups

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and then you can manually assign

mortal raven
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automatic?

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i didnt know that was a thing tbh ๐Ÿ˜„

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technology

crisp tendon
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Yeah it doesn't work 100% of the time

mortal raven
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where can i find this option ?

crisp tendon
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Shift click your mesh, then sift click your armature, CTRL + P, Automatic weight paint

mortal raven
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join meshes first?

crisp tendon
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yep

mortal raven
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๐Ÿ˜ฎ

crisp tendon
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That's the one lol

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You can try removing doubles from your mesh and trying again

mortal raven
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doubles? as in bones yea?

crisp tendon
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Double vertices

mortal raven
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am confused to say the least ๐Ÿ˜„

crisp tendon
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Two vertices at the same location is called a double

mortal raven
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oh

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theres a lot of that

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๐Ÿ˜„

crisp tendon
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which confusesthe fuck out of blender trying to weight paint something

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usually a lot of those yeah

mortal raven
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do you want to hop into a call so i can screen share? if it makes it easier that is

crisp tendon
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Currently working so can't do, but i'll answer any question you have

mortal raven
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alright

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in that case, if i were to somehow group selected meshes into one for each section of the arm (ie hand, wrist, elbow and arm) i presume painting would be easier?

crisp tendon
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Well it's just visual fidelity, you don't want metallic parts to bend, so you need to chose clearly what moves with each bone, then assign the paint to it

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What you could also do is put the model without the metal parts in Mixamo, get a regular weight paint for that and then weight paint the additional stuff on top

mortal raven
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paint is all fine with the model itself

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just the arms ๐Ÿ˜

crisp tendon
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Cool, then it's easy for the rest

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If you look at the picture you sent above, there's a clear outline between the arm and forearm

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So you can do that without much trouble

mortal raven
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basically just do it one by one?

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๐Ÿ˜ญ

crisp tendon
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No you can select multiple pieces in edit mode

mortal raven
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but then i cant assign weight or a bone

crisp tendon
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Because you need to merge your meshes first

mortal raven
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then they are all one and i cant individually select the ones i need ๐Ÿ˜

crisp tendon
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You can, through L, that's what it does

mortal raven
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another screenshot after pressing L

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no option to assign unfortunately

crisp tendon
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But they're still not part of the body mesh

mortal raven
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alright ima start from the beginning since i dont want to make you loose your mind ๐Ÿ˜„

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and now i cant select anything

mortal raven
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@crisp tendon sorry about all that confusion there, i have found a way to get past the errors of auto painting, L sadly doesnt work so i simple use box select to select an area then unselect anything i do not want, auto paint then test in pose mode, so far it seems to work but ima hope for the best regardless, as i still havent been able to assign bones to meshes yet ๐Ÿค”

crisp tendon
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You can't select things in edit mode with L ?

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Or does that select everything

mortal raven
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nope cant select things

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that is sadly what i was trying to explain the whole time but i guess it never came out right

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if i knew how to make a gif of me messing with pose mode i would ๐Ÿ˜„

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just gotta make it all 1 now, it gave them soft weights

crisp tendon
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Sounds like a bug, you should be able to select at least something in edit mode

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Are you in vertex mode for the selection ?

mortal raven
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can assure you i was, but i have it sorted now so im oging to be testing it out

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fine in blender though?

pseudo sedge
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@mortal raven try to use double sided shader, or make it to be double sided, or try to invert normals in blender

mortal raven
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another challenge approaches

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how i do dat ๐Ÿ˜„

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i remember doing it a while back when i made a few shaders within shader forge but i dont have that anymore ๐Ÿ˜„

pseudo sedge
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add Cull Off to SubShader{} under Tags{} (if i remember proper)

mortal raven
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hmm ๐Ÿค” alright ill give it a shot

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@pseudo sedge is the an option for that with poiyomis shaders?

pseudo sedge
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@mortal raven i think it has something like this, not remember

mortal raven
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ah ok

mortal raven
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@pseudo sedge so it wasnt shaders but rather normals, i have fixed them all except one which doesnt seem to be

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this is what it looks like when i take a closer look, seems like patchwork ๐Ÿ˜„

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any clue?

pseudo sedge
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@mortal raven select 3 verts/edges and press F to fill

mortal raven
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ty

pseudo sedge
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you need to edit uv/or unwrap and edit uv, for this face, according to position of faces around that face ๐Ÿค” it's not right unwrapped actually after the fill

mortal raven
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more foreign language am afraid

pseudo sedge
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@mortal raven add another window/hm in blender and change from 3d view(etc) to uv/image editor, then select that face in 3d view and you'll see uv for it, you can move vertices of uv in image editor window (and to see where to move them you need to select faces around to highlight them in uv/image editor)

mortal raven
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and how do i open another window might i ask

pseudo sedge
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@mortal raven on 3d view you have at the right top corner triangle of lines (๐Ÿค”)

mortal raven
pseudo sedge
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yes but select face (i.e. 3 verts)

mortal raven
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alright i have it,

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how do i rotate the view in the image editor? ๐Ÿ˜„

pseudo sedge
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@mortal raven view? you can't (if i got what you mean), you just need to move unwrapping of that face to the right place according to faces around (by pressing G)

mortal raven
crisp tendon
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You could also make normals consistent, it's an option in blender and Cats

mortal raven
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oh it is?

pseudo sedge
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@mortal raven if you are about to make left bottom corner be right, you need to rotate in in uv/image editor

mortal raven
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i should download cats tbh

