#avatar-rigging
1 messages · Page 143 of 1
yeah you have to revert to prefab or re-add it to the scene- And do that ⬆
scene components don't update with the model re-import unless you revert to prefab.
@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 :)
just import as new
and use https://github.com/rurre/PumkinsAvatarTools , a note tho - this requires latest dynamic bone version or else you'll get a compiler error (can't enter playmode)
Looks fine to me ?
The red bones both select together, and the pink bone is vertical for no reason (?)
Idk where to put anything
Screw it, just... I need a pic of a standard spine/chest area, where there won't be differences in Unity or Blender
o h
yeah...
I've got 10 different temporary saves of me trying to do this, none of them actually doing what I want
Can you somehow show the armature like in blender ? pardon for my poor english
i mean in the List on the top right
Alright, I'll send what I've got in there
I didnt name anything sorry ;-;
...Should I just restart the skeleton from scratch?
boutta do that
Aight what bone do I start with, and what direction do I go in
I know I start in the torso but where
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
For proper full body tracking (not desktop or usual VR) people tend to flip the hip bone upside-down, but that's about it
You mean the shoulders?
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
What part of the skeleton do the Legs get put on?
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
legs are attached to hips
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
Am I doing it right?
?
Please tell me Im doing this right
ok wtf
Now in Unity, everything's inverted
I dont even know how to access stuff like that in blender
ok I inverted the normals in blender, that seemed to work
My polygons got fucked and I dont even know what happened
I never messed with them at all
But, the skeleton is mapped properly, which is nice
It says I dont have a chest so it cant build, but the chest is an optional bone
And I do have a chest
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)
I got everything mapped right, but idk what this means
Do I really need to map finger bones?
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
So because of upper spine, I now have to add finger bones (?)
This makes no sense
upperchest isn't used in vrchat
For full IK you need atleast 1 bone for each of the mentioned fingers there
Can you screenshot your rig config?
The neck isn't mapped
Well there's no head bone to map to, do I just map it to the joint?
Your rig definitively have a neck bone from your screenshots
I know, but then I wouldn't have a head
That's because it's not mapped
Just rename all of your bones accordingly before importing your model
Boutta go do that brb
head's already named
Here, everything's named
The feet on the model turned around wtf
Also there still isn't a proper head bone
Set the rig type to generic, apply set it back to humanoid, apply
Check the config after that
I remapped everything, and hit Enforce T Pose. Turned everything around. But, I still don't have the head mapped.
Manually assign the head, also you likely setup the model backwards, if it's facing the other way
Manually assign it to what? There is no bone available to assign it to.
By the way, the "facing the other way" issue has been solved.
Click the small circle to the right of the head spot in rig menu and type in head
What's mapped in upperchest?
This one's mapped to upperchest.
That should just be chest
Hips, spine, chest, upperchest empty
Everything you have is named correctly so you just need to manually fix it since unity is being a sperg about it
Build button is working, about to test
It's working, thanks guys :)
Guys, is it the correct channel to ask about full body avatar preparation?
Looking for the OG guide that is screenshot here
Is there a specific rig structure needed to allow eye movement?
Yep, there's a few youtube tutorials you can find about the setup
@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”.```
that's for having vrchat pick up the rig structure for eye movement and blinking animations
@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)
does anyone know any solutions for outputting translation for bone tracking as opposed to the "track to" constraint which only does rotation?
@trail oracle no one can help you if you don't describe your issue...
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?
i want to track the iris but in only the y-z plane with no rotation
i'm mostly going in blind, cause i don't really know that much about blender in the first place...
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
Are avatar eye bones meant to point upwards? because my eye bones point out of the eyes (in the direction of the eyes)
Pretty sure only the heads of the bones matter, most MMD have them pointing out, CATs points them upwards. Pointing outwards should still work
Heads of the bones?
