#avatar-rigging
1 messages ยท Page 137 of 1
Thank you for the kind offer ๐ Iโll try asking around more, and if I canโt find anything I will send it to you to look at, hope am not being too much of a bother! ^~^โ
Send a screenshot of the model in vrc and it's armature
I don't mind anyway, shouldn't be much work
okie..!
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
Probably the humanoid rig config
@gritty nest Thank you. Forgot you can move the rig in Unity lol
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
Still pretty new to unity ๐
I've been trying to scrap together a pikmin model for a long ass time and having some trouble, one of the assets I'm trying to use though the model will only lay down and I'm not sure what I'm supposed to be doing https://gyazo.com/3db616d196c2a36285ed1c831db6ed80
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
Rotate the armature by 90ยฐ, ctrl+A, apply rotation @warm shale
Trying to find the body mapping window in Unity. But can't find it lol
You fix that in the hierarchy
Armature -> Hips -> Spine -> Chest -> L/R Shoulders -> make sure upper arm (etc) are the first of each row
Eyup
This should be good right?
That should be it
@rocky grotto that's not really an error, more like a warning
You have a hierarchy like
- Left Arm
-- Not Left Elbow
-- Left Elbow
Swap the latter two
thank you! I just started using a different model which is needing a whole remapping of the skeleton
If you get warnings about breaking the prefab instance, cancel and try again
And this: The following component types are found on the Avatar and will be removed by the client: SpatialMappingCollider
A component on your model is called that and must be removed before you can upload
Got it
one last thing about the model
it just appears to lay down and only lays down
I'm not sure how to wake him up ;-;
It needs to be rotated, i mentioned it before o:
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
The odd bone directions?
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
Oh, it's using lines to render the bones?
those black lines going through the body are basically the bones
I've managed to delete it a few times, but whenever I do the whole model will just flop over onto the ground kinda
and I've tried to use mixamo on both this and the other model but it won't take
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
it's a bit confusing
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
Unity doesn't really care if they do anything as long as they exist
the thing is they don't properly add up when I try and put it through the control panel
let me see if I can get a pic of if trying to just use this
I've tried rearranging the bones and personally I think I'm going to try it again using this
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
alright I think I see what you mean
kind of like filling in small pieces?
because what I was tying to do was making an entire set of bones around the rest of it hah
Although it may be tedious and require some trial and error
Having them in the right spots isn't necessary (in terms of position), unless they move a bone that moves the model, essentially
yeah I keep getting a tad bit close
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
Parenting however, is important, otherwise unity will yell at you
i dont understand y u would need only that many bones
character seems to have arms legs and hands
you need 15 bones in total
the first problem is this model not having that so adding bones is necessary
Rigging it in its entirety is entirely plausible of course, just giving an idea incase it gets too frustrating
yeah it just is kinda like putting the right pieces where they need to go for me
this is mostly me testing and learning from each thing I'm doing
I didn't even know how to make a bone or move the camera two days ago ;w;
https://gyazo.com/ce84cacdc40e71fac22a458e114b5575 looks for the most part like thatt worked out
you need to put the chest bone to the chest and create a dummy for the spine
of what I see
and 3 dummy bones on each and and put them in thumb index middle
I'll need to try and understand that one I'm trying to find the bone that is being used as the spine
it's one of the mini bones
yes I got my first test to finally be accepted by vrchat
now I just need to learn how to connect the flower
(and hopefully not have to work any further on the skeleton past the flower)
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.
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?
Is it yelling at me because the shoulders aren't the immediate children of the chest?
They are children in the literal sense
it should b e something like that if I'm right
have you fully connected them as parents?
Depends on what you mean
The avatar is showing all green in the image here
That means it's all connected yeah?
yeah should be
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
I'm betting it's that Clavicle_C that has both Clavicle's_R and _L under it..
But seeing as I didn't make this rig, I don't know where to go from here
any idea on how long it takes before you can upload a model to vr chat?
