#avatar-rigging

1 messages · Page 143 of 1

naive tree
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you can use pumkins tools to copy-paste dyn bones/unity colliders

drowsy wharf
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yeah you have to revert to prefab or re-add it to the scene- And do that ⬆

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scene components don't update with the model re-import unless you revert to prefab.

hidden dagger
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@drowsy wharf , what should I revert to prefab? I was always a bit confused about exactly what that button means :( but I know it's an option for components. @naive tree , thanks, I'll look into that too :)

naive tree
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just import as new

wooden copper
marsh portal
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Looks fine to me ?

wooden copper
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The red bones both select together, and the pink bone is vertical for no reason (?)

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Idk where to put anything

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Screw it, just... I need a pic of a standard spine/chest area, where there won't be differences in Unity or Blender

marsh portal
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o h

wooden copper
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yeah...

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I've got 10 different temporary saves of me trying to do this, none of them actually doing what I want

marsh portal
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Can you somehow show the armature like in blender ? pardon for my poor english

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i mean in the List on the top right

wooden copper
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Alright, I'll send what I've got in there

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...Should I just restart the skeleton from scratch?

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boutta do that

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Aight what bone do I start with, and what direction do I go in

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I know I start in the torso but where

opal aurora
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Hips, Spine, Chest, Neck and Head all point up
Arms point in the direction they're facing (yours are fine)
Legs and feet also point in the direction they're facing (yours are fine aswell)
@wooden copper

wooden copper
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Thank u :)

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...What about collarbones?

opal aurora
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For proper full body tracking (not desktop or usual VR) people tend to flip the hip bone upside-down, but that's about it

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You mean the shoulders?

wooden copper
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Yeah, those.

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What I have as bones 003 & 004

opal aurora
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They also face the same directions as their respective arms, but they can be angled differently to have a different arm position, so those are kinda trial and error

wooden copper
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What part of the skeleton do the Legs get put on?

opal aurora
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Also, once you're done setting up bones, select all of them in edit mode and press Alt+R, that will reset their rolls to 0, which is recommended

naive tree
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legs are attached to hips

opal aurora
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Armature Layout
|>Parent
|--Child
&
Parent
    Child
=
|>Hips
|    Spine
|        |>Chest
|        |    Neck
|        |        |>Head
|        |        |-----RightEye
|        |        |-----LeftEye
|        |
|        |-----Right shoulder
|        |        Right arm
|        |            Right elbow
|        |                Right wrist
|        |
|        |-----Left shoulder
|                Left arm
|                    Left elbow
|                        Left wrist
|
|-----Right leg
|        Right knee
|            Right ankle
|                Right toe
|
|-----Left leg
        Left knee
            Left ankle
                Left toe
wooden copper
wooden copper
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?

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Please tell me Im doing this right

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ok wtf

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I dont even know how to access stuff like that in blender

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ok I inverted the normals in blender, that seemed to work

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My polygons got fucked and I dont even know what happened

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I never messed with them at all

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But, the skeleton is mapped properly, which is nice

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It says I dont have a chest so it cant build, but the chest is an optional bone

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And I do have a chest

opal aurora
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The unity rig config menu states some bones are optional whilst they are infact not, all of the bones i listed before are necessary (except the eyes and toes)

wooden copper
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I got everything mapped right, but idk what this means

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Do I really need to map finger bones?

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I turned off Upper Chest because that seemed to be problematic for this, and now it's telling me I'm missing spine hierarchy elements

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So because of upper spine, I now have to add finger bones (?)

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This makes no sense

opal aurora
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upperchest isn't used in vrchat

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For full IK you need atleast 1 bone for each of the mentioned fingers there

wooden copper
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Ok

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I take out upper chest

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Everything else is mapped

opal aurora
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Can you screenshot your rig config?

wooden copper
opal aurora
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The neck isn't mapped

wooden copper
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Well there's no head bone to map to, do I just map it to the joint?

opal aurora
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Your rig definitively have a neck bone from your screenshots

wooden copper
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I know, but then I wouldn't have a head

opal aurora
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You also have a head bone

wooden copper
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Head bone doesnt show up in Unity though

opal aurora
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That's because it's not mapped

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Just rename all of your bones accordingly before importing your model

wooden copper
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Boutta go do that brb

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head's already named

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The feet on the model turned around wtf

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Also there still isn't a proper head bone

opal aurora
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Set the rig type to generic, apply set it back to humanoid, apply

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Check the config after that

wooden copper
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I remapped everything, and hit Enforce T Pose. Turned everything around. But, I still don't have the head mapped.

opal aurora
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Manually assign the head, also you likely setup the model backwards, if it's facing the other way

wooden copper
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Manually assign it to what? There is no bone available to assign it to.

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By the way, the "facing the other way" issue has been solved.

fervent hornet
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Click the small circle to the right of the head spot in rig menu and type in head

wooden copper
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Got it. I put it there.

fervent hornet
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What's mapped in upperchest?

wooden copper
fervent hornet
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That should just be chest

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Hips, spine, chest, upperchest empty

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Everything you have is named correctly so you just need to manually fix it since unity is being a sperg about it

wooden copper
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Build button is working, about to test

wooden copper
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It's working, thanks guys :)

charred stump
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Guys, is it the correct channel to ask about full body avatar preparation?

crisp tendon
raven creek
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Is there a specific rig structure needed to allow eye movement?

crisp tendon
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Yep, there's a few youtube tutorials you can find about the setup

fading verge
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@raven creek this is what you need for eye tracking to work: ```VRChat won’t enable eye tracking at all unless three requirements are met:

1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist!
Exact names are required, there can be no in-between bones.
The bones don’t need any vertices skinned to them. They can be “empty”.

2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be “empty”, but blender won’t export empty blendshapes.

3- The skinned mesh must be named “Body”.```

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that's for having vrchat pick up the rig structure for eye movement and blinking animations

drowsy wharf
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@hidden dagger Since you were curious what it did, the revert button reverts it to the saved prefab. In the case of a model it will reset it to the default model as if you dropped a new version into the scene.
When you hit revert it will revert the whole prefab (in this case the entire model).
Any changes made since the prefab was made (or since the model was dragged in) will be undone.
That includes dynamic bones, moved positions (which is why it's suggested after you re-import).

If you have made any changes (like dynamic bones, cloth, whatever) then if you can use Pumkins Tools I'd recommend it. If you haven't made changes, just hit revert.

(bonus info: you can make a prefab by making something and then dragging it into your assets somewhere. Don't bother for the model unless you're giving it to someone else, but in that case a scene save is better in most cases anyway)

white valve
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does anyone know any solutions for outputting translation for bone tracking as opposed to the "track to" constraint which only does rotation?

trail oracle
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halp

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plz :C

drowsy wharf
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@trail oracle no one can help you if you don't describe your issue...

white valve
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like if I had two bones in a perfect line with each other but one offset a ways away, and neither are the parent of the other (linked to parent bone), is there any way I can make one track the other bone while constrained to a plane?

white valve
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i want to track the iris but in only the y-z plane with no rotation

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i'm mostly going in blind, cause i don't really know that much about blender in the first place...

fervent hornet
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Fixed joints and rigid bodies in unity is your best bet, any kind of contraint made in blender besides parent-child is lost in the fbx IIRC

dim monolith
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Are avatar eye bones meant to point upwards? because my eye bones point out of the eyes (in the direction of the eyes)

fervent hornet
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Pretty sure only the heads of the bones matter, most MMD have them pointing out, CATs points them upwards. Pointing outwards should still work

dim monolith
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Heads of the bones?

crystal vector
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@dim monolith Yes, the direction and size of the bones is completely irrelevant

dim monolith
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I'd like to know why in vrchat the eyes go missing even though the eyes have been rigged (if the rig was wrong then the eyes wouldn't move)

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I mean, the hierarchy and naming is correct, just the placement of the bones themselves is my problem

crystal vector
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@dim monolith You can test in cats how the eyes will rotate in vrchat

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That might be a shader issue

dim monolith
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in unity there is no problem, but I'll look into cats

dim monolith
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ok it works, don't know how but it just does which is what I'm happy with

crystal vector
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👍

dim monolith
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Can I ask why the eyes are cross-eyed?

