#avatar-rigging

1 messages ยท Page 139 of 1

lament jay
calm needle
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you only need hips spine and chest

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upper chest is ignored and not used by vrc

lament jay
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Yea but i can't set anything on chest

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there is only 1 spine..

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Nvm..

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found it

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xD

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it was called "Chest"

calm needle
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hence why i said chest ๐Ÿ˜›

lament jay
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Thanks ๐Ÿ˜„

neat grail
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im playing non-vr

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Please help me

calm needle
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did it only start when switchign to that avatar?

neat grail
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No it started when i downloaded vr chat cause i downloaded it today

glass panther
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Getting a traceback warning when applying the full body tracking fix. Anyone know why?

naive tree
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screenshot

opal aurora
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@neat grail disconnect your controller and try to move

neat grail
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Ok

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The tutorial is xbox and im still auto walking backwards and cant walk forwads

opal aurora
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Do you have an application that you used to setup your controller?

neat grail
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No im using an xbox controller

opal aurora
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So your controller is disconnected and you're still walking backwards?

neat grail
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Yes

opal aurora
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Try tapping on S on your keyboard to check if that stops it

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If it doesn't, you most likely have a virtual controller

neat grail
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It dosent work but when i click W i stop

opal aurora
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Which means something is making you run backwards, as pressing W cancels S out

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Search for Device Manager on your windows search

neat grail
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And now?

opal aurora
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Take a screenshot of it

neat grail
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Umm im swedish and u wont understand a sh--

opal aurora
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It's fine, i can give it a try anyway

neat grail
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Ok

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I cant find it

opal aurora
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devmgmt.msc

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That's one way to open it

neat grail
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yea but i cant find it

opal aurora
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You can't find devmgmt.msc?

neat grail
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Yes i can but not the file

opal aurora
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What file?

neat grail
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The pic

opal aurora
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Take a screenshot of your screen, open paint, ctrl+v, crop the image, ctrl+a, ctrl+c, go to this chat, ctrl+v

neat grail
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Sh--

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I have two screen and my brother is using the other one and its still active so its taking a pic of that screen

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Wait maybe

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Can you see anything?

opal aurora
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Yeah, i can't see anything controller related personally though

neat grail
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Boom done

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Or maybe not

opal aurora
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Try restarting vrchat with the controller unplugged

neat grail
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Still doing it

opal aurora
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There was another way to check for connected devices that i can't recall, but i'm pretty sure a controller is the cause for this

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If it was a keyboard issue you'd be spamming S's wherever you went

neat grail
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What am i gonna do now?

opal aurora
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Check around there for any controllers

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Other than that, i've sadly got nothing

opal river
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I know this probably gets asked a lot but, is there a download for the humanoid rig required for vrchat avatars? for use in blender for instance

trim trail
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Has anyone rigged Ganondorf?

glass panther
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Is it possible to have certain bones have zero weight? For sample i want a a part of the shoulder not to move. Can i just leave it unweighted so it stays where it is?

sleek isle
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yeah

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but its going to move the arm in all the direction

gritty nest
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@opal river you can import the tutorial man avatar and delete the meshes

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He has everything needed and nothing more

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Although I'm not sure if he has toes

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You probably don't want mapped toe bones anyway

glass panther
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Can an avatar feet tapping be solved in unity or blender? If so what is best to do to make it less or even stop? Not sure what makes it happen.

orchid aurora
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Anyone ever run into an issue where the avatar jitters or spazzes around like crazy when it is idle? It doesnt seem to happen in all worlds though oddly enough.

opal aurora
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@glass panther Normally tapping feet tend to be caused due toe bones, other than that, it may be caused due to the position and/or orientation of both the hip bone and the location of the eye position ball

opal river
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@gritty nest sorry but where can I find that?

gritty nest
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In the SDK

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Search "tutorial" @opal river

opal river
gritty nest
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On import, turn on auto connect

opal river
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ok so I just need to follow that naming and parenting scheme I assume

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is that "Armature" root bone required?

sleek isle
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Nit in vrc

opal aurora
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@opal river here's a verbose approach to it if you'd prefer, and on fbx imports on the bottom left, go to armature and tick automatic bone orientation (or whatever it's called) for the actual bone orientations

//CodeBlockType is fix
Armature Naming Scheme Layout
|>Parent
|-----Child
&
Parent
    Child
=
|>Hips
|    Spine
|        |>Chest
|        |    Neck
|        |        |>Head
|        |        |-----RightEye
|        |        |-----LeftEye
|        |
|        |-----Right shoulder
|        |        Right arm
|        |            Right elbow
|        |                Right wrist
|        |
|        |-----Left shoulder
|                Left arm
|                    Left elbow
|                        Left wrist
|
|-----Right leg
|        Right knee
|            Right ankle
|                Right toe
|
|-----Left leg
        Left knee
            Left ankle
                Left toe
opal river
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alright, thanks

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but wouldn't you also need bones for the fingers?

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oh, wait, no

opal aurora
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The naming scheme for those is irrelevant as far as i can tell

opal river
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oh, okay

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yeah isn't that like done in unity then for the gestures

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with animations

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I've only briefly looked at it

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oh, you meant the naming schemes, so I'd still need the bones themselves

opal aurora
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Yep

opal river
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right, gotcha

opal aurora
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I personally tend to go with FingerName_RowNumber_Location

opal river
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I assume "* arm" is the upper arm, "* elbow" lower arm, "* wrist" the hand itself?

opal aurora
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Ring_1_R
Ring_2_R
Ring_3_R

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Yep

opal river
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okay

opal aurora
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It's essentially taking into account the pivot points

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Elbow

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pivots at the elbow region

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Albeit, the arm v shoulder doesn't seem to follow that in terms of concept

rustic hearth
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guyz i need help to configure my eye bones

orchid aurora
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Anyone ever run into an issue where the avatar jitters or spazzes around like crazy when it is idle? It doesnt seem to happen in all worlds though oddly enough. But it is very annoying, I have tried rotating the hips to different degrees etc, thinking that was the issue, to no avail.

crystal vector
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@rustic hearth try rotating the eye bones 180ยฐ

rustic hearth
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i already did it and the bones still moving wrong

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its only rotating not moving

rustic hearth
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well, i fixed it but now my blink is broken

fading verge
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having an issue with rigging a model to humanoid in unity, when I try to set the spine to where it belongs or anywhere else it says spine has bone length of zero

untold tree
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boop

naive tree
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spine length zero doesn't cause issues, you can ignore it

sleek isle
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Waaa

hasty jolt
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Hmmmmm, does anyone remember what was the issue with fingers and neck? I am trying to get a weird MMD model working, but it has no finger bones, a long neck, and the only things that seem to be working is walking, all arm stuff and head rotation/jaw and vismemes

safe bluff
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you need to add dummy finger bones

sleek horizon
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I have an issue with cats eye tracking, my eyes always go left, and its not a local thing either others have pointed it out, like it will rarely go to the right, even if there is no one to my left

lament jay
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Can someone help me with the spine hiearchy? i don't get what's wrong.. the neck is neck1 and chest is back3

keen tiger
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Right shoulder and Left shoulder should be parented to Back3 instead of Neck1.

lament jay
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and the right to neck?

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oh

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wait

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nvm

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but when i put them in back 3 it seems the avatar it's saying the upper shoulder is not mapped

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or smth like that

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this..

keen tiger
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Sorry for late response, How are the bones mapped when you configure the rig?

lament jay
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is this what you needed?

keen tiger
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yep, exactly ty

lament jay
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So.. what's wrong? XD

keen tiger
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Okay so in that picture your chest is Back3 which only has a single child; Neck1. This is the parent bone for both your shoulders and Neck2.
If you were to have Neck1 mapped to chest and Neck2 mapped to neck it shouldn't give you any errors.
I'm not familiar with modifying the rig parenting in unity to fix configuration errors, so I would recommend to go back into blender, parent both shoulders as well as your desired neck bone to Back3 and then reimport your model.

lament jay
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But.. i've not made the rig.. and i don't even know how to do it xD

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it's a imported model

keen tiger
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If you want to do that I can help, it's very easy and will only take a couple minutes tbh.

lament jay
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Uhm.. sure

keen tiger
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Do you mind if we move to dm? I don't want to flood this chat is all.

fading verge
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I need some help my with my Makoto Nanaya model when i use CATS blender plugin on the model and get into my FBT all i get is that the thighs are twisted and the knee's are cut open anyway to fix this?

raw wren
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What do I need to do to make my hunched over avatar stay hunched over? When I upload it vrchat straightens it back and so its always looking upwards.

gritty nest
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Make the T-pose hunched over too in the humanoid rig configuration @raw wren

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Where you assign which bone goes where

trim trail
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can soomeone rigg twilight princess ganon

fair pier
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oh no

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oh no

sleek isle
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you can try to check bone to parent in the import option

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in the armature (force connect children

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@fading verge

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kamen rider dont have finger bone. but multiple set of hand. So you need to rig them yourself or use mixamo.

opal aurora
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@fading verge basically when importing the fbx, at the bottom left you can go into armature and tick the 3rd checkbox, can't recall its name but i think it's something along the lines of orienting bones

tidal nebula
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can someone here rig a gun ?

chilly oriole
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wut

rain frost
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@tidal nebula weapons don't usually need to be rigs cuz they are 1 bone only

tidal nebula
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well thats the thing it dont have a bone and probably need to get weight painted that we can animate it

rain frost
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not to sure about animating on a weapon, but i suppose so

slow gyro
bitter spade
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so if you rig an avatar in mixamo, how do you get the rigged avatar back?