@dim monolith Yes, the direction and size of the bones is completely irrelevant
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)
I mean, the hierarchy and naming is correct, just the placement of the bones themselves is my problem
@dim monolith You can test in cats how the eyes will rotate in vrchat
That might be a shader issue
in unity there is no problem, but I'll look into cats
ok it works, don't know how but it just does which is what I'm happy with
👍
Can I ask why the eyes are cross-eyed?
After using this avatar a few times it commonly goes cross eyed
That happens in mirrors, don't remember if it's local only though
hmm ok
anyone know how to fix the legs?
You need to give the leg a slight angle
If they're completely straight they bend sideway
ok
@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?
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
Scratch that it should still be a child of the head I think
ah ok yea i have it branched to the head bone
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
but if i want it to track only translation wise, that could work as well right?
That gets fishier in my experience but yeah feel free to mess around
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
Fixed joints are the type of thing where it will usually always work just takes a lot of effort and some questionably optimized results
aighty, looks like i have some cobbling to do lol
how do you align a bone's roll to the normal axes of an object? been having trouble working that out recently
@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
if you select all bones you can ALT+R to reset bone rolls to 0
ah aight
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?
@warped socket Best likely solution is just moving the iris' and not the entire eye in it of itself
@opal aurora that's what I'm doing
Oh nvm, didn't read the question proper then
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
@warped socket by no means a rigging expert, but if i had to guess i would try putting the eye bones pretty far behind
far enough that when you go to rotate them, the "curve" traced in the air by the irises matches the curvature of the eyeballs
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
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
you can prob get away with it if you're not planning on giving the eyes shadows
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.
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?
Are your leg bones bent or straight?
Straight
they bend with no problems
@fading verge
maybe it has something to do with the bones position?
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.
Oh no no, first bone leg are the 2 next to the hips @merry estuary
Aren't they hip bones?
upper legs are right lower are not
i'll do a small edit to the picture hold on
shift right click red first then a blue on same leg
space bar
search snap to active
and apply that
make sure its bent after its snapped to a little bit
upper leg does not need this bend
I think you should try making something like this
that has fbt fix done tho you dont need the larger upper leg bones anymore
Worked for me although had to get rid of toes in Unity as my avatar was standing on its toes whenever I looked down
So i just copy the picture?
Does this work?
ya
just make sure bone rolls are 0
why is it important to zero all bone rolls? is it supposed to be the default orientation?
how it looks in blender is the mesh with no pull on it from the bones
not the same in game that takes the rotations and pulls the mesh with it
so some real funky thinks can happen
tho im no expert
is anybody know what is the issue on this problem?
@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.
@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?
Sure
Anybody know why this is tipytoeing?
oh never mind fixed
oh wait no i havent still busted
is this ok?
i dont know how i got here but
having no chest or upper chest
i get this error as is https://cdn.discordapp.com/attachments/361742235525709825/610827668509818889/unknown.png
i cant upload the model until i get a few hours of time under my new account
but, should this work?
especially given that i plan to apply manual animations
getting somewhere i think?
@sterile pond needs a spine bone, even if its lenth is 0
@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)
A world of googleable questions is open to you
If you have issues with a specific steps, feel free to ask here
Problem with Google is that it finds everybody's answer, viable or not
The correct answers rise to the top, and cross referencing is a good idea
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
how do i set the spine bone as a spine bone?
But yeah cross refereces
Give it an extra spine bone and level out the shoulders to match it
an extra bone there? and that should fix the error?
so that its recognized as humanoid
Can help it recognize the shape yes
In blender, take the current spine and split the bone
ok, one other thing, this morning when i started up unity i had to reimport the vrchat sdk
is that normal?
i had to delete the old avatar definition and replace with a fresh one
Can't say, haven't experienced it myself, but also haven't uploaded anything for about 6 months
Did you save regularly?
yes
i also saved before losing
closing
but importing the sdk was the first action i did
all the files and folders were still in the assets, its just that the sdk scrips links were all broken and reffered to nothing
@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
delete how? from assets?