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forgot about that

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oof cant figure this out

pseudo sedge
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it's right but you still need to change vertexes in uv/image editor to have properly applied texture on the face (you can select at the bottom of that window texture your clothes texture to see better what's going on heh)

mortal raven
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thats the part i dont get sadly

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i was fine with having that little colour differance but even though its facing the right way its still invisible in unity? ๐Ÿ˜ too late for this

fading verge
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does anyone have a beard for avatars that i can have?
...

trail torrent
crisp tendon
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Fix your humanoid configuration

coral plover
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sorry

trail torrent
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Sorry, the last message did not send -

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Its all attached, is what I meant to show as well . . . - And it keeps sending me that error form the last message -

high nova
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@trail torrent you need to add an avatar descriptor

trail torrent
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It has everything - descriptor - rig, and mesh -

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yet keeps saying errors/ t -pose -

high nova
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@trail torrent pm me and screen share

torn latch
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where exactly are the hand trackers placed on a model?
would it just be directly on the wrist bone?

viral stag
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it's doing it with other parts of the body as well

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and all my other models

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which just occurred today..

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It's like it just erased all the smoothing in the weight painting, and it's only doing it in Unity

fading verge
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Random question

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How do i go about doing Texture based expressions

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rather than 3D ones

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i remember there being a video on it, but cant recall where it is

opal river
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I think I know which one you mean... one sec

fading verge
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Yeah yeah

#

Wanted to know if there's a better version of that now

opal river
#

that I do not know, I haven't gotten to that part yet ๐Ÿ˜„

fading verge
#

Or if it's the same method

viral stag
#

help

solar ravine
#

is there a way to merge two complete armatures including common bones without losing all the weight painting?

#

I got some ear and tail accessories but after merging stuff together and exporting none of the bones move the body anymore. everything else seems totally fine though

#

maybe the weight painting isn't lost... but it definitely doesn't work in unity anymore ๐Ÿ˜

naive tree
#

@solar ravine if you merge, the vertex groups will still stay. I would translate all bones and vertex groups, then merge, there shouldn't be any vertex group loss

#

check if the bones get renamed to different ones after merge

#

that could cause the issue, as the bones do not match vertex groups

solar ravine
#

hmm, ok. the bone names did match all the way down so it renamed a ton of this

#

I then merged those...

#

and renamed the main body ones back to their original names

naive tree
#

when your ears have vertex groups named like Ear_L, and there's a matching bone with same name - the bone will move that mesh part, but if the ear bone is Ear_L.01 then it's not going to move

#

so only issue I can see is that the bones are not matching vertex group names

#

or the mesh parts are not parented to armature

solar ravine
#

there is something odd going on with the hierarchy too. once I get into Unity, Body is under Armature

#

in Blender it didn't look particularly different to usual

naive tree
#

if it still gives issues, can send me the model and I can look into it

solar ravine
#

hah, I'll be damned .. cats' "fix model" actually fixed this

naive tree
#

yeah, cats fix model almost never breaks models

#

if they are tda/mmd

solar ravine
#

I still back up out of fear every time lol

#

at least where manual work was already done

naive tree
#

you shouldn't, it works very well

#

and ppl who talk about cats breaking their shit, is msot of the time user error

#

Ive been using cats since the release, and now there's basically no issues with it

opal river
#

never tell anyone to not do backups ๐Ÿ˜›

#

better safe than sorry, everytime

forest igloo
#

Did you just tell people to not do backups? ๐Ÿค”

opal river
#

me? no

#

wat

#

either you're high or english is not your forte ๐Ÿค”

slow gyro
#

Was directed to Yuumi's response ๐Ÿค”

solar ravine
#

now everything works in unity but hips flip upside-down in game ๐Ÿค”

naive tree
#

did you do anything to bones after cats fix?

solar ravine
#

negative, but I figured it out, somehow the humanoid rig had the hips upside-down

naive tree
#

overwrote the fbx?

solar ravine
#

yeah

#

reset from the rig config fixed that hip thing anyway

gritty nest
#

@viral stag is the pivot point set to Center or Pivot?

#

In the top left of the Unity window

#

Also, make sure you don't have duplicate vertex groups

brisk rampart
fading verge
#

Combine Meshes

#

That should make it easier for you

gritty nest
#

You don't wanna leave those meshes unmerged lol

viral stag
#

@gritty nest it had nothing to do with either. my unity decided that it should use a lower quality setting for the skinned mesh render, so I just had to change the setting back to high.

gritty nest
#

Oh wtf

#

That's good to know, thanks

viral stag
#

lower quality put auto on one bone

#

lmao

woeful spear
#

aaahh hey guys. Im new to making vrchat avatars and i joined this server bc i need some help ;o;
idk if this is the right channel but what i wanna do does involve rigging so i think it would still fit here??
i have some 3d models i got online that i'd like to use for avatars but i cant figure out how to get them to that point. i was using a tutorial and it was going well until i realized the model i was using wouldnt work unless i added some bones, but i didnt wanna risk that atm so i went to try another one but then the textures on it wouldnt appear aaah

#

if this isnt the right channel for this i apologize just direct me where i would need to go instead

#

oh wait okay nvm i found what chat i should go to instead, im sorry just ignore me agh unless you wanna dm me to help or something

olive thunder
#

Confused about Bone parenting in Blender, help! I have a bone for a "hairlock" and a bone for a "hair accessory" that I dont want to be children of the "HairRoot" I tried to Reparent to the "Head" but that was a very bad idea apparently it messed up my rig in Unity! What should I set as the Parent if I don't want to mess up my rig? Some bone in the face or what? its so confusing T__T

gritty nest
#

Reparenting in Blender works fine. If it gets messed up in Unity, disable the dynamic bone component affecting it and revert the transform to prefab

#

Or just reconfigure the humanoid rig

alpine raft
#

There is a trick where you donโ€™t need to add a parent bone in blender and instead just make a game object on the head (if itโ€™s hair) and apply dynamic bones to that after dragging the hair bones under that game object.

