#avatar-rigging

1 messages ยท Page 146 of 1

bold locust
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Wow. Can't explain how to fix things without a bot getting angry.

weak oar
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<@&397642795457970181> Is the bot OK? It just deleted a load of Seigo and my messages randomly and complained we were talking too fast.

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Like, retroactively.

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@granite dust Anyway, roll is 0 on all bones.

bold locust
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Wow. It deleted random messages too. Like skipped around.

granite dust
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Yeah, I saw it before the messages were deleted. I'm super interested in it though.. I like working on the more impossible avatar issues.

bold locust
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Should see mine then.

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-.-;

worthy kraken
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Apparently, the bot was given instructions to delete messages that are sent out too fast, as in within 3 seconds or so. You may want to tell Tupper about that.

manic marsh
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Epic bot, throwing a fit like that

granite dust
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what

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n

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y

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s

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a

worthy kraken
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Rows of messages.

granite dust
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Ah

bold locust
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Lol.

manic marsh
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Vrcd getting even more restrictive cirnodance

weak oar
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@worthy kraken I think the bot lagged out or something, because it went back and started deleting random messages from the last few minutes.

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But yeah, broke the conversation history a bit, heh.

worthy kraken
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Not so sure about that.. but I did notice something isn't right with the bot since it doesn't respond to some of the commands I requested for.

bold locust
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Rogue.

granite dust
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It's gone rampant

worthy kraken
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It's only inactive, or damaged, or both

manic marsh
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It's becoming sentient, give it some time to clear his mind

granite dust
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@weak oar Mind showing me a bit more of the avatar?

weak oar
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I'm not at that machine right now but I've posted pictures in these channels before. Give me a few minutes and I'll try and grab the old images for you.

granite dust
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No rush, and thanks~

granite dust
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Would you be able to send me the rig (no mesh needed) sometime?

weak oar
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Er, possibly. Does anything stand out though?

granite dust
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It's hard to tell from the angle you posted the images at, but nothing too glaring at first glance

bold locust
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It'd be noticeable with the script, I bet.

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Mine all "seem" fine at first too.

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Then you get to see where final IK puts that arrow.

weak oar
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The script is โ‚ฌ80+ though unfortunately

bold locust
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It is.

granite dust
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Yeah, it'll be interesting to see that but.... yes, the cost

bold locust
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And it's not as appealing to use for VRC right now anyway.

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Since they've broken it for use within armatures in-game.

weak oar
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Did it work before? If so, what did it actually do?

fossil blaze
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@granite dust Sent you a message. I'm having issues with my rig too...if you could help.

bold locust
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A lot of the scripts on Final IK are actually whitelisted for VRC. They were used for all sorts of things.

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From Fixing your own IK to making multiple eyes track. Functioning pistons. All sorts of things.

zinc aurora
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Anyone know of another way to get IK on parts that arent on the default humanoid armature?
Ive tried messing a little with rigidbodies and joints but either its not working or im not understanding it, when i tie the robotic foot to the foot of humanoid armature using a fixed joint it just gets turned upside down and stuck to it instead of keeping its offset.
I would like to replicate this setup i made in blender, basically the robot foot moves just like the humanoid foot but with an offset and IK controls the robotic leg.
https://cdn.discordapp.com/attachments/390924372782612480/629905759441911830/iknowork.PNG

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(i realize a fixed joint is the wrong thing to use for replicating this since that would actually just sorta "parent" the robot foot to the humanoid one instead of moving like it at an offset but i figured just starting with something would be better than nothing)

bold locust
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Maybe a combination of limb IK on each leg and Fixed joint connecting the feet?

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Locking position in Rigidbody constraints also.

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Final IK limb IK, I meant.

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It might be a pain to get it to work with Net IK though.

zinc aurora
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didnt you just write that final ik was broken a little while ago?

bold locust
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It's broken on bones inside of the armature, I think.

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Which is why it'd be a pain.

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It can work with some combination of IK-follower.

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I haven't done it though.

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Just wishing they'd fix it themselves.

zinc aurora
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sorry, im not grasping what you mean, the way those legs i showed are set up the extra legs are also part of the armature

bold locust
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Yeah, I know. VRC gets you used to messed up work arounds though.

zinc aurora
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the easy way would be for it to just respect blender IK, isnt the info for it already in the fbx file, or is that just in the blends?

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(im not a 3d guy really)

bold locust
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I'm not sure. You could possibly break the prefab by dragging bones out and setting up your IK on those bones.

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It drops constraints.

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Unity doesn't care.

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I was just kind of shooting an idea out. In my head it should work, but I haven't done it myself.

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Sorry.

zinc aurora
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no its cool, it might jiggle something to give me an idea of where to go

formal zealot
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What bones do you need in VRC to have a complete character

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For Full body

weak oar
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Main skeleton plus the 3 main fingers on each hand.

weak oar
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@bold locust @zinc aurora Added some leg bend, no change

zinc aurora
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leg bend?

fervent hornet
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Legs should look like
/

Not
|
|

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Excuse my phone language

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Without a slight bend forwards at the knee vrchat doesn't know how to bend the leg

zinc aurora
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yeah that part i get

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i was hoping bending the leg backwards would make it go the other way but it didnt ๐Ÿ˜›

fervent hornet
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What on Earth are you trying to make

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Oh yeah that robot

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Honestly good luck on that I gave up on complex robot legs a while back

weak oar
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Me? No, my biped Dragon

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The legs rotate inward after calibration

fervent hornet
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Ah yeah that dragon is really giving you a run for your money

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Only thing I can think of besides the bend is straight thighs, no bone rolls, exactly 180ยฐ hip angles, no intermediate children as first children, and I think legs should be slightly forward of thighs

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That last bit is from reading info about the recent FBT changes by the devs and their official docs but I don't do it

weak oar
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Straight legs s opposed to slight angle causes crotch stretch

fervent hornet
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Yeah that happens since the thighs translate rotation 100%

bold locust
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I'd look at it for you. If you wanted.

weak oar
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@bold locust You've disabled DMs btw

bold locust
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I need at least those bones listed.

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A chest would serve as root and spine both.

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@weak oar

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Neveeermind. I wasn't expanded.

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I assumed Final IK would see the bones.

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So in this case, it wants them bent outward more. It thinks you're bowlegged.

weak oar
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How exactly do you correct that, but also why does it want to do that?

bold locust
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What I did

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The yellow box is like a warning.

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It's just like "hey, maybe you didn't realize that these knees are inverted". But they're not, so you can ignore the warning.

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I set the left knee's Z to -1 and the right knee's Z to 1

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Can do that in rig config.

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It might help a little.

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Or fix.

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Or do nothing.

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But it's a lead!

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If your feet end up pointing inward, pigeon-toed, or angled inward, you can just rotate them back out the same amount you rotated the knees in.

weak oar
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Feet are correct, it's purely the legs (although I did notice the left foot is fractionally off on some occasions, but only a little).

bold locust
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I meant once you correct the knees it might make your feet off a little.

weak oar
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Oh, you mean after fixing the legs

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Yeah, just realised

bold locust
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Hope it does something.

weak oar
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Ok thanks, I'll try that tomorrow then and see how it goes. It's currently 5:30am and I have work tomorrow, er, today :/

bold locust
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ยฏ_(ใƒ„)_/ยฏ

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Can just at me. I have DMs off for this server in particular because there's a lot of people and drama.

weak oar
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It was for sending the file specifically, but I've done that in the channel itself now anyway.

cinder sundial
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Is the two-handed IK feature still supported in Final IK? I'm trying to hold a gun with both of my hands and I followed this tutorial pretty closely but I can't seem to get it to work

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Looks fine in Unity but when I'm in game

robust crescent
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Final ik is all sort of broken for me, so im not having any luck with it

cinder sundial
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I'm worried that might be the case, I tried out one of my friend's old avatar that uses Final Ik for two-handing a big machine gun but it doesn't seem to work either

weak oar
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Comments in the 2018 beta channel implied that Final IK is just stripped off. Not sure if that's true but that would explain the lack of it working.

bold locust
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Final IK on avatars has been broken for the most part since the implementation of NetIK in VRChat.

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@cinder sundial

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You can still make it work on things outside of the armature or in some ways by using IK_Follower with Final IK.