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After using this avatar a few times it commonly goes cross eyed

fervent hornet
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That happens in mirrors, don't remember if it's local only though

dim monolith
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hmm ok

mystic copper
crisp tendon
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You need to give the leg a slight angle

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If they're completely straight they bend sideway

mystic copper
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ok

sharp pewter
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./

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.\

white valve
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@fervent hornet so should I rig up the model with bones first before bringing it over to unity? also, the fixed joints and rigid body work sounds similar to CAD constraints, would they be kinda the same?

fervent hornet
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If youre talking about stuff like mates in solidworks then not entirely. You should have your eye bone rigged correct to the bone but then have it so the eye bone has no parent. You can then connect it to the other eye via the fixed joint

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Scratch that it should still be a child of the head I think

white valve
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ah ok yea i have it branched to the head bone

fervent hornet
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Yeah the armature in blender should look the way it should and then you use rigid bodies so that the second eye copies the firsts rotations

white valve
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but if i want it to track only translation wise, that could work as well right?

fervent hornet
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That gets fishier in my experience but yeah feel free to mess around

white valve
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ah aight, i wanted to experiment a bit on an unconventional eye rig so i'll keep reporting anything i manage to figure out a solution for

fervent hornet
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Fixed joints are the type of thing where it will usually always work just takes a lot of effort and some questionably optimized results

white valve
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aighty, looks like i have some cobbling to do lol

white valve
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how do you align a bone's roll to the normal axes of an object? been having trouble working that out recently

drowsy wharf
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@white valve generally speaking you want bone rolls to be 0...or if not 0, all exactly the same or you'll have weird rotation issues in Unity...it doesn't pay attention to it and expects a certain setup

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if you select all bones you can ALT+R to reset bone rolls to 0

white valve
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ah aight

warped socket
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Currently trying to rig the irises of my character's eyes, but due to the eyes being an irregular shape I can't just put the bone in the middle of the eye and have it work. I've experimented with it and can only get one axis working at a time. Anyone know a solution?

opal aurora
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@warped socket Best likely solution is just moving the iris' and not the entire eye in it of itself

warped socket
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@opal aurora that's what I'm doing

opal aurora
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Oh nvm, didn't read the question proper then

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Well in that case there really isn't much to be done, you could likely have a shader that animated the eyes instead of moving ehm, but other than that i'm not all too certain of alternatives

steady patio
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@warped socket by no means a rigging expert, but if i had to guess i would try putting the eye bones pretty far behind

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far enough that when you go to rotate them, the "curve" traced in the air by the irises matches the curvature of the eyeballs

warped socket
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I tried that whilst experimenting and it's how I managed to get it working on one axis at a time. If it works up and down it clips left and right, and vice versa

steady patio
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mmf. can you get away with remodeling the eye shapes in a way that it works out? maybe messing around with the topology around the area that the irises are going to move around

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you can prob get away with it if you're not planning on giving the eyes shadows

warped socket
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I've gotten a little too far with the model for that now. At this point I'm thinking of maybe just not bothering with eye movement.

fading verge
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I've got an issue with a full body avatar i'm working on that whenever you move the legs back they twist a lot, is this common?

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Are your leg bones bent or straight?

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Straight

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they bend with no problems

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@fading verge

merry estuary
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I suppose when Panda asked you about whether leg bones are straight he meant are proximal and distal bones at an angle of 180 degrees (perfectly straight - incorrect, they need to be bend in order for Unity to know which way they will bend when moving) or less. Your bones are placed incorrectly, the bones that are now in your avatar feet need to be where tibia is, otherwise Unity will assume second leg bone is in feet.

fading verge
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Oh no no, first bone leg are the 2 next to the hips @merry estuary

merry estuary
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Aren't they hip bones?

sharp pewter
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upper legs are right lower are not

fading verge
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i'll do a small edit to the picture hold on

sharp pewter
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shift right click red first then a blue on same leg

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space bar

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search snap to active

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and apply that

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make sure its bent after its snapped to a little bit

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upper leg does not need this bend

fading verge
fading verge
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OH

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okay

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that definetly

merry estuary
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I think you should try making something like this

fading verge
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helps a lot

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yeah thanks

sharp pewter
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that has fbt fix done tho you dont need the larger upper leg bones anymore

merry estuary
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Worked for me although had to get rid of toes in Unity as my avatar was standing on its toes whenever I looked down

fading verge
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So i just copy the picture?

sharp pewter
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just do that

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with snap to

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2 sec fix

fading verge
sharp pewter
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ya

fading verge
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Thanks ❤

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I'll go test it

sharp pewter
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just make sure bone rolls are 0

white valve
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why is it important to zero all bone rolls? is it supposed to be the default orientation?

sharp pewter
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how it looks in blender is the mesh with no pull on it from the bones

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not the same in game that takes the rotations and pulls the mesh with it

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so some real funky thinks can happen

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tho im no expert

bold nacelle
fading verge
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@bold nacelle bones ahvent been defined properly for the humanoid animation time. Just above the error message is a "configure..." button. in that menu you'll find some bone slots are actually empty. Be sure to check the NON-optional bone slots and ensure that they are all fitted in with the appropriate bones.

bold nacelle
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@fading verge Thanks. but actually i know that issue and what i exactly wanted to ask you is another problem. Can i send you message in personally?

fading verge
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Sure

ionic bramble
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Anybody know why this is tipytoeing?

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oh never mind fixed

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oh wait no i havent still busted

sterile pond
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is this ok?

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having no chest or upper chest

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i cant upload the model until i get a few hours of time under my new account

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but, should this work?

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especially given that i plan to apply manual animations

tall goblet
lilac moss
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@sterile pond needs a spine bone, even if its lenth is 0

drowsy wharf
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@sterile pond you shouldn't have an upper chest, but you do need a spine/chest, lick bucket said even if the spine bone is basically non existant, it still needs to be there for the humanoid rig.
And you may be setting overrides, but you need the humanoid rig for it to work still.
You also NEED to have an animator on the top level of the model (the part above the mesh/armature where your avatar descriptor should be)

sterile pond
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whats an animator>

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im new to blender in general

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and unity

crisp tendon
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A world of googleable questions is open to you

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If you have issues with a specific steps, feel free to ask here

tall goblet
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Problem with Google is that it finds everybody's answer, viable or not

bronze fern
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The correct answers rise to the top, and cross referencing is a good idea

tall goblet
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If pewdiepie played vr chat even once, the entire search would go to shit with his legion of morons
Google goes by trending results by the day

sterile pond
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how do i set the spine bone as a spine bone?

tall goblet
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But yeah cross refereces

sterile pond
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oh nm

tall goblet
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Give it an extra spine bone and level out the shoulders to match it

sterile pond
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an extra bone there? and that should fix the error?

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so that its recognized as humanoid

tall goblet
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Can help it recognize the shape yes

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In blender, take the current spine and split the bone

sterile pond
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ok, one other thing, this morning when i started up unity i had to reimport the vrchat sdk

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is that normal?

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i had to delete the old avatar definition and replace with a fresh one

tall goblet
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Can't say, haven't experienced it myself, but also haven't uploaded anything for about 6 months

sterile pond
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ill ask over in a unity place

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anyway ill get onto blender and shange that bone

tall goblet
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Did you save regularly?

sterile pond
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yes

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i also saved before losing

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closing

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but importing the sdk was the first action i did

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all the files and folders were still in the assets, its just that the sdk scrips links were all broken and reffered to nothing

drowsy wharf
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@sterile pond You shouldn't have needed to replace it, no.
If you do reimport it or update it, make sure you delete the VRCSDK from the files before you do, or you can run into other issues

sterile pond
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delete how? from assets?

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you said a bone of zero length wouldnt be an issue?

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also, this bone has plenty length

drowsy wharf
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ignore that error, not an issue

sterile pond
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sweet

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ill see what builder says

drowsy wharf
sterile pond
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wooo

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avatar works

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now i just have to play vr chat on my new account long enough to be allowed to export this model

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am i meant to use the latest sdk? or a specific version for my specific unity

drowsy wharf
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latest SDK, and a SPECIFIC Unity version or it will not work

sterile pond
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guess il udpate it

drowsy wharf
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just follow that simple update guide when you update the SDK

sterile pond
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ok

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ill try it then close unity and reopen the project and see if it screws up again after i update

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btw, how long do i have to play on vr chat before im allowed to upload?

drowsy wharf
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update with unity closed, not open.