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all i see is downloads for the animation files

opal aurora
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The character comes in the download, the animations are an added bonus you can ignore if you wish

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If i recall correctly

bitter spade
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now my models extremely tiny
and theres no textures on it

opal aurora
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What do you mean?

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Did you configure it as a humanoid in unity?

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And, your bones move the mesh in unity if you try moving them? (Duplicate the model in the scene to test this)

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Then the mesh is either not skinned or not parented to the armature properly

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Does it move in blender?

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Can you screenshot your hierarchy in blender?

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Did you already weight paint it though?

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Drag the icon for decade_reference onto the armature, and parent it with armature deform, then test it again and make sure the weights are the same

jaunty glacier
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If i send someone a model and a rig is there any chance they can help me set it up for my other 3d world game thanks

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Vr chat is covered

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Im just having blender issues

prime hearth
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Hey I'm trying to add more bones to my hair but how do I actually connect them? The bones do nothing in pose mode and the method I'm trying to follow from a tutorial isn't working

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Connect them to the hair I mean

opal aurora
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Weight painting

opal river
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^

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select a bone and then go to weight paint mode, or something along those lines

prime hearth
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Thank you, this seems to be what I was looking for

frozen sinew
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When I export the character from blender to unity not all of the dynamic bones stay .

sleek isle
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A parent bone problem maybe

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This should. This should not be a issue what are you doing

orchid aurora
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I seem to be a problem with Full Body tracking an any help would be appreciated. The hips and body work fine for people without Full body, but when someone uses full body the hips are tilted to the side about 20 to 30 degrees to the side. My hips Y axis are pointing up:

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I am stumped as to why this is happening.

naive tree
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@orchid aurora make a bend in knees fron side view

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if bones are too straight then it happens

orchid aurora
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@naive tree Oh ok so put more of a bend in it? I have seen hips tilt forward but never tilting stuck to one side so bad, I will try that and bend the knee bones a little. Thank you, I will let you know if it works for me! Also, just the knee, or the Leg also?

high nova
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Yeah always make sure the knee bones are bent forwards, if not you have a lot of animation issues

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Should also check bone rotations to make sure it's fine

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Otherwise should set spine length to 0 in blender, cats tool fullbody fix should do it

orchid aurora
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I dont use blender, I do all my work in 3d studio max as I make my characters from scratch, I will have to do what you said and check all the rotations too.

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I am guessing setting spine length to 0 would be the equivalent to scaling the bone as close to 0 as possible?

opal aurora
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A bone length of 0 is a unity bug that seems to be caused when a bone overlaps another (i.e. spine in hips), in which unity can't tell the actual length of said bone

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iirc

orchid aurora
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ahhh thank you muchly!

hard nimbus
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does anybody know how to convert a pmx file into a fbx file?

humble lake
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@hard nimbus have you tried using cats tools?

hard nimbus
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not yet

arctic lichen
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@orchid aurora The hips bones in my experience also need to be vertical inorder to work properly

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This can be done by fixing the model in blender with the CATS plugin

orchid aurora
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I don't use blender, I will give this a shot in 3ds max will run a test with someone with full body tonight, I appreciate it. I will let you know my findings

prime hearth
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@orchid aurora There is a "Generic Full Body Tracking Fix" in the CATS plugin that might also fix your issue.

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@orchid aurora Oh, just noticed that you don't have blender

orchid aurora
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thanks Kiee, I appreciate it but yeah the Cats plugin kinda ripps my models apart and i cant animate in 3ds max with the rigg it makes back in max after blender. blahh Trying to do a manual fix

silk cypress
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anyone know why "humanoid avatar must have head, hands and feet bones mapped" is showing up in the build control panel?

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i have all of them rigged

opal aurora
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@orchid aurora i'd advise on sideloading blender next to 3dsm whilst fixing a CATS supported model (SMD,XPS,PMX/PMD) and checking what is kept or modified on a rig to then apply said information in 3dsm

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It's relatively simple to translate between one another once you know what needs to be done, to make mods for L4D2 per example, i could only find a set of helpful tutorials regarding 3dsm, but since i only use blender, i translated the steps accordingly

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The community mostly relies on using CATS due to its ease of use, but not every model is the same, and not that many people know specifics due to, well, a lack of need to know i suppose

orchid aurora
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Right I totally understand, I will need to redo my rigg i think to match closely the rotations etc for the fix for using Full body when coming out of max, blender tends to change the bones up too much for me to use for animations etc that I am a pro in 3ds max for, So I am hoping tinker and figure it out.

bitter spade
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i have a question
how do you put an object in the head bone but nothing else in the rest of the bones?

opal aurora
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@orchid aurora ah i think i know what your issue probably is, whilst trying to import an fbx into blender, on the bottom left you have a menu of import options, go to the armature tab and tick the third checkbox, (something about orientations i keep forgetting the name of) that will leave the bones pointing in the correct directions on import, instead of blenders' usual import mess

high nova
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@bitter spade Not sure what exactly you're referring to. You can add extra bones to your model in a similar position to the head and it won't be cut out. Or you can have objects not weight painted to the head but in the head position and still in view.

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I did a bioshock bigdaddy model recently, you can weight an object in the chest with it really being in the head position. Of course you're going to run into issues if you bend over, etc. Though from another persons view it should look normal

orchid aurora
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@opal aurora right, but is that using cats plug-in import or is that using blender import? Because the cats plug-in also removes bones that are not weighted

opal aurora
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Blender import

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FBX specifically

crystal vector
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@orchid aurora Cats doesnt remove zero weight bones during import

orchid aurora
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No but it does on fix rigg to allow it to work with full body correct?

opal aurora
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There's a wrench icon next to the fix button, you can untick removing zero weight bones

silk cypress
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i need help i dont understand what's happening

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why does it say i dont have it mapped

gritty nest
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Set the rig type to generic and back to humanoid

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Also remove the avatar descriptor from the body

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Put it on the avatar's root, not on the armature or anything

silk cypress
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im new to unity :I

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i did the first thing now it says this

gritty nest
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No, the avatar descriptor component that you put on "Body"

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Can you select your main avatar object in Unity and take a screenshot of the whole window?

silk cypress
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click on him in the scene or the project bar?

gritty nest
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The scene

silk cypress
gritty nest
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That is not your main avatar object

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Take the avatar descriptor component off of the body

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Put it on the object above that (not armature either)

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@silk cypress

silk cypress
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the tv or?

gritty nest
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The object called "big yeet (1)"

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I recommend watching a basic tutorial if you haven't already

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This is explained in great detail already

orchid aurora
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If I bring the Bones from cats back into 3D Studio Max, the ik is all screwed up, and can not be repaired. Not sure how to alleviate this issue, I can't even use hiK to fix it.

opal aurora
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You're using an IK system setup in 3dsm?

silk cypress
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now what.

gritty nest
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It also seems you broke the prefab instance at some point

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You may want to drag in a new instance of the FBX from assets into the scene

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Then add the avatar descriptor again (to the main model, not to the body or armature)

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Then upload that

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Usually this means some hand or foot bones are missing or renamed in the scene, which would break the IK.

silk cypress
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ok

silk cypress
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thanks so much its working now ๐Ÿ˜ƒ

modern elm
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so I have a particle system as a child of the head bone in my armature, and it moves with the bone in Unity, but it floats around when im in VRC. and idea of why?

high nova
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@modern elm Anything attached to the neck/head bone should be culled in the vrchat user view