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I haven't used the IK_Follower fix but I hear there's a noticeable delay anyway. So VRC should just get it working again. But they have other things to worry about besides making avatars more optimized or interesting through the many uses Final IK offers.

fading verge
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does anyone know how to apply ragdoll to avatars with gravity

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and world collision

weak oar
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You can't, AFAIK. You can try and fake it with dynamic bones, gravity and cloisters, but it's not great.

fading verge
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well ive seen people with avatars that use ragdoll like the tony hawk pro skater and 007 models

turbid spear
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I have an avatar that has a ragdoll, but it's separate from my own

fading verge
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how did you set it up

turbid spear
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Then slot stuff in there and it will create an object with ridigibodies setup

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But you might need to change some of the settings and colliders around. Also, I could never get it to work right locally, so for me it spaz out and stretch everywhere while for everyone else it would look fine

fading verge
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ive tried that but i cant get it to use the clliders for world space

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and gravity wont work

turbid spear
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Keep in mind that I had a copy of my avatar attached to it

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So it wasn't my avatar ragdolling

fading verge
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what do you men?

turbid spear
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I don't know if it's possible to have it ragdoll otherwise

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My avatar was invisible and the ragdoll was a copy of my avatar

fading verge
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well what im trying to do i s a Deadringer effect from tf2 on my avatar

turbid spear
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Then you can copy your avatar and disable it

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And ragdoll it with an animation while making your invisible, or slightly invisible

fading verge
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now the question remains though, how to i get gravity and colliders for the world to work properly, is it supposed to hover in the scene widow?

turbid spear
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I don't know

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Mine was in my avatar's hierarchy

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I think with a join to nothing (which should join it to world)

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gravity is just rigid body with gravity enabled

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But I think you could try putting it outside your avatar and using a joint to it, not sure

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Have you ever looked into spawning ragdolls as world objects, and got it working? @subtle tartan

subtle tartan
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uh what was wrong with it again

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i did get a tip about that maybe but i cannot share it

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its gotten tighter after devs removing self sitting and all that

turbid spear
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A long long time ago I remember you trying to figure out something similar I think, at least told me what to try, but I was never able to get it working both locally and not, locally it spazzed out and flew all over as it was attached to my view to some capacity, while globally it looked fine

subtle tartan
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yeah i have a good idea how to fix that but i have to keep the confidence of the person who told me how to fix it

turbid spear
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Fair enough, just figured if anyone knew how to get this working it would be you

subtle tartan
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ill DM you who to ask

fading verge
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figursed it out, dynamic bones where fucking with the hips

floral glade
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Is there any document with exact names for bones and best rig hierarchy?

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I remember there was one like 1 year a go xD

tough robin
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ID Like that too

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Or a premade rig with all the essential bones named correctly

weak oar
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I put a picture in here the other day of mine which Unity's auto-configure was happy with, let me see if I can still find it.

floral glade
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this

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still ancient ๐Ÿ˜›

weak oar
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The fingers go from 1 to 3 (not expanded in that image).

floral glade
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It seems incorrect for blender rigging it misses _L

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or _r for right

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for each mirrored bone

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Examples of valid separators:

(nothing): handLeft โ€“> handRight
_ (underscore): hand_L โ€“> hand_R
. (dot): hand.l โ€“> hand.r

  • (dash): hand-l โ€“> hand-r
    (space): hand LEFT โ€“> hand RIGHT
weak oar
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Unity is fine with it, I've not had to deal with that model and rigging in Blender (other than doing bits manually). But yeah, using one of the correct naming schemes is likely a better idea.

opal aurora
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Blender is actually rather flexible when it comes to mirroring bones

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This is 2.79 just for the record

fading verge
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Could someone help me out on how to rig bones for a mesh I have on blender?

crisp tendon
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What problem are you having ? @fading verge

loud lance
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does anyone have insight on why the hips and right upper leg dont ever seem to be oriented well with fullbody, i follow the FBT guidelines and it doesnt seem to work well with any avatar with more meat on them than a lanky lad

crisp tendon
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Reset rolls

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Also your upper leg tail bone should be where you lower leg head bone is

fading verge
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@crisp tendon I got a mesh from a game and I want to make it into an avatar but for some reason the bones are always messed up and that also causes the mesh to mess up when I try to animate it as a humanoid .

fervent hornet
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You probably have to clean the armature so it acts like a basic rig. Could have extraneous bones or weird bone positions if it's from a game

fading verge
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it had no bones when I got the mesh

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I just looked up a basic tutorial to do basic bones

fervent hornet
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It's hard to help when I don't know what your rig looks like, or the exact problem besides "it doesn't work"

crisp tendon
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@fading verge you can try mixamo

fading verge
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okay I will try that too , thanks !

fervent hornet
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I would reset bone rolls but if youre still skeptical then yeah try mixamo

weak oar
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@fading verge That hip is too low

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There should be at least some gap between the top of the legs and the hip bone

fading verge
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I will keep that in mind, appreciated

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for some reason my mesh explodes when I put it into an animator , it gets extended to a point where the mesh isn't connected with the other mesh parts anymore

weak oar
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Does your model have shapekeys and have you modified the mesh since creating the shapekeys?

edgy ginkgo
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so with the new IK system, what moves when your sitting down, the head bone or the neck bone? like what moves the most?

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and i seem to have my chest pop out some when i do lean back sitting

edgy ginkgo
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any help would be great, my chest seems to go way forward when i sit and lean back

sharp lily
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whys the bone connect there?

lofty void
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that's showing which bone it's parented to

sharp lily
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i know but does it matter if its the top or bottom ball of the bone?

lofty void
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it goes to the top i think

fervent hornet
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The line is drawn from the head of the child to the tail of the parent. This is because bones are supposed to act as a singly linked list in a sense, or like a rope. It doesn't really have any merit besides visuals though

lofty void
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i figured thats what it was

fervent hornet
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Only times you should see those dotted lines are wrist to fingers and thighs to hips. All the other bones should be connected (referencing a basic human rig)

lofty void
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what about shoulders? are those connected or no?

fervent hornet
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Yeah I guess shoulders float too. That may vary wildly

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Shoulders depend on the model while the two others always float

lofty void
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usually mine float but i dont really do standard humans much in all fairness

fervent hornet
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Shoulders are always iffy as the IK system doesn't understand how they work sometimes. My shoulders usually don't have much weight attached to them

lofty void
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yeah they seem like they would be weird

lament jay
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Hey could someone help me with a problem about the Spine hiearchy?

merry estuary
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@lament jay If you are not sure about bone naming -> Hips > Spine > Chest > Neck > Head > LeftEye and RightEye

lament jay
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No no

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that's another problem but i think i've fixed it..

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i

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mean

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not really but.. ehh..

merry estuary
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What is the problem then?

lament jay
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On blender spine neck and chest is missing

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XD

merry estuary
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Just hips and head huh? This is some lightweight armature

lament jay
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And there is legs and arms too

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Just the center part of the body is missing

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I would like to resolve it now but i need to go to sleep soooo..

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Maybe tomorrow..

loud lance
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ok, so i tried the leg bone connections, but i still get the hip looking like its rotating(fullbody), and there being a 'shelf' on the right hip

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im not sure what to do...

fervent hornet
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Make sure you are not using the old CATs fix (ie flipping the hip) and that the head of the hip is higher than the heads of the legs

loud lance
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it is

forest charm
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@loud lance try toMove the hips up more

loud lance
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the hip bone? or the upper legs?

forest charm
loud lance
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im confused what that picture is describing

zinc aurora
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the lower ball on the hip bone, move it above the upper ball on the thigh bone

whole urchin
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Hey guys I'm having an issue where my avatar in unity/blender looks fine with a straight back posture but after uploading it into VRC the posture breaks as if the butt is on back to front

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Sorry it was to take photo on desktop

sleek isle
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Click add full body fix in cat

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In the first tab. Expend it

whole urchin
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Oh yes! it works, Thanks alot for the help

vague slate
bold locust
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Tbh, I still use the FBT fix because I tried not using it after the update and my avatars were still broken. Adding the FBT corrected them as it always had.

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The only thing the update did for my models so I wouldn't have to is the built-in neck fix.

vague slate
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I would totally do that, but these avatars are for a world, and I kinda wanna future proof them instead of having to go back and redo the rigging when the fbt fix stops working

bold locust
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But even then, it doesn't always do it.

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It's a button click in blender and just subtracting 180 degrees from the hips and upper legs in unity scenes.

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Pretty sure.

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You wouldn't need to drag a new model into the scene, I don't think.