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The upload allow is not based on time.
Make sure you're using a VRChat account and not a steam or oculus account (you can link either those to the VRC account)
Idling will not help.
Once you reach "new user" you should be able to upload, you'll get a message in game and via email saying you can.

tall goblet
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is there a simple way to keep the avatars wire overlay in edit mode when the bones are selected?

weak wigeon
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Place the model in wireframe mode and and do your bone work. @tall goblet

tall goblet
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Thanks, it's a bit of a challenge due to everything being wire instead of x-ray but it helps a little.
Probably comes with practice

tall goblet
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actually it was more hell than good
the bones themselves being wireframe makes it completely useless

lament spade
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Im trying to rig my model but suddenly rotating the bones doesnt seem to manipulate the mesh anymore

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Anyone know whaddup?

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Moving the bones does seem to work

tall goblet
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sorta accidentally found that bones can snap to vertices
thank a myrical to fix the issue i've been struggling for 12 hours now

sharp pewter
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Bones will only move mesh they are linked to via vertex groups with same name and you have to be in pose mode

tall goblet
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oh i was trying to position them to a point where they resemble something remotely human 😂

lament spade
tall goblet
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does anybody know if it's possible to set multiple parents to a single bone?

lilac moss
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@tall goblet impossible. you might be looking for constraints though, i've seen 2-handed weapons done in such a way

tall goblet
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i'm looking to add multiple neck joints

lilac moss
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not sure what you mean but there is probably a solution

drowsy wharf
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@tall goblet A bone can only have one parent, but a bone can have many children.
What exactly are you trying to do that you need multiple parents, and what do you mean multiple neck joints?

tall goblet
drowsy wharf
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@tall goblet That's a hell of a mess, why would you need anything like this...?
The only use I could thing of is if you had pistons or something similar that linked the neck to something...though that really looks like you're trying to link the neck to the shoulders/arms (which shouldn't be the case anyway...)
I can't see the mesh very well, but it doesn't look like it would need this setup at all...
Your body armature also looks like it starts at the head instead of the hip

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the left side of that image also looks like it has some duplicate bones coming back from the arm toward the center for some reason

tall goblet
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yeah just me fiddeling around trying to make it work. but yes i see your point and have reverted to stick figure bones

drowsy wharf
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You can use a fixed joint for something like two pistons connected to an arm. You just make an end-bone for the piston and joint that to the upper arm (for the piston-arm example)
But you'd still use a standard bone setup and have those pistons just joint to it.
In any case where you'd have multi-parent bones, you use constraints to do so and "fake" the dual joint

tall goblet
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I mistakenly thought that the more details to the bone structure the better it could mimic real bones

drowsy wharf
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Technically true, but only if you have control over the movement system (and also use constraints). And IK traces back along the bone chain to move it properly, so you wouldn't use IK, but pre-made animations for it.
IK works pretty well, but normally it also needs other follower bones for elbow joints if they aren't also tracked movements.

Have to remember that you're working with a lot of limitations since you don't have control over the coding etc.

tall goblet
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I'm going to be using motion controls rather than animations for the most part. other than some mild effects that aren't attached to the body

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Is it best to bury the bones into the mesh, or is having them on the mesh surface perfectly fine?

drowsy wharf
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@tall goblet bones rotate around the head of the bone (big side) so that should be centered (usually, there are exceptions, like the elbow is technically better on the outer edge depending on setup)
Think of actual bones, everything is anchored to them and so they should be in similar locations to real ones (again...exceptions apply like the neck/head should be centered, not at the back in most cases)

tall goblet
drowsy wharf
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That's....not how toes work...

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you haven't seen the "connected" check box for bones yet have you, unchecked it lets you offset bones

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@tall goblet ⬆

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proximal thumb bone should be a short distance out from the wrist at the least, on that model probably half the current bone length
Your finger bones don't need a bone in the hand leading up to them either.
You only need a single toe bone if you want toes (unless you're planning animations for them or something...but you have a sock-like foot so no need for any but a single toe if you want it)

lethal lark
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I would suggest importing a random model with bones already and looking at where the bones are, the shapes, sizes etc. because yours is a little off atm

drowsy wharf
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You also have a hip to upper leg bone you don't need, the upper leg can just not be a "connected" bone and work fine

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Yes....what zak said is a great idea, it'll give you a good look at a common bone setup.
I think you can grab the tutorial avatar from the VRCSDK even for a basic one

lethal lark
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yeah 😄

tall goblet
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Progress so far
Note: The bones in the tail, Hands, Arms & Shoulders are on the surface of the mesh only for the time being
the bones in the Hair are also on the surface, but i'm not sure if the belong on the surface of the mesh, If there are too many to begin with or if anything else needs to be different in that area.
The bones in the feet are intentionally fleshed out as i want to keep as much possibility for animation as possible (future Ideas)
the bones in the pelvis area are intentionally connected, however if absolutely necessary to remove then i can understand that, however if not i would like to keep them in place for more future builds

opal aurora
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Some intricate animations could possibly be done with such a rig, but if for vrchat use, it's a tad excessive (hair bones more specifically), generally rigs have the bones going through the center of the mesh or a "pivot" location for the mesh to properly deform, in this instance some of these would likely deform properly, but others likely not so much, this is of course a W.I.P. so i assume this is to get a general idea of how the bones should be shaped.
This is my general opinion on the matter

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Other than that, it's looking pretty good

tall goblet
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so the hair is excessive?

sharp viper
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excessive bones actually cause a performance hit @tall goblet , more than people realize, so try to use as few as possible

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and yah, major bigtime

opal aurora
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In a nutshell, each hair chain there would pull at the outside rim of where it's placed

sharp viper
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you would only need 2

tall goblet
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it's parted in 3 ways, so just split it to 3?

sharp viper
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Two bones might actually be enough for the whole ponytail

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think about how dynamicbone works if you plan on using it

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essentially you just want to simulate the physical properties of hair and gravity

tall goblet
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oh so dynamic bones follow physics more?

sharp viper
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so due to the shape of the hair, you probably want the top half before the hair falls to simply be painted to head at 100% and then the rest to be a single bone

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they would move together

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dynamic bone is EXACTLY to simulate physics

opal aurora
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Dynamic bones are pivot based, they move based on the root bone's location

sharp viper
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and you want as few as possible

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yep

opal aurora
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The more bones, the more detailed it may look, yet the more performance hit it may produce

sharp viper
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due to the way dynamicbone is, sometimes a single bone is actually better

opal aurora
#

Dynamic bones can only function with 2 bones at a bare minimum, end length bones are also accounted as a bone

tall goblet
#

ok, i'll reduce the amount of bone rows to see how that looks

sharp viper
#

dynamicbone works best when you think about each bone as a dolljoint

tall goblet
#

oh, do i need to have a skirt lining at the top or is it not neccicary?

sharp viper
#

imagine your mesh is made of silicone and there's dolljoints inside the silicone, that's the bones. Dynamicbone will allow you to set how "loose" the dolljoint is and how affected by air pressure and gravity it is, as well as how dense or "slimy" or "springy" the silicone is

#

that's the best analogy I can think of

opal aurora
#

Generally speaking you only need a chain for an entire mesh section, it doesn't need to be above or bellow the mesh in layers, but instead directly inside what it's supposed to affect

sharp viper
#

for game assets like this, use as few as possible to get the effect you want. You don't even need one if you plan on not using dynamicbone, just pant all the hair to be 100% head

tall goblet
#

right, thats what i though

sharp viper
#

single bone

opal aurora
#

Think of it like literal bones, or even an umbrella frame, it's just there to keep it together

tall goblet
#

can one of you maybe sit in on a screenshare for a moment, because this is a little bit vague

sharp viper
#

I wish I could, I'm at the office at the moment

opal aurora
#

I think the best appearance-wise layout for your ponytail to not feel stiff, would be 3 bones total, 1 being at the base and being the pivot, the other on the larger rim going outwards, and then a last one at the curve

tall goblet
#

o.0 so i'm more confused the more I try an imagine what you mean

opal aurora
#

Lemme see if can do an example real quick...

tall goblet
#

maybe just say what you mean instead of analogies

opal aurora
#

Whoops, didn't copy the whole thing

#

I did just make it by looking at it, so it's a bit off, but basically the base bone should be on the base of the hair itself

tall goblet
#

ok rewind to the start, and tell me what you mean

#

please ^^;

opal aurora
#

Do you see those 3 bones i made there?

tall goblet
#

yes i do

sharp viper
#

I think what exsgt is getting at is those three bones replace every bone in the hair

opal aurora
tall goblet
#

okay so why are you showing me these?

opal aurora
#

Positioning the bones inside of the hair instead of on the edges, simply using a single chain instead of multiple out-side facing chains

#

That's all i've been stating up to this point

tall goblet
#

you're telling me to use less bones, i get that.
but thats all i get
the rigging is on the edges because i'm still in the middle of finding out what needs changing before i sink them

opal aurora
#

I'm just telling you the optimal way to position the bones with minimal visual quality loss and minimal performance impact

#

Which would be 3 bones, 1 placed at the base of the head for the hair start, the other at the larger puffy side of the hair for added movement, and the last one facing the tail end for proper sway

tall goblet
#

alright, so none of that was to do with dynamic bones correct?

opal aurora
#

It does, otherwise i'd tell you to just use 1 bone or none at all

tall goblet
#

o.0 ok well thats what i was hoping you'd explain.