Hey, any tips on how to rig pincers for hands?
claws
Im trying to make the hands of a model like crab claws
so when I use one finger gesture it will open the claws
i mean u don't rlly have 2 do any extra rigging but
if u rlly wanted 2 u could override every single gesture animation
but that would require:
- for claws to be finger bones in the mapper
- for u 2 remake every opposite hand gesture
unless both hands are claws
but u would just put them in slots in the animator override
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.
The model that never made it through the polygon limit laws...
looks like it could perfectly make it
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
There were too many parts that could not be deleted or decimated D:
Most surface imperfections are normals already..
well im sure 70k should be more than enough for at least after u do a lot of optimizations
i have a few robot avatars that ive gotten to around 65k even with all those 'wires'
They look hella cool though
could use more optimization but theres a point where its either render ready or vr ready
How can I make this work for full body tracking?
CATS does this to the model in the fbt fix, but it is still scuffed
make sure the legs are completely straight
you say like this?
straight from front, bent from side
numpad 5 + nmpd 1, nmpd3
also DO NOT overwrite the fbx
import as new
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
and maybe the weird spine bone placements
Gotcha. So I'll export as a new file and make sure all the bones are properly aligned
Also the root of the hip bone should be where, you say?
import new if u dont know 2 fix the config only or u change bone hierarchy
the biggest thing for full body is doing neck fix so your viewpoint is as scuffed
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
There's no 100% fix for the view point thing
And you'll have to undo the neck 'fix' if they change the FBTIK config later
feels good to keep remaking avatars cuz we can't have proper working stuff ๐
The neck 'fix' is changing the neck bone to 0 size, right?
trasnfers all neck weight to head, and resize neck+head bottom bone to very small
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 why not overwrite the FBX?
If you pose->Reset and Pose->Enforce T-pose in the humanoid rig it'll be fine
hmm
messing with bones always scuffs stuff for me
and with pumkins tools its easy to copy paste stuff
I do what Rokk said and haven't had problems
it 'scuffs' if u move them around and change bones
if u move any bones u need 2 make sure 2 check if its ok in the configurator
if u add or remove bones u might need 2 re-import / change from none to humanoid again
Generally if there's any import warnings you'll need to reset some things
Dynamic bone can also mess up some stuff
ye
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.
Trying to upload a bird avatar and the shoulder height is too short
How can I fix this?
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
@faint trellis Non-Humanoid armatures have to rig as generic, else you'd need to add custom animations.
thank you
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
Thank you!
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?
rigging is hard
?
dang, ok
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
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
There's good videos that explain the principle, but the more parts you've got, the more difficult it'll be
problem is, there can either be one or hundreds of pieces to weight paint
Yep, hence the "the more parts you've got the harder it'll be"
And by harder i mean a pain in the ass
yea and i doubt im anywhere near novice enough yet to know all the controls etc
lost all train of thought when it comes to blender
used to be able to do basic stuffs at least
You can also create additional bones to move very specific parts if you need to
what part? part 1 or 200? ๐
If whatever your character has around its arms doesn't stop around the elbow, you'll have a horrible time with it
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
and you'll have to assign full weight, since it's metal
yes hence my "attempt"
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
hey shotariya
long time no see
:)
at the vertex group tab after you select verices are apply button and scroller of a weight you apply on selected group
Yep, the thing i described above in edit mode
oh ok thanks again, thats hella helpful
Select them in edit mode through whatever way you chose, then assign them to a specific bone
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
making notes of what your saying though
feel free to ping me tomorrow if you still have trouble with it
alright thanks again
Is there a way to fix this issue?
tracking problem!? vive trackers?
I have vive trackers and don't think its a tracking problem.
It's the arm length, your irl arms are longer than the avatar's arms.
@fading verge looks like your headset is losing tracking
or your hands are pulling your head
It happens anywhere I go and other fullbody models work
You can fix it by editing your player height to make your irl arms shorter or change the length of the arms in blender
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.
else just keep your hands close to your chest
Okay I'll try that thanks
Also the bones are different lengths on each arms can that be affecting it to
Vrchat uses the arms to measure world space size, so the arms being different size can affect how it is setup.