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Could be wrong.

weak oar
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There needs to be a gap between the top of the legs and the hips

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The hip bone should also be pretty small

vague slate
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Oh wow you're super right. This whole time, I was looking at the image on the vrchat docs wrong. Thought the bottom of the hip bone needed to be lined up with the top of the leg bones

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ty ty

bold locust
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That could help IK understand what to do, yeah.

weak oar
sleek isle
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I try multiple way but only the old fashion have stay consistent

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The update make the descriptor more accurate in the head?

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I did not been in fbt since the update

weak oar
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So I got rigid bodies and such working but the issue I have right now is that the bones that should be following the real bones don't face the right direction. I'm not quite sure how to handle that as it's a puppet on the hand. If I make it face the right way from the start, it'll be in a weird position on the hand...

sharp lily
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my model works well

bold locust
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As in, they don't follow rotation or they are not facing the right direction when they are following rotation? @weak oar

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I had a hard time visualizing the problem.

dim monolith
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I just searched and it seems I have to remove the bones in between hips, spine chest etc.

weak oar
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@bold locust Not facing the right direction

merry estuary
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@dim monolith Hips > Spine > Chest > Neck > Head > LeftEye and RightEye

sleek isle
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Look like they are parent to the neck

long crystal
weak oar
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Is the hair a child of the head?

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and is the hair actually weighted to the hair bones?

long crystal
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i fixed the hair.

halcyon grove
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sorry if its the wrong channel to ask in

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ah found solution, hat didnt have its own bone

modest sky
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Are you familiar with or using Cat's Blender plugin?

halcyon grove
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yea

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it didnt solve the issue though

modest sky
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You tried the merge meshes option?

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Is the hat parented to the head in any way? or is it just in there placed beside the mesh

halcyon grove
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it was parented but incorrectly

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managed to fix it

modest sky
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Cool beans

sleek isle
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you could simply select all the vertex of the hat and apply 1 to the head bone vertex groupe

naive harness
zinc aurora
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wow, bmp screenshots ๐Ÿ˜›

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no idea, doesnt look like its even the same mesh

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(you can use the snipping tool in windows to take screenshots, saves them in jpeg and doesnt require using paint or whatever)

naive harness
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sorry, Im not used to doing this.

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If you need it I can attach the blender file

zinc aurora
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hmm, i wonder if it might be a weird animation or something thats making it display as a pile of dead

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its got something called ragdoll so maybe its it falling together in a pile

naive harness
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I deleted the ragdoll heiarchy. Didn't fix it.

zinc aurora
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When you export the FBX, go to animations down on the left and uncheck "baked animations"

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the bit called a_proportions seems like it was the issue

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dunno why tho

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havnt ever messed with animation stuff

naive harness
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Thank you very much! I have been wanting to use this model for a long time.

zinc aurora
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no worries

naive harness
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Okay, I rigged the model and everything looks fine but unless I am in an animation my chest is stuck to my face. help

zinc aurora
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Did you set the view positiong thing to where the face of the model is? by default its at 1.6 meters or about five foot off the ground which would be somewhere inside the body on a reasonable sized but still large player model

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Its the top thing in the VRC_Avatar Descriptor

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It shows up as a small ball, if its hidden inside the body you can try increasing the Z a bit for it to pop out and then move it upwards by increasing the Y

weak oar
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Oh, grab the toolkit Poiyami uses, it includes an "auto-configure VRC descriptor" which is so useful. It automatically places the viewpoint and configures the visimes.

naive harness
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I did set the view position but the model's chest follows it for some reason.

weak oar
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Is the rigging right in the FBX configuration?

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Don't map the upper chest

naive harness
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This is the unity project. I need to go to school so i will be a while. Thanks for the help!

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And no I didn't map upper chest

tough robin
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@naive harness do you have any fingers mapped?

light nest
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Hey there everyone ^-^ So i have been trying out Vroid and i made a model from it..However i have this odd issue where the hips seem to lean forward when standing and this happens in crouch mode. Does anyone know what i need to do to fix it?

weak oar
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Well that's... creepy.. lol

light nest
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Haha right? It went from adorable to something out of a horror game

chrome jungle
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So ; when i'm moving my head/neck my whole body is moving aswell and at this point i'm not sure of why

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I know it's a rigging issue as usual but i am unsure of the issue

crisp tendon
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Weight paint ?

magic sonnet
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ive tried every possible fix i know, no matter what i try, unity always breaks in rigging, its not as simple as just rotating the hips, its multiple things that just dont work.

chrome jungle
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nah it's not a weight painting issue it's the movement with the IK but it does it aswell with nikei & the default avatars list so it's whatever i guess

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what's the issue tho @magic sonnet ? It's not in t-pose so unity isn't happy ofc
just click on pose https://niyah.eu/i/71424.png and enforce t-pose ? ๐Ÿค”

magic sonnet
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it already is enforced

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enforcing t pose ruins it

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bottom one is how its imported, the top one is after clicking enforce t-pose

obtuse egret
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I have problems with publishing my Avatar the error message says: (LowerLeg is not first child of upperLeg or Foot is not first child of Lowerleg: you may have problems with Shin rotations.) Can someone help me?

crisp tendon
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@magic sonnet Apply transforms in blender before export

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@obtuse egret You need to follow the correct armature setup, it's pinned in this channel

magic sonnet
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i thought i already did but ill try that again

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didnt fix it

crisp tendon
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Reset rolls on the armature in edit mode then

sharp lily
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ok i got a question

thorny pine
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Dang it I also have a question

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I'm rigging the avatar's eyes using CATS, but when I test it, the up/down rotation is on the wrong axis

opal aurora
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Make sure your bone rolls are 0, i assume it's rotating it based on which way the roll "points to"

thorny pine
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Thanks!

naive harness
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Okay so when I rig this model it's fingers are messed up and it's chest is on its face. How do I fix it without breaking out of T-Pose?

fading verge
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how would i go about making a necklace with dynamic bones? would i make some bones going into a half circle and then mirror it onto the other side?

tacit dawn
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Unless you want the necklace to do fancy flailing around (and kill performance), I'd just have 2-4 bones going straight from the neck in a single chain and adjust the bending with clever weight blending.

slow kettle
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Question about the Upper Chest: Since it's partially supported, what kinds of visual differences should I expect, if any?

opal aurora
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From what i've heard it seems to be more responsive

crisp tendon
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It also breaks eye tracking, FYI

slow kettle
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Oh geez

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I think I'll stay away from it then until it's polished a bit more. Thanks for the info lovelies

fervent hornet
#

Would rigging an upper chest improve the full body view position when sitting/laying down?

crisp tendon
#

I don't think it would

fervent hornet
#

Didn't think it would as the scaling would still be off, thanks though

gilded schooner
#

So, uh.. Anyone here possibly opening to help teach me how to Rig or helpin' me with a uh, avatar? D:

crisp tendon
#

Video will teach you how to rig, we can help with specific questions

gilded schooner
crisp tendon
#

check the pinned messages of the channel

gilded schooner
#

I see em', yah. I can.. give that a good college try.

#

Also heard something about Mixamo. Is that even worth it?

crisp tendon
#

Yep, always worth a try

warped basin
#

I've built this model and it's all working fine besides the Full Body Tracking being being, the walk cycle is all messed up and the ankles/hips have a bunch of the weighting crushed together. I've tried it with/without the FBT fix, and tried making a new FBX, with little apparent difference shrug

crisp tendon
#

pictures/videos would go a long way

potent ermine
#

I've never seen this error message before what the heck does it mean

opal aurora
#

A bone or multiple are either finding really complex geometry or the model has overlapping doubles that blender can't make sense out of

potent ermine
#

removed doubles sorted it out

crisp tendon
#

you didn't have sharp edges ?

#

or used flat shading

potent ermine
#

I'm just ringing it at the moment for VoX

warped basin
#

There's the bones, the weighting all looks fine and it seemingly works well in unity and VR, just not fullbody

crisp tendon
#

you reset rolls ?

warped basin
#

Reset rolls? These bones came from another model and were attached on/fixed

#

basically the hips just cave in, ankles aswell

#

The Roll looks to be 0 degrees for everything

crisp tendon
#

raise the hips slightly then

#

and in side view make sure the hips are in front of the legs

warped basin
#

Alright, is there anything else that could help? I didn't know if there were guides anywhere that weren't out of date

crisp tendon
#

Did you do what i suggested above ?

