#avatar-rigging
1 messages · Page 142 of 1
Yeah still would have been a lot of work, good thing I didn't have duplicates :)
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
And I always make mistakes
@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.
im new to the whole rigging thing, how do you rig?
By looking at the pins !
why is this happening??
the lower leg is upside down!
if i fix it and apply the fix and then hit done it reverts back
how do i get the leg to apply the change permanently
How do I set shapekeys to 100 in unity?
can you guys pls helme with FBT fix? I did it in CATS, but legs got wrong rotation anyways
What I possibly did wrong?
beauty
Leg bones are probably too straight
Bend them a little in Blender
So the knees are pointing forward just a bit
My experience says legs should be always stright as possible
but thank you I'll try
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?
@gritty nest Thanks! You was right. I just bend leg 5deg forward and knee 10deg backwards, now it works just as I expected.
( before bend )
( after bend )
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.
What do the verts look like on that area?
I don't think it's a vertex problem, Its how far my upper arm ends up rotating
Actually, I just discovered the humanoid muscles settings, I think this is what I needed
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
nvm the fbx file it creates seems to be the thing that's broken
check the pins in #animation
I don't think that one works anymore because the T-pose file is gone
Just select all bones and revert the transform component to prefab
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
Did you try "VRChat Fullbody Tracking Avatar Guide" by Kung?
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
http://gejion.com/Nyaa/2N3bOKxmVD.png This is how my avatar ends up following kungs tutorial
VS how it is normally http://gejion.com/Nyaa/1cWJfSSNOn.png
@turbid seal if you change the armature in Blender you have to configure the humanoid rig again in Unity.
Set the rig type to Generic, then back to Humanoid.
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.
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.
Otherwise your knees are squished
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
So turn off inherit on lower leg and ankle and then size the 2 accordingly ? @gritty nest
Yeah
But tbh this does look like the humanoid rig config is still using the old values
So you may wanna check it just in case
You can do pose->reset and pose->enforce T-pose
You got it wrong lol
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
Alright
The bottom screenshot is how my avatar is normally
The top one is after following kungs tutorial
Yuh
Sorry, I thought the top screenshot was how it is in Blender and bottom how the same model is ingame
Im not gunna overwrite my FBX unless i know its worked perfectly
Naw
Ill show you ingame now of that deformed avatar lmao
I had another model with the same stubby legs issue, scaling the upper and lower legs individually worked a lot better
@gritty nest I tried resizing it your way but it still comes out deformed in blender
ok
will this work as a hand?
i just added two bones to make it so he has five fingers
yeah
but dosent it just slide around?
like if i walk forward with an avatar without all the fingers working it usualy slides around
like moving around the playspace
ima try it
That's most likely because you didn't have the required bones for IK
ah
@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)
Hello
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
alright so i need to rig a turtle
and i haven't done any 3D modling stuff in like a year so
anyone know the shortcuts and stuff in blender and how to make the bones work would be a big help
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
Look at the pinned image, that's what the armature should be
@weary roost What are you trying to do ?
How do you fix legs bending inwards?
move the knee bone sligthly forward
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.
This is how the bones look in Blender
I've tried moving them around in a lot of different ways and have had nothing change but the legs move slightly closer
They're bent inwards too much it seems
Make sure that in a front view the legs are straight, and from a side view they're slightly bent
And if you edit the armature in Blender, you have to set the rig type to Generic and then back to Humanoid in Unity.
Rokk so i finished some videos of animation overide and now i am ready for the next step
I've tried making them be straight and slightly outwards, nothing changed
Although maybe that's the issue? Not setting it to generic
I'll try that
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
Otherwise Unity remembers the old bone positions. You'll have the same issue except now the mesh is also slightly deformed
Ok that makes sense, thanks, no wonder why nothing was changing, now I'm disappointed in myself lol
so what do i do from here?
115 days till it apparently uploads jeusus
its done uploading https://www.dropbox.com/s/7rpsh84t4tx8fkd/the real small quote.mtl?dl=0
fuck i uploaded an mtl not an obj
welp time to wait another 7 hour due to ddosing
fucking slav what are the doing right now
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.
I think it's just a matter of the bones being "connected" but Im not sure.
