#avatar-rigging

1 messages · Page 142 of 1

astral warren
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@solemn talon make sure both vert groups have a bone of the same name, make one parent of the other, and then use cats merge weights to parent. Automated all that noise

solemn talon
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Yeah still would have been a lot of work, good thing I didn't have duplicates :)

astral warren
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Yeah I just find it easier to set each bone as a parent of the other armature and then merge weight to parent down the list.. vert mix modifiers are laggy to set up for me

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And I always make mistakes

wind osprey
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@astral warren It's using a different deformation algorithm (something to do with dual quaternions) which is something unique to blender as far as I know.

bitter spade
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im new to the whole rigging thing, how do you rig?

crisp tendon
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By looking at the pins !

bitter spade
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the lower leg is upside down!

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if i fix it and apply the fix and then hit done it reverts back

bitter spade
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how do i get the leg to apply the change permanently

stuck orchid
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How do I set shapekeys to 100 in unity?

gritty nest
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@bitter spade set all bone rolls to 0

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In blender

minor pendant
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What I possibly did wrong?

gritty nest
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Leg bones are probably too straight

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Bend them a little in Blender

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So the knees are pointing forward just a bit

minor pendant
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My experience says legs should be always stright as possible

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but thank you I'll try

slow garnet
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How do you make a rig for vr chat? Does it have to have specific bones or do you upload them and set which ones are hands/feet?

minor pendant
neon lance
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Any suggestions for how I can stop my shoulder from pinching like this? This only happens if I try to make a sort of "I don't know" gesture with my hands in the air because it makes my upper arm rotate a full 180 degrees.

safe bluff
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What do the verts look like on that area?

neon lance
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I don't think it's a vertex problem, Its how far my upper arm ends up rotating

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Actually, I just discovered the humanoid muscles settings, I think this is what I needed

karmic herald
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Is there a proper way to scale an armature and body? When I do it, it looks fine in blender, but when put into Unity, an arm looks broken

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nvm the fbx file it creates seems to be the thing that's broken

neon lance
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Is there a way to get my character back into a t-pose in Unity?

crisp tendon
gritty nest
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I don't think that one works anymore because the T-pose file is gone

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Just select all bones and revert the transform component to prefab

turbid seal
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Could someone be able to help me in call with scaling my avatar to my irl proportions I tried watching a guide but I just end up deforming my avatar

merry estuary
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Did you try "VRChat Fullbody Tracking Avatar Guide" by Kung?

turbid seal
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Yes

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Watched it 3 times

merry estuary
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I don't know any more on the topic than the person who made this guide so I won't be able to help you I am afraid

turbid seal
gritty nest
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@turbid seal if you change the armature in Blender you have to configure the humanoid rig again in Unity.

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Set the rig type to Generic, then back to Humanoid.

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Also those legs don't look like they were scaled very well. One thing Kung's tutorial gets wrong is that unless the leg bones are perfectly straight (which they aren't, that would mess up the IK!), scaling the extra FBT leg bones vertically is a bad idea.

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What you should do is undo the FBT fix in Cats, turn off inherit scale on the feet and lower leg bones, then scale each leg bone individually on its local Y axis.

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Otherwise your knees are squished

turbid seal
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Im not replacing my old model this is a new one cus im not gunna fuck up my normal one lol. Its just the legs are coming out deformed like you see

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So turn off inherit on lower leg and ankle and then size the 2 accordingly ? @gritty nest

gritty nest
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Yeah

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But tbh this does look like the humanoid rig config is still using the old values

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So you may wanna check it just in case

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You can do pose->reset and pose->enforce T-pose

turbid seal
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You got it wrong lol

gritty nest
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Also your arms are angled down a little too far, you may wanna rotate your shoulder and upper arm upwards slightly. This is very common on models that are A-posed in Blender rather than T-posed

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Alright

turbid seal
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The bottom screenshot is how my avatar is normally

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The top one is after following kungs tutorial

gritty nest
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Ohhhh nvm

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I get it now

turbid seal
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Yuh

gritty nest
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Sorry, I thought the top screenshot was how it is in Blender and bottom how the same model is ingame

turbid seal
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Im not gunna overwrite my FBX unless i know its worked perfectly

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Naw

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Ill show you ingame now of that deformed avatar lmao

gritty nest
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I had another model with the same stubby legs issue, scaling the upper and lower legs individually worked a lot better

turbid seal
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Ill do that next

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Ty btw.

turbid seal
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@gritty nest I tried resizing it your way but it still comes out deformed in blender

warm lintel
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ok

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will this work as a hand?

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i just added two bones to make it so he has five fingers

bronze fern
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Avatars can have 3 fingers

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its not required to have five

warm lintel
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yeah

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but dosent it just slide around?

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like if i walk forward with an avatar without all the fingers working it usualy slides around

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like moving around the playspace

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ima try it

crisp tendon
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That's most likely because you didn't have the required bones for IK

warm lintel
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ah

drowsy wharf
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@warm lintel Required IK bones:
hip, upper/lower legs, feet, spine, chest, neck, head, shoulders, upper/lower arms, wrists, 3 bones for thumb and index/middle fingers (may only require one bone for each...can't remember)

fading verge
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Hello

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Can anyone help me out? I am trying to import an avatar from a .mesh format, I am following a guide step by step from wikia but I still cannot upload it

weary roost
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alright so i need to rig a turtle

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and i haven't done any 3D modling stuff in like a year so

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anyone know the shortcuts and stuff in blender and how to make the bones work would be a big help

plucky terrace
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Guys when I try to upload my avatar it says the parent of both the shoulders and neck should be the chest idk what that means, yet all bones are perfectly fine in unity and blender

crisp tendon
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Look at the pinned image, that's what the armature should be

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@weary roost What are you trying to do ?

plain orchid
crisp tendon
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move the knee bone sligthly forward

plain orchid
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Tried that, didn't see any difference, the bones in the legs are already bent quite a bit rather than straight. Also tried straightening them more.

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I've tried moving them around in a lot of different ways and have had nothing change but the legs move slightly closer

gritty nest
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They're bent inwards too much it seems

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Make sure that in a front view the legs are straight, and from a side view they're slightly bent

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And if you edit the armature in Blender, you have to set the rig type to Generic and then back to Humanoid in Unity.

mortal oriole
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Rokk so i finished some videos of animation overide and now i am ready for the next step

plain orchid
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I've tried making them be straight and slightly outwards, nothing changed

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Although maybe that's the issue? Not setting it to generic

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I'll try that

gritty nest
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Yeah, after any change in the armature you either have to Pose->Reset and Pose->Enforce T-pose, or you have to set the rig type to generic and back to humanoid

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Otherwise Unity remembers the old bone positions. You'll have the same issue except now the mesh is also slightly deformed

plain orchid
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Ok that makes sense, thanks, no wonder why nothing was changing, now I'm disappointed in myself lol

sharp lily
mortal oriole
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export it into unity

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or you know what just watch the video

novel nacelle
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115 days till it apparently uploads jeusus

sharp pewter
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No one getting paided to send it so it will never get done

novel nacelle
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fuck i uploaded an mtl not an obj

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welp time to wait another 7 hour due to ddosing

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fucking slav what are the doing right now

neon lance
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Does anyone know how I would make my chest rotate with my hips in full body? Right now my hips rotate completely free of the chest, I know other models have the chest slightly follow whatever the hip does.

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I think it's just a matter of the bones being "connected" but Im not sure.

opal aurora
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You could have the chest weighted to the hips and have a non-skinned chest bone, that way the chest always follows the hips, do keep in mind that other things are dependent on the chests' general movements, such as the neck/head and arms so they might not follow it accurately
@neon lance

neon lance
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I didn't wanna have to weight it because I think that might be weirder, and the other models that do what I want don't have it weighted like that either.

frank merlin
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is there a way to copy the rig configuration from one avatar to another in unity? I made a few adjustments to my avatars hands and I'd like to transfer those adjustments over to my other ones

weary roost
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@crisp tendon i wanna rig it but i forgot how

astral warren
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What is the proper way to translate hands so your avatar wrist joints/fingers line up with your actual wrist joints/fingers? Changing arm length does not appear to help

gritty nest
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Height maybe?