#

also your legs shouldn't be fully straight

#

move the knee bones forward slightly

warped basin
#

Alright, and yeah I did

#

Should the ankles be flat? The fat end is directly where the ankle is on a real body

crisp tendon
#

no they should be where the ankle bone is IRL

magic sonnet
#

didnt realize that cats had worked with this monstrosity of a rig and now im done with literally everything else, the hip is above everything else, and i have no idea how to fix this manually

magic sonnet
#

nvm, think i managed to fix it

wind prism
#

does anyone know how to keep my hips from moving up/down when I look up or down??

echo drift
#

for some reason the hip and leg trackers are in the air and ... wait... it might be the descriptor... fuck hang on

#

ugh... yep it's the descriptor

#

but I have a weird feeling that the model is going to clip in the ground for some reason.

#

So what's the trick for small avatars?

weak oar
#

There isn't one, it shouldn't clip.

#

Doesn't look like it's clipping in that picture either

echo drift
#

well I moved it and the feet trackers are buried in the ground

chrome jungle
#

Okish , There's something I never really tried to fix before and i'm nearly sure it's because of the rigs but ; How should look the rig of the feet ?
Like

#

It just clip trough the ground a little. ( the rig do not have toes bones tho. )

#

That's my current rig and i'm sure it's not perfect but it's working usually ;-;

crisp tendon
#

the ankle should be where your real ankle is

#

also select all your bones in edit mode and do "clear rolls"

fading verge
#

Anyone rigid four legged ponies before? I'm trying to do an my little pony avatar for a friend.
It said that I don't have pelvis, shoulders, neck and spine mapped but everything is green in unity. Now there is an already rigid knuckles pony on Vmods websitw I'm guessing my best bet is to rip the bones from it? If so how would I put it to the mesh I already have and attach it properly? But if anyone knows how to just rig one or have an video that would be awesome.
Thank you

weak oar
#

Keep in mind that you'll either have no arms (and you use rigid bodies / fixed joints to have the back legs follow the front legs) or you use a human armature and you'll end up stood up, contorted...

#

4 legs basically don't translate well to 2 unless you don't mind not having arms (and fake rear legs)

#

If you use Generic rather than Humanoid, you'll remain fixed in position for everyone else and your limbs won't move. It's been broken for a while.

fading verge
#

@weak oar what if you make an run animation of some sort? Will that show up with using generic so it would looking your running to others but you're reallly just standing in place? Also what is rigged bodies? I never used it before.

weak oar
#

Nope, animations basically just don't work on Generics at the moment. You'll see it, but no-one else will which makes it even more confusing.

#

Rigid bodies with fixed joints allow you to map one bone's actions to another, so you could have the rear right and left legs mirror the front left and right leg .

fading verge
#

@weak oar Dang that sucks, Thank you, I will to figure out the rigid body option.

weak oar
#

The cleanest method would be to map your skeleton to the front half of the pony and ignore the rear half entirely, add a dynamic bone to the center rear body so that it moves a little, then rigid body map the rear legs to the front in reverse. The only issue is you'd have no arms...

merry estuary
#

@weak oar Is avatar that behaves like humanoid, can use hands, stands on two legs but moves on all four has just custom walking animation and humanoid rig?

#

Like this one

weak oar
#

Nanachi's are designed for 2 legs though. Put something designed to stand on all four, on two legs and it'll look weird.

#

e.g. a horse

#

Not only look weird, but proportions would likely be super wonky too.

merry estuary
#

I agree but I am more interested whether all you need to make 2 leg avatar move an all fours is new walk animation

weak oar
#

Oh, yeah AFAIK that works

#

I saw someone with an all-fours running animation the other day.

#

You just replace the 6 or so relevant animation entries in the override controller

opal aurora
#

You can use 4 "legged" walking animations yeah, as long as it was animated on a humanoid, hell it might even work semi-properly as an actual walking anim, i tried it before and it did, but the way animations try to blend together might affect how it looks

#

If your walking anim is too steep, your idle might be pulled closer to a good transition point

merry estuary
#

I see, thank you for answers Enverex and EXSGT

weak oar
#

I'd love to get a proper quadrupedal Dragon form working at some point, but I've yet to find a model that I like enough. But I'm certain to run into similar issues when I do. That and size is always an issue.

#

OH, also remember that your view point doesn't change, ever, so having your movement animations completely different from your standing animation could be an issue, especially if you occlude your own view.

#

And Generic rigs don't allow you to move the viewpoint on certain axies.

timber wadi
crisp tendon
#

post a screenshot

timber wadi
#

of the model in blender or unity?

crisp tendon
#

unity, the human mapping

timber wadi
weak oar
#

Save project, quit and reopen Unity. That error has a habit of appearing for no reason.

timber wadi
#

nope still shows the error

austere merlin
#

is there a way to prevent the shoulders from rotating

#

or add arm rotation constraints

crisp tendon
#

they should only move, in FBT, with your arms aaaall the way up

abstract ember
#

So guys: In blender, I move the chin bone and it distorts the entire head. What am I doing wrong?

wooden copper
#

@timber wadi PLEASE reduce poly count, oh my god

fading verge
#

i need help

crisp tendon
#

@abstract ember What kind of weight paint do you have on it ?

#

@fading verge Can you be a bit more specific ?

fading verge
#

i dont know my stream account

crisp tendon
#

Does it have to do with avatar rigging ?

fading verge
#

i dont know the steam

#

account

amber halo
#

okay, how exactly is t-pose defined?

#

(specifically about where the arms are)

#

I assume this means the main bones in the arm have the same z value

#

but does this include the shoulders?

#

when vrchat puts a model into t-pose for you to clip into, does it flatten the shoulders as well?

crisp tendon
#

i don't think the shoulder bones are moved at all during that calibration

amber halo
#

Thanks, I'll just flatten out the two bones for the arm to simulate it.

spark aspen
#

so I don't entirely know if this is a rigging problem but this avatar I'm working on only has some issues where it will upload just fine and all but when in game any of the default emotes his head stays upright and looking the same way. Then also when I crouch or prone, he just goes into the floor. Like he'll lower himself down into the floor. I don't know why. Please @ me if you know of anyway to solve this.

austere merlin
#

i made an avatar but its too thic so my arms clip through my body

#

can i put constraints on the arms to make them not do that

bold locust
#

Not without custom IK. Which is still doable but a chore.

weak oar
#

Hopefully with 2018 constraints will fix that, yes?

crisp tendon
#

Do you need the arm mesh ? If not, remove it.

icy vault
#

i really dont get why or how the thumb, index, and middle fingers are required for full body ik. there really shouldnt be any reason for fingers on a hand, to affect the legs. they are two completely different bone structures, and are in completely different locations. my avatar im trying to make doesnt have any hands, so you can imagine the pain im going through. can someone please explain why certain fingers are needed for the legs to work properly?

turbid spear
#

They are also needed for eyetracking

#

Just sounds like some spaghetti code

icy vault
#

yeah, definitely seems that way

#

its really annoying, because i cant seem to attach bones to nothing. so my avatar is gonna have to stay this way till the devs does something to fix this

turbid spear
#

You can have empty bones

#

Just look at the export settings, it might not export them

#

Thatโ€™s usually the way people go to avoid this limitation

icy vault
#

by empty bones, you means bones that are not attached to the mesh? because blender wont allow me to attach bones to nothing

turbid spear
#

You still attach them to your armature

#

But you donโ€™t give them any weights so they donโ€™t move the mesh at all

bright grail
#

Can anyone lend some insight as to why my models hips might be breaking whenever I export them from blender into unity? they look fine in unity play mode but when I play in game (in vr) the hips rotate forward on some or the legs splay outwards, ive tried fiddling with the hip bone, but it doesnt seem to work

sleek isle
#

Idk butt you onlu have to extrude a bone from the elbow and 3 bones from that new one. Asign them yourself in the humanoid tab

spark aspen
#

Does anyone know how to fix an avatar that when it crouches it just sorta lowers into the ground

#

same with prone

waxen drift
#

Im currently attempting to upload an avatar, it says I need to select the rig as humaniod, which I did, but when I uploaded it it was completely invisible?

#

Does anyone know why its just completely invisible?

steep sonnet
#

it's probably sunken into the ground somehow

#

if you made animations for it

#

and didn't make a copy

waxen drift
#

Alrighty, how can I do that, copy from another avatar?

#

Here, right?