#

Also everyone should set up elasticity curves that exclude the first bone transform (Basically make it completely stiff) because you donโ€™t want the first bone of the hair to transform, just rotate.

#

When using a parent bone, that is

gritty nest
#

You don't want to use that "trick" as it will break your prefab instance.

#

@alpine raft

alpine raft
#

True, I forgot about that!

olive thunder
#

Thank you @gritty nest I think I messed up in blender or I just had to reconfigure humanoid, unsure, anyway it's fine now ^^

opal aurora
#

Using endlenght would work in that regard without needing a parent root/leaf bones per se

ivory radish
#

if onli i culd get it 2 work rite

#

cuz sometime not point right direction

#

evn if de bone in blender do

opal aurora
#

That's why i personally use specific bone root locations for better pivoting

#

Bone location, orientation and parent location and orientation all contribute to how the bones move

gloomy pollen
#

is there an easy way to add eye bones to an mmd model ? xD

gritty nest
#

Most MMD's already have one

gloomy pollen
#

this one doesnt ๐Ÿ˜ญ

gritty nest
#

Otherwise you'll have to rig them yourself. Eye bones are generally the easiest

#

Since the left eye has 100% weight on the left eye bone etc

gloomy pollen
#

it has blink visemes and such

#

but no eye bones

#

yeah but positioning the eye bone...

gritty nest
#

You can select the entire eye or eyeball and snap the cursor to selected

#

To snap it to the center

#

Make one eye bone and mirror it

gloomy pollen
#

just the iris?

gritty nest
#

Usually yes

gloomy pollen
#

hmm.. got a tutorial for creation/snapping? xP

#

I have the iris seperated

gritty nest
#

Press space and type snap cursor to selected

gloomy pollen
#

ohh k, got it

#

then uh..

gritty nest
#

With the 3D cursor in place you'll have to select the armature, go into edit mode, and create a new bone, reposition it from there.

gloomy pollen
#

hmm its not letting me swap to object mode, strange

#

err edit

#

ah got it

#

snapping the cursor doesnt create the bone at that point?

gritty nest
#

No, it only places the cursor there so you can create the bone at that specific location.

#

It should place the base of the bone at the cursor.

gloomy pollen
#

when i hit add>single bone

#

it just stuck it between the legs

gritty nest
#

Otherwise you'll have to snap the bone to cursor

#

Snap Selection To Cursor in spacebar menu

gloomy pollen
#

yeah that pushed it into the floor hmmm

#

did it again and it just vanished xD

#

I wonder if there isn't a way to do it in pmx editor ๐Ÿค”

#

like an automatic button xD

dense widget
#

I have a stupid question

Why does my character's head act this way? Should I have a jaw bone to fix this?

gloomy pollen
#

what is it doing wrong?

dense widget
#

The jaw, when I look down or above it stretches or causes the head to flatten

gloomy pollen
#

sounds like weight painting issue

#

make sure the whole head is painted to the head vertex

dense widget
#

ok

#

thanks

#

this should be all color red right?

ivory radish
#

no

#

check neck paint to see if it blends properly

#

if theres too much neck weight on the mouth it look bad

dense widget
#

the neck is all color blue

dense widget
#

oh, yeah that was the problem

fading verge
#

@dense widget To give a basic explanation, think of weight painting in blender as a heat gradient.

The hotter it is (the more red), the more that the mesh is affected by the bones, kind of like a muscle if you were to think of it that way.

So if something is blue, it won't be influenced at all. just incase you don't exactly understand what your issue actually was

foggy stone
#

I was wondering If anyone knew how to make avatars? if you can dm me if you want, thx.

sick epoch
#

like what 3D modelling or rigging or animating?

dense widget
#

thanks cappy

#

So in the case of a human head, should I color it red so it does not deform?

fading verge
#

Is the head losing shape as you move it?

dense widget
#

yes

fading verge
#

Hm

#

Usually I'd say yes, but blender's weight painting is a bit.. buggy sometimes

#

But the auto-tools they have generally fix a lot of the problems

#

While you're on weight-painting, navigate to the tools tab on the left side, usually where cats sits.

Inside of there are a bunch of buttons and tools to manipulate how weightpainting works. One of those has a button called "Fix Deforms" or something along those lines, give that a go

dense widget
#

Yes, it seems to be fixed, thanks for the help

gloomy pollen
#

urggg!! EYE BONEESSS

fading verge
#

I have a problem of opening mouth when my avatar walks around.

calm needle
#

did you set up eye tracking and if so do you have all 4 eye blend shapes as the first 4?

fading verge
#

I set eye tracking up, but shape keys don't seem to be in the right order. Let me check.