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
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.
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
@crisp tendon i wanna rig it but i forgot how
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
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
They just feel offset wrong
The model / rigging looks perfect but the IK goals feel at the wrong point
@astral warren can you show a screenshot of the T-pose in the humanoid rig configuration?
A front view
Sure, but when I’m off work 😄 will be like 6 hours
Ah
Morrnning
i dont know why my leg is broken 😦
it has digitigrade legs, and contained small piece of bone
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
and...
it looks weird. if i use normal vr like this
if i use full body tracking... oof
What does your hip structure look like?
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
If anything the head of the hips should be above the head of the thigh bones
I can't help with anymore than words, in at work sorry
If you have access to the Y-bot you could try to mimic his armature since he's the basis of vrchat FBT
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
should i extension the small piece of bone?
You don't need toes, your legs should be 3 bones
If you delete the small bone you'll have leg,knee,ankle
Ankle is the foot
not a mmhm
It's the one at the bottom
Using the cats FBT fix?
yes
Then that looks fine
What do you mean
Yeah so CATs is weird right
thats confused
Leg 2 is your original leg but with cats applied it's weights get applied to Leg
Go to configure and remove your toes
It's looking for them since your last version had them
Toes are optional for vrchat though
When you have cats fbt fix applied just ignore your Leg 2
Then try apply and is the error still there?
Apply a random bone for the toe slots and then remove them
try for that
Or redo the automap
Unity can't show that there's nothing there since there's nothing to show
lets test for that...
oof
still need to fix that
it looks turned
normal one looks like this
Main ideas are check weighting in blender, make sure you reset and redo the tpose in unity in the rig menu
Try the second one first
it gives small error, but its ok for sure
its fine. if i use enforce tpose
but it looks same. i need check weighting... how can i do that?
Weight painting in blender
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
ok i find weight paint. looks like blue jelly something...
First you need to have the armature in pose mode, then you go into weight painting for the mesh
I recommend looking up basic blender tutorials on weight painting if you have touched it before
@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
the starting angle of the bones is important, it defines which way they bend for IK
whichever way is the dominant bend, that's how the leg will bend naturally
it looks normal. isnt it?
upper leg is straight,
and hip is slight backwar...d?
hmm
hip should be straight up for FBT to work properly with that setup
make sure the lower leg isn't too straight or it'll just choose a direction
give it a forward bend (since it's digitigrade...normally you'd bend it toward the back)
TLDR: Hip straight, upper leg straight, lower leg rotated forward at knee slightly
also for full body, proportions are important for proper movements, so if they don't match, it may act weird
but make sure the left-right is straight (preferably perfectly straight)
like Yuumi's picture, but reversed at the knee for digitigrade
oh.
yeh, if your legs bend backwards, then I guess you do it other way around
I've never done it, so idk if it's proper way of doing it 🤷
yes, just make sure left/right is straight (numpad 1 for front view)
it still humanoid
or just revert to prefab if you haven't made changes to the avatar itself
anything else?
and check the rig, and upload vrchat
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
ok ill try for that
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
ill test this and try it out
uhhhhhhhhhh
it change really, really bad
SO BAD
oh god.
it runs like this
how can i turn my thighs 90 degrees?
@rose scarab uhh, I'd just make those legs like in my screenshot - bent from side, and straight from front view
never tried reverse, just know it would go backwards if using fbt
Hey can i ask something?
no
ok sorry
how do i do these and have them actually work?
I think that's the first time I've seen a very needed sarcasm mark
let's see here
well, this is first a better question for #animation
ok
it should so long as it works in unity
I made sure to export it as a unity working animations
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 $
i only have animations for standing
Does anyone know when I should set a bone as "connected" to another?
Or when I shouldnt
It's not really necessary, it just makes sure that the tail of a bone follows the head of the next bone.
Unity doesn't care about any of that and neither should you, tbh
Alright, thanks!
how to create empty objeccts for armatures to properly/manually parent bones
??? is that even a thing you can do in blender
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"
aight
was just curious about manually replicating CAT's parenting method
which i figured out was literally just duplicating the parent bone and weighing it to nothing >~<
speaking of parenting, different question:
so ive already checked the weights on my avatar and they seem fine
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
this is just in case i want to perform animations on the body mesh. is this the right way of going about it?