#

Now what :3

turbid spear
#

52 materials jesus

fading verge
#

Any chance possible that an extending arm etc can be added? or does VRChat not support this?

weak oar
#

Definitely could be an emote

spring nest
#

Hello there, Just wanted to ask quick question;
Avatar in game does not blink but when I checked in Unity they indeed do work. What did I do wrong?

#

Also in CATs addon it said change eyes from rig editor, I did that but didnt solve it

#

Cant get eye tracking either

#

lip sync works perfect btw

#

so not sure if the problem is with Root bone

bold locust
#

Is the mesh named Body a child of Root? Or do you have Body parented to something else?

#

Also, perf rating doesn't mean much for a lot of the more complicated systems and workarounds.

spring nest
#

Nope not, is that the issue?

#

I thought its fine how it is (didnt change anything) since Lip sync is worked.

spring nest
#

I moved Body under Waist and doesn seem to work :p

crisp tendon
#

There's nameing and position requirements for blendshapes, take a screenshot of what you have in Blender

spring nest
#

Reds are what Plugin created and there was a warning that I should change to those in unity

#

Blues are originals came with Model

crisp tendon
#

You have two bones for each eye correct ?

spring nest
#

Yes

crisp tendon
#

Which bone are you trying to use in the unity humanoid configuration window ?

spring nest
#

I tried both

crisp tendon
#

Are the second eye bones parented to the first eye bone ?

spring nest
#

They are parented to HEad looks like

#

Both

crisp tendon
#

That's your issue

spring nest
#

Ah

crisp tendon
#

Eye_L and Eye_R should be parented to the other eye bone

spring nest
#

Like this?

crisp tendon
#

And that bone parented to the head

#

Not sure if it'll work directly with z change in Unity but you can try

spring nest
#

Yeah, did not instead had an error xD

#

Should I do this inside Blender then?

crisp tendon
#

It's better yeah

spring nest
#

Idk why plugin put it that way if that is wrong

crisp tendon
#

Not sure if it's wrong, but I know that mine wasn't working until I fixed the parenting

#

@crystal vector Am I wrong in what's causing the error here ?

crystal vector
#

Oh yes, the eyes should be parented to the head

spring nest
#

They are

#

When I play with visames' values they work perfect

#

or values in unity

#

just dont see blinking or eye tracking in game

weak oar
#

They have to be in the right order in Unity else it won't work in game

spring nest
#

Arent They?

#

or you mean somewhere else?

crisp tendon
#

oh

#

you're not supposed to use lowerlid

spring nest
#

Do I leave them blank in Blender then or? Because those vrc. are auto generated with plugin after I fill them

#

and I suppose they will be generated even if I leave them blank

crisp tendon
#

just move one vertex slightly, so that it's not empty

#

So both your blink and lowerlid do that ?

spring nest
#

Blink for Upper lid

#

lower lid for lower lid

#

so upper lid alone dont cover up whole eye

#

So Lower lid already moves a vertex slightly as you suggested

crisp tendon
#

yeah blink should be the entire eye

spring nest
#

But if thats the problem, shouldnt at least the upper lid "blink" ?

#

again thats not different than what you suggested, it just moves "noticebly slightly" instead of very very slightly.

#

I get no movement at all, from eyes nor eye lids

crisp tendon
#

are your visemes working ?

spring nest
#

yes

crisp tendon
#

the visemes for your mouth

#

in vrchat

spring nest
#

Yes they working perfect

crisp tendon
#

have you tried the reparenting that i suggested ?

spring nest
#

not yet

#

I just made another quick avatar with entirely another model with exact same steps

#

Blinking works

#

I guess it has to do with parenting like you said yeah, or the names of bones perhaps?

#

Since in this new model LeftEye and RightEye under HEAD

crisp tendon
#

Try using Head > EyeLeft > Eye_L

spring nest
#

I assume it has to do with naming

crisp tendon
#

@spring nest Did you get a chance to try ?

#

Also, is your model using the upper chest bone

spring nest
#

Nope, it does not

#

I checked with another model, bone hierarchy is exactly same except names

#

rigging in unity done exactly same

#

no jaw, no upper chest bone

#

I re made the stuff

#

still other model blinks, but this one doesnt...

#

I dont get it, They are identical except bone names

crisp tendon
#

names matter, try changing them

crystal vector
#

@spring nest Here is some copy pasta:
VRChat wonโ€™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 donโ€™t need any vertices skinned to them. They can be โ€œemptyโ€.
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 โ€œemptyโ€, but blender wonโ€™t export empty blendshapes (but with CATS it now does).
3- The mesh containing the blinking blend shapes must be named โ€œBodyโ€ and the armature must be named "Armature"

spring nest
#

Thanks, I'll try asap

bold locust
#

I've never had Eye_L and Eye_R a child of LeftEye and RightEye. Also, if you wanted to use the lowerlid shape for your blink, you could just create new shape from mix in blender and apply that as the upperlid blink for CATS.

#

I've never used lowerlid. Having more active shapekeys on a mesh has been found to be costly anyway and I don't know if this cost is mitigated with how VRC does blinking.

spring nest
#

Yes looks like I could just move both lids for a single shape key

#

even saw some poeple do both eyes in single shape key

bold locust
#

^

#

I usually use a single shapekey.

spring nest
#

But this is my 1st time using blender and tried to fill every spot and experimenting yknow

bold locust
#

Unless I'm doing custom blink for something different.

spring nest
#

I assume like facial gestures?

bold locust
#

Yeah, there's a lot of learning over time.

spring nest
#

Like wink

bold locust
#

Yes, sometimes gestures that close the eyes can cause overblink.

#

So you'd have an animator for the blink animation then disable it on every gesture.

#

So you'd never overblink.

spring nest
#

I see, so you can override VRC animation then

bold locust
#

Also, eye tracking does weird stuff with your mesh when you use VRC's blinking anyway. So custom may be preferable.

#

No no.

#

You don't override VRC's animation. You'd just disable blinking in Blender and make your own blink animation.

spring nest
#

Ah

bold locust
#

And put the animator on Body (or whatever mesh if meant to blink) and have it on by default.

spring nest
#

So it does "blink" but there is no animation.

#

Instead you make your own animation, and that plays

#

there would be "over blink" but since VRC one is null it wont affect

bold locust
#

CATS creates empty shape keys for blink so you don't have any unintended shapekeys being used for blink.

spring nest
#

Gotchu, thanks for info!

bold locust
#

VRC uses the first 4 shapekeys on a mesh named Body under root for Blinking.

#

So if you ever "blink" with your mouth, it's because you have a shapekey in the first 4 slots that's not supposed to be there.

spring nest
#

Thanks a lot for everybody helping!

#

โค

#

Then, used "Fix bones" in CATS plugin

#

Even my "pelvis degree should be closer to 180" error disappeared from SDK control panel

#

โค

crisp tendon
#

nice !

last saddle
#

So what's the go with adding eyes to a model? Do I just throw in completely separate objects for them with their own armature and just put them on the face in front of the static eyes on the model or does it sort of need to be something you design in the base mesh?

#

Wait nevermind, I'm gonna go check it some tutorials and see what the requirements are before I just go asking straight up "how do I do the thing", apologies.

crisp tendon
#

Nah same armature and same mesh

signal crane
#

(full body)

sinful summit
#

Hi! I have been trying to get my model working in Unity for a while now, and I can't seem to get the SDK to recognize that my model is correctly rigged. The error is specifically

Spine hierarchy incorrect. Make sure that the parent of both shoulders and the neck is the chest (or UpperChest if set).

https://gyazo.com/6a52e7173bf1a7ef927329e801b13c7c

As you can see in my bone map and hierarchy below, (I think) I have the right setup - the Left and Right shoulders as well as the neck are all children of the Chest, which is a Child of the Spine.

Here's my bone mapping: https://gyazo.com/2e477ec3ac10c712e76eaeb5de2fcbdd

And here's my hierarchy: https://gyazo.com/0bd49557c452af23739cd6b024182fad

(Yes, I know I have extra bones, I just want to know what I'm doing wrong with the mapping before I go in and optimize.)

#

Sorry if this is too much information, or too little. This is my first time asking for help here.

crisp tendon
#

try making the spine and its children the first child of Hips

sinful summit
#

I will try that

#

Like so?