crystal vector
#

Recreating eye tracking usually fixes this. You need to make sure that all 4 blink shapekeys actually get exported into Unity

fading verge
#

I made eye tracking again and solved the problem. Thank you.ayaka

fading verge
#

Something's gone wrong with the rigging when trying to import this model from pmx over blender (CATS) to Unity, and I have no idea what or how to fix it. It looks like the index and ring finger are swapped or something. In PMXEditor and even in Unity when in neutral position it looks just fine, but as soon as I apply any animation they act like in the picture. It just affects the left hand, the right hand is completely fine

gritty nest
#

Check all the mappings

#

And more importantly, make sure the bone names are correct

#

Check that the index finger and ring finger are actually named

#

Index and ring

#

So make sure ring finger is in the ring finger slot, and make sure it is actually the ring finger. Repeat for all other fingers.

fading verge
#

Huh. I guess at some point the bones may have had their names swapped. Anyhow, renamed them in unity and now it looks fine. Thank you!

worldly willow
#

So the issue i have with a model is that the neck in game is 2 times longer then in blender and Unity ... not sure how to fix this (shoulders are also raised up)

rustic hearth
#

guys i need halp xd

crisp tendon
#

Fix the arms in blender matsix

rustic hearth
#

they're fixed

#

btw the rig is broke

#

im trying another one and the bones when i export to fbx, from .3ds , the bones go crazy

thorn willow
#

its better to...

#

I hate saying this but

#

rig it yourself

#

Mixamo is often questionable when it comes to rigging

rustic hearth
#

well, i dont have any idea to rig xD

#

big oof

#

but why blender broke my bones, i dont understand that

opal aurora
#

Tick these options on import

Import User Properties
Import Enums As Strings
Ignore Leaf Bones
Automatic Bone Orientation
rustic hearth
#

on blender?

opal aurora
#

Yeah

#

I legit thought it was a blender issue, but that should import FBX bones properly

rustic hearth
#

for now it worked thx :*

glass panther
#

Mixamo is okay when you have low poly characters or something with little to no detail. Anything else it will become a mess

brisk rampart
#

The fingers that are put into the map or whatever the green hand thingy is called are the claws which have only one joint. When I started out, the claws were a scrambled mess and unity somehow interpreted that as a proper t pose. When I do a proper t pose unity argues it's not a t pose

#

How is that not a T pose?

queen mural
#

map your fingers

brisk rampart
#

They already are.

#

Tried various other slots to no avail.

queen mural
#

map it all properly and enforce T-pose if that doesn't work then just apply and give it a shot ingame

brisk rampart
opal aurora
#

@brisk rampart exit the rig config, set the rig type to generic, apply, set rig type to humanoid, apply, re-configure the bones properly and it should be better, also make sure your bone rolls are 0 in blender (alt +R in edit mode will make every selected bone have a roll of 0)

#

After every change in your armature in terms of bone structure, you must re-apply the humanoid rig, as it'll be using the old configuration otherwise

wispy flare
#

Anyone willing to put visemes on a model for me? plllz

stone relic
#

ok, I'm having a problem with a model i've been wanting to get rigged up for a while, but i have no clue what is happening to it.

it fixes itself in edit mode, but breaks itself in pose mode. when I try to fix it by resetting the bone positions/rotations/scaling in pose mode nothing happens and I think a bunch of the bones are straight up gone in pose mode, but I don't know for sure.

#

I'm actually slightly terrified of this model

#

CATS might sorta fix it, but I want to know what's causing this problem and how to fix it normally first

fading verge
#

can someone teach me to re-rig an avatar so its optimised for fullbody? or if someone can do it for me id be greatful

crisp tendon
fading verge
#

tyvm

misty plaza
#

does vrchat require a specific rig to follow?

#

i want to rig a character myself i'm thinking. i'm not sure what is super required.

crisp tendon
#

Open the pinned items of the channel and you'll see it

misty plaza
#

thank

south ivy
#

Is there any tutorials for 3ds max rig and import to vrchat?

crisp tendon
#

There might be, but very few people use 3DS max for rigging.

hard wraith
#

How do u add music to an emote?

#

Ive tried for several hours

#

and i cant get it to work

crisp tendon
#

Wrong channel tororo

open hull
#

hello riggers ๐Ÿ˜„ I have an issue

#

my head moves with my headset but my face and hair doesn't

crisp tendon
#

weight paint all to your head bone

grim ibex
#

I need help with this it has too many small parts sticking out so blender is unable to auto-weightpaint it and i cant do it properly without that ๐Ÿ˜ฆ (mixamo didnt work either)

glass panther
#

That detailed model you won't get away with automatic weight painting. If you want it to work properly you're gonna have to go in and fix things manually.

#

I've seen these in vrchat before shouldn't be impossible.

calm needle
#

on the upside, robots tend to be quite a bit easier to manually weightpaint than fleshy bits

old mantle
#

So I'm trying to rig an escanor model but I dont know how to get the bones for it

fading verge
#

Shift A In Blender < Armature < Bone @old mantle

old mantle
#

Tysm :o

gloomy pollen
#

can anyone tell me why if I add ears to the head heirarchy in unity it makes unity think the neck and head are where the ears are?

#

and it completely fudges up posing/stretches the neck

#

the ears are just bunny ears with no bones, just an fbx model with a texture applied, zero armature or body mesh

#

it only affects the model if its parented to the head or neck

#

oh it does it if you attach ANY object to the neck or head

#

wtf?

#

i know for a fact it didnt used to act this way

#

this is on 2 PCs as well

#

looks like attaching anything to the head or neck on any model completely screws up the neck/head in general

rocky scaffold
#

How does the new dynbone max collion checks are getting limited. Are they just dont collide anymore for everyone who is using it? Like it only allows to show collision for 8 bones at a time? Or does it randomly choose 8 collisions that will work and the rest isnt?

gritty nest
#

@gloomy pollen this question gets asked a lot

#

First of all, this is not a problem because manual neck/head rotations don't stick anyway. You're never gonna touch those bone rotations.

