#avatar-rigging

1 messages · Page 141 of 1

bronze fern
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With the account you use to log onto vrchat

wheat meteor
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i cant

bronze fern
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Note: it can't be a steam account it has to be a vrchat account

wheat meteor
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when i click VRChat SDK the only thing that pops up is Clear Cache And PlayerPrefs

bronze fern
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Reinstall sdk

wheat meteor
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i did

bronze fern
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Reinstall unity

wheat meteor
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its still the same

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but wont that get rid of my model?

bronze fern
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Make sure you have the right version of unity that's linked on the website

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Export your model as a unity package

wheat meteor
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how do i do that

bronze fern
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Right clock the folder and export as unity package

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Make sure you have the version of unity specified by the vrchat website

wheat meteor
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what folder

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i cant find which version of unity

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there are lots

sleek isle
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Yours is on the bar on the top

wheat meteor
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ok

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i loaded my model into the latest version of unity and i cant find it

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nvm i found it

fading verge
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you need unity version 2017.4.15f1

wheat meteor
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yea i just got that

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so when i click VRChat SDK then setting then login do i login with my unity account or vrchat account?

wheat meteor
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?

viscid salmon
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vrchat account

wheat meteor
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ok

glass panther
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The thumb on the hand of my character has a strange deformation making it stick out way to much. Would this mean there is too much influence of weight painting? I'll post a picture of what I mean in a bit.

sleek isle
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Its the bone placement

glass panther
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Would you happen to have a reference image of the correct bone placement for it? Where should it be?

wind osprey
glass panther
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Ah of course makes alot of sense thank you so much!

glacial snow
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hey! can someone help me with something? i have fox ears for my avatar. the ears are on my avatar and i set up dynamic bones in the ears but they dont move and all other things too. if i remove the dynamic bones from the ears all other things move again (tail and hair). there is something wrong with the ears but i dont know what because im new to unity

valid turtle
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Hi, I have a hat model which has an extendable arm that comes out of it, was wondering if I have rigged it correctly and if it will work for Unity

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Picture is here

leaden loom
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The fluff on the back is my tail

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But when I crouch it doesn’t crouch with the avatar

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Any help?

naive tree
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not parented to hips

glacial snow
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hey! can someone help me with something? i have fox ears for my avatar. the ears are on my avatar and i set up dynamic bones in the ears but they dont move and all other things too. if i remove the dynamic bones from the ears all other things move again (tail and hair). there is something wrong with the ears but i dont know what because im new to unity

leaden loom
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@naive tree on blender it is parented to the hips

median cargo
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heyo, I'm trying to link the eyes of a model to the eye bone of a rig, but I'm puzzled on what I'm meant to do

queen mural
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create vertex groups for the bones on the geometry/mesh

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and weight paint eyes assuming the geometry is separate from the rest for the eyes

median cargo
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considering this is my first time using blender, how exactly do I do that

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I have eye bones, and the model I've found has eyes, I just don't know how I'm supposed to smack/group the two together

queen mural
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click the geometry and shift click the armature and press Ctrl+P "With Empty Groups" and now you should have vertex groups for each bone on the geometry

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or you can do automatic but adjustments would have to be made more than likely to the automatic weight painting

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but really i recommend you actually follow tutorials and learn more basics* before diving in too deep

median cargo
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Yeah, I'm following a tutorial right now, it's just that it's a bit fast for me to follow

queen mural
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perhaps you should try a different tutorial

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not all tutorials are made in mind for a user which has probably near zero experience with blender

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nor will they account for every scenario

median cargo
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the rest of it is fine, it's just this step threw me a bit

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anyways, I've got this

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should I just delete all armatures on the list except the eyes?

queen mural
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no

median cargo
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is it fine to just leave it?

queen mural
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yes

median cargo
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ok

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well, this is all new to me so I'm just trying to make sure everything's good

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It's my first attempt at doing anything like this, so I just want to make sure everything works alright

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does that look decent, or does it not matter too much

queen mural
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knees need to be straight with a slight bend

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you can press numpad 5 to switch between orthographic view and the other numpad keys to rotate

median cargo
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ok

wind osprey
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Those knees look okay

median cargo
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I tried going into rendered mode, and after realising something funky happened I undid it and now the colours have been inverted

queen mural
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for a bear i think not but it could "work alright" probably

median cargo
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Just to establish, what would have inverted the colours of the model?

queen mural
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uhhh normals?

median cargo
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I have no idea what I did or how to undo it

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doing control Z just undoes the eye boning

queen mural
median cargo
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ok, done, it's all white

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but earlier, the texture was the inverse colour

queen mural
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idk the colors seem the same it might be some sort of clipping issue you're experiencing

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do you have a duplicated mesh underneath?

median cargo
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no, but what I did to fix it was use revert and then find missing files to add the old textures

queen mural
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ok

median cargo
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After boning my eyes, what other procedures do I need to do? Is it straight to Cats then?

queen mural
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you gotta rig the entire body before you can do anything else really

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but after that you'd adjust the armature and rename bones for VRChat manually
add visemes if you want em adjust eye tracking
and then atlas if necessary assuming you have more than one material

median cargo
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So wait, you have to do what I did with the eyes to every geometry in the model?

queen mural
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Yes but weight painting isn't as linear as weight painting for an "eye" for example

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but if you have geometry with vertex groups with weight painting you can avoid this step hypothetically

median cargo
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I still don't think I managed to attach the eyes to the eyes properly, because the create eye tracking step in Cats gave an error that eye L isn't bound to anything

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no existing vertex group assigned to it

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even though I thought I did that with the empty group thing

queen mural
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rotate the bone for the eyes if it moves then it works

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you probably just gotta have the right naming scheme for the armature and select the bones and rename the mesh "Body"

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names need to follow as shown above^

median cargo
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yeah I have that

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but I don't know if I've attached the mesh to the bone

queen mural
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alright so go into weight paint mode with that vertex group selected

median cargo
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the vertex group being the eye mesh? or the eye bone?

queen mural
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vertex groups are for each bone

median cargo
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so, I select the eye bone and go into weight paint then?

queen mural
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is the eye "red"?

median cargo
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no? the eye mesh stopped being highlighted when I went into weight painto mode

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here, in object mode the eye mesh is highlighted

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they both get highlighted at the same time

queen mural
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make sure you have the correct "vertex group" "selected" and go into weight paint mode

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selecting a bone can also select the vertex group

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while within "weight paint mode"

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you should see something like that assuming you have it weight painted to a vertex group

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and select the vertex group corresponding to the eye bone

median cargo
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sorry, I have no idea how you did that

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I click on the eye mesh, go into weight paint, and then the mouse turns into a red circle and one of the eyes has a green smudge on it

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It's gone green and I don't know how to undo that

queen mural
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ahh sorry was distracted

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go into solid shading mode

median cargo
queen mural
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ye

median cargo
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yes it's in solid

queen mural
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you want the eyes to be red

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aka a weight value of 1

median cargo
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Well, I don't know how to make it red, it's green

queen mural
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follow tutorials i can't walk you through everything

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understand how weight interacts with bones&vertices before proceeding

median cargo
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well so far, the tutorials I have found contradict what I'm experiencing

queen mural
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in what way

median cargo
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So far, one person has been able to highlight their entire mesh, then their entire armature, and then ctrl P to a 'with automatic weights' option

queen mural
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yeah i believe quite a few tutorials for blender rely on automatic weight painting

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lemme see if i can find one from scratch or you can try "automatic" and check the results

median cargo
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Ok, at the moment, my mesh doesn't count as one entity, I don't think

neon lance
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I have an issue where I managed to find the same model as a public one that is already uploaded on vrchat, and I've rigged this new one up myself. I've determined they are exactly the same scale, but when I use mine, everything seems bigger slightly. Almost like I'm a slightly smaller person inside my model. As far as I can tell though, the cameras for both models are in the same position. Does anyone know if this kind of thing would be changed with a setting somewhere?