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Mostly leg and torso length @astral warren

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That's my best guess

astral warren
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I actually am trying to change the avatar’s wrist offset with respect to my controllers. It’s not a matter of controllers being out of reach etc

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They just feel offset wrong

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The model / rigging looks perfect but the IK goals feel at the wrong point

gritty nest
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@astral warren can you show a screenshot of the T-pose in the humanoid rig configuration?

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A front view

astral warren
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Sure, but when I’m off work 😄 will be like 6 hours

gritty nest
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Ah

novel nacelle
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Morrnning

rose scarab
rose scarab
fervent hornet
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It's probably better to not have that small bone as then you won't have feet per say. Remember legs need to be Leg->shin->foot->toe. That small bone isn't doing much except muck up the order

rose scarab
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and...

fervent hornet
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What does your hip structure look like?

rose scarab
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if i delete that small bone, avatars thighs are dented.

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like first shot

fervent hornet
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Your hips are upside down, unless you are using the CATs FBT fix it should look like /|\ not |/. FBT will also be weird if you have that small bone because then the bone sizing would not be similar to yours IRL. If you do delete the bone your shin bones should be connected to thigh bones as well, empty space might cause issues

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If anything the head of the hips should be above the head of the thigh bones

rose scarab
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I'm not good at this... I don't know how 😦

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ill try for that... but not sure

fervent hornet
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I can't help with anymore than words, in at work sorry

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If you have access to the Y-bot you could try to mimic his armature since he's the basis of vrchat FBT

rose scarab
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i see the CATs FBT, it needs legs, knee, and ankle. and this character has no space for knee or something... if i delete small bone

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should i extension the small piece of bone?

fervent hornet
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You don't need toes, your legs should be 3 bones

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If you delete the small bone you'll have leg,knee,ankle

rose scarab
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that is 3 bones.

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dont have ankle

fervent hornet
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Ankle is the foot

rose scarab
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not a mmhm

fervent hornet
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It's the one at the bottom

rose scarab
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this piece?

fervent hornet
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Yeah

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What used to be your toe bone is now your ankle/foot

rose scarab
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so i need to rename that 3 bones... wait

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oh.

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it changes many bones. like this

fervent hornet
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Using the cats FBT fix?

rose scarab
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yes

fervent hornet
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Then that looks fine

rose scarab
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uhhh

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legs are separated two.

fervent hornet
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What do you mean

rose scarab
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The upper one is the leg, the lower one is the leg2

fervent hornet
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Yeah so CATs is weird right

rose scarab
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thats confused

fervent hornet
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Leg 2 is your original leg but with cats applied it's weights get applied to Leg

rose scarab
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and its give some error

fervent hornet
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Go to configure and remove your toes

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It's looking for them since your last version had them

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Toes are optional for vrchat though

rose scarab
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it has no toes

fervent hornet
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When you have cats fbt fix applied just ignore your Leg 2

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Then try apply and is the error still there?

rose scarab
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yes

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still here

fervent hornet
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Apply a random bone for the toe slots and then remove them

rose scarab
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try for that

fervent hornet
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Or redo the automap

rose scarab
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ok

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it fixed

fervent hornet
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Unity can't show that there's nothing there since there's nothing to show

rose scarab
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lets test for that...

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still need to fix that

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it looks turned

fervent hornet
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Main ideas are check weighting in blender, make sure you reset and redo the tpose in unity in the rig menu

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Try the second one first

rose scarab
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its fine. if i use enforce tpose

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but it looks same. i need check weighting... how can i do that?

fervent hornet
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Weight painting in blender

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That's it's own can of worms but just check to make sure the bones in the legs have a realistic grip on the mesh that they should have control of

rose scarab
fervent hornet
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First you need to have the armature in pose mode, then you go into weight painting for the mesh

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I recommend looking up basic blender tutorials on weight painting if you have touched it before

rose scarab
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mmhm. i wasnt touch it before

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and i think it looks fine

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right ones too

drowsy wharf
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@rose scarab make sure your upper leg is straight for left-right, and the same for the lower leg and is angled slightly forward at the hip

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the starting angle of the bones is important, it defines which way they bend for IK

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whichever way is the dominant bend, that's how the leg will bend naturally

rose scarab
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it looks normal. isnt it?

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upper leg is straight,

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and hip is slight backwar...d?

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hmm

drowsy wharf
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hip should be straight up for FBT to work properly with that setup

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make sure the lower leg isn't too straight or it'll just choose a direction

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give it a forward bend (since it's digitigrade...normally you'd bend it toward the back)

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TLDR: Hip straight, upper leg straight, lower leg rotated forward at knee slightly

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also for full body, proportions are important for proper movements, so if they don't match, it may act weird

rose scarab
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yeah lower legs looks not straight for me.

drowsy wharf
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but make sure the left-right is straight (preferably perfectly straight)

naive tree
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numpad5+numpad3 for side orthographic view

drowsy wharf
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like Yuumi's picture, but reversed at the knee for digitigrade

rose scarab
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oh.

naive tree
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yeh, if your legs bend backwards, then I guess you do it other way around

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I've never done it, so idk if it's proper way of doing it 🤷

rose scarab
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and reversed knee for digitigrade legs

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like this?

drowsy wharf
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yes, just make sure left/right is straight (numpad 1 for front view)

rose scarab
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it looks not... straight isnt it?

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hmmm

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nothing change

drowsy wharf
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did you set to generic and back to humanoid in unity?

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if not it won't update

rose scarab
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it still humanoid

drowsy wharf
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or just revert to prefab if you haven't made changes to the avatar itself

rose scarab
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it change, but worse

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you can see

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it worse then before.

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mmmm

drowsy wharf
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how did you update the avatar in unity?

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*after importing it

rose scarab
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uhhh

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copy to paste?

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in explorer

drowsy wharf
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anything else?

rose scarab
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and check the rig, and upload vrchat

drowsy wharf
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In unity, select the model, then set it to generic and hit apply. After that set it back to humanoid, apply and check rig, then upload

rose scarab
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ok ill try for that

drowsy wharf
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if you haven't added anything to the avatar in unity you can just select it in the hierarchy and at the top hit "revert" to reset it to the imported model's configuration

rose scarab
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ill test this and try it out

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uhhhhhhhhhh

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SO BAD

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oh god.

rose scarab
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how can i turn my thighs 90 degrees?

naive tree
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@rose scarab uhh, I'd just make those legs like in my screenshot - bent from side, and straight from front view

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never tried reverse, just know it would go backwards if using fbt

sharp lily
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Hey can i ask something?

lilac moss
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no

sharp lily
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ok sorry

sharp viper
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wait what?

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@sharp lily of course you can

sharp lily
sharp viper
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I think that's the first time I've seen a very needed sarcasm mark

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let's see here

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well, this is first a better question for #animation

sharp lily
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ok

sharp viper
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but

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the ones you've replaced will show up in your emote menu

sharp lily
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ok

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will the idle work

sharp viper
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it should so long as it works in unity

sharp lily
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I made sure to export it as a unity working animations

sharp viper
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just make sure your animation overrides are attached to your avatar in the two slots for standing and sitting. For anything else, ask the animation channel! this is for setting up custom bones and aramtures, and is mostly related to $

sharp lily
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i only have animations for standing

neon lance
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Does anyone know when I should set a bone as "connected" to another?

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Or when I shouldnt

gritty nest
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It's not really necessary, it just makes sure that the tail of a bone follows the head of the next bone.

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Unity doesn't care about any of that and neither should you, tbh

neon lance
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Alright, thanks!

steady patio
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how to create empty objeccts for armatures to properly/manually parent bones

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??? is that even a thing you can do in blender

merry estuary
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I don't know how you can parent bones with empty objects but you can just type in bones parent name in options in Blender. https://gyazo.com/1bda7224c0ce3fbb64b6e665fa7a917c

Choose your armature then bone you want to parent and type in parent name.
You can type in parent name by clicking at that bone icon and then on the bottom right you can see "Parent"

steady patio
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aight

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was just curious about manually replicating CAT's parenting method

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which i figured out was literally just duplicating the parent bone and weighing it to nothing >~<

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speaking of parenting, different question:

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so ive already checked the weights on my avatar and they seem fine

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but as you ccan se i have my actual body mesh nested between a ton of axis, which i hope is blender's form of empty objects

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this is just in case i want to perform animations on the body mesh. is this the right way of going about it?