#

No, the error still persists

#

Any other ideas?

crisp tendon
#

Is it correct in blender ?

sinful summit
#

It seems to be

crisp tendon
#

try moving the shoulders and neck above the other objects then

sinful summit
#

So they are the first children of Chest? That doesn't seem to satisfy the SDK either

crisp tendon
#

have you tried restarting unity ?

sinful summit
#

I will be genuinely upset with myself if that's the solution lmao

#

Let me try that now

crisp tendon
#

it's very often the solution with unity lol

sinful summit
#

Dang, it's still wrong

#

Is there any more information I should be giving?

crisp tendon
#

if i were you i'd bring it in blender and try giving it a good old cats fix, try the fixed version (keep the other one) and see if you still get the error

#

if you don't, then you know the error is in the armature

sinful summit
#

Another one?

crisp tendon
#

keep the non cats fixed version too

#

i meant it as don't overwrite on what you have

sinful summit
#

No, I mean the version I'm currently using is the cats fixed one

crisp tendon
#

oh

sinful summit
#

I can do it again and reexport

crisp tendon
#

did you use the "remove bones with no weight paint" option in the fix ?

sinful summit
#

Yes

crisp tendon
#

what's "bugged_bone" ?

#

you might want to make sure in blendeer that there isn't other bones between your neck:+shoulders/chest

sinful summit
#

It was a bone named something like spine_03_XXX that was a child of Chest (sibling of neck/shoulders)

#

I will try removing them

crisp tendon
#

if you do, be sure that the parenting is still correct after

sinful summit
#

So, removing those bones breaks the model at the breasts

crisp tendon
#

breaks how ?

crisp tendon
#

did you remove the bones in blender or unity ?

sinful summit
#

Unity

crisp tendon
#

yeah you can't do that

sinful summit
#

Ah

#

I need to do it in blender

crisp tendon
#

yep

sinful summit
#

Okay that should do it, do I reimport into unity?

crisp tendon
#

yep

sinful summit
#

Ok so that didn't change the error

#

I removed all of Neck/Shoulders siblings

crisp tendon
#

i'm out of ideas then, you might want to join the cat's discord and ask over there, they might know something i don't

sinful summit
#

Alright, thanks so much for your help

crisp tendon
#

sorry i couldn't figure this one out ! please ping me if you do find the solution for it, i'm actually interested

sinful summit
#

I will!

digital sierra
#

@sinful summit long shot but you only showed the body assigned bones in that first screenshot, does the head tab have the right bone assigned as the neck?

sinful summit
#

I will check when I get home from work

#

That's a good idea

sinful summit
#

Oh my god

#

@digital sierra That was the problem!

#

Thank you!

#

Pinging @crisp tendon So you know it was fixed

digital sierra
#

Lol happy to help man

crisp tendon
#

Lol nice !

last saddle
#

I've been having real trouble with hands. Everything else works perfectly but I just can not get hands to work. I decided to just grab some pre rigged hands and jam them on my model to see how they're supposed to be done, but even the correctly pre rigged ones are having the same issue, so it must be something else I'm doing wrong.

They look and work great in pose mode in blender, but in unity they get all mashed up, the thumbs go backwards and the fingers bend in the right direction, but wrong, like instead of a fist they like try to touch the wrist or something. Here's the hand in blender:

fervent hornet
#

I think the issue is that's now how fingers work, for example, your 'Right index 1' bone should not be connected to the wrist as your index finger starts bending at the knuckle. Not from the center of the palm. If you want your fingers to only be 2 bones you should delete the inner ones

last saddle
#

So should I just not connect them to the wrist at all? like leave the last 2 bones parented, but disconnected?

#

All the hands I've seen have a bone that goes from the palm to the start of the finger

fervent hornet
#

In unity right? Unity draws a fake connector for dissconected bones

last saddle
#

Nah in blender, like that pre rigged hand literally had those bones like that picture there, I didn't change them. But I will give removing the inner one a go when I'm home from work.

fervent hornet
#

Was this model made for vrchat? Anyways yeah the fingers should be parented but dissconnected as the first pivot should be in the knuckles

last saddle
#

Nah it was just a generic rigged hand. Sweet, thanks that makes sense.

steel lintel
#

Anyone have any good suggestions for someone who does commissioned full-body rigging? I got an avatar that's proportions are off and I need it resized to work with full body. Tired of walking on stilts. I've tried it myself, with tutorials, and just can't get it to work.

fervent hornet
#

In pose mode you can select a bone and prevent it with scaling with it's parent. When you do that you can then go to the thigh for example and scale it down vertically without messing with the shin or foot size

#

This method keeps the rigging in tact and generally scaling of mesh v armature good too

sick crest
#

is there any documentation on the best way to set up the hip bone for base FBT standards? i keep seeing people post rigs with tiny little hip bones (properly aligned), but is that really ideal?

fervent hornet
bold locust
#

Keep in mind that VRC thinks the FBT update made the need for FBT fixes on avatars to be unneeded or that it will break avatars that have the fixes. This isn't entirely accurate.

fervent hornet
#

I do think their new hip fix is better than the old CATs flip, and that the neck fix is unnecessary. However, I still have view point drift when laying/sitting so it's all fucked anyways

edgy ginkgo
#

does bone roll effect anything?

#

also, my avatars still work perfectly with the said fixes

bronze fern
#

some do some dont

sick crest
#

yeah, i've stopped using both the neck and hip fix and the avatars i have honestly feel better in fullbody than those with

#

i just kept running into a weird hip problem on one of them but i figured it out

static blaze
#

Okay, I have a rather unique situation... I'm working on a taur character for VRChat, I'm actually rather close to getting everything setup, but I need a bit of help... (Typing it out now... one sec... )

#

First off, the whole avatar actually functions completely as intended, except for one VERY minor detail...

#

the hind legs are parented to the root of my character, I actually want to parent them to the end of the spin chain...

#

what happens right now is the hind legs move immediately when I turn my head, I want to make them follow the end of the dynamic chain of my spine.

#

How can I best set this up? (I've already tried just literally parenting it)

#

I'm using two avatars, one is the regular avatar descriptor... the other is a VRIK for the hind armature

#

It feels like the hind armature is using the targets of the front head... even though I set them up differently...

#

If you have any tips, let me know, I'll keep plugging away at it as I can

weak oar
#

I'd think rigid bodies to copy the front legs in reverse, no?

static blaze
weak oar
#

Oh wow, thats far more elaborate than i was thinkng

bronze fern
#

Im not sure something like this will work in vrchat

static blaze
#

I actually have everything working, but only with a perfectly stiff spine

bronze fern
#

Huh, cool.

#

Ive never seen anything remotely similar before

weak oar
#

How is the hind animated?

static blaze
#

I have a seperate VRIK running the hind legs

#

i can show my hirearchy if it'll help at all...

weak oar
#

I'm more mesmerised than anything. I'd been hoping to rig a proper quadrupedal Dragon at some point but ruled it out as I thought anything like what you're doing there was impossible.

static blaze
#

hahaha, no worries, I'm glad I can inspire... I just wish it worked 100% ...

#

okay, I think VRChat is changing my Head and Hand Targets during runtime...

#

no way to prove it though...

#

hmm...

#

I'm disabling all head and hand targets and just using the hip target... shrugs

north sable
tough robin
#

Rigidbodies

fervent hornet
#

Voxian giving me flashbacks to when Final IK wasn't so broken rest in peace

static blaze
#

Final IK does work! .... but its overwriting all of my targets and settings at runtime.... grr.... is there any way to set the targets back to something else? (Like maybe an emote?)

weak oar
#

I remember hearing that final IK has been broken for a while, so that may be what you're experiencing. I'll let someone more familiar with it confirm that though.

fervent hornet
#

FBBIK doesn't work and there's some networking issues. I've spent hours with it but there's many "works in unity, not vrchat" things

fervent hornet
#

I'm not sure on the status of just VRIK as I only use full body now, last time I checked it "worked". I've honestly given up on doing anything elaborate with Final IK until it isn't so janky when combined with vrchat

static blaze
#

Vrik does seem to work... its just changing my targets at runtime... I'm going to look and see if I can have these change back with an emotion, much like people are using to hid or unhide objects... I also noticed that a lot of whitelisted components are not actually listed on the official website... such as "execution order" ... which I'm still not sure whether it can help me or not... but it does seem to import it.

fervent hornet
#

Execution order is part of Final IK so whitelisting "Final IK" means execution order is as well. Execution order puts things in order so you can have a limb target have more influence than a grounder for the same limb for example

static blaze
#

Hmm... so I can use any component or final ik?