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'
ah, looks like i should've waited a bit
one moment
that actually brings up an interesting question
wait no i just answered it
the vrc avatar descriptor can access my visemes just fine since i can tell it where the body mesh is
its just a matter of setting it up now
YES! it fixed. thanks for help all @naive tree, @drowsy wharf, @fervent hornet
👌
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.
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.
I guess this isn't much to go on, in terms of asking for help, but perhaps someone more experienced will somehow recognise this. 🤞
( 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.)
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
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
Its about wink ^^
just use symmetrize in edit mode while selecting the eyebrows
probably a bone that get attached to your mouth when it goes humanoid, check rigging after you change it
I have, one of the hair bones was assigned to the left eye. When I unbind it, it doesn't fix the problem.
rotation maybe, i had a hair like that once and setting it to 0 in blender made it behave
Heck, that isn't working for me
I just noticed the same thing is happening with another bone but it's not even being assigned to any part of the rig
Any reason why I cant click on the "NAME YOUR AVATAR" button and etc?
@fading verge Is Unity Paused?
Make sure you're using the latest SDK and that you updated it with the correct steps, then make sure you're logged in
Pretty sure he has error pause on in the console window
final question for the day! eye tracking does nt appear to be working
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
and LeftEye / RightEye are in the armature config in unity
yet it doesnt appera to move at all in-game
Are your bones named like this? : Armature > Hips > Spine > Chest > Neck > Head > LeftEye and RightEye
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
@steady patio yeah you'll have to rename that
This can also happen if another node somewhere is called "Armature"
?
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
Not sure what bone I should be weighting the dress to to keep her leg from going through her dress
12GaugeNick me and you have the same skin “wrench” watch dogs 2
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.
e.g. these on the scarf
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
or just select the vertex group for that area in edit mode
hide it
and shift right click those 3 verts
as a brush will paint even hidden things
Just go into weight paint mode from pose mode.. it stays in the same position
@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.
But that may be good enough, we'll see.
Make sure you use the auto normalize option
So weight stays at 1 and it doesnt warp or bend weird if its partially painted to another bone
Does it not automatically normalise on export? If not, I probably need to normalise all my models come to think of it.
You normalize while painting
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.
update: is this correct?
Clear rolls if you haven't already
wdym
select all bones and hit alt+R
aaaaah
thanks
is this proper?
some models i see have a separate bone called Spine
you need hip, spine, chest
you...also have them in reverse order atm
hip>spine>chest>neck/shoulders
it looks like you rooted to the head instead (unless you just flipped the bones)
Ressources are pinned in the channel FYI
yea i know theyre reversed
okay, so i have to add a hip and spine separately
chest i already have
will order them after i get the basics out
im using ooka miko as a reference for bone locations
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
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
you missed the whole "look at it from the front too" part
alright
also there's a bit of overlap (usually) with the bones bending, otherwise you'd have it shear off at those lines you drew
wdym bending?
so when you bent the knee it'd leave a gap in front
rotating bones, bending leg, sorry
i will test out my rig after
what
's the blender built-in tool that allows you to move around each component?
what do you mean exactly?
some people i see on videos use something
are you just trying to move vertex or bones?
that allows them to move for example, legs, hands
or rotate them to position, etc?
pose mode?
and then just rotate the bones
or for more advanced setups, IK followers and bone chains...so you grab a single bone to pose an arm (more used for animation)
well VRChat doesn't need thar right?
that* unless you make animations for the character?
no, those would only be if you wanted it to be easier to make animations in blender instead of in unity
ah
3rd pin in this channel (mentioned by ruuubick earlier) is the required bones for humanoid (minus the arm/wrist/fingers) and proper parenting
under shoulder comes arm
then elbow
then wrist, and fingers
with each of their 3 bones
yes
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
Can we see the model?
how do i connect armature to body? CTRL+P doesn't bring up the options that Google says
Basically a texture modified jinjo model from banjo kazooie.
