#avatar-rigging

1 messages · Page 150 of 1

warm oyster
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i mean

rugged thicket
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i renamed them the same as the bones and it seems like it's no longer happening

turbid spear
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That's good too

warm oyster
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ookay this looks good enough, i'll just redo it if it turns out bad later

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first thumb joints are awful

rugged thicket
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this is good right?

warm oyster
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oh it's a poroggo, nice

rugged thicket
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not just any poroggo, i have raided all FF games they show up for all different textures

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so this is a three-in-one poroggo

warm oyster
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nice

rugged thicket
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green with brown hat, blue with space hat, and the madame which is the most elaborate skin

turbid spear
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Suspicious crotch area bone

rugged thicket
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haha i'm pretty sure its his tummy

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gotta find out how to make it jiggle

zealous pelican
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How do I fix an avatar that has a leg that shifts over horizontally at the hip when I use full body tracking. I’m using the Kinect but i have tested the set up with other avatars with decent results.

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I checked the website and all it said was that you no longer need to “fix” anything for full body tracking.

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When I said the leg shifts over it is like the top of that leg slides away from the hip and tilts everything connected to the hip down towards the hip. If anyone can help I can also find a way to take a picture soon.

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Sorry for being helpless with this stuff I just don’t have much of any experience with this and don’t know if the YouTube videos on the subject are outdated now.

alpine flax
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Blender crashing when weight painting got me like vrcSad

zealous pelican
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Oof

naive tree
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@zealous pelican make a screenshot of your bones in blender from front and side orto view (numpad5+nmpd1/3)

alpine flax
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Its constantly crashing I weight for 20 sec and 2.81 crashes it over and over again same with 2.8 too I upgraded to see if it was a 2.8 issue

zealous pelican
naive tree
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side view with all bones hidden except hips and legs (select Spine and hit shift+G>children = hide)

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can't see anything through hands

raw jackal
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Hey all, I have an avatar that worked perfect in FBT up until the FBT fix update. Now I have to adjust my playspace slightly to fit into it. No idea what happened....does anyone have any suggestions to fix it?

zealous pelican
naive tree
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bottom of hip needs to be above leg

zealous pelican
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is that high enough?

naive tree
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yea, it just needs to be a little above

zealous pelican
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thx Yuumi I just hate being lost at what is happening with stuff like that

turbid spear
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trying to fix this tiny hip that's also very high

naive tree
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your chest is too big from what it looks, can also suggest making the hip normal size or else it works terrible in vr/desktop

turbid spear
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That's how the rig came

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the proportions that is

naive tree
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99% that the chest is too big

fading verge
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Is they anyway to upload a non humnoid rig? Due to this avatar having small arms and legs? Do I need to add elbows and knees?

warm oyster
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you only need head/hands/feet i think, and non-humanoid rigs are much more complex, so i'd avoid that at all costs. but i'm new too, so i can't help you more than that

turbid spear
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Non humanoid can't have animation overrides and are otherwise very limited

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It's not worth it if you want to move in any way

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You can create fake bones that aren't doing anything to slot them into the humanoid rig

fading verge
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@turbid spear Thanks I just put in the extra bones but they wont do anything

turbid spear
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Put them into the Humanoid rig in unity and it should work

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They won't do anything but vrchat won't complain

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At least it shouldn't

fading verge
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thanks

rugged thicket
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for some reason the tongue bone of my character follows the mouse movement lol, what might cause that?

fading verge
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Painted Weight?

crisp tendon
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Mouse movement is your head bone, so if your tongue bone is a child of the head bone, it'll move

tough robin
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@zealous pelican if youre still having issues you can just import the default nanachi skeleton since they work in full body no problem

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I think you fixed the model with cats right? That breaks the lexichi model so dont do that

rugged thicket
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@crisp tendon thanks

rugged thicket
mystic lichen
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anyone using 2.81 ?

rugged thicket
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yup

tough robin
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Looks like broken weightpainting to me

fading verge
turbid spear
wintry rover
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hi it's me again

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my hands are where my IRL knees are

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I have no idea how to fix this

fading verge
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for fucks sake
I can never get eye tracking to work on my avatars

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no matter how much I get the bones, mesh and armature named correctly

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what the hell am I doing wrong??

weak oar
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Picture of the eye setup in Blender?

fading verge
weak oar
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Ah, so you're trying to do it manually rather than using CATS?

fading verge
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I am using cats

weak oar
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LeftEye and RightEye are what CATS creates, but where are the original bones it used as a base?

fading verge
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Oh? I've removed them once I did the set up

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Do I keep those bones?