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I'm not sure about particle systems, it may looks strange on your user view but someone else may see it normally

modern elm
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culled...might be a dumb question but how do I do that

high nova
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Should ask someone if it works on their side

modern elm
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its the same for them I tested

high nova
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Hmm I'd say it might be an issue with your particle system

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If you set it directly on your head it'd block your view

hot hornet
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can you have two meshes with blinking assigned to the same armature? i do a mesh swap on one of my gestures and the second mesh (Body.001) doesn't blink. i've tried renaming it to Body in Unity but i guess the actual mesh needs to be named body or something because it won't work ๐Ÿ˜ฎ

naive tree
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have 3 seperate meshes, Body = head and rest two are meshes that you toggle between

hot hornet
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but what if i need the head for the swap?

rare wave
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I had a friend with a similar thing, but he used a shader to mask out each one instead of swapping them, since the name of the mesh being body is the issue

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However, if it's only blinking, you could animate them yourself on the dark version

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Which by the looks of it, would be a lot less of a hassle than trying to get it to work normally. It doesn't seem to have pupils, so eye tracking probably isn't a concern, which would effect the lower lid raising thing when your eyes look up, and that's probably the only reason you would want the vrc eye blinks for it over your own in a situation like that

rare wave
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Actually, I think you can just swap materials, too

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If the two bodies have the same UV mapping, you should be able to just switch to either material in the animation. So essentially what Yuumi said, but the "body" mesh can just be the whole body @hot hornet

gritty nest
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I always use custom blinking anyway

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Eye tracking will work fine as long as your main mesh is called Body and has at least 4 shape keys. Even if the mesh is disabled.

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Because both meshes will respond to the eye weight paints, and custom blinks are guaranteed to work either way

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But it seems the eye tracking on the second model isn't an issue there

hot hornet
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@gritty nest that's a pretty good work around actually, thanks ^^
@rare wave yeah the material swapping would be good and both meshes use the same UV, but i get an issue with material swapping where it won't show up in mirrors at all so unless i can fix that i don't think i'll be able to use a material swap ๐Ÿ˜ฆ

rare wave
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Aw okay. So by that you mean that it's the normal skin material in the mirror, with the dark clothing, I would assume? As far as I'm aware, that will only be an issue if it bothers you personally. To everyone else, it should show as the black, both on you, and the mirror

hot hornet
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well in my case it's the entire avatar lol dark skin, clothes, hair, everything. but like you said, i'd look like a normal avatar on my end but everyone would see the dark avatar which isn't the biggest problem in the world tbh but it just bugs me ^^;

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thank you both for the help ๐Ÿ˜ƒ

gritty nest
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Yeah, material swaps don't show up in mirrors for yourself

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It looks fine to everyone else, even in the mirror

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Mesh renderer toggles don't show up either for some reason, unless you toggle the whole mesh on/off

hot hornet
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good to know, i'll stick to whole mesh disabling

sturdy spear
#

Hey guys, I have 2 issues, and its take 2 days to start to talk on vrchat server.
I put a avatar with eyes rig on unity, i configure him perfectly, mucles test working, but on game, the eyes wont work.
the other issue its the blink animation, on unity working, but after i upload doesn't....

young mantle
#

I'm wondering if anybody can help me with this model. The model was rigged using Mixamo, And I got it off of Deviantart. I cannot upload the model because the upper chest is rigged with humanoid when I change the model to humanoid. I also need help with the local camera. I changed the model from .PMX to .FBX using Blender.

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I'm not smart

gritty nest
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@young mantle merge your meshes and edit the rig config

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So that the upperchest is unmapped and spine2 is in the chest slot

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You will have to import it into Blender to merge the meshes

slow gyro
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That 161 is... ๐Ÿ˜ญ

young mantle
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@gritty nest Thanks!

hybrid lion
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I saw the 161 meshes before I saw the avatar...and immediately I'm like "yeah makes sense" when it was .pmx

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Good ol' MMD and meshes for practically every vertex ;v;

gritty nest
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You'd have to have some ancient importer to actually get it at that many meshes though

stoic sluice
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Dumb question, but does anyone know if there's an alternative to giving avatars dynamic bones to purchasing it on unity for 20 bucks?

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lol

violet harbor
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@stoic sluice if you mean what you could do to have dynamic bones without purchasing it, you can't
that would be piracy and that's a no-no ๐Ÿ™…

marsh portal
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When i clicked Match Rig i got an Error... Idk if anyone could help but i appreciate it,,, sorry for my bad english

crystal vector
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@marsh portal You should report this to the creator of that plugin

marsh portal
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Alrighty

ripe yarrow
#

heyy

crystal vector
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Hiya

plucky cypress
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I used this tutorial https://youtu.be/UXGX3-a6OGc to import a vroid file and process it through cats and put it into Unity, but I'm getting "This Avatar is not imported as a humanoid rig and will not play VRChat's provided animation set".

Is there an easy way to fix this? Here's the children of the model in unity's inspector if that helps.

crisp tendon
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Yeah, through manually applying the humanoid bone configuration

plucky cypress
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Do you have a link to a tutorial for that? I'm completely new to rigging

crisp tendon
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Click on the model in your assets, you'll see options in the inspector

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It's currently set to Generic

plucky cypress
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Found it, thanks ^^

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got an issue with jaw being assigned to RightEye, but googled and found out how I could fix that, but now I'm getting this issue

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I remember that in their tutorial they mentioned not having to do some of that stuff anymore, so I'm guessing I can figure out how to fix it in their previous video

crisp tendon
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You can check the first pinned video in this channel

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It shows how to configure correctly

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you're most likely missing the neck

plucky cypress
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thank you ^^

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Oh, turns out there was a chest GameObject that wasn't assigned automatically

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getting these two warnings which I'm guessing it why some avatars have a twisted arm when crawling, but I'll leave that for some other time, thanks for all the help! โค

crisp tendon
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That would need fixing in the hierarchy itself

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or in blender

fading verge
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@stoic sluice 90% of people that use dynamic bones did not purchase it. Just ask around. Not here though

naive tree
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@plucky cypress rearrange your bones, can be done in unity, for example
Arm

random bone
elbow
drag main bone so it's first child
Arm
Elbow
random bone

plucky cypress
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Thanks, I'll keep that in mind for when I decide to work more on it

steady patio
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running into a weird issue

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so im in the middle of some cancerous avatar making cuz i was like "minecraft skins look pretty and are low poly enough for quest"

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and i just finished weight painting every single bone in my armature

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i was able to move bones and watch my mesh deform while editing, but for some reason near the end they just stopped

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in fact my armature's bones wont rotate at all

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whenever i go to rotate them in pose mode

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and im not sure what i've done wrong?

#

everything seems to be parented just fine

#

and i did run the auto-weight tool beforehand

#

there's a small button with three dots and a two-way arrow that determines whether object movements should take place from the center or not

#

or something...

#

thats apparently used in weight painting mode

#

just had to toggle it once

steady patio
#

okay now i have a separate set of issues

#

verticies not being attached to the armature!

#

im not sure what to do about this one since every vertex on this model is painted to some bone

#

the issues with frozen verticies only occur when i rotate my hips, spine, or chest though

#

a different set of verticies each time, some not moving and others moving when they shouldnt

#

even though the rest of the entire model is blue, and ive ran through it again with a few brushes to make sure

#

even on the hips! so im not sure what to do

fading verge
#

Missing Weight Paints

#

i'm assuming

steady patio
#

to what? im pretty sure those verticies are painted to something

#

unless i've got another double vertex issue

#

which might explain it

#

but some like the triangle jetting out of my arm in the second image rotate with the entire arm

steady patio
#

i literally went through and selected that vertex

#

no, ALL of the verticies down at the pelvis and upper legs

#

and manually set their weight to 0 in the vertex groups for both spine and chest

#

and even removed them outright from those groups

#

but that corner still moves with my spine and chest for some reason

steady patio
#

im slowly fixing the issues i think~

#

ive been going through and removing every single unneccessary vertex from all of the groups

#

and its slowly making every part of the model move better

#

fixed all of the issues!!

#

^ ^

#

i just had to remove those verticies from the groups

#

now its finally fucking ready for testing

#

in vrchat itself of course, since the rig already works just fine with the mesh deforming as i wanted

steady patio
#

all of the things i learned today for anyone who happens to come across this and has the same issues:

#

quick tip if youve never weight painted before, here are all of the tools and stuff i learned over the entire day to make everything easier:\

use the face and vertex select tools for precise edits. it will make your life 10x easier, especially on low poly avatars
hide parts of the mesh here and there if you need an easier view when weight painting. this will not them from being editied by the brush though, so be wary
go through every single vertex group you have and hit the [select] button to see what verticies are assigned to that group. even if they have a weight of 0, REMOVE THEM. this will fix a LOT of weird rigging issues and im still not sure why, such as gray areas not moving, red areas remaining still etc.