#

i'm sorry just really confused, nothings being specified about that

#

or is it? i'm not following it if it has

solid relic
#

Exactly what are you trying to do, and what do you have right now

opal aurora
#

The bone at the base gives the hair its pivot point for dynamic bones, the second bone is larger and sways more due to the puffy side of the hair, the last bone points to the tail end, which would move accordingly to the second hair bone, but would move a bit less

tall goblet
#

i'm trying to understand what he's telling me for now ^^;

#

so use 1 bone and make the rest dynamic?

opal aurora
#

The base bone is also dynamic, it's just used as the "root", essentially the pivot, like a pendulum in a way or another

tall goblet
#

i understand that you know what's going on, but your explanation doesn't translate to me, who is making their first rig

#

@solid relic maybe you can make better sense of this?

solid relic
#

Way too many bones in the hair

#

You want about 3-4 altogether

#

That's what he's telling you

tall goblet
#

ok, so whats he saying with dynamic bones

solid relic
#

Dynamic bone is a script that will make the hair move in game
Not something you do in blender

tall goblet
#

ok that could have saved me so much pain knowing that

#

thank you

solid relic
#

You just set up the rig there so when those bones move it looks nice

#

np

tall goblet
#

so now with the bones sorted, i move to weight painting

#

correct?

solid relic
#

Yep

tall goblet
#

thank you. made a painful explanation actually make sense in moments

solid relic
#

Re-read what he said, as he did give you good advice

#

You just didn't have the context yet

tall goblet
#

he gave me good advice but what he was saying was actually against what i intended

#

that whole time i was asking him to explain what he was on about with dynamic bones, everything else was the same cycle of things

solid relic
#

I hope it makes sense now

tall goblet
#

yeah, honestly it was going in circles.

#

just tidying up for another screenshot i need a quick answer for

sharp viper
#

the point we're trying to make is that the bones you have now, if you're not intending on using dynamicbone later on, (and also if you are) will cause your model to be rated very poor and be blocked by default

#

even if everything else is perfect

#

if you use automatic weights and later merge those bones into a few big ones, though, that's fine too

#

you should have less than 65 bones if you can

#

If you're not intending on putting physics on the hair, the hair can just be 100% weight painted to head as a mesh group, now that you're on that step.

solid relic
#

Is this intended to be on quest? Sorry didn't follow from the beginning

sharp viper
#

Even if it's not for quest, that's way too many

solid relic
#

You need way more bones than that for very poor

#

On pc

tall goblet
#

It's intended for multiple use, not limited to VR chat

sharp viper
#

true for vrchat's profile system, but in reality the performance is hurt significantly by that. Ahh, that's awesome irissis: I recommend saving two branches then once you've done the work on the "full res" one

#

you can merge all the hairbones for the "final vrchat bones" and keep your fully articulated other model

solid relic
#

3-4 bones for the hair is perfectly fine

sharp viper
#

I didn't know that, good to know

tall goblet
#

sorry, i actually wasn't aware of such limits since i've had much higher counts before without issues, going back around a year though

sharp viper
#

@tall goblet actually makes a really good point here, for something like MMD or IK in blender animation, more bones for that purpose of animation and physics simulation it's very valid

tall goblet
sharp viper
#

if your skirt is super low poly, though, cloth simulation in unity doesn't even need ANY skirt bones, interestingly enough

tall goblet
#

ok so this is the dress rigging, just wondering if the ring that supports it is needed

sharp viper
#

the circular rig, no

tall goblet
#

want to make it so that i can (hopefully) avoid clipping knees and such

sharp viper
#

you could use a single disconnected bone for the waistband, or just make all the descending bones a child of Root/Hips

tall goblet
#

okidoke bye bye circle

#

hmm. connect to hip maybe?

sharp viper
#

that's what I reccomend

#

make a parent bone called "skirtRoot" or something, and make it a child of hips, with all the bones connected to that children

#

makes it very easy to animate

tall goblet
#

I do have 2 pelvic bones in place, maybe make use of that?

sharp viper
#

you ideally want one that's centrally located because everything pivots around that

#

as for your weight painting, you can do a little partial mixed painting to the top legbones

#

on the front of the skirt, so that way, the skirt moves with the legs without needing physics

#

also, once you're happy with the rig, there's an automated step for weight painting

#

then you just refine it

tall goblet
#

alright i'll get a screen involving those pelvic bones, upper leg and spine

sharp viper
#

you could even just make a bone off spine, and make all the skirt bones children of that

#

just so that it's easy to navigate later

tall goblet
#

maybe if i made a part of the spine a parent to the skirt tops?

#

(dw i'll merge some of the extra spine bones for the VRC version)

sharp viper
#

that would work just fine

#

so when you're ready, if you select the whole armature in object mode, then shift+select the body mesh, you can do a ctrl+j and choose "with automatic weights"

#

this will set up the weight painting on your model with the mesh groups and entire mesh volumes you've already made

tall goblet
sharp viper
#

only if you want them to move, otherwise just make them 100% weight to your armbone

tall goblet
#

i do want some jiggle to them yes

sharp viper
#

sometimes having a bone or vertex group for something like that is nice because you can create shapekeys by scaling a bone but it's not necessary. If you do want jiggle, 2 bones might be enough, but just think about how you want them to connect. Each head and tail provides a pivot, so like, even 3 might be identical to how a pearl bracelet might act

tall goblet
#

hm. well i do wanna have them be independent in a full version, but i can minimize for vrc

sharp viper
#

now you've got it!

tall goblet
#

alright, i'll bury these exposed bones now that i'm certain they will do the job

tall goblet
#

is there a specific way that eye tracking should be done for VRC? I've found a few methods and tutorials and i just wanna know if any will do or if they need to be something particular

crystal vector
#

@tall goblet They need to be very particular

#

VRChat won’t enable eye tracking at all unless three requirements are met:
1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist! Those bones are also the ones you use in the mapping.
Exact names are required, there can be no in-between bones.
The bones don’t need any vertices skinned to them. They can be “empty”.
The Head bone and both Eye bones have to point straight up.
2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes in Unity. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be “empty”, but blender won’t export empty blendshapes (but with CATS it now does).
3- The mesh containing the blinking blend shapes must be named “Body” and the armature must be named "Armature"

fading verge
#

i did vertex grouping

#

removed doubles

#

and kneesocks still give this issue

#

what fucking gives

#

it really thinks its doubles or bad vertex grouping

merry estuary
#

Can you try clicking on some verticies around the area and see whether they don't have any addional weights added to bones you don't want?

fading verge
#

all the bad ones have been selected

merry estuary
#

I am guessing mmd_ are just groups made to select things easier and everything in parented to Right leg?

fading verge
#

no the mmd edge scale and vertex order are full mesh selections

#

and they have to be that

merry estuary
#

It looks like legs bend above the joints, pretty strange

naive tree
#

your mesh is painted to something extra

fading verge
#

@merry estuary thats the thigh part

#

the second calf part is what bends

#

thigh part is full leg

#

and should be

#

but theyre both broken because of kneesocks

merry estuary
#

Vertex Weights will only show weights of a single vert that is currently active. It is possible the active one is somewhere on the edge of that problematic group. Try choosing one that is somewhere in the middle and see whether it doesn't have weights for different bone. You can also remove those groups that aren't related to bone weights

naive tree
#

I mean it's just easier being in weightpaint mode and going through bones ..

fading verge
#

i did that

#

and the first thing i noticed was that

merry estuary
#

This is what I meant, it appears like leg doesn't bend where the bone joint is but maybe it is jsut perspective

#

No wait, the knee isn't bent, the leg is rotated in the hip so nevermind

#

It still looks like it has some extra weights assigned to it

coarse bane
#

how do you reedem jamekiis youtooz

bronze fern
#

We arent Youtooz tech support

#

Contact support or read the page you bought from, it will most likely be there in plain text

tall goblet
#

Has anybody got a working neko or fox girl modal i can reference rigging from? having trouble wrapping my head around the instruction i've gotten and having something i can see and attempt to re-create would help me out a ton

drowsy wharf
#

@tall goblet depends on what exactly you need, the only differences to the fox girl, etc is that they have tails/ears (which would have a root bone parented to the hip/head
Otherwise it's the same as any humanoid

tall goblet
#

@drowsy wharf i need a reference i can download and compare everything to, names and perenting and all that

#

I keep on finding images or videos that i just can't use as a hands on learner

drowsy wharf
#

you can import the tutorial avatar from the VRCSDK to get a hands on humanoid rig.
Naming is generally not important except for auto-assignment

#

You can always check places like deviant art for a hands on model too

queen mural
#

you should check channel pins

tall goblet
#

actually i did and it was useless to me

#

"I keep on finding images or videos that i just can't use"

queen mural
#

like what are you trying to achieve? and why can't this suffice for what you're doing?