anyway
you said a bone of zero length wouldnt be an issue?
also, this bone has plenty length
ignore that error, not an issue
https://docs.vrchat.com/docs/updating-the-sdk Read the "Simple Update" section for deleting and reinstalling the SDK properly
wooo
avatar works
now i just have to play vr chat on my new account long enough to be allowed to export this model
am i meant to use the latest sdk? or a specific version for my specific unity
latest SDK, and a SPECIFIC Unity version or it will not work
version info and links here: https://docs.vrchat.com/docs/setting-up-the-sdk
guess il udpate it
just follow that simple update guide when you update the SDK
ok
ill try it then close unity and reopen the project and see if it screws up again after i update
btw, how long do i have to play on vr chat before im allowed to upload?
update with unity closed, not open.
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.
is there a simple way to keep the avatars wire overlay in edit mode when the bones are selected?
Place the model in wireframe mode and and do your bone work. @tall goblet
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
actually it was more hell than good
the bones themselves being wireframe makes it completely useless
Im trying to rig my model but suddenly rotating the bones doesnt seem to manipulate the mesh anymore
Anyone know whaddup?
Moving the bones does seem to work
sorta accidentally found that bones can snap to vertices
thank a myrical to fix the issue i've been struggling for 12 hours now
Bones will only move mesh they are linked to via vertex groups with same name and you have to be in pose mode
oh i was trying to position them to a point where they resemble something remotely human 😂
I found the issue...
does anybody know if it's possible to set multiple parents to a single bone?
@tall goblet impossible. you might be looking for constraints though, i've seen 2-handed weapons done in such a way
i'm looking to add multiple neck joints
not sure what you mean but there is probably a solution
@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 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
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
yeah just me fiddeling around trying to make it work. but yes i see your point and have reverted to stick figure bones
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
I mistakenly thought that the more details to the bone structure the better it could mimic real bones
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.
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
Is it best to bury the bones into the mesh, or is having them on the mesh surface perfectly fine?
@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)
That's....not how toes work...
you haven't seen the "connected" check box for bones yet have you, unchecked it lets you offset bones
@tall goblet ⬆
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)
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
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
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
yeah 😄
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
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
Other than that, it's looking pretty good
so the hair is excessive?
excessive bones actually cause a performance hit @tall goblet , more than people realize, so try to use as few as possible
and yah, major bigtime
In a nutshell, each hair chain there would pull at the outside rim of where it's placed
you would only need 2
it's parted in 3 ways, so just split it to 3?
Two bones might actually be enough for the whole ponytail
think about how dynamicbone works if you plan on using it
essentially you just want to simulate the physical properties of hair and gravity
oh so dynamic bones follow physics more?
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
they would move together
dynamic bone is EXACTLY to simulate physics
Dynamic bones are pivot based, they move based on the root bone's location
The more bones, the more detailed it may look, yet the more performance hit it may produce
due to the way dynamicbone is, sometimes a single bone is actually better
Dynamic bones can only function with 2 bones at a bare minimum, end length bones are also accounted as a bone
ok, i'll reduce the amount of bone rows to see how that looks
dynamicbone works best when you think about each bone as a dolljoint
oh, do i need to have a skirt lining at the top or is it not neccicary?
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
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
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
right, thats what i though
single bone
Think of it like literal bones, or even an umbrella frame, it's just there to keep it together
can one of you maybe sit in on a screenshare for a moment, because this is a little bit vague
I wish I could, I'm at the office at the moment
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
o.0 so i'm more confused the more I try an imagine what you mean
Lemme see if can do an example real quick...
maybe just say what you mean instead of analogies
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
Do you see those 3 bones i made there?
yes i do
I think what exsgt is getting at is those three bones replace every bone in the hair
okay so why are you showing me these?
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
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
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
alright, so none of that was to do with dynamic bones correct?
It does, otherwise i'd tell you to just use 1 bone or none at all
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
Exactly what are you trying to do, and what do you have right now
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
i'm trying to understand what he's telling me for now ^^;
so use 1 bone and make the rest dynamic?