#

Second, this "issue" is caused by the pivot point being set to "center" in the top left of your Unity window

#

Set it to "Pivot" instead and the issue will go away

#

You should be adding ears in Blender anyway. Don't put parts together in Unity, that's less optimized.

gloomy pollen
#

I know its less optimized but its just a throwaway one time use avatar for a gag

#

so I can't be assed ๐Ÿ˜‰

#

thanks for the pivot solution

#

I'm curious about that guys dynamic bone question also

gritty nest
#

Didn't even see that one

#

If the collision limit is breached, all collisions will be disabled. Collisions only, so the dynamic bone will still work fine otherwise. @rocky scaffold

#

If the transforms limit is breached, the update rate of the dynamic bone is set to 0 until you're under the limit again

#

This means that activating a prop with dynamic bone on an animation can suddenly break it

#

Time to rework my purification rod to use cloth I guess

#

Because people will just see a minecraft pickaxe now

gloomy pollen
#

lol

grim spear
#

Iae guys

sonic forge
#

Hey guys, looking for some help with weight painting my avatar. Im fairly new to Blender and im having some troubles with the weight painting not effecting the pants mesh. To me it looks like it should work fine and its parented to the armature correctly but no luck. The lower half of the pants mesh work fine but the upper half are being a bother. Any help? https://cdn.discordapp.com/attachments/527951373686407178/560761267518963713/unknown.png

manic marsh
#

Wait is that 2 upper bones?

sonic forge
gritty nest
#

Not if you don't tell us what the issue is

calm needle
#

@sonic forge i'm not sure if i'm looking at your picture right but did you accidnetly weight paint that upprleg to multiple bones?

sonic forge
#

I might have done actually, as of 5 mins ago i reloaded to backup and did the exact same thing but it works this time

#

So i messed up somewhere along the way

cursive pelican
#

Hey doods. So Iโ€™ve watched a few rigging guides and think I understand the basic concept behind get a skeletal structure set up. How would I go about rigging things that arenโ€™t part of the skeleton tho? Ex. Hair. Breast. Clothes.

gritty nest
#

Roughly the same way, although with much more freedom. Keep the bone count low

#

You only need one bone per breast

cursive pelican
#

Should I just parent them to the chest?

gritty nest
#

Yeah, you parent breast bones to the chest

#

Hair bones are parented to the head

#

But in case of dynamic bone, you can also make a weightless bone in-between to act as a "root" bone

cursive pelican
#

I do have dynamic bones

#

So that is good to know

#

What about clothing?

gritty nest
#

That's really up to you. Normally I'd point to examples but I don't have any good ones.

#

The more clothing you can weight to the main armature, the better

#

Short skirts can often be weighted to the hips and legs for example

cursive pelican
#

Gotcha.

gritty nest
#

If you do want dynamic bone on long hair for example, you can use smooth gradients to get very good results with just a small amount of bones

cursive pelican
#

Thatโ€™s above my head but Iโ€™ll look into how that works in blender.

#

Making models is almost more entertaining than the game itself haha

#

Kinda like modding Skyrim. Spend more time modding Skyrim than I do playing Skyrim.

#

Thanks for the info @gritty nest

stark musk
#

The model also has three legs so.

crisp tendon
#

You may not need that many when the arm is going in the same direction

stark musk
#

Oh that's hard to tell then

#

I'm guessing the "lasers" would be considered the arms

crisp tendon
#

I'm sure you already know what kind of movement the legs will have, from that you can say if they're going to need a lot of rotation or not

stark musk
#

Guess I'll delete more bones then

crisp tendon
#

that's from war of the worlds btw right ?

stark musk
#

yes

crisp tendon
#

yeah so it should be fairly mechanical

stark musk
#

so then let's say, 5 bones per leg?

stark musk
#

oh right

#

and what about the feet?

crisp tendon
#

You can also substitute bones for gradient weightpainting

stark musk
#

I'm not sure what that is actually

crisp tendon
#

Same thing with fingers, one can be enough, two to be safe

crisp tendon
#

Instead of having three bones, there's two with gradient weight paint between them that creates a rotation in the middle

stark musk
#

oh

crisp tendon
#

In the end it's up to you. If you plan on animating all these bones, you can go with as many as you want

#

personally i chose to go with as lower as i could

#

because animating scares me

stark musk
#

haha true

#

This is my very first time rigging a model so

#

I'm going to do less

crisp tendon
#

Yeah i think so

#

it'll probably be less of a pain to animate too

stark musk
#

mhm

#

and when naming the bones

#

should I add Leg.L?

#

And so on?

crisp tendon
#

You want it to be humanoid ?

stark musk
#

well I want the third leg to move as well

#

so probably generic

crisp tendon
#

definitely generic

#

naming is up to you

#

something that is easy to keep track of

stark musk
#

alright

#

one more small question too

#

honestly not sure what to do here

crisp tendon
#

Do you want those individual fingers to bend ?

stark musk
#

not really

#

I'd rather have the entire "foot" move on it's own

crisp tendon
#

So 1 bone is enough

stark musk
#

Alrighty

stark musk
#

What's an IK Handle?

crisp tendon
#

you're working in maya ?