#

it shows you the parents and childrens and what bones you need along with the correct names for it to function correctly

tall goblet
#

ok, i don't see any of what i'm doing in this example

#

i'm looking at a cactus and some barely recognisable crayon markings

queen mural
#

bones should be positioned at which it should rotate aka joints

#

perhaps you should enlarge the image and read it?

tall goblet
#

look, this is what i'm dealing with.
and that image could be enlarged to a skyscraper and still be incomprehensible to me

queen mural
#

might be missing a spine bone but i can't really tell you for sure considering i cannot see bones within bones or smaller than a pixel

#

regardless have you tried overlaying it on top of the geometry for comparison?

tall goblet
#

on top of the geomatry?

#

wdym geometry

queen mural
#

the mesh the character the triangles

tall goblet
#

oh yes, i made the armature using snap mode on the mesh at first until i was satisfied then put it under the faces of it

queen mural
tall goblet
queen mural
#

yeah

#

make sure you have the legs/thighs parented to the hips and make sure you have a spine and a chest

#

there's a text layout of the hierarchy and names somewhere within this discord but i can't find it atm

#

anyways the additional bones for the hair and skirt can be pretty much ignored unless you wanna create a dynamic bone root bone for physics

#

you're probably missing a spine and a neck bone though

#

in which case you're gonna have to add bones for them and weight paint if you want it to animate properly

static parcel
#

https://i.imgur.com/JfMwtZo.png Has anybody had this trouble with finger bones? Both are 'open' but one seems to have an axis inverted, causing the fingers to move in. I think it's on the Unity side of things.

open venture
#

Hey guys, my avatar has right shoulder bone but it doesnt have a left shoulder bone. i made a left shoulder bone but i dont know how to infuse it with the mesh. can anyone help me?

static parcel
#

nvm on mine. It seems unity thought the right hand's bones pointed the other way because I didn't add the other joints of the finger.

sleek isle
#

Did you make the bone in the same armature? If yes you can simply create a vertex group with the same name of that bone and start weightpaint

#

@open venture

open venture
#

yeah it is in the same armature however i have 0 experience with bones so im not sure how to do what you just typed

#

thanks for the help!

sleek isle
#

@static parcel go on blender and enable mirror for the rig and move all the bone of the good hand a little so it will be copy on the other side

static parcel
#

I tried that and got the same result. Turns out it wasn't the bone orientation but Unity trying to guess where they go

#

The bones on the left hand were backwards

hushed quiver
#

U still need any help @tall goblet

fading verge
#

Hey, i’ve been having a problem where all my avatars, custom or from worlds, have their arms bent forward when my hands are at my side. Idk how to fix it

whole pecan
#

привет

tall goblet
#

@hushed quiver I'm up to the weight painting now.
Should be set for a while unless a specific area gives me trouble
Fingers are a bit tricky though

hushed quiver
#

Ah yeah

edgy ginkgo
lusty depot
#

Any tips on exporting from blender to unity? If I try to change the model, it messes everything up and sometimes the body is invisible vrcThinking

crisp tendon
#

What are your export settings?

lusty depot
#

Where can I check that?

#

2.8 Blender

#

I basically just want to change the body mesh

lusty depot
bronze fern
#

just delete the old one and import new

gray steppe
#

I need some help with CATS, if anyone can help plz dm me

edgy ginkgo
#

So any ideas?

bronze fern
#

It is possible to rig it yes

rough cipher
#

My avatar doesnt have any hip bone, therefore not full body compatible, how do I make it?

kind obsidian
#

Um.. If I want to attach equips to hands, it should be just to add a bone to the hand palm/hand root bone, right?
Also, for some reason, doing that has VRChat scaling the hands/equip bone by a bit for no reason.

drowsy wharf
#

@kind obsidian depends on if you're adding the items in unity or in blender.
If adding objects in blender that need a bone (or more), yes it would need to be a child of the hand.
If it doesn't need a bone, you can just weight it to the hand.
If adding in Unity you can just add the object as a child of a hand.
Assuming nothing is adjusting the bone's scale, it shouldn't change size in VRC

kind obsidian
#

@drowsy wharf That's what I thought.. Hm..

drowsy wharf
#

Unless an animation scales the bones, nothing should adjust them just because you added a bone/mesh to it.
Just make sure if you make changes in blender that you set your rig to generic, apply, then back to humanoid and apply.
You may also need to redo the avatar if the changes are significant and the above doesn't fix it.

opaque ruin
#

Okay, so continued from what I said in #avatars-2-general I now need help with rigging Arsene-

#

unity doesn't consider the avatar humanoid- and im missing a piece- from what the error says

#

there's like- nothing connecting them

round urchin
#

the arsene rig is going with problems?

opaque ruin
#

yes 😦

round urchin
#

oof

opaque ruin
#

i think i found the problem- they werent connected to the right parents

#

im gonna take a break and eat something

#

question- after i move the bones around and connect them to new parents- would i have to re-export the file from blender to unity?

manic marsh
#

yep

opaque ruin
#

Fuck

#

shit ok- uhh

opaque ruin
#

sigh- nothing's working

round urchin
#

metallica

opaque ruin
#

imfucking crying dude

round urchin
#

why?

opaque ruin
#

cause this is so frustrating man- im so out of my league

round urchin
#

oooof

drowsy wharf
#

@opaque ruin open unity and look at the rig, hit configure and make certain the correct bones are assigned for hip/legs/etc

#

everything except toes and eye bones are required, upper chest must be blank

opaque ruin
#

i got help,, thank you,,

whole urchin
#

Anyone able to explain why the top two larger hair bones aren't being seen in unity?

#

I'm trying to put dynamic bones on them ( I've manually weighted them), but when I set the bones as the root in the component it doesn't seem to do anything

fading verge
#

Dynamic bones generally needs a root and children to move.
Move your db component up one level and ignore the bones you don't want moving or add an end length offset to simulate a child

languid panther
#

Anyone able to show me how to neck fix in blender 2.8?

warm lintel
#

i got a questin

#

question*

#

big brain

#

well i gotta add a spine to my avatar

#

and idk how to get his weight goin

#

like the bone dont show up on the menu

#

help would be spicy

crisp tendon
#

in blender ?

warm lintel
#

yeis

#

sorry for a delayed reply

#

it s h o u l d be rather simple

#

i just got scizor

#

@crisp tendon

crisp tendon
#

switch to weight paint mode and do automatic weight paint

#

should be good enough

warm lintel
#

ah ok

#

and how can i do that

#

me me small brain ooga booga

fading verge
#

okay so I have a question about changing the prone thing to a sitting animation if anybody knows 👀 I can't figure it out for the life of me

warm lintel
#

b r u h

#

i said sleep with aload of e

#

fine then

#

as i S A I D stupido bot

#

i will sleep

#

just @ me if you have a responce

#

night

sleek isle
#

@warm lintel in unity. Drag the spine bone in the spine box in the humanoid tab

#

The bone need to exist and be parent correctly. It dont need to be weightpaint to something. But unity wont assign it automatic. So you have to assigh them yourself

drowsy wharf
#

@fading verge make sitting animation, apply as PRONEIDLE in override, ???, profit

fading verge
#

oh okay, thank you c: is there anywhere I could find a sitting animation?

drowsy wharf
#

can't help you there, I make stuff if I want it

fading verge
#

nice ❤ tysm

drowsy wharf
#

I think I'd heard mixamo has some? could be getting wrong name though

fading verge
#

alright <33

#

thanks for the info!

warm lintel
#

ah

carmine breach
#

Hey folks, recently acquired some valve index controllers, want to be able to fix my finger tracking for my personal model. Anyone got any guides on this or documentation?

broken gale
#

In the latest blender, where do you enable it to weight paint front and back of the mesh?

lofty crest
#

in new blender, is there a way to mirror armature changes? i'm trying to rotate and move some bones on the right hand and i'd like those changes mirrored onto the left hand
nevermind I guess the bone names were the only reason they weren't being mirrored with the X-Axis Mirror box checked

fading verge
#

So does the actual weight value even matter?

steady patio
#

in what context? weighting your mesh is the only way that it will ever move so in that respec tof course it does

#

ohh. in that context there's one bone.