The base bone is also dynamic, it's just used as the "root", essentially the pivot, like a pendulum in a way or another
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?
Way too many bones in the hair
You want about 3-4 altogether
That's what he's telling you
Dynamic bone is a script that will make the hair move in game
Not something you do in blender
Yep
thank you. made a painful explanation actually make sense in moments
Re-read what he said, as he did give you good advice
You just didn't have the context yet
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
I hope it makes sense now
yeah, honestly it was going in circles.
just tidying up for another screenshot i need a quick answer for
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.
Is this intended to be on quest? Sorry didn't follow from the beginning
Even if it's not for quest, that's way too many
It's intended for multiple use, not limited to VR chat
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
3-4 bones for the hair is perfectly fine
I didn't know that, good to know
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
@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
if your skirt is super low poly, though, cloth simulation in unity doesn't even need ANY skirt bones, interestingly enough
ok so this is the dress rigging, just wondering if the ring that supports it is needed
the circular rig, no
want to make it so that i can (hopefully) avoid clipping knees and such
you could use a single disconnected bone for the waistband, or just make all the descending bones a child of Root/Hips
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
I do have 2 pelvic bones in place, maybe make use of that?
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
alright i'll get a screen involving those pelvic bones, upper leg and spine
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
maybe if i made a part of the spine a parent to the skirt tops?
this one for example
what do you think
(dw i'll merge some of the extra spine bones for the VRC version)
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
would i need to add bones for this bracelet as well?
only if you want them to move, otherwise just make them 100% weight to your armbone
i do want some jiggle to them yes
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
hm. well i do wanna have them be independent in a full version, but i can minimize for vrc
now you've got it!
alright, i'll bury these exposed bones now that i'm certain they will do the job
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
@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"
i dont get this
i did vertex grouping
removed doubles
and kneesocks still give this issue
what fucking gives
it really thinks its doubles or bad vertex grouping
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?
I am guessing mmd_ are just groups made to select things easier and everything in parented to Right leg?
no the mmd edge scale and vertex order are full mesh selections
and they have to be that
It looks like legs bend above the joints, pretty strange
your mesh is painted to something extra
@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
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
I mean it's just easier being in weightpaint mode and going through bones ..
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
how do you reedem jamekiis youtooz
We arent Youtooz tech support
Contact support or read the page you bought from, it will most likely be there in plain text
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
@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
9 tailed fox girl armature for reference
@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
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
actually i did and it was useless to me
"I keep on finding images or videos that i just can't use"
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
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
bones should be positioned at which it should rotate aka joints
perhaps you should enlarge the image and read it?
look, this is what i'm dealing with.
and that image could be enlarged to a skyscraper and still be incomprehensible to me
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?
the mesh the character the triangles
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
have you enabled Xray and set the draw type to Wire mode for the armature?
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
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.
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?
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.
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
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!
@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
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
U still need any help @tall goblet
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
привет
@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
Ah yeah
Is there anyway to rig this: http://puu.sh/E6VWu/00b5d3b907.png for full body tracking?
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 
What are your export settings?

just delete the old one and import new
I need some help with CATS, if anyone can help plz dm me
So any ideas?
It is possible to rig it yes
My avatar doesnt have any hip bone, therefore not full body compatible, how do I make it?
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.
@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
@drowsy wharf That's what I thought.. Hm..
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.
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
as im looking in blender- uhh
there's like- nothing connecting them
the arsene rig is going with problems?
yes 😦
oof
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?
yep
sigh- nothing's working
metallica
imfucking crying dude
why?
cause this is so frustrating man- im so out of my league
oooof
@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
i got help,, thank you,,
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
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
Anyone able to show me how to neck fix in blender 2.8?