#

quest, here i come!

hybrid copper
#

rgh, i don't even know what the bones in the hand are called, and thje tutorial i was following wants to add bones for easier control, but i guess i don't need that for vrchat avatars right ? i might have to find another tutorial to continue..

sleek isle
#

@steady patio you dont have finger bone create 3 per and

#

you need to map then manually

steady patio
#

ik ik

worldly willow
#

how can i get this rig to work in vrchat correctly (removing hips and setting root_X as hips breaks all armature parenting

#

hips is the big bone

gritty nest
#

Assume Root_X will be the new hips

#

What exactly breaks about parenting when you do that?

#

That would seem to work just fine

worldly willow
#

O_O ... ok so redid it again but first by renaming root_X to hups and then naming everything else under it correctly and now it works when i hit fix in cats O_O

#

it would unparent the whole armature before

#

why these friggin twist bones

rugged raven
#

Hello. I'm trying to weight paint hair and I have a selected vertex group and two bones (Hair Front and Hair Front.001) that I would like to set to that vertex group. I tried automatic weight paint and envelope weight paint, but on both, hair vertices other than those selected on the vertex group are being affected. This is what I have so far:

#

I'm attempting to get a smooth weight distribution between the two bones I have. Is there a recommended path to take to automatically weight paint those two bones to only affect this selected vertex group?

crisp tendon
#

Hide all the other parts you don't want, then manually apply a gradient weight paint on those two bones from top and bottom

rugged raven
#

Hmm... I hid all the other parts. They were still weight painted when I used the gradient paint tool. I've noticed that you can accidently weight paint hidden vertices when using the weight brush tool as well. Can this be disabled?

sleek isle
#

you can mask them

crisp tendon
#

sorry that's what i meant by hide^

rugged raven
#

Thanks. This helped. I'm making progress.

#

only like 10 more strands to go!

crisp tendon
#

good luck !

hybrid copper
#

mh, rip auto weight painting ahah, I have to paint it manually again right ?

steady patio
#

if you need to

#

but knees never move like that and they wont in-game anyway, so that part looks just fine lol

#

just making sure, for a model to support fullbody IK you only need your thumb, middle, and index fingers mapped right?

#

i dont have to worry about my ring and pinky?

crystal vector
#

@steady patio yes

paper vine
sleek isle
#

model is broke

prime barn
#

gotta fix the weight painting

spare mirage
#

Any idea how to apply the changes that happen when you use shrinkwrap in blender? It's a useful tool I just learned about, but I have no idea how to get it to stick.

naive tree
#

press apply in modifier?..

spare mirage
#

Did that, doesn't work for me?

#

@naive tree Does that work for you? Is my stuff broken, or...

naive tree
#

if it doesn't work then prob you have shapekeys on the mesh

spare mirage
#

So I have to delete the shapekeys and then it'll work?

naive tree
#

if it's sayign that it cant apply modifier

#

cuz of shapekeys, then yes

stray zenith
#

Anyone else having an issue where the dynamic bones dont work in game but they work in the unity file?

opal aurora
#

@stray zenith disable the dynamic bone limiter in vrchat's safety menu, in-game

restive marlin
#

anyone know how to automatically duplicate/blend weight paints from an object like breasts onto something in close proximity like a blouse so that they don't clip and move as one?

naive tree
#

it depends if there's enough geometry, i personally reweight stuff with holding ctrl+alt+drag rclick, or other choice is getting rid of layers underneath

raven canyon
#

Hi there I'm new here!
Was just creating my first avatar but it seems I need to "spend some more time" before I can upload.

What does it means and how much time is it actually?

Are there any ways to speed up the process?

Appreciate any answer ๐Ÿ˜ƒ

keen tiger
#

@raven canyon Vrchat has a trust system where you need to be a โ€˜New Userโ€™ rank or higher before uploading content. The exact requirements for ranking up are hidden to avoid people exploiting the system but if you spend time in game talking to people and adding friends you will rank up naturally and will be allowed to upload soon.

raven canyon
#

@keen tiger Alright, appreciate ๐Ÿ˜ƒ

fading verge
#

so guys im making a minecraft avatar and i want it to work with full body but it doesnt work because there are no finger bones

#

how do i bypass the fingers

naive tree
#

extrude 3 bones from wrist and assign them to thumb, index and middle fingers, on each hand (dont need to be weightpainted)

forest igloo
#

for ease of use weight them so unity auto connects.

restive marlin
#

I have a model with an uncorrupted basis key and a seemingly corrupted blink key. The blinking shape key works just fine on the face but also makes other parts of the body like the boobs expand. I was wondering if there is a way to select just the modifications that the shape key does to the face and not the rest of the body and then create a new shapekey to override the old blink (thus making it so the body can't be expanded or modified by the blink shape key)

#

I found it in here

steady patio
#

so i finally got pictures of the weird twisty arm thing

#

i locked the rotation of the elbow and made sure that neither it nor the wrists had signficant influence at all on the rest of th earm

#

the locks were done in blender, btw

#

im not sure where to go from here...

gritty nest
#

Locks in blender don't affect ingame

steady patio
#

shoite

gritty nest
#

Are you in FBT?

steady patio
#

i can lock elbow rotation in unity right?

#

nope

gritty nest
#

You need to give the elbows a little more bend in Blender

#

They're so perfectly straight that the IK doesn't know what to do

steady patio
#

ah

#

alright

#

uh in pose mode or in edit mode? cuz in edit mode its not moving the rest of my model

#

imma just do em like this

#

should be fine uwu

#

it has the same issue as before with the twizzler arms, even after slightly bending the bones in blender

restive marlin
#

I'm using "smooth" on my breasts in order to make them more round but afterwards my blink shapekeys which do not modify the breasts previously start to slightly expand the breasts when activated which is causing problems. Anyone know why a blink shapekey would all of a sudden start to effect other bodyparts?

hushed quiver
#

u can remove the shapekey from ur breast mesh to fix it ik sometimes it happens to me when merging stuff back together with cats

sleek isle
#

Dont paint the hand to the model . Put all that part to the elbow

#

On the few minecraft animation video the tip never move

#

@steady patio

harsh ivy
#

aight, so I have a problem, when I try upload my avatar it says: The following component types are found on the avatar and will be removed by the client: Spriterenderer. Where can I find spriterenderer, idk even know I had it

steady patio
#

oof i guess i can do that

#

uhh if you look it up in the scene it should tell you where it is

median pasture
#

I'm trying to add a bone to a piece of my avatar's hair that i want to put dynamic bones on. However, even though its correctly parented to my hair root and weighted the way i want it to move, its not moving with the rest of the head

#

anyone know the potential issue?

gritty nest
#

It's not weight painted to that bone in that case

median pasture
#

it seems to be moving fine as well on another axis

#

wait nvm scratch that

#

not to mention its still weight painted to the hair root too as a whole

#

and so is every other vertice of hair

#

it seems to be happening on every parent bone of itself up until the highest bone (being my hip)

#

maybe i added the bone wrong even though i parented it?

scenic bloom
#

sorry i've just phased into existence

#

what problem are u facing? :O

median pasture
#

scroll up theres not much

scenic bloom
#

ooo oki

#

well

#

either another bone is influencing it

#

or somefing else is rong

#

can i have the file so i can take a look? :O

#

i cant tell from here

median pasture
#

i gotta go to work right now unfortunately

scenic bloom
#

oo its oki

median pasture
#

was tryna get the fix in before i left reee

scenic bloom
#

dm me when you're back and i'll try to answer as soon as i can :DDD i hope one of the lovely people here helps you :)

#

ooo

#

big sad

median pasture
#

wtf

#

u were right

#

it was parented to the thigh bones somehow

#

er not parented

#

weighted on the thigh bones

#

i never even touched the thighs when i was adding these bones reeee

#

ok thanks now im gone for real

#

xoxo

scenic bloom
#

np :3 @median pasture have a cake ๐Ÿฐ

glacial hinge
#

do somebody know what exatlcy 1m are in unity for vrchat avatars?

gritty nest
#

A cube is 1x1x1 meter

#

Everything in Unity is in metric

glacial hinge
#

okay thx ^^

dusky pendant
#

So, I remember when making an old custom model I had some issues with the bones I made said model in (DAZ for the record, I use some stuff as a basis) not properly... well, working. The result was my character becoming an eldritch abomination in game

#

if you look at some of my old messages you can see the images of what happened

rustic canyon
#

does anyone know what it means when it says your avatars feet aren't specified? And if so would you mind helping.

sacred nymph
#

I need a little help. Everytime I try to add a new bone (like right now I'm trying to add butt jiggles) the bone copied the weight paint of another bone (Like Spine for example). No matter what I try to do, the two bones are connected for no reason..

opal aurora
#

@sacred nymph i think that's a visual glitch, if you select another bone and reselect the new bone, is it still weighted?
And if so, does moving it around deform the mesh?

paper osprey
#

Adding new bones will not bind them to the skin. Therefore cannot make the model move. You would have to select the bones and the model and bind them. Then weight paint them

sacred nymph
#

That's what I do. @paper osprey As for @opal aurora In that example I showed, I was trying to create "CHEEK L" which was the left butt cheek. It was acting as if it was SPINE. If I weight painted the butt on CHEEK L, it did the same on SPINE - vise versa. I've literally followed tutorials step by step on how to add bones, but I always run into this same issue.