Tried to use rigify and it did not work
"Animation Pose: Smooth Criminal"
vrchat needs only basic armature
help?
enforce tpose
how?
in unity rig bottom
so i am testing and this piece of hair is moving off
is that a problem with parenting the bone?
or is there a different problem?
comes off from here
You can check the weight paint in blender again, won't be hard to add it
Kinds looks like it's painted to 2 places
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.
now the weigh paint has this issue
You missed a few bits. Paint again but just those tris.
this is complicated
i cant just find a way to paint those tris
it paints anywhere
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.
Oh it's not you, I had the same issue like yesterday. It's super complicated.
welp, my vertex paint looks gray now
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
you want weight paint, not vertex paint
i just realized
i wasn't wrong when i called myself a professional retard
how do i get to paint the other side?
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
good thing i have a digital tablet
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
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
i did weigh on this but it still doesn't work
gonna go test the avatar
also this
alright
this was pretty Area 51 i had
Area 51 nani
nvm
i have a new problem
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
How does one fix this again? https://bocchi.is-pretty.cool/57cqdt8.png
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?
@warm smelt before import set Roll on finger bones to 0 in blender N-panel / or rotate finger bones manually in Unity' Configure window
Would this do it? https://bocchi.is-pretty.cool/7cBDESC.png
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
@warm smelt select bone in Edit mode, then under transform would be Roll property in the right panel, and before import to unity
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
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
ouch
fixed left hand, now right hand is fucked
I had the luxury of a proper t-pose
i thought mirror was supposed to copy the other side not destroy it?
blender's mirror modifier is a joke.
If your mirror axis is in a weird place it's gonna mirror it 'wrong'.
cant expect perfection from a free software anyways
nah its correcty
well...it WAS
before i moved the left bones
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
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.
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
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.
Easy fix, select the rig, go back into object mode and clear the Y and Z rotations
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
Window > show console
Although if it's hard crashing you may need to attach a proper debugger to it like GDB
every time i open blender i wait for 2 to 3 secs and it just shuts off
uh,what im need to do in this situation?
Either not parented properly, or not weight painted
(or broken and missing a vertex group...)
Is it okay to change the origin point of bones in Blender?
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?
Here's the rig on Blender and Unity
https://gyazo.com/5db808740c446a618d07d72caf904191
https://gyazo.com/841ccdc0998264fb4f918b5e3362fb67
here's what happens in-game
@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
Thanks, will try to fix it asap, it's been annoying me for a while.
@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.
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
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.
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
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.
@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.
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
@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
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.
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?
the parenting made it invisible
https://gyazo.com/014b7fae8929e291206bf203a4fcd5e7
https://gyazo.com/9fa41316c9cb587354b60c77f2d65f9e
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
that's the neck lol, as I said, the parenting made it invisible, but it's there, kinda merged with the chest bone
the giant bone that starts in the middle of the chest?
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
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
this "connected" option lets it be offset from a position (good for the shoulders for example)
ooOooh...
I thought it was mandatory to have it activated, every bone I parented activated it automatically
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?
im quite sure i fixed it however the problem still occurs in-game
not sure what t odo
How do you think you fixed it the first time ?
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
this is my POV in-game
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)
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
the POV is normal however my avatar's legs are half inside the ground
which screws up my POV as well
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)
that...is one large model
Can you get a screenshot of the feet bones and the floor?
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
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
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
i dont have much experience with bones so im not sure either
however it doesnt look like anythings broken in blender
it's REALLY hard to tell with your model, because it's about 10x the size of most models
can u make it smaller in blender?
you can select the armature and on the N menu you can set the scale
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
its already there
so why can you not get closer?
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)
i found something online someone said to raise the hip bone in unity
Shift + C should bring you back to the center of the model
ill try it
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
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
thanks! i did manage to fix it through moving the hip up a bit
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.
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
Anyone know how to make my face texture not mirrored?
my bad
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.
@mint idol if you give us a screenshot it’d be very helpful in identifying your issue!
I will have to provide one later if needed.
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
I see, I'll give that a shot. Thanks Cappy.
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)
Nah, it doesnt
so it's just the height fighting with it then? Good to know.
Yeah, I always have a root for my hair and skirt so
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)
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*
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.