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
in blender ?
yeis
sorry for a delayed reply
it s h o u l d be rather simple
i just got scizor
@crisp tendon
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
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
@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
@fading verge make sitting animation, apply as PRONEIDLE in override, ???, profit
oh okay, thank you c: is there anywhere I could find a sitting animation?
can't help you there, I make stuff if I want it
nice ❤ tysm
I think I'd heard mixamo has some? could be getting wrong name though
ah
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?
In the latest blender, where do you enable it to weight paint front and back of the mesh?
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
So does the actual weight value even matter?
Because when I move the bone, all these move the same amount
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
Now it makes sense as to why they moved the same rate.
Needed some redundant weighting.
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)
@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
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)
@raw jackal u gotta reset the rig to generic then back to humanoid anytime u mess with the bones
thanks!!
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..
Your avatar isn't at 0,0,0 then
the body or the main model ?
... I'm sorry, I don't understand that?
The models xyz in unity is 0,0,0
You have the model, at the top of the hierarchy, and the body mesh
make sure they're both at the same location
Hey Ruuubick, when is the vrc team gonna conduct world domination?
The heck is this
This says exactly nothing lmao
Fixed, but now im getting spine has bone lenght of zero which is false
wat
U can ignore the bone length of zero if ur model has the full body fix
Ah right
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
this is what my avatar is supposed to look like standing still, not that https://i.imgur.com/5W1c1Z1.png
Does anyone know how to prevent the eyes from bouncing and sliding around when moving/jumping?
do u have dynamic bones affecting ur eyes @lament musk
could i see ur avatars rig in blender @small solstice
sorry for wasting time but after trial and error i got it to work
had to rebuild the spine basically
and now its p good for a first attempt at making a custom avatar https://streamable.com/44hot
ah alright
Looks great!
Shape keys holding the lips in place instead of moving got me like : 
Mmh sreenshot @lusty depot
You can always create new shapekey from mix
And put the close one to basis
Model seen missing information for the lips. Did you merge stuff?
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?
Do you have a shape key that move the lips
I can take it from the head mesh I haven't screwed up
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
cuz its low poly weight paint only applies to verts
but the face ends right where the blue region ends, so painting on that imaginary line should affect the weight
u have weight at 0? @manic marsh
yep
have u tried with weights higher?
i can paint higher weights yes
yeah thats why
u need to have ur weights set higher
if ur trying to remove weight u wanna be on the subtract blend
mix will remove paint at 0
it sets the value of what ever you paint on to the number set in weight
never really used mixed i normalyl use add subtract and blend
or blur not blend lol
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
@lusty depot name rhe shape key the same for the teeh and lips before merging
Anyone here have a few min to help me figure out a weird issue with my avatar?
What is the meme?
Meme?
Issue
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
yee sure
Or I could whip up a blog post explaining the issue
How can I rig an avatar from zero, is it easy?
pretty much follow how the tutorial avatar is in the sdk
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...
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??
@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
i know i could do this^^ but i wanted to use 2.8 now
@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.
Which shader is good to put a pic in?
what do you mean? A shader to use for a static picture or something?
@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
"it doesn't work" isn't very clear...what exactly doesn't work when you do it?
It just.. doesen't care about anything and it's the same
i'mma show you.. lemme open unity
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.
So i need to rotate them myself?
Yes...or you could just take it into blender and set the default pose as a T-Pose
Do you have CATS installed?
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
"Pose one side into a T Shape"
okkk
(could be straighter than this too)
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.)
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
Side view? can't tell if the fingers are pointing straight forward
also you clearly have 3 finger bones...not sure why it wasn't showing them in Unity
fingers are probably good there
It's a public model so.. XD
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
you can just upload it here
doesn't really matter for what's being checked
Make sure you join the meshes before you upload it too
you didn't actually send me your current version, you sent the original, didn't you want me to check it?
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"?