bitter spade
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so im having the same problem as last time

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but this time i cant find the pumpkin addon anywhere

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i think they removed it

naive tree
arctic osprey
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Anyone have a guiding image how the shoulder bones should be located, so that full body ik looks good? My shoulders look OK when I extend arms up, but shrink inside the body when I lower them.

arctic osprey
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Was there some vrchat default armature (bone lengths, locations) that I can compare mine against, so that the ik looks good?

quasi oasis
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I suppose this would be the place to ask, but would anyone know why the ears of my avatar are getting treated as eyes (receiving eye tracking, causing them to move around), while the eye bones don't have any weight? Tried disabling eye tracking and checked which bones were considered the eyes, without any luck. I'd imagine it's related, but it's also impossible to animate the ears manually, as they just reset their position whenever I move them in an animation clip

lilac moss
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@quasi oasis go into the unity humanoid rig config for the fbx and unset the eye bones

quasi oasis
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Yep I'm an idiot and put off looking at that

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Thanks

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xP

gentle spindle
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is there any way to rig this model when its not in the middle since one arm is longer then the other?

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through mixamo that is

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I tried rigging her myself but the legs are just god messed up in game (i have full body). The top of the thigh in game is twisted including the ankle

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And when i try to rig in mixamo it won't because the model isn't in the middle

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(shes not naked btw) :p

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any help would be great cheers

median cargo
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Have you tried blender? I get that blender's a bit intimidating but there's a few guides on it

gentle spindle
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Yeah i tried rigging it myself through blender

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and thats when i got the leg problems in game

idle pebble
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Sometimes weight painting is needed

gentle spindle
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Im pretty sure i weightpainted it properly

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looks fine

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But the top of the thigh is all twisted in game including the ankle

median cargo
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I think you can test it in pose mode, where you can move the body about, and then you can paint it in the position

queen mural
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did you check the rig in unity? did you clear rolls?

gentle spindle
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its basically twisted in

median cargo
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Oh, Rappy, when making the avatar in unity, are you supposed to leave one bone empty for rotation, or is the upper chest broken

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aslo @gentle spindle try going back into weightpaint mode

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and see if the model is accidentally bound to another bone

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basically, check all bones to make sure they aren't pulling things they shouldn't be pulling

gentle spindle
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Looks fine to me

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i've checked all the bones

undone harness
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Well it’s just pulling 🤔 they said twisting

gentle spindle
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Yeah, its twisting my upper thigh and ankle so it looks like a twizzler

median cargo
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double check the hips?

undone harness
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Weight doesn’t twist the body it pulls it, even if it was the hips it wouldn’t effect it

queen mural
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@median cargo the upper spine is empty yes

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vrchat uses only two spines

undone harness
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Your weight seems fine maybe it the position of the bones ?

gentle spindle
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in unity?

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or in blender

undone harness
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Is the knees bent a bit in blender?

median cargo
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Alright, I just wanted to double check

gentle spindle
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its bent back a bit

queen mural
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give the knee some bend the other way

gentle spindle
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forward?

queen mural
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yeah

undone harness
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^ basically

queen mural
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you want it to bend forward slightly

undone harness
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Plus it helps with leg crossing if you aren’t using your leg trackers so c:

queen mural
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besides that did you actually double check your humanoid rig in unity?

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it also seems like maybe you have an additonal bone for fbt on top of the fix one

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so double check your connections

gentle spindle
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It automatically puts a bone there for fbt fix

queen mural
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yeah i realize that but i think i spotted an additional in the image you rotated em

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i could be crazy though wasn't a great image

undone harness
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That shouldn’t be the problem :c

gentle spindle
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The fbt fix?

queen mural
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🤔

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i thought i spotted a duplicate of the fbt fix bone

gentle spindle
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Duplicate?

undone harness
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Double check bones?

queen mural
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brb

gentle spindle
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yeah the fbt fix basically flips my original bones up and makes them small like that and plops in 2 random big bones

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that have no weights

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should i delete those 2 big ones?

queen mural
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there should be only one additional bone per thigh

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unless they changed something in a newer version of cats

lunar shale
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I was wondering how much do people tend to charge for rigging models on commission?

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I'm not here looking for commissions here, just curious what the average price ranges are floating around

pulsar rune
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u can use mixamo to auto rig

tawny silo
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Model rigging tends to go for around 100 dollars

stray zenith
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Anyone here good with proportional scaling? I have been trying to get a model to match my body so I can use it as a base for future avatars and am having a hell of a time.

drowsy wharf
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@stray zenith simplest method I've heard is people changing height in-game (world scaling) to match the torso/head position, and then T-Posing without applying, and taking a screenshot so you can use the controller positions to let you know how much to adjust limbs

stray zenith
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@drowsy wharf Ahhh and is their anyway to make your controllers visible? to get easier placements for the arms?

sleek isle
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You can see it in fbt

stray zenith
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Really? not sure how I over looked that, oh well.

drowsy wharf
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yep, just look in a mirror to make it easier to take a picture of it

daring mortar
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I downloaded a model from the internet and had to rig it......rigging went perfect until I imported the FBX into Unity and went in to configure the Rig in unity......the bones are all messed up. What did I do wrong? lol

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it's like, not attaching to the mesh or whatever

opal aurora
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What does each bone stand for?

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Here's a standard humanoid setup

//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
daring mortar
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@opal aurora I'm confused

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sorry guys this is my first time attempting to rig a model

queen mural
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you need to match the bone names as shown above

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otherwise certain things just won't function properly

daring mortar
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and also parent as above?

queen mural
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yeah

daring mortar
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gotcha, I'll try it out. Thanks! I've only used blender for a total of maybe a day lol

queen mural
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besides that when you go into unity humanoid rig make sure bones are set to the correct slot

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and vrchat doesn't use upper chest only spine and chest

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so just leave upper chest empty in rig

daring mortar
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so just one bone for spine entirely?

queen mural
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you want spine&chest if you don't want your avatar to have a deforming chest you can place a dummy bone

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but it will probably animate poorly

daring mortar
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ah I see so I should have Head > Neck > Chest > Spine > Left Shoulder > Arm > Elbow > Wrist, etc respectively? Arms parented to chest bone and legs parented to Hip bone

queen mural
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Chest > Left Shoulder > etc..

queen mural
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far as i can tell sure

daring mortar
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my bones show head, neck, chest, spine and pelvis (hips). My legs are parented to "pelvis" and my arms are parented to "chest"

steady patio
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they look fine but are they parented properly in the hierarchy?

queen mural
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but you probably don't want ankles for that avatar

steady patio
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they dont actually look connected from what i can see

queen mural
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just don't weight paint ankles but leave the bone there

daring mortar
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they are. I unparented, moved them to fit my model, then parented them again to the appropriate respective bone

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there's a dotted line connecting the parent and child bones

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sorry for asking a newb question but what is "weight paint"?

steady patio
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aight, so now it should be fine

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weight painting is how you tell the bone how much influence it has on certain parts of a mesh

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better to be shown than seen:

daring mortar
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I think my naming conventions are the problem to be honest, just wanted to make sure my rig looked like it should.

steady patio
queen mural
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it ain't gonna move if it doesn't have weight paint

steady patio
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here's an example of weight painting in the case of this rig's upper arm, where warm colors are higher influence and cooler colors are lower

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red is 100% influence and blue is 0%, and anything in-between you'd usually use for joints or areas of the body where the skin is deformed by more than one bone, such as your elbows and torso

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you get the idea

daring mortar
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is that "heat map" respective to the selected bone?

steady patio
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mhm

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selected bone being highlighted, the upper arm

daring mortar
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fantastic.