Okay I'll try to make the arms the same length
Basically the wing span of your arms is used a lot to measure stuff in vrchat
Okay Ill use that
@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
You select a bone in the list of vertex group, then you set the weight to 1 and click assign
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
wait nevermind it re appeared ๐ค
all your meshes are joined right ?
no
had to separate
or else i couldnt get the specifics
this is its current state atm
and heres what i mean by the section disappearing
should i parent them ? since if i merge them all i cant access the certain points i need to paint
oh that seemed to work
oh nope never mind, its still painting the one section, needa find the option to allocate them all a weight of 1
You can select multiple pieces with L
what i mean is that the option is not appearing
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
if you do get a warning, you'll probably need to make it with empty groups
and then you can manually assign
Yeah it doesn't work 100% of the time
where can i find this option ?
Shift click your mesh, then sift click your armature, CTRL + P, Automatic weight paint
join meshes first?
yep
doubles? as in bones yea?
Double vertices
am confused to say the least ๐
Two vertices at the same location is called a double
which confusesthe fuck out of blender trying to weight paint something
usually a lot of those yeah
do you want to hop into a call so i can screen share? if it makes it easier that is
Currently working so can't do, but i'll answer any question you have
alright
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?
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
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
Cool, then it's easy for the rest
If you look at the picture you sent above, there's a clear outline between the arm and forearm
So you can do that without much trouble
No you can select multiple pieces in edit mode
but then i cant assign weight or a bone
Because you need to merge your meshes first
then they are all one and i cant individually select the ones i need ๐
You can, through L, that's what it does
l doesnt work for me then ๐ heres all the parts i got selected
another screenshot after pressing L
no option to assign unfortunately
But they're still not part of the body mesh
alright ima start from the beginning since i dont want to make you loose your mind ๐
all one mesh now
and now i cant select anything
@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 ๐ค
nope cant select things
that is sadly what i was trying to explain the whole time but i guess it never came out right
if i knew how to make a gif of me messing with pose mode i would ๐
just gotta make it all 1 now, it gave them soft weights
Sounds like a bug, you should be able to select at least something in edit mode
Are you in vertex mode for the selection ?
can assure you i was, but i have it sorted now so im oging to be testing it out
oh dear, could this be a result of removing the arms?
fine in blender though?
@mortal raven try to use double sided shader, or make it to be double sided, or try to invert normals in blender
another challenge approaches
how i do dat ๐
i remember doing it a while back when i made a few shaders within shader forge but i dont have that anymore ๐
add Cull Off to SubShader{} under Tags{} (if i remember proper)
hmm ๐ค alright ill give it a shot
@pseudo sedge is the an option for that with poiyomis shaders?
@mortal raven i think it has something like this, not remember
ah ok
@pseudo sedge so it wasnt shaders but rather normals, i have fixed them all except one which doesnt seem to be
this is what it looks like when i take a closer look, seems like patchwork ๐
any clue?
@mortal raven select 3 verts/edges and press F to fill
you need to edit uv/or unwrap and edit uv, for this face, according to position of faces around that face ๐ค it's not right unwrapped actually after the fill
more foreign language am afraid
@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)
and how do i open another window might i ask
@mortal raven on 3d view you have at the right top corner triangle of lines (๐ค)
like so @pseudo sedge
yes but select face (i.e. 3 verts)
@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)
this is what i mean
You could also make normals consistent, it's an option in blender and Cats
oh it is?
@mortal raven if you are about to make left bottom corner be right, you need to rotate in in uv/image editor
i should download cats tbh
forgot about that
oof cant figure this out
@pseudo sedge i have no clue what is going on but does this seem right for now?
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)
thats the part i dont get sadly
i was fine with having that little colour differance but even though its facing the right way its still invisible in unity? ๐ too late for this
does anyone have a beard for avatars that i can have?
...
having issues with the upload - any fixes?
Fix your humanoid configuration
sorry
Sorry, the last message did not send -
Its all attached, is what I meant to show as well . . . - And it keeps sending me that error form the last message -
It has everything - descriptor - rig, and mesh -
yet keeps saying errors/ t -pose -
@trail torrent pm me and screen share
where exactly are the hand trackers placed on a model?
would it just be directly on the wrist bone?
can anybody explain how I can fix the weight painting looking completely broken in Unity? https://i.imgur.com/18OKsaS.gifv
it's doing it with other parts of the body as well
and all my other models
which just occurred today..