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OH

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now it works??? oml

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okay take note: don't remove original eye bones when done with eye tracking setup

weak oar
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lol, yeah, don't remove them 😛

fading verge
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👌 yeee

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thank you!

tough robin
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@wintry roverare you in full body?

zealous pelican
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@tough robin I think it was broken by cats when I first made it. I didn't notice because I never used the model with my kinect. The hip placement above the legs that Yummi said would work fixed it. and yeah I knew cats could cause problems and stuff thx for the consideration though

tough robin
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I just thought id mention it since thats what Lexidoll tells people not to do

wintry rover
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yes I'm in FBT

onyx hull
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I have an avatar that when in FBT, it skews the hips and doesn't look right. When I calibrate, the feet trackers are on the knees. Any ideas?

fervent hornet
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Your proportions are wrong, avatars work in fbt best when they match your IRL proportions (arm length vs leg length)

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If what you are using is anime based then the long legs is common, scaling bones in pose mode is the best way to change size without messing up anything imo.

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It can be a little hard to edit proportions and not look like a freak of nature but theres always a good balance

weak oar
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Trackers on the knees is referred to as "stilting" because your avatars legs are basically inhumanly long to a stupid degree. It'll feel weird in-game too, if you hadn't noticed already.

native shuttle
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question is it okay that the bones in the head are connecting to hips? or no and how do i fix if its not okay

native shuttle
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and another question is why does this happen and how to fix it? the bones are connected to one armature

drowsy wharf
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@native shuttle that image answers your first question, no it's not ok.
Parent those bones to the head (because they should be following the head)

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Those bones stay behind because they're parented to the hip, and the hip isn't moving, so they don't either.
A bone always follows it's parent unless it is moved/rotated itself

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Select bone>bone panel>Parent to head
Do it in edit mode

native shuttle
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is there a video you can link me on parenting or can you tell me how to?

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okay

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where do i find bone panel ? cant find it @drowsy wharf

drowsy wharf
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assuming new blender's icons are similar to old, this should be it

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woops drew outside the edge with the box there

native shuttle
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this is what i see @drowsy wharf

drowsy wharf
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close mmd section, no need for that ever
Check "relations" probably a parent option there

native shuttle
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this is what appears

drowsy wharf
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"parent" is what you need

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jaw/eyes/anything-else-above-the-neck should be assigned to head

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exceptions would be ears or hair if they had a root bone (and the root bone would parent to the head instead)

native shuttle
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so i click on those squares

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?

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to find each bone

drowsy wharf
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no, you select the bone you need to fix, and type in "head" where it says "neck"

native shuttle
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doesnt let me

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it goes back to neck

drowsy wharf
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are you in edit mode?

native shuttle
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yes

drowsy wharf
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when you type in head, there should be a list that pops up, just click on the head listed in there

native shuttle
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i did

drowsy wharf
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the current bone you have selected is the head

native shuttle
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it goes back to saying neck

drowsy wharf
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you need to select the jaw or eyes, etc before doing this

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any bone that should move when the head does should be parented to it

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it looks like you might have a set of tongue bones in there too...only the first one should be parented to the head, the others should be set to the one before it (they look fine right now except the first bone)

native shuttle
drowsy wharf
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those teeth bones should be set to the head, not the tongue bones

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otherwise it looks fine

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I'd highly suggest straightening those end finger bones though or you'll likely have to fix it in unity's rig

native shuttle
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another question is where do i find where this hair is and how do i get there (new to 2.8 blender) so its prob a shapekey but idk where that is even

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how straight should the finger bones be? my only worry are the thumbs

drowsy wharf
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just point them out to the tip of the thumb/finger

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my guess at that hair highlight is that it's a hidden mesh or otherwise see through...shape keys deform the mesh, they shouldn't show up like that at all unless new blender does that for some reason...