#

I'd really just like to add booty jiggles to my avatars for once. :/ They just always get stuck on another bone.

#

I just tried it a second time, and it doesn't respond to the weight painting at all. :/

earnest brook
#

What bone are you parenting the bcheek bone to? @sacred nymph

#

Spine or hips

sacred nymph
#

Hips

#

@earnest brook

earnest brook
#

is it blender 2.79 or 2.8?

sacred nymph
#

2.79

#

@earnest brook (Sorry was afk(

astral ridge
#

for making full body proportions, can you scale just the bones instead of the bones and mesh?

crisp tendon
#

If you want your mesh to deform weirdly, sure

astral ridge
#

ooooof

#

is there anyway i can make the proportions without scaling the legs, since it looks a bit odd on the model im working on

crisp tendon
#

Upscale the rest of the body ๐Ÿ˜ƒ

astral ridge
#

like scale from the spine up?

crisp tendon
#

Unless you plan on scaling individual parts, yep

#

But it'll probably look weird that way too, since you're supposed to scale the mesh

astral ridge
#

ooooooof

#

why is this so hard for mee

wispy flare
#

can someone help me with some question with a model that i just cant go into t pose and mixamo wont even pick her up...... and not just ppl who only know anime stuff

#

obviously its not anime

crisp tendon
#

Can't you make your own skeleton ?

fleet turtle
#

Can't get eye tracking to work, Mesh is named Body, Armature is Armature, Hierarchy as follows Hips>Spine>Chest>Neck>Head> Lefteye/Righteye

#

Unity config muscle editor can see and move them no issues

#

but in vrchat they are frozen in place, no blinking either

#

really odd since i've been working on models for a year now and i never had this sort of issue with a model unlike this

#

oh and CATs tool was used on this model

gritty nest
#

Post screenshots of the model hierarchy in Unity

fleet turtle
gritty nest
#

Has to be called LeftEye

#

Not Lefteye

#

@fleet turtle

#

Also if you're exporting with end bones/leaf bones, don't.

fleet turtle
#

i'll try it honestly, but none of those 2x things have ever effected eye tracking before on other models

gritty nest
#

Well the first issue is definitely the cause

#

End bones wouldn't cause any issues here but I still don't recommend them

#

It's all case sensitive

trail torrent
#

Just wanted to ask, why is my avatar showing its mouth open in-game, while unity shows it closed - Is there a way to fix the issue? (Avatar created with Magicavoxel and Blender - yet only 1 of 3 avatars seem to work . . .)

(I can add more screenshots if requested)

gritty nest
#

Do you have a jaw bone mapped in the rig config?

#

If so, unmap it

trail torrent
#

Where, in Unity or blender?

worldly willow
#

in unity

trail torrent
sharp pewter
#

why is everything named spine?

worldly willow
#

there is also a bug with cats eyetracking that can cause the mouth to be linked to the eyetracking shapekeys

sharp pewter
#

right eye has a leaf bone in it

trail torrent
#

Idk, the rig I used was provided by another user . . .

#

And it has the basics, so it works - mostly

sharp pewter
#

i think part of the head is linked to a bone that bend when you move making mouth open

#

maybe

#

i cant see all bones in armature so i cant tell if you have real head bones or not

trail torrent
#

So, I then need to change the taget bone to neck (spine4) instead of head, (spine5)?

paper osprey
#

From waht ive noticed a jaw bone isnt even needed

#

At least on my model it didnt change anything

sharp pewter
#

kinda hard to seeing without seeing the model or asked 100 things

#

im brain dead 2day

#

but make sure the mouth is not being pulled on my the neck bone

#

wait with that model do you even need a neck...

#

xD

paper osprey
#

Same i was gonan finally finsih the model to my world today but then my family was like you need to come do this and help out with this

#

and now im just like fuck it im not gonna do anything

trail torrent
#

So the solution is to change the bone attachment to neck or just change the lip-sync option to something other than : Viseme?

sharp pewter
#

make sure no bone is has weight paint on the head other than the head bone

#

i think would do it for you

trail torrent
#

I checked already, there seems to not be an issue with weight paint -

#

idk what other things could be affecting it, since I made most of the model by-myself

inland jackal
#

Is there any solid method to rigging up a character's eyes to take advantage of the eye tracking without using the Cats plugin?

sharp pewter
#

like you want to do it yourself or you want to make eye tracking on a model that does not have the stuff setup for it?

#

@inland jackal

inland jackal
#

I want to do it myself

#

I got my own model made by me and I'd like to add that in

sharp pewter
#

2 main ways are white background for whites of eyes or a roundish plane/ball what way did you use?

inland jackal
#

My eyes are spheres with a bone in the middle

sharp pewter
#

kk 1 sec i think i have this typed out some place might be on old pc tho

inland jackal
#

Thank you!

sharp pewter
#

ok for blinking shape keys you need in order

#

so it will work for vrc

#

So your first 5 keys are, in order
Basis
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right

inland jackal
#

I've seen that. I still need to make the shapekeys for everything once I'm done optimizing

sharp pewter
#

then make sure main mesh when combined is called Body and Armature as name for Armature to be safe

#

assign what your eye bones are called in head tab when you config the avatar in unity

inland jackal
#

I hadn't tried the body naming stuff. I'll give that a shot!

inland jackal
#

I still can't get the eye tracking to work. Is there possibly an example avatar unity package that I could pick apart and look through?

sharp pewter
#

with ball eye maybe let me see

#

i'm gunna get food first tho xD

naive tree
inland jackal
#

I did manage to get it working! I was missing the blink blendshapes

#

Thank you for the help ๐Ÿ˜„

open hull
#

anyone awake?

real ore
#

yep

open hull
#

@real ore hey, how's it going?

#

I'm trying to put two bodies on one head and swap them with a gesture

#

problem is when i try to use it in vr the face isn't attached to the head

real ore
#

that's interesting....im fine and you?

open hull
#

I'm ok thanks, just had a chilled weekend

real ore
#

so did i...until I had to go to school...

open hull
#

we had a national holiday today

real ore
#

which is?

open hull
#

spring bank holiday ๐Ÿ˜ƒ

real ore
#

your lucky smiles

primal moth
#

heya folks, just joined here today. Are there any pre-built rigs which are known to work well in VR chat I can use to rig my existing mesh to?

vague kettle
#

can anyone help me with my character is not working and idk how to fix it

#

lower am is not first child of upperarm or hand is not first child of lower arm

#

the angle between pelvis and thigh bones should be close to 180 degrees this avatar angle is 170.7

vague root
#

how do you make a lazer move when you turn your head
like an eye lazer

fading verge
#

Anyone knows how to play sounds on collision for a whip prop

spare mirage
#

How do I get the weights from one bone set from one mesh to another? Duplicate them, or transfer them I guess would be what I'm looking for. I have them on the clothes, and want the same weights on the body to be more specific.

spare mirage
#

Nvm figured it out

earnest ivy
#

When Thor doesn't go for the head.

patent mesa
#

@vague root Rigid bodies

silk plover
#

hope this is the correct place to post this, but does anybody know why my model's knees buckle like this when i crouch?

simple badger
#

can anyone help me the view positon circle isnt apearing

naive tree
#

@silk plover leg bones need to be bent from side and straight from front

misty gull
#

can anyone please help its my first time using blender and every time i try to make a atlas it breaks the face

inland jackal
#

Is there any way to refine the results that Muscle Animation Editor gives you? I'd like to refine the position of the fingers but the changes revert when I switch between keyframes

mystic lichen
#

anyone know how to fix scuffed arms? no matter what i trie it seems they always get bend-y and i noticed scaling arms down, scales the whole world to you or something, hard to describe..

gritty nest
#

Yeah, the IPD is scaled based on your head and hand positions.

mystic lichen
#

oh i just noticed I scaled them wrong too

#

ah that would explain that thing, scaled them down different now, maybe that works

gritty nest
#

Yeah, if you scale for FBT you will want to turn off inherit scale on the hands

#

Then scale the upper arm over the arm length

#

After T-posing it first

mystic lichen
#

had selected both arms and scaled, which moved the bones, scaled them one by one now

#

yeah

gritty nest
#

Yep

#

Kung's tutorial is what I used

#

But obtaining the proportions is not possible without FBT

mystic lichen
#

i feel so stupid now , i hope it works, arms are the only thing im not hapy with on my avatar ._.