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also to stop the prefab from breaking sicne if these translate immediately into unity empties then i can just drag animators over it with no fear'

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ah, looks like i should've waited a bit

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one moment

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that actually brings up an interesting question

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wait no i just answered it

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the vrc avatar descriptor can access my visemes just fine since i can tell it where the body mesh is

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its just a matter of setting it up now

rose scarab
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YES! it fixed. thanks for help all @naive tree, @drowsy wharf, @fervent hornet

fervent hornet
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👌

sleek isle
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The head of my avatar spin in all direction when someone is sitting with it in t a chair. What cause it. I can't be the first person to have that.

worthy ravine
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Hi. Have a strange problem I'm trying to figure out how to revert.
Something I've done to my model now causes all of it's bones to effect areas they seemingly shouldn't. The fore arms for example bend the upper arms like spaghetti, and the tail rotates the hips.
All the weight painting itself still looks fine and in the correct places.
My best guess to the cause would perhaps be when I used the "Smooth Vertex" tool at one point, but I honestly don't know really.

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I guess this isn't much to go on, in terms of asking for help, but perhaps someone more experienced will somehow recognise this. 🤞

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( I should note, I don't actually need or expect to get the full model back. Am pretty sure I've killed it. Just need one part, and for it to stop acting strangely.)

fervent hornet
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Sounds like the bones are effecting the wrong vertex groups, if you moved the bones around would it act more normally? ( Use the tail bone as the new hips) @worthy ravine

smoky lava
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Whats best way to fix the left eye?
I was thinking about mirroring the right eye, or putting it back in position my slef, but its pretty darn hard in edit mode

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Its about wink ^^

crisp tendon
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just use symmetrize in edit mode while selecting the eyebrows

neon lance
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Does anyone know why my avatar does this when I apply the humanoid rig?

robust crescent
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probably a bone that get attached to your mouth when it goes humanoid, check rigging after you change it

neon lance
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I have, one of the hair bones was assigned to the left eye. When I unbind it, it doesn't fix the problem.

robust crescent
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rotation maybe, i had a hair like that once and setting it to 0 in blender made it behave

neon lance
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Heck, that isn't working for me

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I just noticed the same thing is happening with another bone but it's not even being assigned to any part of the rig

fading verge
forest igloo
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@fading verge Is Unity Paused?

fading verge
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Yeah

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I've done both paused and unpaused

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Neither work

crisp tendon
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Make sure you're using the latest SDK and that you updated it with the correct steps, then make sure you're logged in

gritty nest
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Pretty sure he has error pause on in the console window

steady patio
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final question for the day! eye tracking does nt appear to be working

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it has already been set up in blender with CAT's and appears to be working both with actual cat's testing and just directly editing the pose itself

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and LeftEye / RightEye are in the armature config in unity

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yet it doesnt appera to move at all in-game

merry estuary
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Are your bones named like this? : Armature > Hips > Spine > Chest > Neck > Head > LeftEye and RightEye

steady patio
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Armature is named to Armature.001, and renaming it in unity results in good ol' tpose. figured this mightr be the case, about to change it in blender because i have things to do in there anyway

gritty nest
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@steady patio yeah you'll have to rename that

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This can also happen if another node somewhere is called "Armature"

fading verge
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@forest igloo @crisp tendon @gritty nest

crisp tendon
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?

fading verge
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Still cant click on the character config gui

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I cant change any settings

carmine jolt
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So i'm rigging the model i made today of my babieee Noops, here's the problems

Camera seems to tilt too far (might not be an isssue)
Can't find the exact source causeing the tail eye to go crazy
Even though things are hidden in edit mode, they wont be hidden in weight painting

wise mist
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Not sure what bone I should be weighting the dress to to keep her leg from going through her dress

tropic tendon
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12GaugeNick me and you have the same skin “wrench” watch dogs 2

weak oar
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A few tris appear to be unweighted so they stay in place when the model is moved. Is there any way to select these tris specifically? The model snaps back out of post mode so I can't see them like this. They end up inside of something.

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e.g. these on the scarf

sharp pewter
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you can make a shape key from the pose mode and paint them that way i did it once super odd way but it was funny

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or just select the vertex group for that area in edit mode

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hide it

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and shift right click those 3 verts

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as a brush will paint even hidden things

safe bluff
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Just go into weight paint mode from pose mode.. it stays in the same position

weak oar
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@safe bluff It does and that's how I "fixed" it before, but painting it only pushes it slightly back to the correct position each time, not all the way, I have to paint it multiple times to fix it (as I assume there are a few tris further out too) and eventually it's inside the rest of the scarf so I can't see those tris alone to fix.

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But that may be good enough, we'll see.

safe bluff
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Make sure you use the auto normalize option

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So weight stays at 1 and it doesnt warp or bend weird if its partially painted to another bone

weak oar
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Does it not automatically normalise on export? If not, I probably need to normalise all my models come to think of it.

safe bluff
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You normalize while painting

weak oar
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I know you're supposed to, but I have a feeling it's not all normalised and some values are a bit... messy. Anyway, I'll check it later. I know there's an auto-normalise button to fix that anyway.

fading verge
crisp tendon
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Clear rolls if you haven't already

fading verge
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wdym

naive tree
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select all bones and hit alt+R

fading verge
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aaaaah

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thanks

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some models i see have a separate bone called Spine

drowsy wharf
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you need hip, spine, chest

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you...also have them in reverse order atm

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hip>spine>chest>neck/shoulders

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it looks like you rooted to the head instead (unless you just flipped the bones)

crisp tendon
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Ressources are pinned in the channel FYI

fading verge
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yea i know theyre reversed

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okay, so i have to add a hip and spine separately

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chest i already have

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will order them after i get the basics out

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im using ooka miko as a reference for bone locations

drowsy wharf
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also fix your leg bone lineups at some point.
The starting position for the bones is very important. It determines the direction the IK will rotate it. As is if you crouch you'll have your knees bend inwards

fading verge
drowsy wharf
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that angle is fine, but look at it from the front too.
If that and the last picture are correct for the current state, it'll bend the knees in and forwards when you crouch

fading verge
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part of the leg that can be bent

drowsy wharf
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you missed the whole "look at it from the front too" part

fading verge
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alright

drowsy wharf
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also there's a bit of overlap (usually) with the bones bending, otherwise you'd have it shear off at those lines you drew

fading verge
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wdym bending?

drowsy wharf
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so when you bent the knee it'd leave a gap in front

fading verge
#

ah

#

that

drowsy wharf
#

rotating bones, bending leg, sorry

fading verge
#

i will test out my rig after

#

what

#

's the blender built-in tool that allows you to move around each component?

drowsy wharf
#

what do you mean exactly?

fading verge
#

some people i see on videos use something

drowsy wharf
#

are you just trying to move vertex or bones?

fading verge
#

that allows them to move for example, legs, hands

drowsy wharf
#

or rotate them to position, etc?

fading verge
#

rotate them, etc etc, to test out rig

#

yeah

#

that

drowsy wharf
#

pose mode?

fading verge
#

AH

#

yes

drowsy wharf
#

and then just rotate the bones

fading verge
#

yeah

#

that's what i was looking for

#

to test out before going weigh paint

drowsy wharf
#

or for more advanced setups, IK followers and bone chains...so you grab a single bone to pose an arm (more used for animation)

fading verge
#

well VRChat doesn't need thar right?