#

Because theres a lot of them.. if that's the case I may be able to get something working that way

fervent hornet
#

Nah there's a lot of things that don't work in Final IK which is why most people say it doesn't work. Best components to stick by are limb ik, grounders, VRIK and execution order. You can try the other ones and they may work but no promises

#

What you can rest assured is that all of Final IK is whitelisted so any component you put on will be in game. This does not guarantee that it will work from unity -> vrchat though

static blaze
#

I gotcha. I'll certainly have to poke around with final IK then. I dont think they have any other scripts that do locomotion... but if they do, that'll be my golden ticket

#

Unfortunately their documentation is a bit weak.. it's all there, but hard to get to and not a lot of detail.

fervent hornet
#

Final IK is your best bet for non humanoid bone movement. It's just not in a good state right now due to neglection while updating other things, slowly breaking over time. The devs are aware of it's bad place but it's just in the To Do pile for now

weak oar
#

Isn't it also rather expensive?

fervent hornet
#

Oh yeah it's $90 usually. Bought it for $45 on a summer sale by having commissions pay for it. It is def not worth 90 if you only plan on using it for vrchat

static blaze
#

I purchased it because I'll be getting into game development someday, specifically for VR and I'm already comfortable with it.

#

It's actually a really good script, when outside of places like VRChat.

fervent hornet
#

Yeah I can't speak for it outside of VRChat as I bought and solely used it for vrchat. I just hope that it gets more love by the devs later on so we can more easily do interesting rigs

bold locust
#

@weak oar , @fervent hornet , @north sable @static blaze Ironically, adding IK_Follower on targets mostly fixes final IK scripts.

#

Just a heads up.

#

I've been using it on all of my recent models just fine.

north sable
#

For Angle Limiters too?

bold locust
#

Depends on how you go about it.

fervent hornet
#

I'm aware of having final IK being psuedo separate from the armature making things work. But it's not as simple as having it all connected like it used to be

bold locust
#

Like I have a model with fully custom IK using targets with IK_Follower on it.

#

All of my targets are inside of the armature and not using rigidbodies.

#

I have like one thing that needs to be outside of the armature.

fervent hornet
#

Do you use full body? I'm curious about your setup

bold locust
#

I use full body.

#

Not all the time though.

fervent hornet
#

Do you use vrik/fbbik/execution order?

bold locust
#

I can't have FBBIK on the model. It doesn't really work.

#

And it hardly worked before.

#

As VRC overwrites those settings with their own even if you used Execution order.

#

Some key things were actually able to stick.

#

So it wasn't usually worth it.

fervent hornet
#

Recently I've done the limb ik grabbing targets on the armature to move weapons around and stuff but extensive execution order won't work with full body due to loss of local head tracking

bold locust
#

Ouch.

static blaze
#

Ah! Finally a hint of hope

bold locust
#

No, try using targets with IK_Follower.

#

Your targets will work.

static blaze
#

Okay. So you add the ikfollower to your targets? That's weird...

#

I never would have thought of that

bold locust
#

I didn't find it.

#

My friends did.

fervent hornet
#

Yeah the targets I'm using right now are rigid bodies. Rero told me about using ik follower which works, but not in mirrors locally

bold locust
#

They put all the effort in and I just make stuff with what they find.

static blaze
#

Also how the heck do you put something outside your armature and still get it to import?

bold locust
#

Mine work locally in mirrors. ๐Ÿค”

#

And globally.

static blaze
#

For me, I couldnt get them to actually export

#

It would skip them

bold locust
#

You need it under root but outside of Armature.

fervent hornet
#

When I used ik follower it worked everywhere but in local mirrors it was displaced

bold locust
#

so the thing you put The descriptor on is Root.

#

@static blaze

fervent hornet
#

It worked in mirrors for other people though so beats me what's wrong there

bold locust
#

What are you doing exactly?

static blaze
#

Ah, I gotcha. I'll do that when i get home... do you configure ikfollower at all? Or just add the script and leave it blank?

#

(Also thank you so so so much for the tip!)

bold locust
#

Just add it. It has no settings.

fervent hornet
#

Leave it blank but armature scale needs to be 1.0 1.0 1.0 iirc

bold locust
#

It may need some other work to make it work. But it'll work.

#

Yes.

#

I've never tried anything that isn't 1.1.1 though.

static blaze
#

1.1? Of final ik?

bold locust
#

No, scale.

fervent hornet
#

Creates the offset issue that I'm talking about seeing

bold locust
#

You can put IK_Follower on a gameobject that's a child of where ever the target needs to be then make the target a child of that and then offset the target.

#

As long as the Target is under the thing that has IK_Follower, it should work.

#

As a target anyway.

static blaze
#

Ooooohh you're getting me all excited to try this now

bold locust
#

Stuff that's affecting the mesh inside of your armature takes some finagling.

static blaze
#

I really dont mind if it looks weird in mirrors...

#

Yeah, I've had to play with the armature quite a bit already.. but it looks correct in unity and in VRChat, minus the targets

bold locust
#

Oh, I just scrolled up.

#

So the centaur thing you're doing would work fine.

#

But the bones for the back legs may need to be outside of the armature.

#

That's all.

fervent hornet
#

Yeah I'm not sure what's causing my mirror issue but saigo says he doesn't have that so go ahead and try it for sure

bold locust
#

That's weird. Local only bugs are a pain.

#

My least favorite to correct.

fervent hornet
#

Probably just going to stick with rigid bodies since I know they work. I'll try ik follower on different models and see if it reemerges

#

Local only is one thing, local only in the mirror is a whole nother annoyance

bold locust
#

The model I mentioned with a fully custom IK uses a simplified dummy armature as the main armature.

#

ยฏ_(ใƒ„)_/ยฏ

static blaze
#

You get dinged pretty hard for rigid bodies.... I have 0 right now.. i really wish we had unity 2018 so we could use constraints....

bold locust
#

Then FBBIK on the one that's affecting the actual mesh.

fervent hornet
#

That's what I thought tbh just gross it's the best way to do it lol

static blaze
#

Yeah, I have actually 3 armatures for my model

bold locust
#

The head is the only mesh on the dummy armature.

static blaze
#

One for the upper body... one for the front legs... and one for the hind legs

bold locust
#

So VRC can handle the shrink and Eye tracking.

fervent hornet
#

I've stopped caring about the performance rank as the optimized way to do these things is borked

static blaze
#

(I needed to flip the front legs around backwards for my model)

bold locust
#

Proxying eye tracking from the dummy works fine though.

#

But again, no rigidbodies on my Custom IK model.

#

Just targets with IK Follower and IK scripts.

fervent hornet
#

How are you connected the armature to your dummy armature? Just targets?

bold locust
#

Yes.

static blaze
#

I did something unique for mine..

bold locust
#

The mesh moves based on the main armature. It's connected to the targets.

#

The targets are inside the dummy armature.

static blaze
#

I actually imported a "result model" and parented each of my joints of that model under each area that should be affected... no scripts at all

#

(Of course this breaks the prefab, but whatever)

fervent hornet
#

Do you have ik followers on each bone of the dummy? Need that for the targets to work iirc

bold locust
#

The hard part of what I did was honestly getting the IK scripts to look right.

#

No, just on the targets.

fervent hornet
#

So just extremeties?

bold locust
#

VRC doesn't track every bone in your armature. It tracks just a few points and the IK does everything else.

fervent hornet
#

Hands+feet+hips+head

bold locust
#

So just use that same idea.

#

Yes.

weak oar
#

Head+shoulder+knees+toes

#

knees+toes

bold locust
#

I would suggest adding two more for elbows though.

#

The elbows are odd otherwise.

static blaze
#

Will it still lock my targets to the actual headset and actual hands? Because I need these to be not locked to them

bold locust
#

The head is hard to rig up anyway. So just leave the head on the dummy armature.

fervent hornet
#

I guess I'll see if I can get my spider working in FBT lol. Probably my most infuriating project

bold locust
#

Just splitting the mesh in two is fine for custom IK.

#

@static blaze You don't need fully custom IK.

#

So you wouldn't need to do all that I just said.

#

Just having the bones you want affected by IK outside of the armature may be fine.

fervent hornet
#

I'm curious as to how voxian got the feet to pitter patter when he moves around, is that just the VRIK?

static blaze
#

Yeah, vrik does that for me

bold locust
#

And MAYBE limb IKing the parent of that armature to its old parent inside of the armature with a target..

fervent hornet
#

Are you using just VRIK or do you have any sort of grounders active?

static blaze
#

Just vrik

bold locust
#

Forget if grounder was whitelisted.

fervent hornet
#

It is and it works

bold locust
#

Haven't touched it.