#

also

#

"Then scale the upper arm over the arm length" what does that mean?

gritty nest
#

Kung explains it in his tutorial

#

Basically you set the gizmo to Local then scale over the Y axis

mystic lichen
#

oh i read that wrong, i thought it said scale the upper arm over the lower arm length

#

yeah alright

mystic lichen
#

hm didnt really work, ah whatever, no idea what to try anymore

bitter spade
#

what does it mean when the spine says "bone length is zero"

safe bluff
#

Means you enabled the full body fix and you should probably ignore it
The error occurs because of overlapping bones afaik

#

Someone can correct me though

gritty nest
#

It happens because the fullbody fix puts the Hips in the same place as the Spine.

#

This is necessary because when calibrating into full body, the hips actually shift down based on their distance to the spine.

#

It doesn't always happen with the fullbody fix due to floating point precision, the spine bone may get put 0.000001 units higher than the hips for example.

safe bluff
#

Thank you for the detailed explanation iris

brisk terrace
#

Hello , if anyone is fluent in Blender I would need help with a recent problem.
Everything is weight painted solid but the back part of the hair does not spin at the same angle as all the rest , creating huge gaps.
Does anyone have a solution

crisp tendon
#

Remove the weight paint of the back part of the hair from other bones

brisk terrace
#

AH ok thanks ill try that

#

the neck also had the paint on it ...

#

Worked , thanks a bunch for the quick answer !

grave coral
#

I'm having an issue where the skin from the neck on my avatar is loose and flies around when I move. I took the head from one model and put it on a different body. I'm sure it's something silly I'm missing but I just can't figure it out. Any one know a fix I'm just missing? I'm very new.

paper osprey
#

That would most likely be a weight painting issue

grave coral
#

I don't think so it's the skin at the base of the neck, it's supposed to join to the chest. But for some reason it won't join.

#

I've never touched any weight painting.

limber tulip
#

anyone ever have an issue with the cats plugin Fix model making the avatar change size or shrink?

clear acorn
#

im getting 90 degrees instead of 180 of pevis between thigh bones. I already did the fixed armature with full body fix but didnt work

gritty nest
#

Ignore it if it's not actually an issue ingame

clear acorn
#

but when i use my leg trackers my hips goes downwards

#

like im just crouching like crazy

gritty nest
#

Are the hips and spine in roughly the same location?

clear acorn
#

yep

#

oh wait nvm, i think if fixed it by setting the bone rolls to 0

#

guess that fixed it

bitter spade
#

im having a problem with the auto rigger in mixamo

crisp tendon
#

Apply rotations, location and scale on everything

#

And make sure the head isn't touching your chest

sleek isle
#

You can create a rig in blender and apply auto weight paint

#

And if you place it well you mosly only need to fix the head/neck

sleek isle
#

You dont have fingers in the mesh so after you only have to add 3 bone per and map them in unity

#

But by experience those chibi proportion avatar donc work well in vr

open hull
#

Can anyone help me do something that CATS wont help with?

balmy island
#

I merged two meshes together for bone pairing, vertex groups and weight painting. Been at it for ages so no simple undo fix. I come to work on Visemes and this happened. How would I correct this?

open hull
#

@balmy island I think you have to use the special incantation 'fck fck fck fck!'
hope you've got backups

bitter spade
#

how do i put a character back into tpose in unity?
i made an animation and now im getting an error about the avatar being too short

#

but the character is just halfway in the ground

#

it wasnt like that before i made animations

open hull
#

yeah that's a thing, you should be able to get the t-pose animation from the sdk's example folder, copy that into your project and apply it, then remove the tpose from your animation controller.

#

also, there might still be a thing called pumkin tools that you can find on github, it's been a while since i did anything with it, worth a google though

bitter spade
#

the AvatarControllerTPose?

sleek isle
#

You can use pumpkin addon

#

It do all kind of stuff

placid river
#

so im having an error that says a bone has length of zero and i dont know how to fix it

naive tree
#

ignore it, it doesnt stop u from uploading

placid river
#

does it do anything to the model because its in the hand on the ring finger

quasi oasis
#

Since I constantly forget how to do it, isn't there a workaround to the claw finger issue?

tame sedge
#

I would like to manually rig my character without using Mixamo. What's the best way to get a decent humanoid bone structure compatible with VRC?
Maybe still upload that to Mixamo and then refine the rig manually, right?

surreal copper
#

@tame sedge you can take bones structure from any model/mmd etc, or create your own, i prefer rig in maya rather blender or else

tame sedge
#

Thanks. My concern was only for having correct bones orientation

surreal copper
#

from mixamo you also doesn't need to have upperchest, if you take bones from it, you can delete

tame sedge
#

Good, thank again!

balmy island
#

I think I recovered it ๐Ÿ˜„

cursive drum
#

Hi

#

So this is an earlier version of the avatar I'm working with, right now Ive grafted a new finger on both hands for the thumb

tame sedge
#

Hi mr. magenta insect

cursive drum
#

When I got it into vrchat, the hand was all scrunched up into a weird twig mess

#

It's three prongs basically for a hand. Does something like this sound similar to any other issue someone's had?

#

I mean, the hand is comparable to like zims hand from invader zim

light thorn
fading verge
#

was asking in #avatars-2-general as I'm a complete beginner, but where do I find the option to turn off Mesh Colliders for an avatar?

undone harness
#

You can remove it finding here the collider is coming from I guess?

upbeat narwhal
#

Hey guys I apparently have 0 idea of what to do with rigging any help?

crisp tendon
#

What do you need help with specifically ? Which tutorial did you follow and have you tried Mixamo ?

upbeat narwhal
#

I think the problem is the actually models bones but I have no idea how to fix them

calm pond
#

XOX

#

REE

#

its going to be the death of me

#

:p

#

ree

#

help me

thorn minnow
#

Having a weird issue. Avatar works perfectly in full body tracking, but without it the hip follows the tilt of my head. I'm sure this issue is incredibly common but can't find a fix online. Anybody have any ideas?

I've tried raising the spine per a friend's suggestion, the hip and spine bones are disconnected as they should be.

spark heart
late cairn
#

Hopefully one of the CATS developers sees this I made these black cubes for scaling my avatar for full body tracking but when I delete them for atlasing and exporting, I get an error when I attempt to atlas

crisp tendon
#

They have their own Discord server, if you have a question for them

late cairn
#

do you have a link?

#

nvm found it

opal aurora
#

Probably caused by an orphan texture or a material that isn't applied to anything, i guess there's also the possibility that there was a mesh without a material and that somehow butchered it, or yet another possibility, a compression method for a dds that it doesn't recognize (possibly DXT1,2 or 4)

late cairn
#

the cubes themselves did not have materials, I can atlas with the cubes still there though

opal aurora
#

Given the fact that the cubes don't have materials, you could atlas it with them, and then remove them afterwards, probably less than ideal but should work

#

Or actually... try to detatch the cubes from the armature, and then delete them

#

Perhaps there's something sketchy messing around with it, sadly i can't provide all that much assistance without additional details, neither do i have the model to test it out, do check if CATS is up-to-date aswell

late cairn
#

thats the weird thing, they're not on the armature

opal aurora
#

Alright, that is pretty weird...