#

that* unless you make animations for the character?

drowsy wharf
#

no, those would only be if you wanted it to be easier to make animations in blender instead of in unity

fading verge
#

ah

drowsy wharf
#

3rd pin in this channel (mentioned by ruuubick earlier) is the required bones for humanoid (minus the arm/wrist/fingers) and proper parenting

fading verge
#

under shoulder comes arm

#

then elbow

#

then wrist, and fingers

#

with each of their 3 bones

drowsy wharf
#

yes

brittle spruce
#

hi I will pay for someone to rig my model for me to use in VRC, I tried to do it myself and failed very hard

fading verge
#

Can we see the model?

fading verge
#

how do i connect armature to body? CTRL+P doesn't bring up the options that Google says

brittle spruce
#

Basically a texture modified jinjo model from banjo kazooie.

#

Tried to use rigify and it did not work

weak oar
#

"Animation Pose: Smooth Criminal"

fading verge
#

ok so i have a question

#

does VRChat model require IK Bones and/or Pole Targets?

naive tree
#

vrchat needs only basic armature

fading verge
naive tree
#

enforce tpose

fading verge
#

how?

naive tree
#

in unity rig bottom

fading verge
#

is that a problem with parenting the bone?

#

or is there a different problem?

crisp tendon
#

You can check the weight paint in blender again, won't be hard to add it

safe bluff
#

Kinds looks like it's painted to 2 places

crisp tendon
#

Only one, but the wrong side

#

Otherwise it would deform

fading verge
#

no no this is just sample paint

#

weigh paint i guess

#

is the problem

neon lance
#

I have an obscure problem I can't figure out. Basically, I'm trying to get a tiny version of myself to copy the movement of my main avatar using fixe joints. I have a shoddy video here to show what's happening.

#

The head is successfully tracking, but everytime I spawn it in, the head is rotated semi-randomly. I have noticed its on a kind of cycle.

#

I've been trying things for days, but I can't figure out the cause of the rotation.

fading verge
weak oar
#

You missed a few bits. Paint again but just those tris.

fading verge
#

this is complicated

#

i cant just find a way to paint those tris

#

it paints anywhere

weak oar
#

Yeah, tick the box and then right click to select just the tris you want.

#

Or, select just the ones you want in edit mode before going into weight paint mode and then enable that option.

fading verge
#

oh

#

so i am a professional retard who cant find the simple stuf

weak oar
#

Oh it's not you, I had the same issue like yesterday. It's super complicated.

fading verge
#

Blender is only getting more and more frustrating

#

o wait

#

yeah

#

vertex paint is gray now

#

and every paint is black

#

blender going sucko mode

drowsy wharf
#

you want weight paint, not vertex paint

fading verge
#

i just realized

#

i wasn't wrong when i called myself a professional retard

drowsy wharf
#

you could just hide parts you don't need to paint atm with H, or select what you still need to paint and hit Shift+H to hide all but the selection

#

and Alt+H unhides all after you're done

fading verge
#

good thing i have a digital tablet

drowsy wharf
#

can't help you there...don't know how the tablets work with blender

#

especially with blender's focus on hotkeys over ui buttons, with the exception of painting I don't think I'd prefer a tablet

dark elbow
#

Trying to add hair to Lexichi head, getting an error with automatic weight painting. I'll be away for a bit, but is there a better way to do this?

#

I feel like anchoring a hair mesh to something like the head bone shouldn't be this hard a thing to do

#

will try that when I get home, I knew there was some way that I just didn't know haha

fading verge
#

gonna go test the avatar

#

alright

#

this was pretty Area 51 i had

sharp pewter
#

Area 51 nani

fading verge
#

nvm

#

after fixing finger bones

#

the right side has them off

#

how do i get them in place?

#

they're mirrored

#

i also had fix on legs

warm smelt
#

I've had this exact same problem a long time ago and completely forgot how I fixed it

#

What I'm thinking is scale down and rotate finger end bones and just re-place them so they fit more so Unity's rig import understands wtf is going on?

surreal copper
#

@warm smelt before import set Roll on finger bones to 0 in blender N-panel / or rotate finger bones manually in Unity' Configure window

warm smelt
fading verge
#

no

#

i had similar thing

warm smelt
#

cause when you say import, you mean CATS' import or Unity import? I don't see anything related to bones or roll on the N panel

surreal copper
#

@warm smelt select bone in Edit mode, then under transform would be Roll property in the right panel, and before import to unity

warm smelt
#

ah

#

that's already at 0

#

for reference, this is a Koikatsu PMX export

#

So it really doesn't follow normal MMD practice

#

yep moving the bones manually did fix it

fading verge
#

soi i have to move my bones manually?

#

rip symmetry

#

and i cant cus they mirrored

#

i have a similar issue

#

but with fixing the bones

#

boom, thanks blender

warm smelt
#

ouch

fading verge
#

fixed left hand, now right hand is fucked

warm smelt
#

I had the luxury of a proper t-pose

fading verge
#

i thought mirror was supposed to copy the other side not destroy it?

warm smelt
#

blender's mirror modifier is a joke.

fading verge
#

no no

#

im not using a modifier

#

X axis mirror

wind osprey
#

If your mirror axis is in a weird place it's gonna mirror it 'wrong'.

fading verge
#

cant expect perfection from a free software anyways

#

nah its correcty

#

well...it WAS

#

before i moved the left bones

warm smelt
#

Oh, you definitely can if you spend enough time to figure out a way to properly mirror your edits. but tbh, I edited the rig placement completely by eye

wind osprey
#

The armature x-axis mirror uses the object root as the mirror plane, so if your entire rig is offset somewhere that'll cause it.

#

Alternatively your mesh may not be properly symmetrical.

fading verge
#

it is symmetrical

#

the object root is the center

#

under the feet

#

yet blender, well let's say freeware, decides it wants to watch the world burn and cause destruction to my armature

#

will probs move by eye

#

try to get as accurate as possible

#

i dont have a better choice

#

aaaaand now blender closes by itself at a random time

#

gg, it broke

wind osprey
#

I am curious as to why it's mirroring wrong. If you don't mind sending me a copy of the blend file I'll take a look.

fading verge
#

sure

#

yep, my blender just broke

#

nothing better to expect from freeware...smh

wind osprey
#

Haha thought so

#

Your rig is rotated slightly

#

while the mesh isn't

fading verge
#

that wasnt before i moved the fingers

#

i have a couple backups

wind osprey
#

Easy fix, select the rig, go back into object mode and clear the Y and Z rotations

fading verge
#

and ill uninstall blender and wait for 2.8 because it suddenly broke

#

where do i get a debug console for blender?

#

gotta find out the crashing

wind osprey
#

Window > show console

#

Although if it's hard crashing you may need to attach a proper debugger to it like GDB

fading verge
#

every time i open blender i wait for 2 to 3 secs and it just shuts off

scarlet creek
drowsy wharf
#

Either not parented properly, or not weight painted

#

(or broken and missing a vertex group...)

warm smelt
#

Is it okay to change the origin point of bones in Blender?

grand kite
#

Oi! new on the server and need some help so... heh
I've been trying to rig this model for a few hours to make it compatible with the game, got it working on Unity and uploaded it, but once I tested it on VRChat, the chest area is incredibly wiggly and I have no idea why... some help?

fervent hornet
#

@grand kite Your hips are upside down, your neck (if you have one) is placed incorrectly which is messing up the shoulder joints. The bones should be placed as they are in real life, chest bone where the rib cage is and the shoulders connected to that. Right now it looks like your shoulders are connected to your lower spine

grand kite
#

Thanks, will try to fix it asap, it's been annoying me for a while.

drowsy wharf
#

@grand kite the hip being upside down is correct for full body, however the upper legs have to point straight up as well when doing so (or use CATS to do it which will add new leg bones and rename the current ones to leg2, ignore leg2 in the unity rig)

Looks like you have hip, spine, chest, and then an extra long neck that isn't placed correctly. (assuming I'm seeing that blender image correctly)

Your upper legs should also be straight up/down and the leg bent backwards at the knee slightly.
Starting position tells the IK which way it should bend.
In the state the blender image is in, it'll bend the knees outwards instead of forward for example.

fervent hornet
#

The cats FBT fix doesn't play well with non full body so it's safer to just shrink the hips really small and then position it at the same height your hip tracker is. Worst case scenario it works just as well without making the armature gross

weak oar
#

Really? I use the FBT fix on all my avatars and they all seem fine

#

In what way does it cause issues?