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how do I get that option to show in Blender?

steady patio
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to start weight painting?

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best practice is to put the armature in pose mode

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select your mesh, and change it to weight paint mode

daring mortar
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is it okay that my model wasn't modeled in T-pose too?

steady patio
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it's probably fine...

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the thing is, the way that the bones are positioned beforehand determine how the IK (bone calculations) handles them, or so ive heard.

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so you at least want to keep it vaguely in T-Pose or whatever

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which it already is in the screenshot so uwu uwu

daring mortar
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@steady patio pretty much but it's more like an "A" pose lol I didn't know if it had to be in an actual T pose

daring mortar
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is this good before I upload to unity? I put on an automatic weight paint and it poses great

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just wanna make sure the hierarchy is right

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since it wants to be sensitive

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there's a right wrist under right elbow

opal aurora
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@daring mortar looks good to me

final abyss
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Can someone rig my model with shoulder bones please? Or can someone at least teach me how to add bones to a model if i am missing them?

daring mortar
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I use true side view to put in Hips - Head then use front view to do the arms and legs....I would just move what you have right now and then add a bone on the end. Be sure to rename them, also you can unparent and move them and then parent them again. So if you wanted you could unparent where your bone should go, move your existing bones and then extrude from the chest to make shoulders, then move the existing ones in place then parent them respectively

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@final abyss

mystic lichen
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damn weight painting is garbage in blender 2.8

drowsy wharf
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@daring mortar a little late, but for that model you have a few bones off from what they should be.
This is all assuming you plan on using humanoid rig, generic rigs would require full animations for what you need (idle, walking, etc)
Your legs really only need upper/lower leg, and then an un-weighted foot bone pointing forward at the bottom (not pointing down as you currently have it, toe bone also unneeded)

the "Shoulder" bone is actually a cross between collarbone and shoulder blade, starting a short distance from the base of the neck and ending at the shoulder point. (in a human-like model)
Upper arm would go from shoulder point to elbow, and lower arm down to wherever you want the wrist to be.
Wrist would reach from there to the end of the arm stub. And then you'd make your un-weighted 3 finger bones (thumb/index/middle) in their 3-bone chains.

Your upper leg looks like it is aligned properly with the hips, keep as is. (If you plan on using full body, you'll want to flip the hip bone upside down and invert the upper legs as well so they point up)

Make sure your leg bones go straight down when in an idle pose, and there's a slight backwards bend at the knee (The IK system determines bend direction based on the default resting pose, as is your knees would probably bend outwards and point the lower legs/feet towards the center)

Your neck bone is probably a bit low, but as the model doesn't really have a neck, it could be a tiny bone at the base of the head (move both ends to the point the head bends at with a little spacing between each end)
Remember that the bones rotate around the large end (head of the bone) and the bone setup should be based on that.

I...can't actually remember if eye bones were required for proper IK, but I don't think so?

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...crap I wrote another wall...

daring mortar
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@drowsy wharf yeah I noticed a few were off, but I imported to VRChat and it doesn't look bad at all!

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but thanks for the tips I'll go back and fix them appropriately

sage umbra
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Don't know if is the right place to post this

bronze fern
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Its all weight painted to one bone

undone harness
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Each bone has one area in which to make it move, its just like actually moving your arm. If you move your forearm that bone will move, also with your skin, and your clothing right? You should only weight the part the bone is in basically.

sage umbra
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I don't get what you mean I haven't done it before

daring mortar
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from what I can tell so far in my limited usage of Blender is that weight painting is for the hinge joints

sage umbra
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how do you do it?

strange verge
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My avatar looks lousy due to rigging. It becomes oddly hunched back and the shoulders slouch badly.

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I can see a built in misalignment on the model, and since I am 6'4 I think that is becoming exaggerated. I need to know how to realign the spine bones, and also I wanted to be sure this isn't intentionally done for another reason.

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I can see a built in misalignment on the model, and since I am 6'4 I think that is becoming exaggerated. I need to know how to realign the spine bones, and also I wanted to be sure this isn't intentionally done for another reason.

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So to begin with, should I have the spine and hips align perfectly or is it offset for a reason? And what is the best way to correct the shoulder droop?

sleek isle
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You can simply rotate the rig

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Always navig in orto view(5). No distorsion

strange verge
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In pose mode I move the position of the entire bone. Nothing rotates on the joint.

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I don't know. I'm completely lost at this point. I can't seem to get the behavior from my armature in blender that people do in tutorials and the tutorials don't cover how to get to the views and modes they tell you to go to....

sleek isle
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In the cats thab you can apply as rest pose

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If nothing rota it mean nothing is weightpaint to it

timber trail
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Hey I need some help rigging my avatar model. can anyone please help me out with this and maybe fix some things on the model if you can? I just need it ready for Unity.

sleek isle
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Yeah but am at the bar now.

timber trail
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k

sleek isle
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am not sure why , I put my leg strait in front and a little bend in the knee from the side. but some model still have weird bone roll

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in fbt

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maybe the bend is not enough on the side idk

opal river
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so if I were to do a quadroped avatar, how would the bone structure look like for that?

neat sandal
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Mapping bones in unity is sad.

sage umbra
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and when i was posing the coat on the model and moving the arm bones i was moving the bones about the place but apparently there was still suppoused to be on the skeleton and not like this

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how do i make it so the arms and still next to each other and not like this?

modest iron
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legs kinda in stomach

bronze fern
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Weight painting

modest iron
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i done it, u can ignore that request xD

hasty drift
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.

still loom
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how hard it is to install bones for an avatar wich has no bone on it?
im refering to the eyes eyelbow, mouth...

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to make the animations for lyps sync...eye tracking..

trim knot
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Can anyone help me. When I go to add component, VRC_Avatar_devolpment does not show up. I have VRCSDK installed

pale ginkgo
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Someone wanna tell me what I'm doing wrong? I put clothes on a model with blender... I separated the skin to fit clothes perfectly..... I then re attach the materials and re fix the model.... and some how the textures messed up and idk what I did wrong

fading verge
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I'm attempting to make an avatar, however I've realized an issue: this avatar will be a quadruped (based on a deer) and as such I have no idea how to do the skeleton. I have no experience doing rigging by hand and have always used something to automatically do it (like Mixamo). However I do not currently know of something like this that can automatically rig anything besides humanoid/bipedal models. Does anybody know of a place I can do this rigging, or if I'll have to do it all by hand? Alternatively, would it just be better to essentially place an invisible humanoid avatar and align it with the head of the quadruped, and then find a way (like a walking animation) to deal with the legs?

bronze fern
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The latter option you expressed is currently the only way to do it in vrchat

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Unless you make it a "Generic" avatar, then you can rig it hower, youll just need animations for everything you want to do, like running

smoky lava
opal river
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that looks fine

surreal copper
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@smoky lava that looks like you remove twist bones instead of merging their weights with main hand bones

smoky lava
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Btw is it possible to add pickable object to avatar? Or a object that ohter vr users can interact with?

sharp pewter
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chairs

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thats about it i think

undone harness
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iv seen someone add a ball before but Idk how tbh, I dont think others could grab it but he was able to throw it around from what I remember

safe bluff
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World particle maybe?

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But even then others won't be able to interact with it

fleet echo
astral ether
#

@sage umbra Your not allowed to ask the same question in multiple chats

light mist
#

i tried to move/rotate bones in import settings, it worked out, but it will take ages to move everything perfectly

blissful crown
#

@light mist wheigt paint in blender i guess

light mist
#

weight paint is fine i guess

blissful crown
#

can u send a screen shot of the wheig paint ?