Only one way to find out I guess
Yep, just more sensible to have proper roots, so no real reason to mess with it except for testing I guess
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
You can try to fix the weight paint yourself, i'd suggest watching at least a few tutorials
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).
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?
@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
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.
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
what exactly doesn't work
all my models work fine in desktop and they are really good for fullbody
in regular VR and desktop my hip will flip over on itself
sorry for the delay in messaging
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
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
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
I do it using the old VRCat tutorial since i had bad results with cats auto fix
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
though even with this manual fix, some avatars will work fine in all forms of playing
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
well, be sure you have the newest cats
ill try it out though next model i make
usually i wouldnt bother but since im making an avatar world i need models to work on all forms of the game
thats how my stuff looks
though is it the hip needing to be moved forward?
is that it?
or is it roll rate?
most likely, enter edit mode, select all bones and hit alt+R to reset rolls
feel like this spine set up might give me some trouble
@spring wasp if it dont break ingame dont fix it :>
I'm worried because removing the chest causes a bit of weird stretching and compression
like this is it following the format I think VRChat still uses
So is bend at knee and elbow important?
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
Isn't there a way to lock rotation direction?
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?
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
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
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
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.
If you modify the ingame height your body pulls on itself when you extend your arms
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.
Yeah I always set up my avatars for full body, lot of public ones aren't tho which is sosad
Did I do good on rigging?
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.
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
Oof.
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)
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.
You should look into Final IK but be aware it does not work at the moment because of Network IK.
I'd also swap the back legs, so back right is copying front left, and back left copies front right.
Yeah should mimic how a horse walks IRL, just already had a word wall
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
Hmm. Sounds like some good tips! What was that about Final IK not working?
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
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.
I would still have a dummy skeleton for the humanoid front legs.
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
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
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?
When were you when rigidbodies made your centaur waifu real?
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
Got rather frustrated with non humanoids due to vrchats lack of support to be honest. Made the spider out of sheer determination
Ah gotcha... was just curious is all.. esspecially since that one used the method you were talking about...
I can completely understand... I'm running into all kinds of struggles as well..
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
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...
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?
Yes you can but it's weird, you know how to use the limb ik for the prop stuff right?
Yes, I've toyed with it a little as a learning test.
I know it can be finicky..
Eer.. warbally
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
You cannot use IK execution order as that is local only atm
So to not use that everytime you would reference a bone you have to reference a fixed joint attached to that bone
Kk, so I'll have to make a lot of extra joints to map everything across...
Yep, and don't forget that the joints lag a bit so it's objectively laggier and worse
Devs are working on a fix but the issues are compounded so it's going to take a while
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..
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
Mhmm, will do. Thanks for the help! Really just needed a direction to investigate...
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.
Set blender to use metric units and scale it according to what the real size would be.
https://docs.blender.org/manual/en/2.79/data_system/scenes/properties.html#units
Basic
I know i've gotten this far...but i'm restarting, i really want to define this more.
Is there any way to make it so I can use my avatars hands to grab and hold my own tail?
@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
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.)
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
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
Before I continue rigging, I want to know why shoulders and hips are rotated like that. Roll is set to 0. ??
Also, are these right angles ?
individual bone role is set to 0 or did you all reset roll for all ?
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.
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?
have you tried doing it to this bone specifically ?
What do you mean?
reset bone role to those bones
Not sure how to do that, there are a bunch of options: set to x or y or z? Tangent?
Is the roll supposed to be 0 or ? How would it effect configuring in Unity?
I will try. Not sure which 'reset roll' to select.
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.
@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
Keep in mind the upperchest is not used so you can leave that empty
I went into the configure menu, and none of my bones are showing up
What format are you exporting your model as?
Yeah, that's why people export models as OBJ for props, as they don't use skinned mesh renderers
you need a chest bone and hands
Also more than likely your "armature" isn't your hip bone. It's possible, but unlikely to be named that.
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)
i now indeed have the bones but it's just not recognizing them as existing for some reason
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
So it’s working?
i think so, i just need to add more redundant bones since it needs shoulders and an upper chest
Cool
I actually know nothing about rigging; I’ve just learned a lot from rearranging bones and hoping it works.