#

Try the following then, delete the cubes, save a new .blend, close blender and open that .blend, check if it still doesn't work

#

If it still doesn't work, open a new blender window, select everything in the 3d view (A deselects and reselects everything) Ctrl+C (copy) and go to the new blender window Ctrl+V (paste), and now try to atlas

late cairn
#

the first one (saving and reopening) I have tried, I'll try the other when I get home from work

late cairn
#

@opal aurora I am happy to report the second option seems to have done the trick

still loom
#

what rigging means? (im new with these words)

opal aurora
#

Glad to hear it, it was probably something corrupting on the first .blend, so getting everything setup on a fresh one should clear it out

#

Rigging is the act of assigning bones to a mesh

#

Mesh being a portion or the entirety of a "model"

#

Rigging can also be called Skinning

still loom
#

in other words adding bones to the mesh in blender right?

#

ah...

opal aurora
#

Adding bones onto the mesh, and making the mesh move with said bones

still loom
#

yes

#

so thats 1 part of doing it called rigging...

#

okay.

opal aurora
#

Modeling is the act of making a model
Sculpting is the act of making a model much like sculpting IRL, with a digital brush of alternating sizes and other tools
Rigging/Skinning is the act of adding and binding bones onto the model/mesh
Texturing is the act, of well, creating textures for models

silk wren
#

I got a model that didn't come in a proper T-pose. The torso is twisted, the arms aren't straight, the feet aren't level on the ground, and other things I probably don't know about. Now, when I'm rigging it, everything from the torso down is messed up

#

his right shoulder got snagged as well. I don't have enough experience in Blender to fix it myself, but believe me I tried, so can anyone help me fix this?

#

don't mind the 20 meshes, I'm not sure how to combine them properly either

thorn minnow
#

@silk wren please let me look at the blender file before you upload it like that

#

thats way too many meshes and materials

meager turtle
#

Can someone help me figure out how to add dynamic bones to my model? I've got the addon and I've got bones set up in the ears, but I don't know how to actually make them flop around. https://i.imgur.com/nF87NTD.png

tame island
#

Hierarchy> select ear bones>add component>type in dynamic bones> drag from hierarchy (ear bones to dynamic bone as root) n play around with settings

meager turtle
#

Ah, so I can just select all of the bones, or does it have to be done one bone at a time?

tame island
#

U can add the components anywhere

#

I cant provide better guide since I'm not at home.

meager turtle
#

It's fine, thank you

tame island
#

Np.

spare mirage
#

How do I copy weights from the left wrist to the right? I've tried the copy and mirror vertex group (topology) and it didn't work.

naive tree
#

enable xmirror and use blur at 0.00001 strength and weight @spare mirage

modest iron
#

hello i not sure how this happend but i newish to making models
any help appreciated
it looks fine in unity, i cant work out why its doing this

gritty nest
#

@modest iron go to the humanoid rig config

#

Pose->Reset and Pose->Enforce T-pose

#

This probably happened because you first exported the model regularly through Blender, and then later you overwrote it with a model exported with Cats' "Export Model" button.

#

Or because you re-exported and overwrote a rather old model

modest iron
#

i will try this now

#

thanks

#

yus i did do what u just said xP

#

im not up to scratch with it all yet

gritty nest
#

Yeah no worries, just make sure you always use the Cats export model button

#

Unless you're further in and know what all the options do during export

modest iron
gritty nest
#

Yep

#

You first reset and then enforce t-pose again

#

As you may notice, when you first entered that screen the model was all fucked up

modest iron
#

okay

gritty nest
#

And large

modest iron
#

yes

#

so now it should be ok

#

i go test

gritty nest
#

Well it should not have an animator controller

#

You may not have applied the changes yet

#

Or you're looking at the wrong FBX

#

If it does have an animator controller it should at least stand normally and not scrunch up like that

modest iron
#

this model worked before when i had all my animations attached, but i wanted another of the same model with no animations

#

but i have had lots of problems

robust summit
#

Smol boiii

modest iron
#

it not scrunch but looks like a foosball player

robust summit
#

Omg he does lmao

modest iron
#

the model swings like it too

#

i dont understand

#

xD

gritty nest
#

You probably move quite slowly too in VR

silk wren
modest iron
#

i just made the avatar from scratch again >.<

#

what i didnt want to do but eh

fading verge
#

Hey could anyone show me how to make my own custom avatar from scratch if that isn't to much to ask. I already know how to import models but I have no idea on how to make custom ones. Please dm me or @ me if you are able to. Thanks!

#

if that wouldn't be to much to ask then Id love to

#

though if that is to much id love to just learn anything

cursive drum
#

Hey so how would someone rig an avatar hand like this

steady patio
#

if ur avatar is still humanoid, just map thumb, index, and middle fingers

#

that way you can still use vrchat's full body ik system and not have to worry about walking and gesture fuckery

#

then just paint it the way you think a 3-fingered hand should be painted

heady sage
#

If I created a character model from scratch in blender, do I do the rigging in blender as well or is there a way for me to do that in unity

paper osprey
#

if its humanoid you can use mixamo

heady sage
#

mixamo is a unity plugin?

paper osprey
#

no its a website

heady sage
#

damn, I'm stupid lol

molten vale
#

Anyone know the best way to set the bones in blender for the eyes in an anime style character? (the iris being kind of a plane)

misty plaza
#

when in VRC, my avatar's legs are always crossed like i've gotta pee really bad. do i just need to turn the bones a bit or what?

worldly willow
#

in blender choose armature > press A in the 3d view and then alt+R (this will reset bone roll and will fix the crossed legs)

#

@misty plaza

misty plaza
#

i'm not sure if thats it. the rig is at resting pose and everything.

#

even if im in object or pose mode

worldly willow
#

just make sure every bone has 0ยฐ bone roll

misty plaza
#

ah ok

#

thanks

worldly willow
#

the legs should be straight in front view and bit bend in sideview (bone rolls should stay 0ยฐ)

misty plaza
#

everything was around -1ยฐ

#

rig must have fixed weird

covert jay
#

any blender Gods have any idea how to fix this, It is my first time weight painting, I spent hours doing all 20 bones (2 for each toe) and I have no idea how to fix this

opal aurora
#

Probably vertices inside of the feet that aren't weighted

#

You could pose them in blender and check what isn't weighted, and then press Alt+R to reset pose rotation or Alt+G to reset pose location, Alt+S will reset scale
@covert jay

#

Keep in mind that for any resets, it only affects what is directly selected

fading verge
#

@covert jay in pose mode select bones and move them around, you should be able to get the same effect. Then run with weight paint brush over the spiky verts that stay behind. If you can't figure out to which bone they should belong, select them, and reset pose like in post above โ†‘ . You should see them in wireframe view. Then assign them to appropriate bone's vert group manually in the properties panel. It may be a lot of work, depending on how much verts are unweighted, or assigned to wrong bones.

drifting canyon
#

Does anybody know why XPS avatars always have legs twisted 360 even if i aplied full body fix ?

covert jay
#

@fading verge I understand, and have been moving each bone and checking what moves, I was able to fix some minor mistakes where I may have weighted a bit on an adjacent toe, but I cannot rotate or move the bone in a way that recreates what I see in unity. I am not sure what I am looking for to fix, I should be adding MORE weight to the area? or taking away?

covert jay
#

I think I am starting to get it...

queen mural
#

**realized you are adding bones

covert jay
#

I fixed it, the problem wasnt on what I weight painted, the problem was on the largest bone stretching across the entire foot, had to add weight to some verts on that bone

fading verge
#

@covert jay Yeah, there's no good way of debugging this in Blender. The weight paint tools are pretty weak. Sometimes when weight painting your brush accidentally grabs another part of the mesh, and then suddenly your toes move when you rotate your head... ๐Ÿ˜› Debugging weight paints when you have single unassigned verts, or verts that got assigned to other bones accidentally can be a real PITA.