#

and the rigging in unity

light mist
#

like if i move bones in blender they move nicely

blissful crown
#

how is the riggin in unity ?

light mist
#

rigging in unity is like an import settings?

blissful crown
#

you know were you remove the jaw bone

#

there where u set the avatar to humenoid

light mist
#

as i said before its possible to fix it manually but its hella ton of work

blissful crown
#

now get the rotete tool and rotete the bones down (just that the hand look normal)

#

its not the best fix but the easyst one

light mist
#

i believe thats not the easiest one

blissful crown
#

or call me

#

thats not look like the finger complete is broak

sleek isle
#

Apply transform in blender or reset pose in unity maybe

blissful crown
#

@sleek isle in the last picture it looks like synle polys are not wheigtpaintet or what do you think

light mist
#

Start Pose Mode -> Apply as Rest Pose fixed 8 out of 10 fingers

#

doing this again fixed them all

#

🤷🏻

sleek isle
#

Cant really know for sure

#

Some time the rest pose get funky.

#

So yeach apply as rest pose fix those

blissful crown
#

hmm at all i learnd something VRC_Sunglasses

warm smelt
steady patio
#

AAHH

warm smelt
#

This time I don't know the issue

#

the armature lines up

crisp tendon
#

Select a vertex from the foot, and look which vertex group it's part of

warm smelt
#

how do I do that?

crisp tendon
#

edit mode

warm smelt
#

ok but, how do I make it tell me, I know how to select all vertices from a group, assign new things to a group, but not find a group from a vertice

crisp tendon
#

select one, and look under Vertex Weights in the N menu

warm smelt
#

it's assigned to hips and left ankle....

valid rose
sleek isle
#

look like a neck bone

valid rose
#

is that not correct?

naive tree
#

more like chin is painted to chest

valid rose
#

Idk what that means, but got it

frigid tangle
#

So, Im having issues where my friend's model's viewpoint goes way below the set viewpoint in the sdk, is there any real solution to this?

sharp pewter
#

Is his height set correctly in game? Like hold hand on pov and match that with avatar eyes @frigid tangle

frigid tangle
#

its a model I made myself, and the viewpoint was set directly behind the eyes, but it still was way below where it should be in game no matter what height she used

sharp pewter
#

Is this a non humanoid char?

#

And or crouched

#

B4 import

frigid tangle
#

it is humanoid, and not crouched

sharp pewter
#

Did the blender camera get imported with the avatar into unity 🤔

#

Ive seen it happen before tanabae

#

If not i'm stumped

frigid tangle
#

I dont think so, no

#

theres no blender camera

sharp pewter
#

So only camera in scene is one after you hit upload?

#

Ya not sure tanabae

#

Cursed avatar tororo

drifting hollow
#

so, friend has his avatar and recently got full body, however when the model was updated for full body, he's always slouching and his viewpoint is off

frigid tangle
#

@drifting hollow use the cats fullbody fix, viewpoint isnt fixable, its a gripe of just about every fullbody user youll ever meet

mystic lichen
#

how is it that sometimes, when weight painting i can see my models textures

#

and sometimes i cant

#

what did I do that one time i could see the texture? makes it so much easier to weight pat

queen mural
mystic lichen
#

none of those shows the texture

queen mural
#

u right idk

#

realistically you don't really wanna weight paint looking at the texture considering you wanna look at the topology deformation rather than referencing the texture

velvet kiln
#

You should probably use wireframe.. it’s a lot easier to see what you’re doing

#

As well If you have an issues with vertices moving that shouldn’t

queen mural
#

2.8 seems to show materials with weight painting

queen mural
#

i believe the reason why you can see the texture in 2.79 is due to the MMD tools
even if i remove the texture in materials i think it references the image in the blend file and uses it

#

maybe it's some hidden setting but i wouldn't know

#

so basically only if you import a MMD model with MMD tools will you see the texture in weight painting far as i'm aware

mystic lichen
#

i saw mine even when using cats, but i dont know what i did

#

also does anyone have a very good example rig for fbt? as a reference

opal aurora
#

@mystic lichen the only reason that comes to mind is you not having the bones in pose mode when you attempt to weight paint, as that quite literally won't work and will instead display the model normally once you attempt to select a bone, other than that i'm unsure

mystic lichen
#

but it showed me the correct weight bone and i could select the bones :/

opal aurora
#

Really unsure then sadly

sleek isle
#

For full body tracking I only need to merge the neck to the head to fix the seying neck issue? I forgot to do that :/

#

Now i need to go back an update 26 time 2

mystic lichen
#

no

#

there is more to that

#

its with a timestamp

sleek isle
#

For the proportion I wont change them. I already put the legs as it should be

#

For cats would it be a good idea when you hit fix with fbt it merge the neck and make a dummy ?

fading verge
#

When I enforce T-Pose my model's arms do this

wary crown
#

Go back to blender, apply transformations and reset your bone rolls.

fading verge
#

Ty, how do I apply transformations ?

wary crown
#

do you have cats?

gritty nest
#

I'm 99% sure that your left and right arms and legs have swapped bone names.

wary crown
#

that might also be the case

#

^

gritty nest
#

Check that "left arm" is actually the arm on the left

#

It probably isn't

fading verge
#

It is, this rig worked perfectly fine all I did was switch the lowerbody with another armature

#

I didnt rename the upper

wary crown
#

Might still be screwed

gritty nest
#

You should also check the legs, they can cause the same thing to happen

#

Left and right leg bone names may be swapped

fading verge
#

Oh ok

#

Ill check

wary crown
#

If thats the case you can select the bones in edit mode, hit w and click flip names.

fading verge
#

yeah my legs were the wrong name >.>

gloomy goblet
#

is there an easy way to remove transforms from missing bones in blender?

little sinew
#

trynna learn how to make my own avcatars but im sped and new to it

wispy fulcrum
gloomy goblet
#

@wispy fulcrum pose -> reset, pose -> enforce t-pose

wispy fulcrum
#

wooooooow

#

thanks!!❤

fading verge
#

How do you make avatar eyes move

gloomy goblet
#

@fading verge do you use the addon CATS for Blender?

opal river
#

can someone show/link me the armature for quadrupet avatars?

#

is that even a thing?

sleek isle
#

If you have a skirt with bone use. rigid body/fix join or final ik . Feeze the location but not the rotation and by so no cliping and weird mesh distorsion ")

bitter spade
#

can i talk about mixamo problems here?

simple gorge
#

its been a while since ive rigged an avatar in unity so i just to make sure i've done it correctly

#

so we config as humanoid > map all bones and delete upper chest and both toes

#

is that right?

autumn socket
#

So, when I go to force T-Pose on a model in the rig config, it ends up turning it around 180 to face the other way, when uploading it shows it's backwards too, any ideas why?

nova jetty
#

So I was trying my new Index last night and all my models do a "half"/lazy thumbs up where as the thumb only really goes up a small amount. Is this something I can resolve, or is it more just how the game is handling the finger tracking currently? The rest on the fingers seem to work as expected and the thumbs up did look fine previously when I was using the Oculus

bronze fern
#

I think there was a finger fix you could do for this specific issue

#

i may be misremembering though

broken locust
#

ayy does anyone kno how i can remove an accessory withouyt breaking the rigging and bones? is it possible to jus delete it in blender and then reimport it to unity while keeping the b0nes and rigging?

wary crown
#

Yes, go into blender, go into edit mode, remove the mesh, replace the fbx

broken locust
#

ok ty just checking be4 i do it and possivbly lose all rigging ty ty

wicked quiver
bronze fern
#

Change your view position.

sleek isle
#

Is that a sims?

wicked quiver
#

yes

#

@sleek isle

burnt goblet
#

Does anyone know how to fix arms hanging down with sholders while my arms irl are normal, in game i basically have to lift up my arms to make it not look like my shoulders are going into myself

#

as well as leg bones rotating inwards causing my thighs to be out of line with my lower legs?

wicked quiver
#

yes

mystic lichen
#

where exactly is the tracking for the hip tracker, on the hip? like, how should a hip look like ideally for FBT

wicked quiver
queen mural
#

try assigning the correct bones in the rig

#

looks like you got em mixed up probably

wicked quiver
#

How

#

@queen mural

sharp pewter
#

in avatar config in unity

#

click model in folder area

#

go to right side when you config it

#

make sure bones are in the right side left/right

#

can also make sure the bones are right in blender

#

with parenting

#

@wicked quiver

steady patio
#

the lion sleeps tonight starts playing

#

the pain

cedar hamlet
#

Looks good

#

...