#

so if you weight them different values, they'll all move at the same rate since they are not weighted to any other bone

#

in contrast, you could place another bone at the bottom and give it a consistent amount of weight (say 0.50) to all of those blocks and just tell that bone to never move

#

that should give you the result that you want, no promises though

#

what you're trying to accomplish may be done better differently

fading verge
#

Now it makes sense as to why they moved the same rate.
Needed some redundant weighting.

drowsy wharf
#

If you only have a single bone, there's nothing for it to compare against, you rotate the bone, and it rotates everything.
(also if you only have a single bone and no other basis for things to be compared to, it may as well be an obj file instead of fbx)

hushed quiver
#

@broken gale did u get it figured out for how to weight paint with the xray on? If not its at the bottom right corner of ur 3d view window, to the left of the shading options

raw jackal
#

Hi there, does anyone know of a fix for this issue? Adding FBT through cats has made the legs oddly long and put the tail upside down and in front of the body.

#

(it looks fine in unity)

hushed quiver
#

@raw jackal u gotta reset the rig to generic then back to humanoid anytime u mess with the bones

raw jackal
#

thanks!!

mint idol
#

What even... finally got everything working.. now my view position in-game is off like.. 1ft to the left.. but the viewpoint ball is set right..
Please @ me with help..

crisp tendon
#

Your avatar isn't at 0,0,0 then

mint idol
#

Hm. I'll double check.

#

It's at 0,0,0

crisp tendon
#

the body or the main model ?

mint idol
#

... I'm sorry, I don't understand that?
The models xyz in unity is 0,0,0

crisp tendon
#

You have the model, at the top of the hierarchy, and the body mesh

#

make sure they're both at the same location

mint idol
#

..oh, I see.

#

That was absolutely it. Thank you 😊

fading verge
#

Hey Ruuubick, when is the vrc team gonna conduct world domination?

lusty depot
#

The heck is this

#

This says exactly nothing lmao

#

Fixed, but now im getting spine has bone lenght of zero which is false

#

wat

hushed quiver
#

U can ignore the bone length of zero if ur model has the full body fix

lusty depot
#

Ah right

small solstice
#

not sure what im doin wrong but in unity editor the skeleton seems like it works fine but when it gets uploaded to vrchat it has this weird bone error that involves the torso and basically forces my avatar to do a imploding eternal hoedown
Video: https://streamable.com/eraq1

lament musk
#

Does anyone know how to prevent the eyes from bouncing and sliding around when moving/jumping?

hushed quiver
#

do u have dynamic bones affecting ur eyes @lament musk

#

could i see ur avatars rig in blender @small solstice

small solstice
#

sorry for wasting time but after trial and error i got it to work

#

had to rebuild the spine basically

hushed quiver
#

ah alright

bronze fern
#

Looks great!

lusty depot
#

Shape keys holding the lips in place instead of moving got me like : vrcSkull

sleek isle
#

Mmh sreenshot @lusty depot

#

You can always create new shapekey from mix

#

And put the close one to basis

lusty depot
#

I suppose, give me a sec

#

Open on the inside

#

Lips closed

#

so

#

I wanna die

sleek isle
#

Model seen missing information for the lips. Did you merge stuff?

lusty depot
#

Some, yeah

#

Haven't had this problem before so Idk how to fix

#

Im almost done with this but there's always 1 thing that breaks

#

Makes me ree

#

I think I know how to

#

How do I copy paste / drag shape keys?

sleek isle
#

Do you have a shape key that move the lips

lusty depot
#

I can take it from the head mesh I haven't screwed up

manic marsh
#

anyone can help me weight paint in blender 2.8?
idk what I am doing wrong

#

hm, Ruuubick is a pretty big rigging and painting guy, wonder if he can help me

sharp pewter
#

cuz its low poly weight paint only applies to verts

manic marsh
#

but the face ends right where the blue region ends, so painting on that imaginary line should affect the weight

hushed quiver
#

u have weight at 0? @manic marsh

manic marsh
#

yep

hushed quiver
#

have u tried with weights higher?

manic marsh
#

i can paint higher weights yes

hushed quiver
#

yeah thats why

#

u need to have ur weights set higher

#

if ur trying to remove weight u wanna be on the subtract blend

sharp pewter
#

mix will remove paint at 0

#

it sets the value of what ever you paint on to the number set in weight

hushed quiver
#

never really used mixed i normalyl use add subtract and blend

#

or blur not blend lol

sharp pewter
#

i use mix for just about everything and i paint more than i need to the first time as i find it faster to remove than add

#

also not sure about 2.8 but in 2.79 the brush will paint hidden objects so take care with that

sleek isle
#

@lusty depot name rhe shape key the same for the teeh and lips before merging

lusty depot
#

Don't worry, got it all done, everything green

#

Just need to make facial expressions

median socket
#

Anyone here have a few min to help me figure out a weird issue with my avatar?

lusty depot
#

What is the meme?

median socket
#

Meme?

lusty depot
#

Issue

median socket
#

Ah. Hands. Specificially fingers.

#

I made sure to use the rig from the example avatar,, spent hours making sure the weighting was all proper.

#

And it looks fine in the avatar editor.

#

But in unity gam view and VRC, I have hobbit fingers.

#

We can go OC if you wanna see pic examples

lusty depot
#

yee sure

median socket
#

Or I could whip up a blog post explaining the issue

vapid saddle
#

How can I rig an avatar from zero, is it easy?

hushed quiver
#

pretty much follow how the tutorial avatar is in the sdk

sleek isle
#

Easy

#

Bjt make it look good. Depend

lament jay
#

Could someone help me with a model? the hands are all.. strange and some bones are not in the right order and some are missing... in the editor of the "Rig" section but on play mode , blender and in unity is all ok...

misty cradle
#

i try to rigg and weight paint my object in 2.8 (i have exp. in 2.7) but in 2.8 everytime when i go in weight paint mode i dont see my object in the typical blue where i see what is painted and what is not... how can i get this again??

sharp lily
#

hello

#

ok i cant share images cheers...

drowsy wharf
#

@misty cradle can't offer help with 2.8, but figured I'd mention you can go back to 2.79 by right clicking blender in steam library, selecting properties, then betas, and setting it to 2.79a

misty cradle
#

i know i could do this^^ but i wanted to use 2.8 now

drowsy wharf
#

@lament jay you need to assign the msising bones, drag them from the left side in hierarchy into the rig. It looks like you don't have all the propper bones though, you're missing the distal bones on every finger...The little finger isn't being assigned due to a lack of "pinky" finger (as far as I can see on the left), you also have extra bones that probably aren't needed.

"Enforce T Pose" under the "Pose" at the bottom of the bone list on the right it might pose the fingers properly, but you're still missing bones, and one finger isn't correctly assigned.

indigo prawn
#

Which shader is good to put a pic in?

drowsy wharf
#

what do you mean? A shader to use for a static picture or something?

lament jay
#

@drowsy wharf i've tried to enforce T Pose and tried to clear the rigging and automap or do it my self but it doesen't work

drowsy wharf
#

"it doesn't work" isn't very clear...what exactly doesn't work when you do it?

lament jay
#

It just.. doesen't care about anything and it's the same

#

i'mma show you.. lemme open unity

drowsy wharf
#

changing the bone assignments isn't going to adjust the finger visual much, you have to apply it and enforce t pose to adjust.
If enforce t pose doesn't fix it, you can rotate them yourself and then apply it

#

The reason it's not angled correctly though is because the avatar isn't in a T-Pose by default, so Unity has to attempt to auto pose it for you, but Unity doesn't look at the direction a bone points, just the head of the bone (large end if looking in blender)
So it rotates most of them in line, but has no ending point for those, so it doesn't guess randomly to fix it.

lament jay
#

So i need to rotate them myself?

drowsy wharf
#

Yes...or you could just take it into blender and set the default pose as a T-Pose

lament jay
#

It's gonna take an eternity...