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you'd have to expand the scene collection at the top right to find it most likely

native shuttle
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weird it isnt a shape key

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this is a frankenstein so i loaded up the model before i did the frankenstain in a new blender and i dont see nothing in the model that makes the hair pop out

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i got it from this post he says its an object slider? i dont know

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@drowsy wharf

drowsy wharf
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@native shuttle either one of the MMD settings, or a shapekey...anything that says slider is intended to be used in MMD, not in blender itself

native shuttle
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ohhh

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Im just gonna delete that part of the mesh

fading verge
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can someone rig a model i have for vrchat

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or at least import

drowsy wharf
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You're extremely unlikely to find anyone that will rig a whole model for free
This is also a channel for help doing it, not having it done for you

native shuttle
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happens also when trying to pose mode with a sweater i put on him

crisp tendon
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no weight paint on foot bone

native shuttle
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oh nvm i clicked on weight paint and it fixed itself

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maybe cause i previously already fixed the weight paint on the shoes

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thank god i was gonna rage lol

fading verge
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can someone import a model into vrchat its rigged

native shuttle
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its easy to import it yourself

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and safer

fading verge
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i failed at doing it

native shuttle
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for somebody to import something for you , you risk your account being taken

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thats why we are here

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to help

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just explain what your situation is on why it failed

fading verge
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i didnt know what to do

winter idol
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guys

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Im sorry for the interruption but

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what does this mean? "Use this"

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Im just so confused

native shuttle
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its the avatar with everything on it already

winter idol
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when it says use this?

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because ik this avatar have animation and stuff

native shuttle
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the person who made it said that because theres things on it already that are done usually they tell you to load like dynamic bones , shaders etc in the description

winter idol
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so what I need to do to use it?

native shuttle
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before loading up that unity file

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they should tell you what u need in the description

winter idol
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thats what they only said in the description unfortunaly

sullen sinew
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and sorry to also ask since no one can help a bit can anyone tell me how i messed up my rig
cause i need help figuring this out if you know the issue please let me know cause we are
trying to fix this model and the "issues" it somehow has
https://cdn.discordapp.com/attachments/533945994673520662/650847981045678138/unknown.png https://cdn.discordapp.com/attachments/533945994673520662/650848008253997126/unknown.png
https://media.discordapp.net/attachments/533945994673520662/650848058006831104/unknown.png

native shuttle
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yeah get those things first before draggin the "use me" onto scene @winter idol

sullen sinew
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do you know what this issues is?

native shuttle
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holy fuck

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dunno where to start but i would start checking your bones in blender or just re do your rig for the model

winter idol
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ok

sullen sinew
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okay

winter idol
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now

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how do I upload? @native shuttle

sullen sinew
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thank you @native shuttle ill redo the rig

native shuttle
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np

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upload to..? @winter idol

winter idol
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to play vrchat

native shuttle
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vrc sdk

winter idol
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so first I need to upload to vrchat?

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so after I can play it?

native shuttle
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yeah so you can wear your model on vr chat yes

winter idol
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so how I do this?

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so thats what I have

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@native shuttle

drowsy wharf
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These are your requirements for everything in that package to work as expected. If you're missing something from that list, you're likely to have issues you have to fix.

winter idol
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hm

drowsy wharf
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for example, removing dynamic bones from all applicable parts (which you'd have to find by hand), or it defaulting to a different shader since you don't have what it calls for so it would look different than anything shown on that site

winter idol
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btw

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how do I logout

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from my steam account for vrchat account?

drowsy wharf
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start the game, go to settings, then hit logout

winter idol
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oh ok

drowsy wharf
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also if you JUST made your VRChat account you won't have the playtime needed to upload (unless you merge the accounts on their site, and have been playing for a few days)

winter idol
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hold up

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it went perfectly

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I guess is just the camera went wrong

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guys

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@drowsy wharf

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it went perfectly

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the size was a little bit big but good

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almost everything was good

drowsy wharf
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if you adjust the "scale" of the avatar it will change the size in game. If it's only a little off try 0.95 scale, or something similar

sullen sinew
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thanks to @native shuttle i hope this rig will work with my model