#

I honestly didn't notice any difference. Maybe I should A-B test one at some point.

fervent hornet
#

I started having issues where avatars would bend unaturally when not in full body, and that was just when I clicked the fbt fix for cats

#

With the other method everything's been working perfectly and I don't need to deal with weird hip flipping and incorrect tail positions for the thigh bones

drowsy wharf
#

I don't have full body, but I use it on my avatars for when I share with others, or the potential future if I get it.
Never seen any issues with it, so I'm not sure what you're talking about there.

grand kite
#

@drowsy wharf the big part of the rig is the head, I did put a little neck for compatibility. After a few more failed attempts I ended up using Rigify and modifying the humanoid rig it has, the test avatar works nicely.
Thanks for the help tho! I'll take that into account when doing a rig from scratch.

fervent hornet
#

I think it was caused by fixing the spine length is zero error but even then the non cats way of fixing FBT tracking is more harmonious with how a rig should look

drowsy wharf
#

@grand kite just remember the head (large side) of the bone is where it bends, based on the image you sent before and a lack of labels I was assuming what bone was what.
Image below of assumptions for tips given before

grand kite
#

yeah, the neck is very small and as the model isn't completely straight the bone is practically invisible. Now that I have a base of how to rig for VRChat, I'll probably make a model with an actual neck heh.

drowsy wharf
#

so do you just have a second chest bone from that image and the neck is basically invisible at the base of the head?

#

@gritty nest so you're saying keep the hip upright, but place the head at the same point as the head of the spine?

drowsy wharf
#

What is the bone between the shoulders there? that's what's confusing. You have an extra bone for the hip>spine>chest>neck>head setup

grand kite
#

that's the neck lol, as I said, the parenting made it invisible, but it's there, kinda merged with the chest bone

drowsy wharf
#

the giant bone that starts in the middle of the chest?

grand kite
#

not the best at rigging... weird stuff happens to me

drowsy wharf
#

I think I see what you're saying...but the neck bone isn't small because you parented it (and have it set to connected) to a spine/chest bone that's much lower in the body

grand kite
#

I made a v2 of this rig and exported directly as fbx without saving on blender, I'm using the same skeleton but the neck is connected at the top of the same bone

#

the same happens with the shoulders

#

I'm just bad at rigging lmao

drowsy wharf
#

this "connected" option lets it be offset from a position (good for the shoulders for example)

grand kite
#

ooOooh...

#

I thought it was mandatory to have it activated, every bone I parented activated it automatically

safe bluff
#

Seconding this, in what way does it cause issues?

#

WOW, I didn't scroll down x.x

open venture
#

hey guys, unity detecs my avatar's legs as toes and it makes it so ingame my avatar is inside the ground

#

can someone help me fix this please?

open venture
#

im quite sure i fixed it however the problem still occurs in-game

#

not sure what t odo

crisp tendon
#

How do you think you fixed it the first time ?

open venture
#

i changed the bones in unity's rig to the supposedly right ones

#

from random bones to left leg -> left knee -> left angle -> foot (same in right leg)

#

however nothing changed

#

i am not sure what is the cause of it

drowsy wharf
#

you have an ankle and a foot bone? The ankle is probably what should be assigned as your foot, hard to tell without seeing the setup in blender (preferably with bone names)

open venture
#

sorry it was like this

#

right leg -> right knee -> right ankle -> right toe

drowsy wharf
#

toe would be optional, ankle would be your foot.
Have you adjusted your viewpoint on the avatar descriptor in unity yet? Or is your avatar actually in the ground in game

open venture
#

the POV is normal however my avatar's legs are half inside the ground

#

which screws up my POV as well

drowsy wharf
#

in blender, is your avatar's feet at 0 z?

#

can you show the setup in blender with bones visible? (preferably with cursor at 0,0,0 to help. Shift+C)

open venture
#

yea hold on

#

is this ok?

drowsy wharf
#

that...is one large model
Can you get a screenshot of the feet bones and the floor?

open venture
drowsy wharf
#

usually when your feet are in the floor, it's caused by the foot bones being too high up, it's hard to tell with yours, but they definitely look like they're above the floor

open venture
#

yeah this is what i thought

#

look at the first two screenshots i sent

#

i fixed it so the bones are touching the floor in unity

#

it didnt make any change though

drowsy wharf
#

You want the tail of the foot bones just a little below the ground in blender. I've never bothered adjusting in Unity, so I don't know how well the rigging setup does for overriding it

open venture
#

i dont have much experience with bones so im not sure either

#

however it doesnt look like anythings broken in blender

drowsy wharf
#

it's REALLY hard to tell with your model, because it's about 10x the size of most models

open venture
#

can u make it smaller in blender?

drowsy wharf
#

you can select the armature and on the N menu you can set the scale

open venture
#

nhttp://prntscr.com/olsfzq

Lightshot

Captured with Lightshot

#

is it better now?

#

cant really zoom in any further

drowsy wharf
#

scroll down in the same menu as before, find "View" section and set the starting clip to 0.01 if you want to get up really close

open venture
#

its already there

drowsy wharf
#

so why can you not get closer?

open venture
#

idk, i managed to get close from behind if it helps

#

any clues?

drowsy wharf
#

ah, your camera is shifted forward

#

you have a "center point" the camera zooms in to. You can move it around by holding shift+middle mouse, or control +scroll up/down (or vertically with shift+ scroll)

open venture
#

i found something online someone said to raise the hip bone in unity

drowsy wharf
#

Shift + C should bring you back to the center of the model

open venture
#

ill try it

drowsy wharf
#

with the bones that way you definitely shouldn't be that far into the ground though, maybe some of your feet, but not legs too

open venture
#

yeah..

#

probably something with unity

opal aurora
#

Do keep in mind that every world is different, and as such, floor clipping is inevitable in some, for any changes to the humanoid skeleton, those must be done in the rig config (if you're planning on doing such in unity that is), any changes made in the scene view regarding humanoid bones will not affect it in-game, also, any changes made in the rig config won't show up in the scene view

#

@open venture

open venture
#

thanks! i did manage to fix it through moving the hip up a bit

blissful forge
#

hello, just have a question/problem. So whenever i look around my character model moves his whole body a bit instead of just his head, Any fix to this?

#

I can word it better, I want my character head to only move when i look around, not the whole body.

drowsy wharf
#

As far as I know there's no way around that, it's built into the IK to turn the body when you turn past a certain point. Full body should counter it, but nothing else I can think of

true cipher
#

Anyone know how to make my face texture not mirrored?

bronze fern
#

Unwrap it so its not mirrored

#

Wrong channel btw.

true cipher
#

my bad

mint idol
#

When I sit when using full body, I see parts of the.. neck? Is this a rigging issue, a view position issue? Where to start.

fading verge
#

@mint idol if you give us a screenshot it’d be very helpful in identifying your issue!

mint idol
#

I will have to provide one later if needed.

fading verge
#

Well, if you’re referring to you seeing your neck when you sit down via literally having your camera move down to meet your neck, I don’t actually think there’s a fix for that issue, due to the limitations that fullbody currently has with IK, but I generally just change my user real height insettings if I’m going to be sitting or lying down for long periods of time to basically fix the problem

mint idol
#

I see, I'll give that a shot. Thanks Cappy.

drowsy wharf
#

If you have Dynamic bone on a humanoid bone (hips instead of a skirt root for example, or head instead of a hair root) it tends to shift the camera down as well, so just be aware of that. (not sure if it has an effect on FB though)

fading verge
#

Nah, it doesnt

drowsy wharf
#

so it's just the height fighting with it then? Good to know.

fading verge
#

Yeah, I always have a root for my hair and skirt so

drowsy wharf
#

I was saying if you don't have a root that isn't hip/head it fights with it. (at minimum, in desktop...I've had proper roots for a long time and haven't checked again for VR though)

fading verge
#

Forgot a big mb

#

I did used to do humanoid roots and there are quite a few avatars that still do this on vrchat anyway

#

The result is the same either watch

#

Way*

drowsy wharf
#

I had originally had a model with the hip as the skirt root, put DynBone on it and any time it used a seat the camera dropped down.
Making a skirt root and attaching DynBone to that fixed the issue. Don't know if it's still an issue but I wouldn't expect a change.

fading verge
#

Only one way to find out I guess

drowsy wharf
#

Yep, just more sensible to have proper roots, so no real reason to mess with it except for testing I guess

worldly pebble
#

hey, i'm trying to get back into making models and such but whenever i rig up to mixamo it makes the character look all wrinkly when it moves around

#

i dunno if there is any way to fix it, but if there is could anyone let me know?