#

ik handle is for moving bones in relation to another

stark musk
#

Blender

#

I figured it out

cursive pelican
#

hey guys

#

Is there a easier way to rig hands? Whenenver I extend the bone is goes off in some weird direction and I have to pull it back in

#

its aggravating

stark musk
#

This is a great tut.

cursive pelican
#

@stark musk hey check ur dms

#

thanks for the vid i'll check it out

stark musk
#

due to how the model is placed I just put the bones in the same position, not sure if it matters though.

warm lintel
#

ok so i have no idea how to make character riggs or skeletons

#

but i really want to make this master kogah model

#

so if anyone can send me a link to a video or help i would apriciate it

opal aurora
#

Oh you made quite alot of progress blank, the tutorial's been doing well for ye?

warm lintel
#

thanks

opal aurora
#

Ignore the IK setup

#

It won't be used in VRChat

warm lintel
#

i know nothing about anything with models

#

most i did was mixamo

#

lmao

stark musk
#

@opal aurora I really need to thank you for that man ๐Ÿ˜ƒ

#

also I did the IK setup anyways lol

#

didn't know it wasn't needed but eh

#

was easy

#

can always revert if it's going to break my model or something

opal aurora
#

I mean, it can still work well, it's more-so the fact that you need a concise bone parenting system, for humanoids atleast

stark musk
#

well the model I'm working with isn't going to be a humanoid

#

๐Ÿ˜›

opal aurora
#

So you wouldn't like, parent the foot to the IK but instead to the leg

stark musk
#

oh?

opal aurora
#

Well then there ye go

stark musk
#

well anyways

#

I still don't really know if it's okay for the bones to be different sizes

#

the shoulder bones in that model are different sizes

opal aurora
#

I mean, it's okay, but normally you'd want them the same size, especially if you're using blender's autoweighting system, so that it's more-or-less symmetrical

stark musk
#

I don't even know what that is actually

opal aurora
#

On her tutorial she shows how to mirror bones, you can call that specific bone ending with a _L or _R, or if you'd prefer .L or .R and then you can mirror it symmetricaly

stark musk
#

oh I did that already

crisp tendon
opal aurora
#

So it should be in the same spot o:

#

Just, opposite

stark musk
#

No the model is in a weird position

opal aurora
#

Unless for some odd reason the model is off-center

stark musk
#

well the arms and legs are all in their own direction

opal aurora
#

Oh, so they aren't directly symmetrical

stark musk
#

Model of the martian Tripod from the movie โ€œWar of the Worldsโ€ of Steven Spielberg.
The Fighting Machine (also known as a Tripod) is one of the fictional machines used by the Martians in H. G. Wellsโ€™ classic science fiction novel The War of the Worlds. - War of the Worl...

โ–ถ Play video
#

right

#

And I want to know if that will affect the outcome

opal aurora
#

Yeah that requires some more direct input instead of mirroring

#

I mean, it might, it really depends, since if you're going for generic, you're going to be animating it

crisp tendon
#

odd that it isn't already rigged

stark musk
#

Yeah I was thinking the same

#

but it's alright

#

gives me a chance to learn how to do this

crisp tendon
#

It's making you learn some odd things ๐Ÿ˜„

stark musk
#

wait animating it how? @opal aurora

opal aurora
#

I mean, generics don't really animate like standard humanoids as far as i recall

crisp tendon
#

they don't

opal aurora
#

Probably using animators of some kind

stark musk
#

Oh jeez

cursive pelican
#

what bone do I want to attach breast to?

opal aurora
#

Chest

cursive pelican
#

uh...i have multiple chest bones, i have spine 1/23/4

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1/2/3/4

stark musk
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could I make it a humanoid then? @opal aurora

cursive pelican
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1 being the top

crisp tendon
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check the pinned messages Lightning

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you don't have the correct bone configuration to begin with

opal aurora
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You could possibly makeshift it into a humanoid, but that back leg would... yeah...

crisp tendon
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you can't blank

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it'd look goofy as fuck

opal aurora
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Pretty much

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Since it'd try to use a standard humanoid as the basis for all of the animations

stark musk
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someone said I could with rigidbodies and fixed joints

crisp tendon
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You'd still have to animate that

opal aurora
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I've only heard about slight mileages around those areas

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But it may be possible

crisp tendon
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Honestly in blender that wouldn't be that bad I think

opal aurora
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Since you made IK for it, you can probably animate it far more easily than normally

stark musk
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I honestly didn't expect all of this but since I've made it this far I might as well continue lol

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yeah I did

opal aurora
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I tried to get a humanoid to work on a 4 legged creature, it did not end well

cursive pelican
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ok ruubick changed my names

opal aurora
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It works, but it's like something out of a bootleg horror movie

cursive pelican
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attaching it to chest

stark musk
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lol

crisp tendon
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If you have 4 spine bones you'll still be in trouble

stark musk
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how long does animating usually take then @opal aurora

opal aurora
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Depends on complexity

cursive pelican
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spine upper, chest, and spine lower

stark musk
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I mean I don't mind how long, but since this is my first time

cursive pelican
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is that alright?

crisp tendon
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A lot tanabae

cursive pelican
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well spine lower is just spine now

crisp tendon
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We use hips spine chest and neck

stark musk
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what exactly should I be animating then @opal aurora

crisp tendon
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Look at the pinned messages

opal aurora
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If you aim too high and complex, alot, if you aim for simple and straightforward, not so long

cursive pelican
opal aurora
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I mean, that's really up to you there

crisp tendon
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You don't need to animate the top very much

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The legs do the movement

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The rest is also fluid movement