#

Somehow

still loom
#

i have an avatar that doesnt have bone to the shoulder...and unity wont let me upload the avatar without it.

still loom
#

when im actualy removing all the errors witch on the avatar mapping looks all green
i get punched with this error when trying to upload

sharp pewter
#

You could just extruded using E in blender off the chest bone and parent the arms to it and i cant read the errors on my phone

#

@still loom

still loom
#

il just try to add on my own a bone called shoulder and set the arms parent to it

still loom
#

fixed that now i can upload the avatar but its a little messed up..

#

it seems some stuff doesnt work
like when pressing C or Z...doesnt seem to have effect visual..

safe bluff
#

Cause you don't have finger bones

#

Make dummy finger bones in Blender and assign them in Unity

wicked quiver
#

But i think wight paint well auto finger. But don't have wight paint on. Don't work

#

@still loom

still loom
#

so its the fingers causing that.

#

even tho...the avatar doesnt have fingers or spine bone

#

neither shoulders

#

sitting on the floor..

#

doesnt work

#

neither C

#

the head isnt affected by anything.

#

emote or face gesture 😄

#

ok im done the avatar is totaly broken il try another time by rebuilding the hole rigging

sharp pewter
#

Learn rigging ya

#

Looks like toe bones need to be removed from the config in unity as well

still loom
#

they are removed.

fading verge
#

any one can help me with this model?

drowsy wharf
#

@fading verge Missing shoulders before the upper arms, missing a spine between hip/chest, and missing the minimum thumb/index/middle fingers for proper tracking.
Hip also looks a bit high and may just be the spot for a spine instead (so maybe missing hip instead of spine depending on weighting)
Also may have a root bone at the base instead of a hip-root

fading verge
#

How would I import an animal that walks on 4 legs

fervent hornet
#

Depends on if you want it to have a humanoid or generic rig

#

For humanoid you need the front half of the animal to be humanoid and then you connect the back legs to the front via rigid bodies and fixed joints. Generic means you would need to animate walking, idle, ect

#

Generic animations are fucked IIRC due to network IK though

wanton stone
#

OI

fading verge
#

is there a way to test the rig?

sharp viper
#

sure, pose mode in blender or muscle groups in unity

fading verge
#

ok

sharp viper
#

just move things around in there and see what moves with it

fading verge
#

thanks

#

and for unity how do i port models

#

to vr chat?

#

because im on mac

sharp viper
#

you can do it from a mac no problem

#

I recommend using boot-camp or parallels however to get full access to unity and blender

#

unity has a mac build, but this is the wrong channel for that

wind osprey
#

No need, Unity and Blender run 100% okay on Mac OS. You just need to ensure you have windows x86-64 build targets installed.

sharp viper
#

mmhumm!

#

(and android 😉 ) ideally

wind osprey
#

If you care about Quest builds, yes.

sharp viper
#

and you should!

wind osprey
#

You can't tell me what to do, you're not my mum

fading verge
#

ok what about simple vr chat?

#

how do you run it on mac?

sharp viper
#

Ah, that's a whole other thing. Currently, the VRChat client is windows and oculus quest only

#

in that case, bootcamp

wind osprey
#

running vrchat is not possible on Mac OS, at least not without some hardcore software fuckery, but that's for another channel.

fading verge
#

ok

sharp viper
#

well, you have another option if you have a pc handy

#

you can use steam in home streaming or nvidia gamestream or amd relive to bring it in over your network

fading verge
#

ok

fading verge
bronze fern
#

What part

#

Just looks like the model is using one of the materials, rather than the multiple it likely needs

opal aurora
#

Probably upside-down UV's

fading verge
#

and put them back on?

bronze fern
#

They should be in the window tab at the top of unity

fading verge
#

what does it look like?

bronze fern
#

What does what look like

fading verge
#

nm

#

fixed it

#

so how do i export it to vr chat?

bronze fern
#

Watch a tutorial

fading verge
#

ok

hidden harbor
#

yo im tryna remove the bones to a model in blender so i can run it through mixamo and manually set up the bones myself. but whenever i remove the armature the model falls onto its back. i know this is a noob question but how do i fix that, the normal rotate tool is way too finnicky to properly fix it.

bronze fern
#

Just rotate on the Y axis while holding CTRL to snap it to angles and look for the exact angle in the bottom left of your view

#

@hidden harbor

hidden harbor
#

thanks so much!

bronze fern
#

Some of the model might be seperated and thus mixamo wont like it, try to remove doubles in blender @hidden harbor

fading verge
crisp tendon
#

By having a complete skeleton

lofty topaz
#

What can be happening here? Weighting is good, but when I imported it it had the finger bones all wrongly mapped -- Already fixed it and enforced T-pose, with no luck

smoky lava
#

Did you remove any bones perhaps? If not look at weight painting in blender.

#

@lofty topaz

shell swallow
#

so I am adding armor to an avatar that is already rigged by using blender, editing the armor in position, and then transferring the weights from the mesh onto the armor. This has worked so far with the legs and the waist armor. However, when I do this and then try to parent the arm or chest armor to the armature (via armature deform) it ends up altering the armor's mesh in unwanted ways

#

before parenting ^

#

after parenting ^

#

I even tried manually painting the arm armor but the issue is even worse

#

before parenting ^

#

after parenting ^

shell swallow
#

I think I figured out the cause of the problem, but I do not know the solution; It seems that the armature is in an A-pose while in EDIT mode, but it is a T-pose while in POSE mode and OBJECT mode

shell swallow
#

nvm I just figured out that i can move the armor into the a pose and over-correct for it

storm grove
#

Hello, I am playing vrchat in Korea. First of all I can not speak English. I'm sorry to use a translator.
I have been using 3dsmax to create my personal avatar, but I have been experiencing problems with my pelvis in full body tracking during rigging and skinning tests. This problem does not occur if you use only Vibe without a tracker, but only full body tracking is causing problems. I'm looking for several documents about this, but I can not find the answer, so I leave a post here. I used 3dsmax for rigging and skinning using biped.
I need help..!

safe bluff
#

@storm grove

storm grove
#

Thank you for answer.
I've read that article last time ...
It's hard to try Biped in 3dmax because it's not as flexible as Blender's Bone or can not be reshaped, so I do not know if I'll read it again.
Thank you!

#

@safe bluff

neon lance
#

Does anyone know what would be causing my avatar to vibrate slightly with full body tracking?

gritty nest
#

Probably FBT itself lmao

#

The entire avatar?

neon lance
#

It seems like its just the torso area, and its not constant.

gritty nest
#

Does it happen in particular when you lean forward?

#

Open the SteamVR overlay and check if the hip tracker itself is not just vibrating.

neon lance
#

I've confirmed its not the tracker.

gritty nest
#

Well then I guess you can attribute it to VRC, sorry.

#

Best you can do is post a screenshot of your rig in Blender and see if anyone here can infer anything that's wrong.

stray zenith
#

So I have been trying for hours now but could I get some help with fullbody proportion setup? I keep having issues where the model looks Squished, too short, bad knee rotation or is just really broken.

wind osprey
#

For proportion reference check out any art book that deals with realism. Stay away from anime-style because they tend to have overly long legs for certain aesthetic reasons.