#

weight painting on disconnected bones kinda helps, because then you can move them individually rather than as a part of the whole bone hierarchy

covert jay
#

I got it fixed thank you

odd swan
#

Looking to pay someone to help me with adding 1 viseme to my avatar

tepid widget
#

no idea if this is even the right channel, just got here, but i need some help uploading a model i've just made

#

i've got the SDK loaded into unity

#

and there's no option to log in so i can upload it

#

only option is to clear cache

worldly willow
#

@tepid widget make sure you use the correct unity version and the latest sdk ( do NOT update unity if it asks)

tepid widget
#

ah right

#

i've got both

#

but it's not working

#

unless there's a specific version of unity i need

#

ah there is

#

i'm a fucking mong, sorry to bother you

worldly willow
#

2017.4.15f1

tepid widget
#

gotcha

#

thanks for the help mate

#

1am and i just want to upload a fuckin model haha

tame skiff
#

Doesn't CATS have the option to merge bones and their weights?

opal aurora
#

It does

tame skiff
#

Oh yeah, I found it now

#

Is there another blender add-on or built in feature that does this better?

opal aurora
#

@tame skiff

tame skiff
#

I saw looked at weight mixing, that's even more painful than pressing a button on cats

#

At least with cats I can visually select all the bones I want merged into their parents and click once

opal aurora
#

Eyup, CATS is essentially made to make avatar creation as easy as possible whilst still allowing for a moderate amount of customization

#

If there were easier methods to do something, i'm sure they'd love to hear about them and implement such

odd swan
#

I need help performing a head swap, if anyone knows how to do it I'll gladly pay you for your assistance!

paper osprey
#

Line heads up perfectly and then copy weights from old head to new head. will be diffrent if heads were rigged fully with eye tracking and mouth movement etc

opal aurora
#

@odd swan i can walk you through the process, is this to attach a head that previously had weights, or one without?

strange cipher
#

Can anyone help me when it comes to transfer from MMD to Unity? I'm having a hard time getting the Models to animate and keep their colors

bitter spade
#

how do i get the body to do a specific pose but get the head to still move?

bitter spade
#

like how can i get like a sitting pose while still able to move my head in game?

undone harness
#

It should naturally do that for you in game?

bitter spade
#

it doesn't

#

either i get the pose working, but no head movement, or get the head working, but it goes back to default standing

weary pivot
#

Please set your User Preferences' 'Translation Branches Directory' path to a valid directory"

#

what is this

naive tree
#

Any1 had issue where in VR (nonFBT) head movement would move your hips as well?

bitter spade
#

so how do i get a sitting pose as my standing animation AND have it as a humanoid rig??

#

because i think its because of my humanoid rig

late cairn
#

I'm having visemes get really weird when standing fully upright (with full body) it goes away if I crouch, has anyone seen this before?

solid ocean
#

Okay, so whats a possible cause for my mesh not parenting with automatic weights with my armature system? Ive selected the mesh, then the armature, and set the parent with automatic weights. It doesnt seem to map the whole model to the bone system, so none of the bones move the mesh. Ive done it before fine, not sure why I cant this time. Im using Blender. Any suggestions?

solid ocean
#

Nevermind, I figured it out. My mesh was bad. I fixed it thanks

raven lintel
#

so i just rigged my avatar everything looks fine but it stills t pose in game

#

i dont know whats wrong so i cant realy give details

gritty nest
#

Show screenshots of your setup in Unity

#

You probably put the avatar descriptor on "Body" by mistake

raven lintel
raven lintel
#

and?

raven lintel
#

Its okay now

tender dew
#

wow im making avatar for sure!

patent mesa
#

So how do yโ€™all rig your eyes for eye tracking?

gritty nest
#

100% weight on the irises or the eyeballs

#

Eye bone at the pivot point

#

If I want the eyes to rotate less and instead move up/down more, I move the eye bones further back

#

If that makes them move too far, I transfer some of the weight to the head

patent mesa
#

Thanks ๐Ÿ˜ƒ

fading verge
#

I've been trying to get a rigged model to work in VRChat. Keep in mind, I have very little knowledge of Blender. I had to add hands, fingers, and some other things to get the model to work in Unity. Now I think I'm having a problem with weighting. I coated the hands in red as someone suggested, but that didn't help. Any ideas?

opal aurora
#

Keep in mind that weighting something completely red without using auto normalize will allow any other weights attached to it to be red, which could cause stretching issues on the mesh

#

Essentially, you could have the arm completely red with the arm bone, and then also have something like, the leg bone having full weight on it aswell, which would stretch it whenever the arm and leg moved to accomodate it

fading verge
opal aurora
#

It shouldn't really affect actual locomotion, but it may twist and turn the mesh depending on how it's weighted

#

So movements in general will be the same but the model might get a bit funky

#

One thing to note is that unity likes bones with roll values of 0, you can set all your bones' rolls to 0 by going into edit mode and pressing alt+R, after doing any bone changes, you should also re-apply the humanoid rig, that is to set it to any other type, and apply, and then back to humanoid, and apply, one should do this since unity will attempt to use the old bone values, royally messing up the model

#

That should more or less get you in the right track

fading verge
#

Ok, thanks! I'll take a look at the video and try all of that. Also, should it matter that the bones I added look different than the original bones? This is more the case when I use the envelope display option.

opal aurora
#

That i'm unsure of

median pasture
#

I just ripped this from millennium twilight and into blender, going to start uvediting the textures soon as well

#

but this concerns me

naive tree
median pasture
#

ty

median pasture
#

Why would my bones, which are named to the corresponding vertex groups + weighted not be moving in pose mode?

naive tree
#

select mesh, shift select armature > ctrl+P>with empty groups

#

and try again

median pasture
#

ah

#

ty

pseudo sedge
#

@median pasture you also must be sure that you have assigned but not applied armature modifier on your mesh in blender, not only same naming

patent mesa
#

Are my eyes supposed to be googley eyed when doing an animation in unity?

median pasture
#

that would explain it

#

i merged a bunch of the vertex groups into simpler parts with modifiers so it didn't mess up the weight painting by forcing all verts to strength 1

#

it kept more of the blur effect along the joints

median pasture
#

Just got the model into the game, however the model refuses to move its legs

#

everything is parented correctly and set up in the animation rig

#

weighted correctly etc

#

could it be because i had to give "fake" feet bones

#

the model shouldn't have feet as the legs only bend at the knee and hip

#

even stranger is it plays the walking animation when moving however the legs dont bend

#

when moving my head

#

just tested desktop mode, crouching/proning doesn't move them either

median pasture
#

alright well i fixed that

#

not having finger bones doesn't allow me to move my likes for some reason good to know

steady patio
#

mhm, to use vrchat's animation system you have to have thumb, index, and middle fingers mapped

#

unless youre ready to make your own custom idle, walking, and crouching animations

stuck tundra
#

Is there an advantage to vertex/edge normals O.o? I thought most things used faces typically

#

@naive tree

#

Sorry to chime in, noticed the model with all 3 types and was curious

gritty nest
#

They make lighting look better if done properly

#

You're gonna need some form of vertex normals if you don't want it to look "sharp" like a N64 game

stuck tundra
#

Ah okay thanks c:

solid ocean
#

So my model animates fine in VRCHAT as far as I can tell. The only thing thats not working right now is no crouch animation, just stands still. Whats the usual cause of this? Im using humanoid rig

opal aurora
#

Plausible cause may be a lack of finger bones

#

@solid ocean

#

A lack of finger bones may also force any animation to keep the head at roughly the same location, facing forward

solid ocean
#

hmm okay ill bone up the fingers and see whats up

naive tree
#

you can extrude 3 bones from wrist and assign them to Thumb, Index and Middle proximals, don't need any weightpaint@solid ocean

fading verge
#

my model is stuck lying down in a T-Pose position but it says all the bones are green in the rig config if anyone could assist me that would be nice

stoic sluice
#

Anyone know if it's possible to rig an avatar with more than two arms in unity?

west maple
#

my model is stuck lying down in a T-Pose position but it says all the bones are green in the rig config if anyone could assist me that would be nice

dusk panther
#

(I think the lamps came in from blender, every time I delete them they seem to always come back)

sleek isle
#

did you overight your blend file ^in unity

#

fbx*

dusk panther
#

It may have happened, but I can't be sure.

#

iirc, I modified the fbx file in blender, (after taking it out of unity) then imported the FBX from blender back into unity

sleek isle
#

you can over right the fie fbx in unity and its going to update it in the scene

dusk panther
hollow grove
#

Magic

dusk panther
#

Should I just start-over with the whole avatar process lol?

hollow grove
#

Probably

dusk panther
#

๐Ÿคฃ

hollow grove
#

@dusk panther If it makes you feel any better, I worked on my custom avatar for 5 hours straight every day since I got my vr headset, and today I still cannot move the mouth

dusk panther
#

It made it into VR chat previously without an animator, but it didn't load the avatar at all

#

I was expecting a static t-pose model, and instead it was just a ghost

#

flying name-tag

#

I was hoping this would be at least salvage-able to the point where I could load in as a static model atleast, but oh well

hollow grove
#

I feel bad

dusk panther
#

Would running it through miximo, while it may have already had bones been problematic?

hollow grove
#

I can't answer that one.

opal aurora
#

Did you move any bones around in unity?

dusk panther
#

I removed some bones

#

but not any (actually important) bones

#

or so I would think

opal aurora
#

You shouldn't move or remove any bones in unity

dusk panther
#

No bones that are actually part of the humanoid