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 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
you definitely did SOMETHING since the original
since the original was fine on the hands
i just deleted the bow
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
I.. don't know
Should i just put on unity the one with the bow?
so it's all.. fixed?
the bow isn't important at all, what's important is the proper bone structure has been messed up somehow
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
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
Don't know..
just because something has bones doesn't mean it has an affect on other bones
also you should be hitting "Fix model" first thing with CATS, not doing it afterwards
no it's not fine
Oh..
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
Don't worry i've just imported the one with the bow
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
er...no you still have to fix the fingers
CATS is definitely messing that up...it's parented properly before hand
So what do i do?...
You fix the bone parenting
How?...
@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
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...
you're in pose mode still, not in bone edit mode
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
you were just checking the name of that bone, not copying what it's connected to
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 ...
you can, not sure if I'll be around
if you're tired though, get some sleep and try again later
Yea.. i was just going to sleep
here it's 1:02 am
Soo uhh.. Thanks again for everything.. and goodnight..
@drowsy wharf Ah ok, I will need to rework the finger detection soon
@drowsy wharf don't know if you're on but i've did both hands like you said...
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
mhm
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
@iron turret select the armature and hit tab to go to edit mode
For very basic questions you should start with blender tutorials on rigging @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.
Did you Google your question as well ?
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
Sure did. Seems like the tutorials I find aren't specific or an older version that doesn't work the same way anymore.
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
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.
are you moving it in edit mode or pose mode
And yes I've checked threads of other people asking questions with screen shots.
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
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.
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?
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
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...
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?
uncheck option in auto-fix that removes zero weight bones@stone patrol
and update your cats if you haven't
yo could someone add bones to my avatar pls?
i mean its a dragon, idk how to add bones to him
Find video tutorials and try it
IK needs at least three fingers, so this is fine
on the hand 
@naive tree yes I've tried to uncheck the option that removes zero weight bones. Still removes one thumb bone. So frustrating.
dont hit fix then
might be considered a leaf bone with its name
Its named Thumb1_R
and it has weight paint ?
Yes I believe so
Check ?
Cant atm getting ready for work. I will when done in a few hours.
Learn about avatar rigging to fix some errors, and then keep adding bones to the humanoid armature
i heard about the CATS instrument for blender, should i use it?
you dont need to, but its useful if you are doing MMD stuff
oh ok
It's still useful regardless of what you're making
But you most likely won't use it for a while
still dont know the wings and that stuff but honestly idc
It's fine, you're just beginning, you'll get there eventually
I just assumed it was for MMD stuff what can it do?
i saw that it can translate bones from foregin languages and that stuff
Ya so mmd stuff
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?
highly detailed image of bones right there
am i doing it right for now?
@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
ive only been making stuff for a couple of months
so either way i wouldnt have known
but i shall check it
i finished, now?
hmmm
i am ow thinking about it
now*
if the bones simulate the humanoid form then how will the arms work?
and oof
I show how to work on a king's raid model and swap head in VRChat but it apply all model source. 9:15 - Editing the skin
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
Your character is small
it's slightly smaller than the blue guy
make your own sit pose maybe
does someone know how to weight paint 3d text in blender to bones?
weight paint? or paint
weight paint
i tried the normal way of going about it liek you would clothing but that isnt working
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
Ahh ok thank you so much
@fringe root is the image shown what you see when you sit down?
its a pic of the armature
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
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 hey do you also know what is the hot-key to select multiple vertices by object?
or if anyone knows for that matter lol
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
Ahh ok perfect thank you trying to separate the mesh for a bit so that i can properly weight paint the hips
you can use CATs to separate by material
separating by loose parts may not be ideal depending on the model
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
Guys i need help with rigging an avatar, i tried but it looks scuffed
@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
ok
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
how do i import those bones?
did you open up your blender?
yep and i have my model
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
yeah i have a problem cuz the model isnt an human
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
that model is wary nice
i hope that you fix you'r problem wary soon
have a good success
✌🏻
one thing that dosent work is when i parent the bones to the meshes
can someone fix it?
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?
Did you reset bone rolls in blender ?
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.
Firstly, heres my rigging
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"