#

here is what it looks like

#

i doubt there is any way to fix it but if there is i'd appreciate letting me know

crisp tendon
#

You can try to fix the weight paint yourself, i'd suggest watching at least a few tutorials

weak oar
#

Mixamo is designed for humanoid bodies, so I'm not surprised that didn't work out well... (actually I'm surprised it let to do it in the first place).

neon gulch
#

What do I name the bones in blender for Unity to recognize? I'm guessing I have to apply the mirror modifier in order to weight paint?

smoky umbra
#

@neon gulch Unity is pretty good at guessing. hips , spine , chest, shoulders, upper arm, forearm or maybe lower arm, wrists, then R or L finger bones, neck, head, eyes. R or L upper leg, lower leg, foot

#

if you are trying to use some of the cats specific plugins though with MMD models, some of the plugins like specific bone names

#

esp for the fingers

#

but thats a blender thing, not a unity thing

neon gulch
#

Ok, I wasn't sure if I use .L/.R or L/R or Left/Right

#

The first avatar I had rigged Unity made the bones shrink in when I went to configure the rig. Like the spine or something shrank and pulled the other bones inward and made the avatar shrink. Still not sure what I did but it seemed alright in VRC.

cyan adder
#

how do i make a fullbody model that works seamlessly with desktop and hands vr?

#

it seems randomly 1/4 of my models work and others dont

naive tree
#

what exactly doesn't work

#

all my models work fine in desktop and they are really good for fullbody

cyan adder
#

in regular VR and desktop my hip will flip over on itself

#

sorry for the delay in messaging

naive tree
#

did you overwrite your avatar in unity with a fbt fixed version?

#

as in where before it didn't have the leg fix, but you overwrote it

cyan adder
#

i export with the neck fix and leg fix

#

in most models the Hip points upright, but for the fix I have to flip it downward

#

else ill have that error where the 'hip flips' in full body

naive tree
#

cats takes care of leg fix, all you need to do is do the neck fix and make sure there's bend in knees and arms

cyan adder
#

I do it using the old VRCat tutorial since i had bad results with cats auto fix

naive tree
#

I haven't had hips flipping over in vr/desktop, and I've been doing fullbody stuff for many, many months now

#

don't do it with tutorial, cats does it well

#

just a waste of time when can do it in 1 click

cyan adder
#

though even with this manual fix, some avatars will work fine in all forms of playing

naive tree
#

also I can't relate to "cats fucked up my model", absolute most of the time this is due to user error or not understanding how stuff needs to be set up

cyan adder
#

it would flip the hip

#

i was told by someone that i was 'using an older build' so idk

naive tree
#

well, be sure you have the newest cats

cyan adder
#

ill try it out though next model i make

naive tree
cyan adder
#

usually i wouldnt bother but since im making an avatar world i need models to work on all forms of the game

naive tree
cyan adder
#

thats how my stuff looks

#

though is it the hip needing to be moved forward?

#

is that it?

#

or is it roll rate?

naive tree
#

most likely, enter edit mode, select all bones and hit alt+R to reset rolls

cyan adder
#

thanks

#

shall try and report back when i can

spring wasp
fading verge
#

@spring wasp if it dont break ingame dont fix it :>

spring wasp
#

I'm worried because removing the chest causes a bit of weird stretching and compression

neon gulch
#

So is bend at knee and elbow important?

fervent hornet
#

A small bend helps vrchat understand where to actually bend it, if your knees are not slightly bent then they will bend sideways or backwards instead of forwards when crouching

neon gulch
#

Isn't there a way to lock rotation direction?

fervent hornet
#

I think you could with Final IK (not anymore though) but the bend really doesn't need to be insane and will lock the rotation to a natural knee rotation. What does your rig look like?

drowsy wharf
#

You bend it the correct direction to lock it.
It's how IK works, it takes the starting rotation to determine which way the leg bends.
It only has to be a slight bend if the rest of the leg is straight. If the leg is perfectly straight, any amount of rotation is enough even 0.0001

tired lichen
#

So im trying to make my avatar's height the same as mine irl, but I am not sure what scale 6"3 ft would be avatarwise

fading verge
#

Convert 6’3 to Cm

#

Then you can compare height in blender to suit, alternative if you have vr what people sometimes do (in fullbody mostly) is we stand in front of a mirror with our avatar in t-pose and stand in tpose, after take a screenshot of what you see and take it to blender as a background image.

Then you can scale and stretch your avatar’s limbs and height to match where each of the dots and your controllers are.

#

Alternatively changing your user real height in settings will get you a pretty similar result without much hassle.

For example: I’m 6’2 in real life but I use 4’6 as my user real height in settings and it works great

wind osprey
#

Set the 3d modeler you're using to use meters for the units and scale it based on that.
Over in unity the units are meters too. The cube primitive in unity is 1 meter along each edge, so setting a cube's Y scale to 1.905 will make it your height.

#

The main problem you'll run into is proportion differences. If your avatar has some funky proportions then vrchat will scale things a bit off and your physical feet may end up higher or lower than the avatar's. This is mostly a problem for FBT use but can make things weird otherwise too.

safe bluff
#

If you modify the ingame height your body pulls on itself when you extend your arms

wind osprey
#

That's a problem with the full body IK config both not properly letting the arms extend and not having 100% weighting to the HMD.
If you've set the avatar up properly you should be able to set your user real height to match as close to your physical height and never need to touch it after that.

safe bluff
#

Yeah I always set up my avatars for full body, lot of public ones aren't tho which is sosad

fading verge
#

first of all: wtf

Second of all: I dont see any problems with it

#

The model is just a Spore monster I made.

#

Also nice.

lilac moss
#

if humanoid the spine is gonna uncurl and look straight up and if the third leg bone is the ankle you'll probably have other issues though they might work

fading verge
#

Oof.

static blaze
#

Hey all! I've been working hard on a unique character for VR chat. I'm going to manually animate the hind legs, but I need to bend the forelegs backwards from a human. How can I accomplish this without swapping to generic avatar? (I REALLY want to use visemes)

fervent hornet
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Pretty sure animating the hind legs manually will only work locally atm due to Network IK. You should use fixed joints and rigid bodies so the back legs will copy the front legs. This would be done by adding a rigid body on each leg bone (leg, knee, ankle) and then fixed joints on the back legs. Disable gravity and fix the position on all the rigid bodies and then fix the rotation of the front leg rigid bodies. Connect the fixed joints of the back legs to the front legs. This will make it so the back legs will copy the animations and the movements of the front legs.

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You should look into Final IK but be aware it does not work at the moment because of Network IK.

wind osprey
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I'd also swap the back legs, so back right is copying front left, and back left copies front right.

fervent hornet
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Yeah should mimic how a horse walks IRL, just already had a word wall

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If anything make sure you avoid generic like the plague, you won't be able to use VR or IK if you set it as generic

static blaze
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Hmm. Sounds like some good tips! What was that about Final IK not working?

fervent hornet
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You can look up the documentation for it since it adds a lot. Final IK is a payed white listed asset that allows a lot of freedom in relating bones to a humanoid armature. However, Final IK for FBT was broken months ago and then broken again when Network IK making it local only. You can still use Final IK for moving objects around outside you armature using rigid bodies and fixed joints but won't be able to touch your actual armature

static blaze
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What if i split the upper and lower body into two different objects? Then linked the hips and feet to the front legs using final IK? .. this was my backup plan if I couldnt get the built in IK to work like i wanted.