#

xD

#

How do i set the default pose in blender?

drowsy wharf
#

Do you have CATS installed?

lament jay
#

Yep

#

Is it better if i go in share screen?

#

z.z

drowsy wharf
#

go into pose mode
Pose one side into a T shape
Press Control+C to copy it
Select the opposite side and press Control+Shift+V to paste the X axis flipped pose.
In CATS, click "Apply as Rest Pose" near the top

lament jay
#

How?...

drowsy wharf
#

how what....which part confused you

#

(also update cats)

lament jay
#

"Pose one side into a T Shape"

drowsy wharf
#

take upper arm, rotate upwards, make fingers straight as well

lament jay
#

okkk

drowsy wharf
#

standard T-Pose (elbows in this are bent a bit more forward than needed, good to avoid being completely straight though to help the IK orient itself.)

lament jay
#

i'm trying but.. it's my first time doing it

#

don't know if i'm doing it wrong

#

Is this ok?...

#

@drowsy wharf

drowsy wharf
#

Side view? can't tell if the fingers are pointing straight forward

lament jay
drowsy wharf
#

also you clearly have 3 finger bones...not sure why it wasn't showing them in Unity

lament jay
#

Don't know

#

want the model so you wanna take a look yourself?

drowsy wharf
#

fingers are probably good there

lament jay
#

It's a public model so.. XD

drowsy wharf
#

it looks like the end finger bones might not be weighted based on the first image there

#

eh, I can take a look if you just upload the model file, don't need the textures or anything

lament jay
#

Sure! 😄

#

Can't send it if you don't add me to friends @drowsy wharf z.z

drowsy wharf
#

you can just upload it here

lament jay
#

P.s

#

you can remove the bow

#

It's not ment in the Avatar

#

xD

drowsy wharf
#

doesn't really matter for what's being checked

#

Make sure you join the meshes before you upload it too

lament jay
#

Yea

#

ik

drowsy wharf
#

you didn't actually send me your current version, you sent the original, didn't you want me to check it?

lament jay
#

oh

#

Sorry i was thinking you want to check the ENTIRE model z.z

#

Ok i'll send the current

#

Should i save it in "fbx"?

drowsy wharf
#

you should be able to just send your .blend file. But you could also export it as an FBX if you want to

lament jay
drowsy wharf
#

@lament jay you've removed the first finger bone on all of the fingers, and you have a giant fingerbone the size of the finger.
I'm not sure what you started doing before this, but it's not set up right compared to the original

#

you also have "thumb" named bones assigned as the first finger

lament jay
#

Idk.. i didn't do the bones

#

xD

drowsy wharf
#

you definitely did SOMETHING since the original

#

since the original was fine on the hands

lament jay
#

i just deleted the bow

drowsy wharf
#

you're missing entire finger bones and have new bones in their place...assuming you started with that mesh file before, you've done more than just that

lament jay
#

I.. don't know

#

Should i just put on unity the one with the bow?

#

so it's all.. fixed?

drowsy wharf
#

the bow isn't important at all, what's important is the proper bone structure has been messed up somehow

lament jay
#

Hm

#

Wait

#

if you see

#

The bow actually is connected to all the bones.. it has bones too

#

if i remove it and do "Fix model" with cats

#

it messes thingss up maybe

drowsy wharf
#

the giant finger bone should be the size of the others (not super important)
The later bones should be parented TO that bone

#

and no...just deleting a bow and fixing it wouldn't mess with other bones

lament jay
#

Don't know..

drowsy wharf
#

just because something has bones doesn't mean it has an affect on other bones

lament jay
#

On mine is ok.. and it's the one that i sent you

drowsy wharf
#

also you should be hitting "Fix model" first thing with CATS, not doing it afterwards

#

no it's not fine

lament jay
#

Oh..

drowsy wharf
#

I can see in the image that the second bones are parented to the wrist, not the first bone of the finger

#

stop pose mode, go into bone edit mode, and select the second bones and set the parent as the first

lament jay
#

Don't worry i've just imported the one with the bow

drowsy wharf
#

see the dotted line from the second bone of the middle finger back towards the wrist? that should be pointing to the first finger there

#

same for all the others, you can see the pinky one easily there too

lament jay
#

i've imported the original and fixed it with cats

#

is this.. ok?

drowsy wharf
#

er...no you still have to fix the fingers

#

CATS is definitely messing that up...it's parented properly before hand

lament jay
#

So what do i do?...

drowsy wharf
#

You fix the bone parenting

lament jay
#

How?...

drowsy wharf
#

@crystal vector Model file above (even with most recent version of CATS) has bone parenting distorted by cats. Changes index finger intermediate/distal bone names to thumb, and reassigns all intermediate finger bones as child of wrist.
It also seems to disconnect all finger bones...
It actually shifts all fingerbone names over by one towards pinky. Index finger named thumb, middle named index, ring named middle, and pinky named ring. Second thumb bone listed as "L_Finger01" but properly parented.

#

@lament jay select the second finger bone, go to the "bone" tab on the right, and set the parent to the correct bone

lament jay
#

It seems it won't let me do it z.z

#

Could you just fix it for me so we don't waste all this time? z.z...

drowsy wharf
#

you're in pose mode still, not in bone edit mode

lament jay
#

oh

#

Wich is the correct bone?..

#

z.z

drowsy wharf
#

select the bone before it on the same finger to check the name. It'll show in the bottom left corner of the scene, and it'll also show at the top of the bone config on the right

#

normally you'd just name them index 1, index 2, index 3 or similar

#

so it's much easier....not sure why CATS is renaming and reparenting them though

lament jay
#

Do i connect it do left wrist?

#

This one and the one below it's like this..

drowsy wharf
#

you were just checking the name of that bone, not copying what it's connected to

lament jay
#

oh..

#

Btw.. i think it's a bit too late for me i might continue tomorrow if i can or just.. idk.. do i tag you if i continue?

#

@drowsy wharf ...

drowsy wharf
#

you can, not sure if I'll be around

#

if you're tired though, get some sleep and try again later

lament jay
#

Yea.. i was just going to sleep

#

here it's 1:02 am

#

Soo uhh.. Thanks again for everything.. and goodnight..

crystal vector
#

@drowsy wharf Ah ok, I will need to rework the finger detection soon

lament jay
#

@drowsy wharf don't know if you're on but i've did both hands like you said...

steady patio
#

running into a spooky problem

#

cat's eye tracking tool doesnt appear to be working properly this time around

#

or maybe im just doing something wrong. setting the eye movement range doesnt appear to do anything meaningful, and it used to be much fairer in 2.79

#

any way i can manually fix this?

#

literally just moving the bones up fixed most of the issues, though the eyes still move a bit too much for my liking

#

eh whatever

lusty depot
#

You have 4 bones yeah?

#

@steady patio

steady patio
#

mhm

#

the og eye bones and the new ones

#

y?

lusty depot
#

Wait so what is the issue?

#

Too much movement?

steady patio
#

mhm

iron turret
#

Heyo, super new to all this here. Could someone explain to me how to edit an existing armature? I want to add another bone in between two but I can only select the entire thing.

#

In blender

steady patio
#

@iron turret select the armature and hit tab to go to edit mode

iron turret
#

Ok,

#

How do I connect, two different bones?

crisp tendon
#

For very basic questions you should start with blender tutorials on rigging @iron turret

iron turret
#

I've been digging through them and they've been no help. 👍

#

Lots of general stuff, not what I need specifically.

#

Every video I've found either works with a model from scratch or a complete model, nothing on editing a model.

crisp tendon
#

Did you Google your question as well ?

atomic moat
#

looking up tutorials at for the basics, helps you learn how every thing works in general reduces a lot of headache later on

#

but if you wanna connect two bones select one, and then select the one you wanna be the parent and then press ctrl+p

iron turret
#

Sure did. Seems like the tutorials I find aren't specific or an older version that doesn't work the same way anymore.

crisp tendon
#

Doesn't need to be a tutorial, this one can be explained in a screenshot, which I found in Google image by typing your question

#

It also depends which version of blender you're using

iron turret
#

I've done the ctrl-p connect and when I go to move the bones the one I'm trying to connect just floats off on it's own.

atomic moat
#

are you moving it in edit mode or pose mode

iron turret
#

And yes I've checked threads of other people asking questions with screen shots.

atomic moat
#

nvm that shouldn't have any bearing, if you go to the bone properties you can see/change the parent of that bone you can try doing it that way

iron turret
#

It moves like it should in edit mode, not in pose mode.