For knee rotation problems, make sure the rig has the legs slightly bent. Doesn't need to be massive, just enough that IK can bend the legs properly. Having even bone roll down the legs helps too.

stray zenith
#

Ahh okay

mystic copper
#

in unity adn in menu the rig looks fine but in game it looks like this

#

i changed finger bones and this happened

crisp tendon
#

They aren't

#

Unless you plan on standing up on two legs

sharp pewter
#

Need custom walk animations

#

And just about everything else

stable flume
#

excuse me , my model ahe missing shoulders and chest how can i create them to work on the model ?

drowsy wharf
#

@fading verge you can use a humanoid rig...but you'd need a humanoid skeleton that the dog followed with fixed joints...and it can be weird with certain things.

stable flume
#

that's what i can't use

drowsy wharf
#

@stable flume you'd have to take it into blender (or other 3d modeling program) and create them from there

stable flume
#

how can i create them ?

drowsy wharf
#

look up a tutorial on adding bones in blender, just make sure they're parented correctly (hip->spine->chest->left/right shoulder->upper arm)

#

neck from chest as well, skipped that

stable flume
#

the model is already rigged but don't have all the bones

#

how can you make a bone having a parent example Shoulder/ arm

#

i made the bones but they are not attached to each other @drowsy wharf

drowsy wharf
#

that was why I said to look at tutorials for it.
You set the parent in the bone's settings panel, and you'll have to do that for anything that should be a child of it as well

#

if you extrude a bone from what it should be parented to, it'll auto-parent to that, then you just choose the child from there

stable flume
#

ok thanks

drowsy wharf
#

in your case you'd want the shoulders to be very small, and basically sitting at the top of the upper arm (since you probably don't want to weight paint the shoulders as it expects)

#

you could technically do the same with the chest, sitting at the top of the spine

#

shoulders should not have the "connected" box ticked either

stable flume
#

ok

#

wait i'm trying it

#

sorry

#

its working thank you 😮

magic sonnet
#

enforce t pose in unity isnt working like usual

#

attempting to put it in a normal hand pose makes unity think its not in a t-pose

junior summit
#

By messing around with Unity i figured out how to make my avatars have multiple models,so now i have my actual avatar and two copies on both sides of it.But they stay still and i can't figure out to make them do the same movements as the actual avatar(walking when i do,doing the same emotes,doing the same dances if i go to an mmd world).I know its possible since I've seen avatar summonning copies that did the same movements,with mine the copies are simply always present(but,like I said,i can't get them to move).If i get a reply i will probably take a lot to respond due to different time zones.

magic sonnet
#

i believe they all have to share the same rig as the "main" one, or atleast have the animations configured to move multiple rigs, which would be harder.

magic sonnet
#

yeah... tried out the rig anyway in vrchat... yeah, turns out the fingers in unity were kinda of a big problem, finger point is more like crossing fingers, and i dont even have words to describe fist.

drowsy wharf
#

@junior summit The easiest way is to use a bunch of fixed joints targeting rigid bodies on the main model. All using rotation but not transforms.
So when a bone rotates (say by moving your arm up), the others will copy that.

The other way I've heard is by using FinalIK (?) and assigning things a certain way (I don't have it so I can't offer help there and it costs money)

#

@magic sonnet check your rig in blender, make sure all the bone rolls are the same.
Easiest is to set them all to 0 by selecting the whole armature in edit mode and pressing Alt+R to reset bone rolls to 0
I'd also go into pose mode just to see if it's close to a T Pose there. Generally speaking if it's close to a T or A pose in blender it should be fine right away in Unity

stable flume
#

Oh wait I think the thing you said will help me with my model, the body is laying down and the hands are in the front

still loom
#

ive finaly fixed an avatar since it had missing bones but my issue is this:
how do you really make the bones to be added automaticaly by the unity instead of mapping them?
i did added the bones to the vertexgroup but still doesnt take them

#

could it be the name?

junior summit
#

@magic sonnet I figured that,what I can't figure is how to actually do it.Wasn't even able to find tutorials.

minor pendant
#

Question: what besides arm-length affects floor level? I want to know what minimal necessary changes should I do, to make floor level in VRC synced with floor level IRL, when height in settings is set to to my real crrect value. As I understand, something else in sceleton affects this, not only arm length. I don't need ideal skeleton for full body, just minimal changes to keep height in sync in regular VR mode. (ping me when answer pls)

spark heart
stable flume
#

hello i have a problem i want to do an animation on my model with hand gestures but the part i want to move is a bone and not a shape key do you know how to add a shape key for it to move ?

sharp viper
#

@spark heart the issue is possibly bone roll

#

what's happening is that when you switch into full body the alignment of the bones is absolute and they're rotating essentially

spark heart
#

How does one fix this issue?

sharp viper
#

well, you need to mak sure the x rotation is correct

#

so for example if you're using cats

#

which I'm sure you are, at the top click "start pose mode"

#

right click the bone in question so it's the only one selected out of the armature

#

press R for rotate, then x, x

#

this should set the rotation axis to 0 on x, I bet if you look at the transform panel

#

for the object (you can see this by expanding the little plus on the top right in the 3d view)

#

it won't be x:0 I bet

#

did you already run the full body fix?

spark heart
#

Yeah I have a while ago

sharp viper
#

it probably flipped them

spark heart
#

urgh

sharp viper
#

like by 180deg on the x axis

naive tree
#

@spark heart show bones in blender from sideview (nmlock 5+3)

sharp viper
#

one way to easy fix is to look at another model that works correctly and make sure the armature rotations position information on the bone is the same as the one that works

#

mmm, yeah, sorry, I don't have blender open right now

naive tree
#

most likely it's bones being too straight, the usual fbt issue

sharp viper
#

(you can also use the view panel and select orthographic then "side"

#

oh yeah, for reverse IK you also want the knees bent a little, correct

spark heart
#

yeah, I've had that issue before

naive tree
spark heart
#

it's only the top part of the leg that acts up, the knees are just fine

sharp viper
#

so if your bones look like yuumi's picture above

#

make sure that the rotation of the upper leg is the same

#

(as the lower leg)

naive tree
#

have bend in in bones and as extra select all bones in armature and press alt+R to set all rolls to 0

#

if that still doesn't help then it's weightpaint gradient

stable flume
#

hello is it possible to create shape keeys from bones ?

naive tree
#

shapekeys = mesh

sharp viper
#

yep, that's how I do it, @stable flume

naive tree
#

do you mean like scaling/moving them?

sharp viper
#

I create shape keys from pose mode positions after careful weight painting.

stable flume
#

because i want to do an animation but i can't do it because its not a shape key

#

like rotating it for the animation

sharp viper
#

but that's not everyone's cup of tea

#

but you can do that if you're happy with your bone posistions

#

and how your model moves

naive tree
#

yeah with cats you can do pose to shapekey.. but shapekeys look rather trash when it coems to rotations and movement like that

sharp viper
#

in fact, cat's has a button for that - pose to shape key

#

yeah, they can

#

takes some skill

stable flume
#

cat's ?

sharp viper
#

usually it's a lot of gradient painting of special bones just for that

#

you can also use the search function

naive tree
sharp viper
#

@stable flume in blender, once you're in pose mode, you can create a shape key by searching pose to shape key in the search menu on spacebar

#

but there's a shortcut button in cats blender plugin

stable flume
#

can you make them from bones ?

sharp viper
#

yep

#

cats is really useful even if you're doing a model from scratch

stable flume
#

OK THANKS i hope it would work

#

thanks

#

i'm working on the model since yesterday

sharp viper
#

I spend like 90% of my time doing a fullscratch model in blender 2.8, then I export it, bring it into 2.79, and do the last bit of work using Cats to set up shape keys for mouth movement, eye movement, using material combiner for atlasing, full body fix, etc

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it's just faster than manually setting everything up

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even if it's manually rigged

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or done with rigify

stable flume
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i only need to do the mouth and eyes then the animations like opening his chest cavity (its repair freddy )

sharp viper
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oh neat

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yeah, sounds like pose to shape key would be good for that

stable flume
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Yep i agree

sharp viper
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whatever you do, make sure you make a backup of your file before editing it with cats, the plugin will combine meshes and do other optimizations when you do certain actions so you want a "pre-cats" setup

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just in case you want to go back and fix or edit something

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more important with full scratch models but either way

stable flume
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ok so how can i add it

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::

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shape key

sharp viper
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once cats is installed (is it installed?)