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But it's separate stuff

stark musk
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Oh so then this means I can try my part at the animation like it is in the movie ๐Ÿ˜›

crisp tendon
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If you have frame references from the movie, use that

stark musk
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I do!

cursive pelican
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thats currently what i'm rocking

opal aurora
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Keep in mind, blender works much like unity in terms of keyframes, it will translate from location X to location Y with the use of 2 keyframes, although when exported to unity those keyframes will grow exponentially to compensate for complexity

crisp tendon
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@cursive pelican you have too many bones, please check the pinned messages

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You can bake those keyframes, and clean them up nicely, export also has a few options

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Unity will do the soothing

cursive pelican
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is there a easy way to merge 2 bones into one?

crisp tendon
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Yes, there's a cat tool

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There's also a way through the weight mix modifier

cursive pelican
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gonna save real quick, delete upper spine, make chest longer, and reparent to shoulders. hope this works haha

crisp tendon
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Nope

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Unless you have no weight paint

opal aurora
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Never delete bones

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If it moves something, you do not delete it

cursive pelican
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I have no weight paint

crisp tendon
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Feel free to delete then

opal aurora
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If you have no weight paint, then go ahead

cursive pelican
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I made this armature from scratch

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๐Ÿ˜„

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video guides are very misleading, especially when they have VRChat in the title

opal aurora
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General concensus is, Chest, Spine and Hips

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Those are the ones used for VRChat, Upperchest is available as a choice in unity but vrchat does not support it

cursive pelican
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Followed this guide for most of it

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He has all those chest bones haha

opal aurora
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Ah i see

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They simply didn't merge the bones

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They replaced the chest bone with the one that's used for the upperchest, which in it of itself is the chest bone

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Bones inbetween the chest and hips can be skipped, and that's what they went for

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It'll most likely look clunky due to an unmoving bone (that follows the parent) but it works

cursive pelican
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nah I don't want clunky, if I put the time into making a armature I want it to be good

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i'm trying to figure out how to reparent this chest bone to my neck bone, I just did and it freaked out on me and pushed everything up

opal aurora
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Also, not all optional bones are actually optional, you need shoulder bones and a neck bone for it to be considered a humanoid in vrchat

cursive pelican
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welp i'm confused

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should I parent the neck to the chest?

opal aurora
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Neck and Shoulders should be parented to chest

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Chest to Spine and Spine to Hips

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Legs to Hips and Arms to Shoulders

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Hips has no parent

cursive pelican
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yep thats what it was

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i tried doing chest to neck

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needed to do neck to chest

opal aurora
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You have 3 hip bones i think

gritty nest
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Did you rig this one yourself?

cursive pelican
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yeah first attempt at rigging

gritty nest
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Ah, I see. This kinda looks like how Unity draws the bones

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You don't need your bones to be connected. There's a bone between the hips and the legs that you can probably get rid of.

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Lemme get a screenshot

opal aurora
gritty nest
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Yeah that part is a little iffy

cursive pelican
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oh i thought you needed the thighs

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in the pic in the pinned msgs it has thighs

opal aurora
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Nah, you can have them as add bones, but they're unnecessary

gritty nest
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Normally it's more like

opal aurora
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VRC won't use ehm

gritty nest
cursive pelican
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can I send you the blend?

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ima delete the thighs and reparent

gritty nest
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Deleting the bones there is probably good

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The ones between upper leg and hips

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You can untick "connected" if that snaps any other bones wrongly

surreal copper
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the structure that you must have is

@hips -> spine, left leg, right leg
'left leg' -> left knee 
'left knee' -> left ankle
'left ankle' -> left toe
- - -
'right leg' -> right knee 
'right knee' -> right ankle
'right ankle' - right toe
@spine -> chest -> neck, left shoulder, right shoulder
'left shoulder' -> left arm -> left elbow -> left wrist
- - -
'right shoulder' -> right arm -> right elbow -> right wrist
@neck -> head

https://media.discordapp.net/attachments/361742235525709825/369248474123993109/unknown.png

cursive pelican
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I have a extra thing at teh start of my armature

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nvm

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its just named armature.002.r for some reason

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w/e

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fixed

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I think its mostly good now

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just want to add breast and some hair bones

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need to move legs up to hips

stark musk
crisp tendon
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No doubles allowed

stark musk
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doubles?

crisp tendon
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vertices

stark musk
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Ah

gritty nest
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Remove doubles first and see if that works

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Unfortunately even then, that error may not go away

stark musk
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Yes it worked

crisp tendon
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Your project almost makes me want to go back to trying to weight paint my own giant tentacle alien

cursive pelican
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@gritty nest do you mean double bones, I Just got that error as well

stark musk
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Tbh it was painted quite nicely, only a few things need to be manually done IIRC.

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Do it though @crisp tendon

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Then when I finish we can both have giant alien tentacle battles in VRC

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err well maybe without the tentacle parts lol

crisp tendon
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auto weight paint doesn't work on mine, so that'd be a lot of manual repetitive work

stark musk
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Oh ๐Ÿ˜ฆ

cursive pelican
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If i'm weight painting, do i only want to get the flesh, or include clothes in the bone too?

static jackal
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Depends if you want the clothes to move with that bone or not @cursive pelican

cursive pelican
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in this example i am weight painting her femur, and she has a skirt

static jackal
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Then no you wouldn't the skirt should be on its own set of bones

cursive pelican
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don't have bones in the skirt cuz i rigged myself but ok i think I understand. thank you

static jackal
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No prob

stark musk
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Is it possible to add more bones after you've weight painted?

static jackal
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Yeah but you'll have to adjust your weight painting unless you're adding more to where it's not painted @stark musk

stark musk
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I did auto weight painting so far

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nothing else

crisp tendon
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You can do auto weight paint on a single bone

stark musk
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Ok

timid haven
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uwu

fading verge
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?