It's like it just erased all the smoothing in the weight painting, and it's only doing it in Unity
Random question
How do i go about doing Texture based expressions
rather than 3D ones
i remember there being a video on it, but cant recall where it is
I think I know which one you mean... one sec
https://www.youtube.com/watch?v=ZB2aXKkwXuA was it this one @fading verge ?
EDIT: If you are using an MMD model please read below! In this video I will show you how to make your 2D eyes/mouth type avatar have a blinking animation and...
that I do not know, I haven't gotten to that part yet ๐
Or if it's the same method
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 ๐
@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
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
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
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
if it still gives issues, can send me the model and I can look into it
hah, I'll be damned .. cats' "fix model" actually fixed this
I still back up out of fear every time lol
at least where manual work was already done
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
Did you just tell people to not do backups? ๐ค
Was directed to Yuumi's response ๐ค
now everything works in unity but hips flip upside-down in game ๐ค
did you do anything to bones after cats fix?
negative, but I figured it out, somehow the humanoid rig had the hips upside-down
overwrote the fbx?
@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
I'm trying to use Cats blender plugin to add lipsync to a model, but it has like so many meshes I can't select the main mesh https://i.gyazo.com/f4ee6ca4cdba914ebbfb60b1838963b7.png
You don't wanna leave those meshes unmerged lol
@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.
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
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
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
There is a trick where you donโt need to add a parent bone in blender and instead just make a game object on the head (if itโs 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 donโt want the first bone of the hair to transform, just rotate.
When using a parent bone, that is
You don't want to use that "trick" as it will break your prefab instance.
@alpine raft
True, I forgot about that!
Thank you @gritty nest I think I messed up in blender or I just had to reconfigure humanoid, unsure, anyway it's fine now ^^
Using endlenght would work in that regard without needing a parent root/leaf bones per se
if onli i culd get it 2 work rite
cuz sometime not point right direction
evn if de bone in blender do
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
is there an easy way to add eye bones to an mmd model ? xD
Most MMD's already have one
this one doesnt ๐ญ
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
it has blink visemes and such
but no eye bones
yeah but positioning the eye bone...
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
just the iris?
Usually yes
Press space and type snap cursor to selected
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.
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?
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.
Otherwise you'll have to snap the bone to cursor
Snap Selection To Cursor in spacebar menu
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 ๐ค
like an automatic button xD
I have a stupid question
Why does my character's head act this way? Should I have a jaw bone to fix this?
what is it doing wrong?
The jaw, when I look down or above it stretches or causes the head to flatten
sounds like weight painting issue
make sure the whole head is painted to the head vertex
no
check neck paint to see if it blends properly
if theres too much neck weight on the mouth it look bad
the neck is all color blue
oh, yeah that was the problem
@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
I was wondering If anyone knew how to make avatars? if you can dm me if you want, thx.
like what 3D modelling or rigging or animating?
thanks cappy
So in the case of a human head, should I color it red so it does not deform?
Is the head losing shape as you move it?
yes
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
Yes, it seems to be fixed, thanks for the help
urggg!! EYE BONEESSS
I have a problem of opening mouth when my avatar walks around.
did you set up eye tracking and if so do you have all 4 eye blend shapes as the first 4?
I set eye tracking up, but shape keys don't seem to be in the right order. Let me check.
Recreating eye tracking usually fixes this. You need to make sure that all 4 blink shapekeys actually get exported into Unity
I made eye tracking again and solved the problem. Thank you.
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
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.
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!
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)
Fix the arms in blender 
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
bones are good in 3ds max
but in blender....
its better to...
I hate saying this but
rig it yourself
Mixamo is often questionable when it comes to rigging
well, i dont have any idea to rig xD
big oof
but why blender broke my bones, i dont understand that
Tick these options on import
Import User Properties
Import Enums As Strings
Ignore Leaf Bones
Automatic Bone Orientation
on blender?