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click "start pose mode"

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move the bones how you want them

stable flume
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yes

sharp viper
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then click "pose to shape key"

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and it'll make a brand new shape key you can create an animation for in unity

stable flume
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wait

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i need to move the bones or select them ?

sharp viper
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select then move

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ideally, move them on rotation only

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if you do decide to use movement along an axis, make it subtle

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but if the model is set up the way I think it is you should just be able to rotate the bone on the joint

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to "open" things

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if it's anything like the new game

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this can also be used to "shrink/grow" items. Extremely useful for props

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that way you can have just one mesh but bring out a gun or sword or whatever

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I really should make a tutorial video on this, but I think it would be hard to fill up 10 minutes. Maybe this and manual texture atlasing

stable flume
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wait

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i'm lost C

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:C

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@sharp viper is it possible to do it step by step because i'm lost

sharp viper
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step 1) press "start pose mode"

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next, select a bone with right click:

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and make a rotation

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next, click "pose to shape key"

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and give it a name

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then you should see it in the shape key list:

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after clicking "stop pose mode". Then once you've made them all just click "export model"

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do other optimizations while you're at it, though

stable flume
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i got it but the eyes on unity

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how can i make them move

sharp viper
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the eyes will move automatically if you set them up with cats in the "eyes" section

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they need to be rigged and named correctly for that to work

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does he alrady have eyebones and eyelids?

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if you've never used cats before I reccomend my tutorial over @ youtube

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that goes through the basics for most models, the things you need for mouth movement and eye movement. I think the model you're using has a lower jawbone you should use though.

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(for mouth, anyway)

stable flume
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my models have eyebones and eyelids indeed

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i did the jaw its working the anims are working now its the Eyes xD

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i'll check the video

sharp viper
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I go over that part pretty quickly

stable flume
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the animations are working perfecly !

long drum
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steam isn't working it says download failed

magic sonnet
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yeah, tried fixing the roll in blender, it was already fine in a t-pose, unity still doesnt like this model for some reason

magic sonnet
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NVM finally found the problem, turns out, even though cats didnt have a problem with the weird naming scheme on the finger bones, unity still didnt like them

sage umbra
vast raft
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errr, when i attach clothes to my mmd base models i just merge them and do nothing else with it, idk why remove armature?

sage umbra
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i removed the coat arature

past bay
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You don't remove the armature. You simply just merge the coat to the avatar.

sage umbra
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i did that but it didnt work

past bay
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Your "base" is the avatar and the "to merge:" is your coat. Is that you how put it in cats?

sage umbra
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yes

past bay
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I would really need more info or take a look at it myself in order to help you.

vast raft
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yes show more pictures if can

sage umbra
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1 sec

vast raft
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oh my

sage umbra
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so i move the arm and the sleeve will follow

vast raft
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hmmm it shoulder do that though

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shouldnt

sage umbra
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but it doesnt stick to the arm

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as in the arm doesnt stay inside the sleeve

vast raft
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okay so wha u might have to do is, re do it, as in re put the jacket on, and this time make sure its sized/fitted onto the base, using the scale thing, and then merge it, and DONT delete the armature since the jacket will merge with the base bones, and stick

past bay
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Yeah I'm thinking what happened was you had deleted the armature and then attempted to merge it after the fact. If you do what cozy said, it should work just fine afterwards.

sage umbra
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but

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the first time i did this all i did was the merge tool in cats but then the didnt move

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the arms

past bay
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The arms wouldn't move at all within blender?

sage umbra
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but trying to weight paint and wont let me

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this error comes up

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also the upper arms come out the sleeves a bit but thats why i tired weight painting but wouldnt let me

crisp tendon
sage umbra
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thanks

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going have to try again i fuck it up and for some reason blender only lets you undo so many times >>

sage umbra
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i had it but fuck it up then couldnt remeber how i did it XD

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ill try again tomorrow/later

scarlet creek
stable flume
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@scarlet creek i can

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give me the model's file

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and i'll add it

mystic copper
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@scarlet creek just mixamo it

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Then fix rig after

stable flume
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no

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he had shoulders

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i have the model in my eyes

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well i have it in front of me

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he have shoulders its only that its not called shoulders

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the only thing i could do to help him is namming them

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because its useless to add a new bone

scarlet creek
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Im need Beta and not beta,but thanks.

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I will add this beta version to vrchat.

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Soon.

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Just im send here model,named "Mafia Goon SFM".

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And im need this model too.

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Huge thanks.

stable flume
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You need the mafia goon sfm model that you already sent?

scarlet creek
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Im sent TWO models.

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Thanks for BETA.

stable flume
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Yes

scarlet creek
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I will import him to Vrchat tomorrow.

stable flume
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ok i'll make your model right now and will give it to you in like 5 or 10 mins

scarlet creek
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Thx

stable flume
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because the beta had the bones but they weren't named so you couldn't know what bones they were

scarlet creek
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Just after next day i will be offline for a week or two weeks.

stable flume
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ok

stable flume
scarlet creek
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Thx.

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So,not today.

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If somebody will delete this,send me this models on private messages.

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Thx.

scarlet creek
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Finally i can import this dude to vrchat.

vast raft
crisp tendon
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you're most likely missing the neck

viral beacon
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So help please, rigging for the new Valve Index ... is there any sorta trick to it? made a model for my BF he's got the new index controllers and his last 3 fingers don't aline correctly, so when he moves say, his middle his middle and his ring would move. he would play other games with his hand in same spots on his controllers and they would move just fine. so its not like user error .... any advice like hand swap and what kind of hand to use would be greatly appreciated, here's a gif of how the hands are rigged https://gyazo.com/646b17b369f39d6218122907536d279a

gritty nest
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Seems like a game bug more so than an avatar issue

vapid bramble
gritty nest
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SDK has a tutorial avatar

vapid bramble
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@gritty nest not a home now but do you know if it has a full bone setup? Fingers, spine, etc?

gritty nest
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Yes

plucky terrace
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does someone mind helping me put some shoulder bones into my avatar, never done it before

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ive never rigged an avatar for that matter

charred sentinel
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you may not wish to start with shoulders as a first if your new
its a black art rigging the shoulders and every one you ask will give you a different method to use .. the main issue is you really don't get enough joints to use to make the shoulders behave like real life with out doing some extra trickery with weight painting

plucky terrace
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i didnt make the avatar, i ported it from gmod and it has every single bone in the hierarchy except for the shoulders, yet the model functions fine without shoulders. i just needed to put them on it so i can upload it

charred sentinel
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some other people will set them lower and point them upwards more
depends on the artist

plucky terrace
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this is the rig currently

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i just dont get how to add bones, parent them to others, attach them in blender, etc

charred sentinel
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ah haha ya you are not making bones you are setting up in Unity not blender ok

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drag the bone for the shoulder from the hierarchy into the correct slots for the shoulders

plucky terrace
charred sentinel
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got any more ?

plucky terrace
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one last one but its just of the meshes

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shoulders dont exist

charred sentinel
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ya open the FBX file up in blender and look at it

plucky terrace
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ah

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where from here

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sry for all the questions this is just all so new

charred sentinel
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find the bone click the tab key to go into edit mode and look for that bone and its name down the list

plucky terrace
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what bone do i find?

charred sentinel
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the shoulder

vapid bramble
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So I found a skeleton that seems to be ok. I am currently moving the parts to line up with my model and then I plan to weight paint. Is there an easier way or am I on the right track?

latent spindle
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I just found the code to convert animations from different skeletons, and even capture animations from video

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thought you guys would apreciate it

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i didnt know if it should go into rigging or animation channel

merry estuary
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@vapid bramble Think uploading model to Mixamo and letting it rig your model would be easier but you would have to still make some adjustments. Since you are at this stage you can very well just continue. Blender has weight with automatic weights option - it can auto paint your character pretty well, especially if mesh is made from one piece but you gonna have to make some adjustments after auto paint. For example it likes to paint to much arm weights onto torso, stretching characters chest while moving it's arm and so on.

vapid bramble
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I tried. It did not work for my model

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😦

merry estuary
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Got an error?

vapid bramble
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Yeah, I was able to get another one to work but it was basically jelly. This one just thew an error

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Even blender Auto weights does not do a good job. Grabs other legs, hands etc.