#

If I parent them, leave edit mode, and come back, they aren't connected anymore.

#

Actually it's not that.

#

It's that I have the two joints I want connected selected together, they move together, I parent them, deselect them, when I move the joint I've thought I created, it only moves one of them.

#

It just won't connect to the new bone I'm trying to add.

edgy ginkgo
#

is it possible to move the hand bones to anywhere to make like a power glove?

#

so the glove fingers would move even though they are far from the wrist?

sleek isle
#

I made a video to show I to make a king's raid model work for vrchat/quest but It will work for a lots of model and I show how to do full body/eye tracking and visemes as well. Timestamp in the description . Hope it help https://youtu.be/xJ9xzCRr0gY

_qt

I show how to work on a king's raid model to work in VRChat but it apply for a lots of game models. 14:31 - Full Body Leg Fix 16:15 - Eye Tracking 23:25 - Vi...

▶ Play video
stone patrol
#

anyone lose bones when merging two armatures together?
for some reason it keeps making one of my thumb bones disappear.
anyone ever deal with this issue?

naive tree
#

uncheck option in auto-fix that removes zero weight bones@stone patrol

#

and update your cats if you haven't

sharp urchin
#

yo could someone add bones to my avatar pls?

#

i mean its a dragon, idk how to add bones to him

crisp tendon
#

Find video tutorials and try it

sharp urchin
#

yeah but its like a strange form lemme send a pic

#

it has like only 3 fingers

crisp tendon
#

IK needs at least three fingers, so this is fine

sharp urchin
#

idk where to put some bones tho

#

lemme try

sleek isle
#

on the hand vrpill

stone patrol
#

@naive tree yes I've tried to uncheck the option that removes zero weight bones. Still removes one thumb bone. So frustrating.

sleek isle
#

dont hit fix then

stone patrol
#

It's when combining the armature

#

It just deletes the thumb

crisp tendon
#

might be considered a leaf bone with its name

stone patrol
#

Its named Thumb1_R

crisp tendon
#

and it has weight paint ?

stone patrol
#

Yes I believe so

crisp tendon
#

Check ?

stone patrol
#

Cant atm getting ready for work. I will when done in a few hours.

sharp urchin
#

yeah i did only this part cuz my pc was having problems

crisp tendon
#

Learn about avatar rigging to fix some errors, and then keep adding bones to the humanoid armature

sharp urchin
#

i heard about the CATS instrument for blender, should i use it?

bronze fern
#

you dont need to, but its useful if you are doing MMD stuff

sharp urchin
#

oh ok

crisp tendon
#

It's still useful regardless of what you're making

#

But you most likely won't use it for a while

sharp urchin
#

still dont know the wings and that stuff but honestly idc

crisp tendon
#

It's fine, you're just beginning, you'll get there eventually

bronze fern
#

I just assumed it was for MMD stuff what can it do?

sharp urchin
#

i saw that it can translate bones from foregin languages and that stuff

bronze fern
#

Ya so mmd stuff

sharp urchin
#

what bones do i need, i mean can someone send me an image if the bones and what bones do i need?

#

and how to name them?

bronze fern
#

When in doubt - Check pins.

azure dust
#

highly detailed image of bones right there

sharp urchin
crisp tendon
#

@bronze fern download the plugin and look, there's like 50 different tools for avatar creation

#

it hasn't been MMD focused for more than a year

bronze fern
#

ive only been making stuff for a couple of months

#

so either way i wouldnt have known

#

but i shall check it

sharp urchin
#

hmmm

#

i am ow thinking about it

#

now*

#

if the bones simulate the humanoid form then how will the arms work?

sharp urchin
#

and oof

sleek isle
fringe root
#

I have a pretty annoying issue with my hip sinking way further down than it should be when I sit down.
My proportions fit, i.e. my knees, feet, shoulders, hip etc. irl are where I touch them on the avatar. However, when sitting down, the hip goes way further down and ends up approximately three inches below where it's supposed to be

#

tl;dr: my hip in full body sinks a decent bit below where it should be when I sit down

sleek isle
#

Your character is small

fringe root
#

it's slightly smaller than the blue guy

sleek isle
#

make your own sit pose maybe

onyx matrix
#

does someone know how to weight paint 3d text in blender to bones?

sleek isle
#

weight paint? or paint

onyx matrix
#

weight paint

#

i tried the normal way of going about it liek you would clothing but that isnt working

queen mural
#

Select your text in object mode, then hit alt + c, and convert the text to a curve, and then hit alt + c again to convert the curve to a mesh.

#

you should avoid using text geometry for characters and opt for cutout or transparency textures on planes

onyx matrix
#

Ahh ok thank you so much

queen mural
#

@fringe root is the image shown what you see when you sit down?

fringe root
#

its a pic of the armature

queen mural
#

well from the image alone i can see a gap inbetween the stomach and the hip

#

i'm guessing you need to stitch that up and probably fix weightpainting

fringe root
#

and sit poses are not helping for fbt:)

#

thats not it either, the gap is intentional, the hip is painted correctly

#

thanks for looking into it anyway^^

#

apparently all avatars do it

#

even y bot

#

but significantly less so

queen mural
#

🤷

onyx matrix
#

@queen mural hey do you also know what is the hot-key to select multiple vertices by object?

#

or if anyone knows for that matter lol

queen mural
#

A to select all in edit mode Ctrl-L to select linked and you can select by material in edit mode within the properties

#

@onyx matrix

onyx matrix
#

Ahh ok perfect thank you trying to separate the mesh for a bit so that i can properly weight paint the hips

queen mural
#

separating by loose parts may not be ideal depending on the model

onyx matrix
#

yeah but that only separates the object into two materials which is the entire body and the hair

#

the body is one material entirely so i have to separate the body into multiple meshes

sharp urchin
#

Guys i need help with rigging an avatar, i tried but it looks scuffed

frozen abyss
#

@sharp urchin
try this:

you need to open you'r model in blender then delete you'r avatar's bone's then port this bone's to you'r model and then only thing you need to do is to parent mesh to bones and apply automatic weight's on it

then export it as fbx,obj or whatever you prefer but make sure unity recognized that and vrchat sdk will accept it.
then add avatar descriptor then set as humanoid and configure
uperchest to chest and delete uperchest option apply then upload to vrchat
and see if that help's

sharp urchin
#

ok

frozen abyss
#

that usually work's for me
but if that not help's you then you must google it
, search in youtube or you can search vrchat discord database for what you need

#

goog luck

sharp urchin
#

how do i import those bones?

frozen abyss
#

did you open up your blender?

sharp urchin
#

yep and i have my model

frozen abyss
#

if you do then first import you'r model and then delete model's bone's and then go to...

#

file>import>then chose that file i provide for you

sharp urchin
#

yeah i have a problem cuz the model isnt an human

frozen abyss
#

oh in that case i'm afraid that i can't help you in that
cause i never work with non humanoide models
sorry about that

sharp urchin
#

k

#

i did something like this but when i aplly automatic wheights it looks scuffed

frozen abyss
#

that model is wary nice
i hope that you fix you'r problem wary soon
have a good success
✌🏻

sharp urchin
#

one thing that dosent work is when i parent the bones to the meshes

#

can someone fix it?

last oak
#

i have my character's rig and mesh set up as in the top half. ingame the animations and everything work fine, but the hand's tilt angle is always downwards, as in the bottom half. other avatars (particularly the legacy vrchat dude) have their hands tilted more normally. i've searched a bunch, and i can't seem to find any documentation on what determines that tilt angle. any suggestions or recommendations here?

#

or in short: how the heck do i get my hand to at least roughly point along the interaction laser?

crisp tendon
#

Did you reset bone rolls in blender ?

runic spindle
#

Hey guys, been getting this error and still pretty new to making models. If I take off my shoulder clavicles then the T-pose breaks and i get "Character not in T-pose" in the top right.

#

If I take off the clavicles from "shoulder" and move my shoulder to upper arm, it won't let me upload because i'm "missing parts from the hiearchy"