#

Maybe I should.

fervent hornet
#

I use the normal grounder to get the spider legs to conform to steps and ramps

bold locust
#

but I usually stick to humanoids, sooo.

fervent hornet
#

Yeah I wouldn't say it's worth the effort for humanoid. Main reason I needed it for the spider was because she's wide af

static blaze
#

I probably should add a grounder honestly

bold locust
#

@static blaze That looks really good. I'd like to see it working in-game.

static blaze
#

Thanks! I really hope I can get it working... thank you so so so much for the tips! So I'm going to reparent my system so the hind armature is completely free... and then add ikfollowers to my targets and see what happens.

bold locust
#

I knew someone that tried something with a centaur before, but they didn't know Final IK and settled with shape keys. xD

static blaze
#

I also saw a centaur with just rigid bodies too

bold locust
#

Make sure the parent of the whole back leg armature is connected to the main armature to avoid issues.

#

With IK, I mean.

fervent hornet
#

Shape keys for walking was a blessing and a curse until they removed non humanoid keys from animations for networked ik

bold locust
#

^

#

I'll never go back to puppeteering with rigidbodies. Too much.

#

It had bad calculations over time and it was expensive. Just bad.

static blaze
#

I really just want the position, rotation, and parent constraints of unity 2018... -.-

fervent hornet
#

I'll have to try out this whole dummy armature thing sounds horrible but a good fix

static blaze
#

Those are so easy to work with

#

My character ended up with like 300+ bones to get it all mapped

bold locust
#

I hope the constraint systems in 2018 are allowed.

static blaze
#

I've been using those for beat saber characters, works great

bold locust
#

If you minimalize the dummy armature it's fine.

#

Keep in mind, IK follower doesn't like hands on Index though.

fervent hornet
#

What do you mean by minimize?

#

Don't have index so we're good there

bold locust
#

Er. Only use the bones you need on the dummy. As little bones as possible.

#

Then it's not so bad having an extra armature for custom IK.

fervent hornet
#

Yeah so 52 or the like, how would gestures work for that? If you did 'peace' the dummy would do it but not the secondary armature

bold locust
#

I use Index and I'd basically have to animate the extra hands to look like regular VR.

static blaze
#

I'm personally using the regular upper body from vrchat.. so I dont have to worry about it

bold locust
#

Since I can't use targets to get the finger tracking with IK Follower.

fervent hornet
#

Why not though?

bold locust
#

You'd just animate the hands of the armature with the mesh on it.

#

I'm not sure. They don't work on my fingers.

#

It's like he targets are all stuck on my wrist or something.

fervent hornet
#

Ah alright, as long as you tested it. I've got ik follower to work on thighs and other non tracked bones but never done fingers

bold locust
#

I can make my fingers track locally with one method using IK, but globally it looks like Idle hands.

#

So I'm happy with my local only option. I'll figure out global later.

fervent hornet
#

This is why I usually just say Final IK doesn't work quite well since it always feels like a trade-off instead of an upgrade

bold locust
#

Well, I can fix shoulder droop and view point issues (mostly) with custom IK.

#

Can fix over reach stretching and legs issues too.

#

No worries about even needing FBT fixes either.

#

Can just set it up for your armature.

#

It's nice.

#

Just hard to get started.

fervent hornet
#

Yeah the dummy system seems like a good thing to try for me at least. Haven't gotten on vrchat it forever though

#

Just kinda waiting for the 2018 shit fest when everything breaks lol

bold locust
#

Yeah.

#

Here's hoping modded clients stay broken for a bit too.

#

Since it's not easy to write them in 2018.

fervent hornet
#

Haven't had any issues but I never leave friends+ lol. Would be good for them to stay dead for a bit though

static blaze
#

What are people doing in modded clients?

#

I'm sure it's not good...

fervent hornet
#

It ranges from completely harmless to downright malicious

#

Flying/noclip, touching other people's Dynamics, quality of life fixes, crashing people or entire lobbies, impersonating mods ect

bold locust
#

Using noclip or client based crashers. Stealing content files (though I've stopped caring). Modifying worlds real-time. A lot of people use them just to combat people doing malicious things though.

fervent hornet
#

Even if a client only does good things it bannable all the same, best to just steer clear

bold locust
#

The dynamic bones thing should honestly be a checkbox in VRC that's off by default.

#

Not sure why it's not in vanilla.

fervent hornet
#

"bad for performance" and then ignored

north sable
#

@bold locust IK_Follower Directly on the Hand Bone, or on a game object as a Child of the Hand Bone?

#

setting up a Chain IK for the Elbows and Knees

bold locust
#

Never on the bones themselves.

north sable
#

Aight gotcha

bold locust
#

Having it on a null is fine. And the target can be under the null.

#

The target can be the null too, but I usually have the target under the thing with IK_Follower.

north sable
#

Like this or another gameobject in this?

bold locust
#

That should be fine.

#

But the IK_Follower object should stay at 0 0 0

#

The target can be offset if you put it under that.

fervent hornet
#

I forget but is there a weighting system for VRIK? For example could you do an animation to sever the connection between the dummy and the connected armature basically leading to a still frame of your last posture?

north sable
#

It is at 0 0 0 SmooSmart

bold locust
#

I tried.

#

I didn't try very hard though.

#

I was going to try and leave my body behind, posed as I was then run off.

#

And then just snap it back to me when I let off the gesture.

#

Maybe with limb IK on the targets or something?

fervent hornet
#

Was just wondering if you had success as I was trying practically exactly what you tried. Last time I worked on it was months ago

bold locust
#

I didn't try Limb IK.

fervent hornet
#

At one point I even cut it up into mesh particles to leave in world space but they still copied rotation lol

bold locust
#

Lyuma sent me a script that could parent the entire mesh to a new bone in Unity though. So I could just try Limb IK on that new bone instead of on every target.

#

But yeah, rotation would be weird. So I'd need to figure out how to pause IK. And so far it just snaps to T-pose.

#

But I could figure it out maybe.

fervent hornet
#

Yeah it was really hard to get it from following everything to following nothing while keeping it's last position/rotation

bold locust
#

I mean, there are shader based things for this, but shaders can be blocked.

#

But I guess so can custom animations that leave your model behind.

#

ยฏ_(ใƒ„)_/ยฏ

fervent hornet
#

Yeah I was just thinking about a shader/camera system

bold locust
#

Wouldn't even need cameras.

fervent hornet
#

That's good as they are still friends only smh

bold locust
#

Got a clone shader. Would just need to animate the offset. And make a UI that the animator could play with.

#

Wouldn't show up in mirrors though. Material changes don't.

#

Yet.

fervent hornet
#

God damn mirrors ruining everything lol

bold locust
#

Apparently they know how to fix the material changes not showing up in mirrors but haven't fixed it yet.

fervent hornet
#

I feel a lot of things are known but not done yet

static blaze
#

GOSMIGSIGheisohfgioesjhfesf

#

The taur character works!?!?!

#

@bold locust Thank you so so so much for the tip!

bold locust
#

Oh, it worked?

#

Should friend me in VRC. It's the same. I wanna see.

fervent hornet
#

@static blaze what change did you do? I had issues with things following my view a while back, just curious of the change you followed

static blaze
#

All I did was just add the IK follower

#

however, I am getting an issue in mirrors...

#

I want to see if I can fix that

#

give me just a few minutes

#

also, I go by the same name on VRChat

fervent hornet
#

Altight, should check if the mirror issue is just for you because then it's probably the same issue I had

bold locust
#

Did you say you used dynamic bones for your spine? xD

static blaze
#

I have a really easy work around for the mirror issue... this should fix it

bold locust
#

Dynamic bones might be fine, but Aim IK or CCD IK would be nice too. xD

static blaze
#

I have only dynamic bones and VRIK

#

I don't even have blendshapes for talking yet

#

I didn't want to go through a lot of work if the character couldn't walk

bold locust
#

But on your spine to make it follow?

static blaze
#

yes, I have dynamic bones on the spine

bold locust
#

Oh wow.

static blaze
#

and then the IK follower at the end

bold locust
#

So if someone blocks your DB.. XD

static blaze
#

if they block dynamic bones... it'll probably just look really stiff