Yeah
I legit thought it was a blender issue, but that should import FBX bones properly
for now it worked thx :*
Mixamo is okay when you have low poly characters or something with little to no detail. Anything else it will become a mess
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?
map your fingers
map it all properly and enforce T-pose if that doesn't work then just apply and give it a shot ingame
Unity really doesn't know how to T-pose a reshiram :/ https://i.gyazo.com/9b3f11a52687ea31b8a30cb6a56870a7.jpg
@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
Anyone willing to put visemes on a model for me? plllz
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
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
A guide for scaling and tweaking VRChat avatars for fullbody tracking. Covers information on in-game, blender, and unity. It also has a fix for that bending ...
tyvm
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.
Open the pinned items of the channel and you'll see it
thank
Is there any tutorials for 3ds max rig and import to vrchat?
There might be, but very few people use 3DS max for rigging.
How do u add music to an emote?
Ive tried for several hours
and i cant get it to work
Wrong channel 
hello riggers ๐ I have an issue
my head moves with my headset but my face and hair doesn't
weight paint all to your head bone
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 ๐ฆ (mixamo didnt work either)
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.
on the upside, robots tend to be quite a bit easier to manually weightpaint than fleshy bits
So I'm trying to rig an escanor model but I dont know how to get the bones for it
Shift A In Blender < Armature < Bone @old mantle
Tysm :o
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
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?
@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.
I know its less optimized but its just a throwaway one time use avatar for a gag
so I can't be assed ๐
thanks for the pivot solution
I'm curious about that guys dynamic bone question also
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
lol
Iae guys
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
Wait is that 2 upper bones?
Sorry about the bad perspective heres a better one https://cdn.discordapp.com/attachments/527951373686407178/560777655662673921/unknown.png
@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?
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
Hey doods. So Iโve 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 arenโt part of the skeleton tho? Ex. Hair. Breast. Clothes.
Roughly the same way, although with much more freedom. Keep the bone count low
You only need one bone per breast
Should I just parent them to the chest?
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
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
Gotcha.
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
Thatโs above my head but Iโll 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
Is this alright for the feet bones or should I add some bones to the back as well?
The model also has three legs so.
also is this too many bones?
You may not need that many when the arm is going in the same direction
You usually want one where there's going to be a rotation or a stretch
Oh that's hard to tell then
I'm working with this
I'm guessing the "lasers" would be considered the arms
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
Guess I'll delete more bones then
that's from war of the worlds btw right ?
yes
yeah so it should be fairly mechanical
so then let's say, 5 bones per leg?
You can also substitute bones for gradient weightpainting
I'm not sure what that is actually
Same thing with fingers, one can be enough, two to be safe
Instead of having three bones, there's two with gradient weight paint between them that creates a rotation in the middle
oh
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
haha true
This is my very first time rigging a model so
I'm going to do less
you think this is better? @crisp tendon
You want it to be humanoid ?
alright
one more small question too
should I just add a bone to the front "foot" in this case?
honestly not sure what to do here
Do you want those individual fingers to bend ?
So 1 bone is enough
Alrighty
What's an IK Handle?
you're working in maya ?
ik handle is for moving bones in relation to another
In this Autodesk Maya rigging video I will explain the basic function of the IK Handle also known as Inverse Kinematics handle. Link to part 1 Parenting : ht...
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
https://youtu.be/GiV-0FPj8GQ?list=LLrNyLUS4iakLFo64D0H6xTA&t=704 @cursive pelican
Hello all! The much requested beginner rigging tutorial is finally here! This is one of the videos requested beyond all others, and I've finally gotten aroun...
This is a great tut.
Does it matter if the bones aren't the same length?
due to how the model is placed I just put the bones in the same position, not sure if it matters though.
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
Oh you made quite alot of progress blank, the tutorial's been doing well for ye?
Try the video i recommended for blank @warm lintel https://www.youtube.com/watch?v=GiV-0FPj8GQ
Hello all! The much requested beginner rigging tutorial is finally here! This is one of the videos requested beyond all others, and I've finally gotten aroun...
thanks
@opal aurora I really need to thank you for that man ๐
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
I mean, it can still work well, it's more-so the fact that you need a concise bone parenting system, for humanoids atleast
So you wouldn't like, parent the foot to the IK but instead to the leg
oh?