@azure oasis upperchest isn't used in vrchat by the way
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
huh
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
Do they come with rigs?
Likely far easier, especially with what you now know
i think so, i worked with someone who originally ported them to SFM just to make sure they had the rigs when i started
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
That's pretty much it in a nutshell
i really need to make those fake finger bones...
Dere we go
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?
Eyup
Unity can't really fact check the bones as they're literally all rooted to the wrist in the end
Good point
As long as the parent-child connection is proper, anything goes
I didn’t have that with my son :(
I'm sorry to hear that
I just said that for I could have a good screenshot for Discord_IRL
Oh, i take things too seriously for the most part, even though i'm naturally a skeptic, the contradicting irony
Set the rig to generic, apply, back to humanoid, apply
Check the import messages
Go to the configure section and make sure everything is assigned, the neck at times is easily missed
it was fine there, it just keeps freaking out that it's not in t-pose
Oh you can enforce the t-pose, and generaly should due to vrchat's animations being based on them being in said pose
i do, but when i press apply it resets it as well as the parenting
A-Pose models are likely to have their arms behind their backs
Wait, are you parenting them in unity?
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
also it's more confused about the spine bones, since it's hydraulics that go back and forth
i was for the shoulders, why
should i not do that, i was just tired of exporting in blender then jumping into unity every time while trying to troubleshoot
Yeah, parenting in unity is a big no-no, all hell can break loose
gotcha
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)
Are the arms working?
nope lol, working on it
this skeleton's kind of a mess now with a bunch of duplicate bones
that's a happy looking one, hopefully it works this time
My wishes go out to you
no errors like last time, 🤞
Congrats
how can I fix my wrists twisting like this?
@lofty topaz in blender select all bones in edit mode and press alt+r
it'll set all bone rolls to 0
Yo, so after merging all meshes into one mesh and weight painting into an armature, I end up with this weird effect
The avatar originally was made of seperate meshes, but I thought that the cats plugin would fully stitch the meshes completely
@median cargo select verts in that area, hit "remove doubles"
separate your head / face before doing this
removing doubles, merging verts, etc. can break shape keys, and that will fuck up your avatar in more ways than just breaking the shapes
I haven't done any of that before doing the merge
besides it was already one mesh before I did it
I'm only just touching shape keys, that message was from an hour ago
before....you did what?
and also you can only remove doubles when the mesh is all one thing anyway
ah you already fixed it then. no worries
well, I haven't done any shape keys yet, so I don't think it would break anything
then dont worry about it
also I have no idea how to seperate the head/face, as this is my second session using blender
my first time took me a few days making this avatar, now I'm redoing it
you would select the tris you want separated in edit mode and hit Ctrl+P > separate > by selection
just keep that in mind if you need to make any mesh edits after shape key creation
hmmm idk hope this is the right section to post this
@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
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.
I will try and fix it again @drowsy wharf
also pardon for my poor english
applying it now and...
Now it´s there again hh
That's a parenting issue
Which should be fixed in an external application such as blender
hmm k
they uhh are?
that happens
they arent connected to vertex group
neck is neck, collar is collar, head is head, i had to fix some shit that were wrong
but spine and chest are the ones
that do a distortion here
oh that means they aren weighted properly
check if there are no stray bones weighting it down maybe, like legs or something
what are stray bones?
i meant, like bones that have weights on things they should not have, i call them stray bones, probably not the correct terminology
nvm these three are the issue
What's the go-to avatar creation tutorial these days? It's been about 9 months since I've done a VRC avatar.
Creation or upload ? They should all still be relevant
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
the anim file is in the asset itself
open it in your asset window, and ctrl + D the anim file
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
it would need to have the same armature AFAIK
oo perhaps, ima just try make my own in muscle editor now tho, as its not an animated one anyway 
@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
anyone know why my fingers are doing this?
unbinding the distal finger bones fixes it, but it's still a strange issue
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
@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
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
How does one add highlight to an avatars hair ?
texture work probably
@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.
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
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
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
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?
@hidden dagger set the avatar to generic, apply, back to humanoid. should force update it
@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...
import as new
are you seeing the long neck in rig settings or in the scene?
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
@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).