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Having trouble getting the fingers lines up now. Do you use pose mode or Edit mode to aligh?

merry estuary
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Fingers should be modeled so they are spread just a little, after that you don't touch the mesh in edit mode. You rig your model, paint weights and then in pose mode see how your character moves

vapid bramble
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Working on adding bones to them as is

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can't get the thumb to move without moving a finger in pose mode. Thinking I should be doing this in edit mode?

merry estuary
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oof I don't know. I guess it is possible to rig like that and then try to enforce T-pose in Unity

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No, in edit mode you only modify the mesh and in pose mode you check how it moves

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so you were doing right moving it in pose mode

vapid bramble
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K, will see what I can do to get that finder moving

merry estuary
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You could also weight paint everything, move arms yourself into T-pose and save it as new rest pose in Blender

vapid bramble
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That was my plan. I just need to get the bones to line up in Blender and then I can weight paint it.

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Stupid fingers 😛

merry estuary
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Work with bones for one finger at the time and when you are done select bones that are in position and press H to hide them and start working on next finger, it will be less confusing

vapid bramble
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Ah, that helps I have been hiding them in the hierarchy

merry estuary
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You can then unhide everything by pressing alt+H

vapid bramble
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I see the finger and thumb are parented but any idea why I cannot move an individual digit? They both move together

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Got it. Location was locked

neon lance
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Does anyone know if there is a way to increase the culling of my own avatar around my head so I see less of myself?

bronze fern
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I don't know any official way but I do recall a funny hacky solution and thats using one of those disappearing shaders on the area effected, except inverted so it disappears when close instead of far away

opal aurora
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It'd be great if people could define their own culling radius, that way various head sizes could be used without clipping issues, and it only culls the head aswell so there wouldn't be external conflicts

merry estuary
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Looks like you are in pose mode. Switch to edit mode, select all the bones you want to delete, press x and enter.

neon gulch
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When I configure humanoid in Unity the bones shrink into themselves. How do I keep them at where they are supposed to be? The upparms snap to the top of the spine bone instead of chest bone and the upperleg bones shrink in. Happens even when I have bones in between those. (This how they suppose to look in Blender)

stray zenith
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Any advice on how to fix shoulder placements? in game when I have my arms at my side my shoulders look like this...

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but when I have my arms up they look how they should.

gritty nest
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Can you take a picture of the T-pose in Unity?

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In the humanoid rig configuration

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@stray zenith

stray zenith
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yep 1 sec

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@gritty nest

gritty nest
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Hmm, odd.

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It looks fine

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You could rotate the shoulders up a little bit (set rotation to Global in top left)

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And then rotate the upper arm back down to compensate a little

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So that the hands are straight out

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Are you in fullbody?

stray zenith
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so it might just be the direction of the bones?

gritty nest
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In the rig configuration yes

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The shoulders oughta be up al ittle more

stray zenith
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Yes I am fullbody

gritty nest
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Other than that it can be blamed partially on VRC's handling of shoulders. There's a setting in VR IK that makes them not sag as much.

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Well in FBT everything is fucked anyway

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¯_(ツ)_/¯

stray zenith
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yeah true sadly....

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So just move the bones up or rotate them up?

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There is weights on the Shoulder bones too, could that be a reason to the sagging?

solid oasis
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hey, my model isn't using any of the animations but its bones are fine when i move them around manually

tender dew
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You know what am i working'

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AND Yep..its gonna be SCARY!

verbal granite
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I'm trying to increase how long the torso is in unity, so i change the spine y size but then the head which i don't to change anything also lengthens too so how do i change the spine length with out affecting the latter bones as well?

crystal vector
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@verbal granite You can do that in Blender

verbal granite
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i have no idea how to do that though @crystal vector

crisp tendon
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Grab the end of the bone, move it up, save, export

smoky lava
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^^ Right channel rn

serene echo
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You can either weight paint it better, or remove the skin that sticks through/under clothes.

smoky lava
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Yhea it needs to be done using weight paint, dont got the knowledge to do that sadly, because skin mesh wont work bcs you can look inside the outfit

wind osprey
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@smoky lava Have a look at blender's vertex attribute transfer, specifically weight transfer. If you have an entire body mesh under there you can project the body's weights outwards to the clothes which in a number of cases reduces how much extra cleanup is needed.

naive tree
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much easier if you remove the skin udnerneath the jacket

lofty topaz
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Is there any automatic way to dissolve multiple bone with their weight painting into their parents?

queen mural
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CATs blender plugin

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"to parent" or "to active" or you can click the merge bone stuff

lofty topaz
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select all the bones I want to merge and to parent?

queen mural
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yeah pretty much

lofty topaz
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thank you

bitter spade
fading verge
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@bitter spade Most likely another vertex group that's assigned to that mesh has weights on that part remove it and it fine

fading verge
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Your avatar is humanoid but its head,hands,feet arnt mapped...yet when i go in the rig it is mapped...what the fucking hell

solemn talon
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hmm, having some issues with blender 2.80 RC1, for some reason the fbx it's generating isn't getting picked up by the unity automatic humanoid rig mapping

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or rather, it picks up hip and spine bones, but not leg or arm bones

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copy from other avatar shows no errors, but I'd like to have it independent so I can try tweaking thumb configuration. Saving and loading the mapping from the prior version (made in blender 2.79) leaves leg/arm/hand bones unmapped

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I'm using the CATS export to FBX option here, which worked fine in 2.79. Hoping I don't have to manually map every single bone... 😐

sharp pewter
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Das what i do

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Im picky

solemn talon
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solved: apparently my vertex group and bone names got out of sync somehow

sharp pewter
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Changing bone name will also change vertex groups name if they are the same but not the other way around

solemn talon
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apparently the autorigger makes use of vertex weights

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@sharp pewter this probably has more to do with me reverting part of the mesh to a previous version of the model that was before CATS did its rename thing

sharp pewter
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Rip what ever part of the mesh got broken and abused tanabae

solemn talon
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it's okay, somehow I got unbelievably lucky and was able to get away with just renaming vertex groups to match the armature

sharp pewter
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How is that lucky?

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From the same original model right?

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Im ded from 105 deg temps and sleepy ima go die in a bed tororo

solemn talon
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the lucky part is where I don't have one vertex group named "Upper leg.L" and one named "Left leg" and have to setup 60 vertex weight mixes to get myself out of this mess

opal aurora
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@solemn talon make a bone named Upper leg.L, parent it to Left leg and merge weights, that should be enough i think? o:

astral warren
#

Blender’s “conserve volume” checkbox deforms the meshes so much better.. unchecked is what it looks like in VRChat. Is there any way to simulate what it looks like with it checked? I don’t even know what it’s doing differently

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It eliminates candy wrapping and shrinking eye tracking irises