Well then there ye go
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
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
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
oh I did that already

No the model is in a weird position
Unless for some odd reason the model is off-center
well the arms and legs are all in their own direction
Oh, so they aren't directly symmetrical
https://sketchfab.com/3d-models/war-of-the-worlds-tripod-3291e0fbfbe34baaa3eb924d89e490dc this is what I'm using
Model of the martian Tripod from the movie โWar 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...
right
And I want to know if that will affect the outcome
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
odd that it isn't already rigged
Yeah I was thinking the same
but it's alright
gives me a chance to learn how to do this
It's making you learn some odd things ๐
wait animating it how? @opal aurora
I mean, generics don't really animate like standard humanoids as far as i recall
they don't
Probably using animators of some kind
Oh jeez
what bone do I want to attach breast to?
Chest
could I make it a humanoid then? @opal aurora
1 being the top
check the pinned messages Lightning
you don't have the correct bone configuration to begin with
You could possibly makeshift it into a humanoid, but that back leg would... yeah...
Pretty much
Since it'd try to use a standard humanoid as the basis for all of the animations
someone said I could with rigidbodies and fixed joints
You'd still have to animate that
Honestly in blender that wouldn't be that bad I think
Since you made IK for it, you can probably animate it far more easily than normally
I honestly didn't expect all of this but since I've made it this far I might as well continue lol
yeah I did
I tried to get a humanoid to work on a 4 legged creature, it did not end well
ok ruubick changed my names
It works, but it's like something out of a bootleg horror movie
attaching it to chest
lol
If you have 4 spine bones you'll still be in trouble
how long does animating usually take then @opal aurora
Depends on complexity
spine upper, chest, and spine lower
I mean I don't mind how long, but since this is my first time
is that alright?
A lot 
well spine lower is just spine now
We use hips spine chest and neck
what exactly should I be animating then @opal aurora
Look at the pinned messages
If you aim too high and complex, alot, if you aim for simple and straightforward, not so long
I mean, that's really up to you there
You don't need to animate the top very much
The legs do the movement
The rest is also fluid movement
But it's separate stuff
Oh so then this means I can try my part at the animation like it is in the movie ๐
If you have frame references from the movie, use that
I do!
thats currently what i'm rocking
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
@cursive pelican you have too many bones, please check the pinned messages
You can bake those keyframes, and clean them up nicely, export also has a few options
Unity will do the soothing
is there a easy way to merge 2 bones into one?
gonna save real quick, delete upper spine, make chest longer, and reparent to shoulders. hope this works haha
I have no weight paint
Feel free to delete then
If you have no weight paint, then go ahead
I made this armature from scratch
๐
video guides are very misleading, especially when they have VRChat in the title
General concensus is, Chest, Spine and Hips
Those are the ones used for VRChat, Upperchest is available as a choice in unity but vrchat does not support it
Players in VRChat seem distraught on how difficult this may be so here's a short video demonstation not a GUIDE for impatient people like me. (updated info...
Followed this guide for most of it
He has all those chest bones haha
Ah i see
They simply didn't merge the bones
They replaced the chest bone with the one that's used for the upperchest, which in it of itself is the chest bone
Bones inbetween the chest and hips can be skipped, and that's what they went for
It'll most likely look clunky due to an unmoving bone (that follows the parent) but it works
nah I don't want clunky, if I put the time into making a armature I want it to be good
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
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
Neck and Shoulders should be parented to chest
Chest to Spine and Spine to Hips
Legs to Hips and Arms to Shoulders
Hips has no parent
yep thats what it was
i tried doing chest to neck
needed to do neck to chest
You have 3 hip bones i think
Did you rig this one yourself?
yeah first attempt at rigging
Ah, I see. This kinda looks like how Unity draws the bones
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.
Lemme get a screenshot
Yeah that part is a little iffy
Nah, you can have them as add bones, but they're unnecessary
Normally it's more like
VRC won't use ehm
Deleting the bones there is probably good
The ones between upper leg and hips
You can untick "connected" if that snaps any other bones wrongly
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
I have a extra thing at teh start of my armature
nvm
its just named armature.002.r for some reason
w/e
fixed
I think its mostly good now
just want to add breast and some hair bones
need to move legs up to hips
getting this error when trying to weight paint?