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I would still have a dummy skeleton for the humanoid front legs.

fervent hornet
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I'm not sure if it's a great idea, I would use a quadrupedal grounder but that won't work because of the bugs. I would try the first method I stated as that usually works and is the most optimized version atm

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But if you want to experiment with Final IK go ahead, I've worked on a centaur but that was around a year ago. Recently I've worked on a spider that used to work with Final IK before they broke it. Experimenting is fun but it's quite frustrating how fucked you have to make it to work in Vrchat due to the issues

static blaze
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Lol, i can completely understand... it's already hard enough to just model and skin an avatar and they go and make it even more complicated...

Did you by chance do the centaur I saw on YouTube?

fervent hornet
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Nah my centaur never got uploaded as I was dissatisfied by the time I finished. There are a couple of centaurs on DeviantArt which that looks like one of them

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Got rather frustrated with non humanoids due to vrchats lack of support to be honest. Made the spider out of sheer determination

static blaze
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Ah gotcha... was just curious is all.. esspecially since that one used the method you were talking about...

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I can completely understand... I'm running into all kinds of struggles as well..

fervent hornet
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That's because that's the method you use, thats really the only way to do it for vrchat due to manual animations being harder and usually worse looking

static blaze
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Hmm.. I just never really liked how it looks.. too uniform and at least one set of knees is going to have to bend backwards from what it really should...

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Okay. So to confirm before I spend countless hours attempting it.. we can still use Final IK for props and objects? .. or is that also disabled?

fervent hornet
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Yes you can but it's weird, you know how to use the limb ik for the prop stuff right?

static blaze
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Yes, I've toyed with it a little as a learning test.

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I know it can be finicky..

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Eer.. warbally

fervent hornet
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So do that as you would normally but make it so the target is a fixed joint connected to what you would connect it to in the first place

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You cannot use IK execution order as that is local only atm

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So to not use that everytime you would reference a bone you have to reference a fixed joint attached to that bone

static blaze
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Kk, so I'll have to make a lot of extra joints to map everything across...

fervent hornet
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Yep, and don't forget that the joints lag a bit so it's objectively laggier and worse

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Devs are working on a fix but the issues are compounded so it's going to take a while

static blaze
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Kk, as long as it doesnt completely explode the model, I'm okay with a little tearing at the waist... actually... I might be able to hide that under the shirt... hmm..

fervent hornet
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Good luck dude I'm taking a break from fucking around with this stuff until it's fixed tbh. Make sure you keep a good version to swap to once things are fixed on the devs end

static blaze
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Mhmm, will do. Thanks for the help! Really just needed a direction to investigate...

sharp lily
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Does anyone know what This means

wind osprey
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X axis mirror when making a rig allows you to both use shift+e on a centrally aligned bone to mirror extrude, and at a later point edit the bones on one half and have those changes mirrored to the other side.

sharp lily
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ok

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@wind osprey should i make my model bigger?

wind osprey
sharp lily
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ok

crisp tendon
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Basic

sharp lily
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I know i've gotten this far...but i'm restarting, i really want to define this more.

gusty portal
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Is there any way to make it so I can use my avatars hands to grab and hold my own tail?

drowsy wharf
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@gusty portal you could enable an "inside" collider for the tail, so when you reach over and hit the key to enable it it traps the tail inside the collider in your hand

gusty portal
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So I would add the collider to the tail and then put a trigger on the hand to enable the collider when I do a certain hand motion? (Sorry if I sound dumb I am just getting in to making avatars.)

drowsy wharf
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I'm...not actually sure if you can enable/disable colliders themselves without issues
you can however swap between two dynbone setups by disabling one and enabling another identical one, but with the collider assigned

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You can have a dynbone script on an empty game object, and have it target the bones it would apply to.
Also remember that you will be grabbing a bone on the tail, not just anywhere on it, and you'll have to adjust the collider's size until it fits around the bones or it'll be loose/pop out

neon gulch
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Before I continue rigging, I want to know why shoulders and hips are rotated like that. Roll is set to 0. ??

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Also, are these right angles ?

crisp tendon
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individual bone role is set to 0 or did you all reset roll for all ?

neon gulch
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Well when I angled them the roll was another number, then I set them to 0. But I don't know why they roll when I was just moving the tail down.

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Well when I extruded the bones out to the side the roll was at 0, but when I moved the tail bone down the roll was at a different number. So I set it to 0. Was I wrong in doing that?

crisp tendon
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have you tried doing it to this bone specifically ?

neon gulch
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What do you mean?

crisp tendon
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reset bone role to those bones

neon gulch
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Not sure how to do that, there are a bunch of options: set to x or y or z? Tangent?

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Is the roll supposed to be 0 or ? How would it effect configuring in Unity?

crisp tendon
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select the bone, and reset its roll

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see if that changes anything

neon gulch
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I will try. Not sure which 'reset roll' to select.

wooden copper
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Made my own skeleton for the model I made. It says I don't have a hip bone, what am I doing wrong? I've tried extruding 2 bones to each leg.

opal aurora
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@wooden copper set the model to generic, apply, set it back to humanoid, apply, check the configure menu and make sure everything that is necessary is assigned

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Keep in mind the upperchest is not used so you can leave that empty

wooden copper
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I went into the configure menu, and none of my bones are showing up

opal aurora
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What format are you exporting your model as?

wooden copper
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.obj

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Should it be something else?

opal aurora
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OBJ doesn't support bones

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Generally people use FBX as their standard format

wooden copper
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Ah

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That explains it, I thought it did

opal aurora
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Yeah, that's why people export models as OBJ for props, as they don't use skinned mesh renderers

wooden copper
crisp tendon
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you need a chest bone and hands

drowsy wharf
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Also more than likely your "armature" isn't your hip bone. It's possible, but unlikely to be named that.

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it looks like you're missing several needed bones, the chest and hands mentioned by ruuubick, and at least 3 finger bone chains for each hand (thumb, index, and middle fingers, 3 bones each after the hand)

azure oasis
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i now indeed have the bones but it's just not recognizing them as existing for some reason

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never mind, had to select them from the list manually for them to show up bc they had no weight, i'm just dumb sorry

pulsar spear
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So it’s working?

azure oasis
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i think so, i just need to add more redundant bones since it needs shoulders and an upper chest

pulsar spear
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Cool

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I actually know nothing about rigging; I’ve just learned a lot from rearranging bones and hoping it works.

opal aurora
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@azure oasis upperchest isn't used in vrchat by the way

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Unity states that it is a necessary bone but it really isn't, same way the shoulders and neck show up as optional but are infact necessary

azure oasis
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huh

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all i can say after going through all this is that i'm really looking forward to how much easier porting the HUMAN models from tales from the borderlands is gonna be

pulsar spear
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Do they come with rigs?

opal aurora
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Likely far easier, especially with what you now know

azure oasis
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i think so, i worked with someone who originally ported them to SFM just to make sure they had the rigs when i started

opal aurora
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Unused bones
Upper chest
Bones needed for IK
All of the standard ones and 3 finger bones
Bones that aren't strictly necessary for a human
All finger bones, toes, eyes, and jaw

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That's pretty much it in a nutshell

pulsar spear
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i really need to make those fake finger bones...

opal aurora
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Dere we go

pulsar spear
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Quick question- My model has 3 fingers rigged, just not the right ones. Could I take the bones from one finger and put them on the other?

opal aurora
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Eyup

pulsar spear
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Wow that seems too easy

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Then I could just force a t-pose?

opal aurora
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Unity can't really fact check the bones as they're literally all rooted to the wrist in the end

pulsar spear
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Good point

opal aurora
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As long as the parent-child connection is proper, anything goes

pulsar spear
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I didn’t have that with my son :(

opal aurora
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I'm sorry to hear that

pulsar spear
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I just said that for I could have a good screenshot for Discord_IRL

opal aurora
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Oh, i take things too seriously for the most part, even though i'm naturally a skeptic, the contradicting irony

azure oasis
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not imported as a humanoid?