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ok...

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i am trying to make a monster hunter avatar to where it plays animations from the model but is humanoid. once i make it humanoid its like i cant animate it with the simple avatar controller. any advice on what to do?

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there we go

fleet spire
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what would be the best way to rig a chain? i've created it and added bones but it ends up deforming the chain links when the bones move ๐Ÿ˜ฆ

stark musk
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I added a ton of new bones to the legs and after re-doing virtually everything, including automatic weight painting. And now the two front feet seem to move on their own whenever I move the model up and down, as you can see in the gif.

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@crisp tendon thoughts on what went wrong?

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I'm completely stumped tbh

crisp tendon
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are the tiny bones at the bottom correctly parented ?

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and did you check if they actually received weight paint

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sometimes the automation goes through but doesn't create any

stark musk
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I didn't how can I check?

crisp tendon
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armature in pose mode, mesh in weight paintt mode

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right click a bone

stark musk
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Not sure what this all means

crisp tendon
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only select one bone

crisp tendon
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yep, seems correct

stark musk
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hmm

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I have no clue then tbh

opal aurora
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Red - Full Influence
Dark Blue - No Influence
Any Gradient Inbetweem - Some Influence
Purple - No Vertex Group/No Weight Data
Pink - Weights Went Bonkers

stark musk
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so then the other two "feet" shouldn't be moving at all

opal aurora
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Check other bones for discrepancies

stark musk
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What should I look for?

opal aurora
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There's also an option to limit the number of bones that can affect any one portion of the mesh, can't remember what it was called but it was in the weight paint menu...

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You'd want to look for anything that shouldn't have influence over something else

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Say, back leg bone 3 affecting front leg tripod feet

stark musk
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I did notice when I go into pose mode the legs move, then snap back when I enter edit mode

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not sure if this is why

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nvm

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that's not it

opal aurora
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That's probably due to it being posed, poses are temporary unless applied, and as such, edit mode snaps the model to its current default, ignoring the pose

fading verge
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hey, if anyone can help me get a humanoid avatar with a meta rig parented to the main skeleton of the animal do an animation that will be swell ^-^

crisp tendon
fading verge
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oh, this isnt a commission, im asking for help ๐Ÿ˜„

crisp tendon
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Asking for help or for someone to make an entire rig for you ?

fading verge
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help

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i have the rig all made

crisp tendon
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What do you need help with precisely ?

fading verge
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uhh, hard to put in words exactly what i need...

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i basically want the animations from the model to play through my parented humanoid

opal aurora
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I'll take a wild guess, use humanoid rig whilst animating a separate rig of the animal

fading verge
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exactly!

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Make a entire fake skeleton that's the minumum req for a humanoid skeleton then put Fixed and rigid bodies on the corresponding parts such as legs to legs head to head chest to head etc

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then that should work

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oh,

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Make the Skeleton big enough until the leg bones in blender are just as big as the non humanoid's legs

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ok,

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thne in unity make the skeleton have Fixed joints

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and rigid bodies

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then assign them to the actual rig

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ohhhhh

median thunder
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Hey guys, does anyone know how to fix a problem with dyn bones that make the hair flickering even when u are not moving at all?

fading verge
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What's your setting's @median thunder ?

median thunder
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0.8 / 0.1 / 0.1 / 0.9

fading verge
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Your Damping is too high

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also your inertia as well

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put damping at like 0.4

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then put inertia at like 0.3

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that should do it @median thunder

median thunder
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Hmm I'll try, ty vm

loud fjord
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Looking for anyone to rig a model for me

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Cuz Iโ€™m sorta confused on what to do

median thunder
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@fading verge didn fix it, but ty for the try

opal aurora
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Do you have any colliders on it?

median thunder
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nop

fading verge
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can you gyazo gif it?

opal aurora
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Also, try disabling the new dynamic bone restriction system

fading verge
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@loud fjord what's the rig your trying to do

median thunder
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I'll try to record it

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and i have the dyn bone setting disabled already

opal aurora
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I saw somebody with the same issue prior, but i can't recall what the issue was exactly

loud fjord
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@fading verge Iโ€™ve been trying for ages to get this model going but Iโ€™m having some troubles with it. Iโ€™m new to blender and unity so I donโ€™t know some things.

fading verge
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Take a screenshot of the model in blender and i'll tell you how difficult it will be

loud fjord
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The WiFi on my computer is busted so sry i can only take a screenshot with my phone

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Itโ€™s candyman from lethal league btw

fading verge
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It already has a rig

opal aurora
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Those look like source bones

fading verge
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have you tried just CAT'S fixing it

loud fjord
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I actually havenโ€™t

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Iโ€™ll try that rn

fading verge
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try doing that

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but before you do

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Rename all the bones to be like a mmd model's rig

opal aurora
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Uh... don't actually do that, CATS does have some source support and doing that can well... unexpected results to say the least

loud fjord
opal aurora
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Eyup, das rigged

fading verge
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looks good

loud fjord
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Huh okay

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I was talking to a avatar creater and and she said it wasnโ€™t

fading verge
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well then they don't know about blender

loud fjord
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Hm

fading verge
loud fjord
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Well I was having some other issues with it

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Like I canโ€™t get the textures working