No doubles allowed
doubles?
vertices
Ah
Remove doubles first and see if that works
Unfortunately even then, that error may not go away
Yes it worked
Your project almost makes me want to go back to trying to weight paint my own giant tentacle alien
@gritty nest do you mean double bones, I Just got that error as well
Tbh it was painted quite nicely, only a few things need to be manually done IIRC.
Do it though @crisp tendon
Then when I finish we can both have giant alien tentacle battles in VRC
err well maybe without the tentacle parts lol
auto weight paint doesn't work on mine, so that'd be a lot of manual repetitive work
Oh ๐ฆ
If i'm weight painting, do i only want to get the flesh, or include clothes in the bone too?
Depends if you want the clothes to move with that bone or not @cursive pelican
in this example i am weight painting her femur, and she has a skirt
Then no you wouldn't the skirt should be on its own set of bones
don't have bones in the skirt cuz i rigged myself but ok i think I understand. thank you
No prob
Is it possible to add more bones after you've weight painted?
Yeah but you'll have to adjust your weight painting unless you're adding more to where it's not painted @stark musk
You can do auto weight paint on a single bone
Ok
uwu
?
ok...
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?
there we go
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 ๐ฆ
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.
@crisp tendon thoughts on what went wrong?
I'm completely stumped tbh
are the tiny bones at the bottom correctly parented ?
and did you check if they actually received weight paint
sometimes the automation goes through but doesn't create any
I didn't how can I check?
only select one bone
like this?
yep, seems correct
Red - Full Influence
Dark Blue - No Influence
Any Gradient Inbetweem - Some Influence
Purple - No Vertex Group/No Weight Data
Pink - Weights Went Bonkers
so then the other two "feet" shouldn't be moving at all
Check other bones for discrepancies
What should I look for?
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...
You'd want to look for anything that shouldn't have influence over something else
Say, back leg bone 3 affecting front leg tripod feet
I did notice when I go into pose mode the legs move, then snap back when I enter edit mode
not sure if this is why
nvm
that's not it
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
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 ^-^
-cough-
For commissions please check the VRC Traders discord in #community-servers-old
oh, this isnt a commission, im asking for help ๐
Asking for help or for someone to make an entire rig for you ?
What do you need help with precisely ?
uhh, hard to put in words exactly what i need...
i basically want the animations from the model to play through my parented humanoid
I'll take a wild guess, use humanoid rig whilst animating a separate rig of the animal
exactly!
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
then that should work
oh,
like this?
Make the Skeleton big enough until the leg bones in blender are just as big as the non humanoid's legs
ok,
done?
thne in unity make the skeleton have Fixed joints
and rigid bodies
then assign them to the actual rig
ohhhhh
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?
What's your setting's @median thunder ?
0.8 / 0.1 / 0.1 / 0.9
Your Damping is too high
also your inertia as well
put damping at like 0.4
then put inertia at like 0.3
that should do it @median thunder
Hmm I'll try, ty vm
@fading verge didn fix it, but ty for the try
Do you have any colliders on it?
nop
can you gyazo gif it?
Also, try disabling the new dynamic bone restriction system
@loud fjord what's the rig your trying to do
I saw somebody with the same issue prior, but i can't recall what the issue was exactly
@fading verge Iโve been trying for ages to get this model going but Iโm having some troubles with it. Iโm new to blender and unity so I donโt know some things.
Take a screenshot of the model in blender and i'll tell you how difficult it will be
The WiFi on my computer is busted so sry i can only take a screenshot with my phone
Itโs candyman from lethal league btw
It already has a rig
Those look like source bones
have you tried just CAT'S fixing it
try doing that
but before you do
Rename all the bones to be like a mmd model's rig
Uh... don't actually do that, CATS does have some source support and doing that can well... unexpected results to say the least
I let CATS fix it and I got this
Eyup, das rigged
looks good
well then they don't know about blender
Hm