opal aurora
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Set the rig to generic, apply, back to humanoid, apply

pulsar spear
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Check the import messages

opal aurora
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Go to the configure section and make sure everything is assigned, the neck at times is easily missed

azure oasis
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it was fine there, it just keeps freaking out that it's not in t-pose

opal aurora
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Oh you can enforce the t-pose, and generaly should due to vrchat's animations being based on them being in said pose

azure oasis
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i do, but when i press apply it resets it as well as the parenting

opal aurora
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A-Pose models are likely to have their arms behind their backs

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Wait, are you parenting them in unity?

azure oasis
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i'll just try uploading it as is for now and see what happens, it's not like i really need the default leg animations on a character that doesn't have them

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also it's more confused about the spine bones, since it's hydraulics that go back and forth

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i was for the shoulders, why

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should i not do that, i was just tired of exporting in blender then jumping into unity every time while trying to troubleshoot

opal aurora
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Yeah, parenting in unity is a big no-no, all hell can break loose

azure oasis
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gotcha

opal aurora
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If done in the scene view it will also break the prefab (the hierarchy for your model turns gray instead of blue when this happens, and any updates to the model file are henceforth not updating the model in the scene)

azure oasis
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well

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at least it looks good lmao

pulsar spear
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Are the arms working?

azure oasis
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nope lol, working on it

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this skeleton's kind of a mess now with a bunch of duplicate bones

pulsar spear
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My wishes go out to you

azure oasis
azure oasis
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hey there we go, fingers are kinda broken but

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it works for what it is

opal aurora
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Congrats

lofty topaz
naive tree
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@lofty topaz in blender select all bones in edit mode and press alt+r

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it'll set all bone rolls to 0

lofty topaz
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They already are at 0 tho

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@naive tree

median cargo
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Yo, so after merging all meshes into one mesh and weight painting into an armature, I end up with this weird effect

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The avatar originally was made of seperate meshes, but I thought that the cats plugin would fully stitch the meshes completely

steady patio
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@median cargo select verts in that area, hit "remove doubles"

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separate your head / face before doing this

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removing doubles, merging verts, etc. can break shape keys, and that will fuck up your avatar in more ways than just breaking the shapes

median cargo
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I haven't done any of that before doing the merge

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besides it was already one mesh before I did it

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I'm only just touching shape keys, that message was from an hour ago

steady patio
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before....you did what?

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and also you can only remove doubles when the mesh is all one thing anyway

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ah you already fixed it then. no worries

median cargo
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well, I haven't done any shape keys yet, so I don't think it would break anything

steady patio
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then dont worry about it

median cargo
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also I have no idea how to seperate the head/face, as this is my second session using blender

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my first time took me a few days making this avatar, now I'm redoing it

steady patio
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you would select the tris you want separated in edit mode and hit Ctrl+P > separate > by selection

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just keep that in mind if you need to make any mesh edits after shape key creation

marsh portal
drowsy wharf
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@marsh portal correct channel, not enough info.
Generally speaking that error means you have parenting issues, but without the hierarchy on the left open we can't really say more than that.
Humanoid Required Bones:
Hip, Spine, Chest, Neck, Head
L/R: Upper Leg, Lower Leg, Foot, Shoulder, Upper Arm, Lower Arm, Wrist
3x bone chain: Thumb, Index, Middle fingers

Both upper legs and spine should be attached to hip, shoulders and neck should be attached to chest

marsh portal
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Unrelated: City had an Blackout. Related: Everything is there, when i sort the things out and apply it won´t do it, aka. the error is still there.

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also pardon for my poor english

opal aurora
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That's a parenting issue

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Which should be fixed in an external application such as blender

marsh portal
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hmm k

fading verge
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how do i fix?

crisp tendon
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What happens ?

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If the bones are connected then that's the expected behavior

fading verge
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they uhh are?

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they arent connected to vertex group

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neck is neck, collar is collar, head is head, i had to fix some shit that were wrong

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but spine and chest are the ones

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that do a distortion here

manic marsh
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oh that means they aren weighted properly

fading verge
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oh wait

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there

manic marsh
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check if there are no stray bones weighting it down maybe, like legs or something

fading verge
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what are stray bones?

manic marsh
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i meant, like bones that have weights on things they should not have, i call them stray bones, probably not the correct terminology

fading verge
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im not good at this

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i still dont know what you mean

fading verge
onyx hull
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What's the go-to avatar creation tutorial these days? It's been about 9 months since I've done a VRC avatar.

crisp tendon
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Creation or upload ? They should all still be relevant

red haven
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So I've got this fbx animation that I wan to use as the prone idle animation, but I can't seem to get the .anim file out of there. Pressing ctrl+d does gives me "mixamo.com.anim" outside of the fbx, but it is empty

crisp tendon
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the anim file is in the asset itself

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open it in your asset window, and ctrl + D the anim file

red haven
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Yush, I got one outside of the fbx now, but might just be a bad file, haven't tried it before. The preview only works when it is with the original red model

crisp tendon
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it would need to have the same armature AFAIK

red haven
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oo perhaps, ima just try make my own in muscle editor now tho, as its not an animated one anyway VRC_Laughing

opal aurora
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@red haven you must first make sure the armature type is Humanoid before extracting the animation, this will allow any other humanoid to use it, if the other humanoid does not have all the bones present in the animation, it will still play but appear broken depending on what's missing

azure oasis
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unbinding the distal finger bones fixes it, but it's still a strange issue

jovial aurora
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quick, random question if yall dont mind. any reason why my bone is now a circle and is basically invisible when i put dynamic bones on it? im at a loss on this one, lol

drowsy wharf
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@azure oasis often happens when a model isn't in a proper T pose before import since Unity is just attempting to T-pose it, but doesn't look at bone tails, only at the heads, so it can't guess where they go as there's nothing after it in the chain.
Proper fix is to T-pose model before export...potential workaround is to just rotate the distal bones properly in rig setup

modest grove
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Can someone help, so i got a ban model and im trying to fix it , but it saying its missing a spine hierarchy but everytime i add the shoulders it messes up

slate lake
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How does one add highlight to an avatars hair ?

jovial aurora
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texture work probably

drowsy wharf
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@slate lake Either texture changes, or an emission map if you want it to glow. A faded white (or color) to black would add that color as the highlight on the emission map and would overlay on the normal hair. Black being no emission, white being pure white (or whatever override color you use in the material's emission settings if it has one)

An emission map is (usually) the same texture but with everything blacked out that you don't want to glow, and either color or white on what you do what to glow.

opal aurora
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Emission tends to work on an overlay basis, so white lightens it up, whilst other colors "shade" it accordingly, black of course as mentioned, emits no glow

drowsy wharf
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that goes for coloring the material emission with the map as well, a white/black map will be a bit whited out usually. So it's generally better to colorize the map how you want it to look instead of adjusting it on the material

opal aurora
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Yeah generally you want to edit the emissive texture instead of the actual emission color on the material, although both can be done of course, all up ta personal taste

fading verge
drowsy wharf
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did you use the cats fbt fix?

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if so ignore that error

fading verge
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yes i did

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ok

hidden dagger
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I shortened the neck bone and extended the head bone in Blender on an avatar in order to make the viewpoint work better when looking around with FBT. When I export it to Unity (overwrote fbx for an existing avatar in the scene), the neck in Unity shows up as really long. Anyone ran into this and know how to fix it?

drowsy wharf
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@hidden dagger set the avatar to generic, apply, back to humanoid. should force update it

hidden dagger
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@drowsy wharf yeah, I tried that (selected fbx in Unity -> rig -> applied generic, then applied humanoid, then "configured" humanoid rig), and at no point did it change the long neck back to normal :( I think that's worked for me before, but it doesn't work for this...

naive tree
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import as new

drowsy wharf
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are you seeing the long neck in rig settings or in the scene?

naive tree
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if you want to avoid any issues like breaking your avatar completely in unity, then import as new when it comes to bone changes in blender

hidden dagger
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@drowsy wharf , it only shows up abnormally long in the scene, it shows up fine in the rig "configure" window. @naive tree , I made a copy of the old fbx before I overwrote it. Yeah, the idea is to find a way to reliably do this without having to redo all the components on my avatar (it's a bit of a hassle even when I can copy components from the old one).