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so far unity gave us no issues

native shuttle
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make sure you check your rig and set it to humanoid and configure it to enforce t pose, also make sure nothings missing the important mappings on bones that is and that everything is in its place and not all mixed up @sullen sinew

sullen sinew
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we got everything set up all i need to do now is put his blender mats on him

fading verge
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does anyone know of any alternatives to mixamo? I tried googling but couldn't find what I was looking for

pearl thicket
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the model I'm trying to get working was originally from Source, so everything is all properly weighted and all that.
Under the skirt it has three bones, 2 legs and the skirt itself. The skirt is separate from the legs and the legs are 'invisible' save for the feet. When putting it into blender everything is perfect except the humanoid rig has no idea what to even do with everything below the waist and it freaks the hell out and does this

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can I even fix this at all?

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I do I have to reweight everything below the waist

drowsy wharf
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when putting it into blender or did you mean Unity?

pearl thicket
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I meant unity yeah

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my bad

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typo

drowsy wharf
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make sure your rig config has the correct bones set for hips/legs

pearl thicket
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I've never worked with unity before so I'm a bit lost

drowsy wharf
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show the hierarchy and the rig config with body and legs

pearl thicket
drowsy wharf
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that's the hierarchy, yes

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rig config as well is important

pearl thicket
drowsy wharf
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set chest as spine2

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left leg has skirt bones assigned instead of leg bones, right leg has hip as upper leg instead of leg1.R

pearl thicket
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apologies for the basic question, but how do I assign and reassign bones?

drowsy wharf
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you can drag and drop from the hierarchy list, or you can click the little circle to the right of them to pick from a list

pearl thicket
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ah I see

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ty

drowsy wharf
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as long as you only have one version of the model you can choose easily from the list
usually safer to drag/drop though

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leave jointroot as the hip...with your setup that should be correct

pearl thicket
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so this model does have proper legs, it just seems the autoassign wants to make the skirt a leg. but if I reassign these, wont the skirt just be completely rigid?

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its not weighted to the legs

drowsy wharf
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it's just a naming thing, it tries to find a set name to pair to the legs

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the skirt will be rigid unless you use dynamics or similar, yes

pearl thicket
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also even if I unassign the bones the skirt remains all twisted up

drowsy wharf
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"enforce t pose" should fix it

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under the "pose" button

pearl thicket
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oki Ill try that

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when Im done with the bones

drowsy wharf
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also make sure you apply first, won't change before that

pearl thicket
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so whats the dynamics thing?

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jigglebones or somesuch?

drowsy wharf
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dynamic bones...paid asset, it's what people use for hair, tails, etc

pearl thicket
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that could be useful. I dont mind paying

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but how would that turn out on a skirt like this

drowsy wharf
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it takes a bit of playing with to learn how to use it and it's different per model, but the values always do the same thing

pearl thicket
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hm

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well I'll look into that later. Thanks for the help

drowsy wharf
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without it, the skirt will move when the hip does, so not completely static

pearl thicket
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well Id like it to bend with the knees

drowsy wharf
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that...would require weighting

pearl thicket
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yeah

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thats something I am awful with and try to avoid

drowsy wharf
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a long skirt can be painted to the legs instead of special bones pretty easily, just takes learning weight painting and getting used to it

pearl thicket
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mmhmm

drowsy wharf
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a skill like any other, takes time to learn and you generally don't start good at it

pearl thicket
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I have a friend who's been making gmod player models for like 10 or more years, I asked him if he could see about reweighting it. I just wanted to check in here first to see if theres anything that could be done

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like a custom skeleton or something

drowsy wharf
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I don't like doing it though, so I understand...most people just find it tedious

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you...could potentially use joint/rigid body to make it follow the legs I guess as a workaround...it'd still be better to paint them properly though

pearl thicket
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now I have a seperate problem where the fingers are weird

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I'd tried playing around with the bones but nothing seems to work

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no matter what I alter they are just stuck like that

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with the tips broken

drowsy wharf
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most likely your model had the end fingerbones bent that way, or wasn't in a T Pose
You should be able to rotate the end fingerbone to get it to align properly while in the rig config (it's definitely better to set it properly instead though)

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@pearl thicket ⬆️ forgot to mention, woops

pearl thicket
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yeah when bending the fingers in blender they move just fine

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so I assume unity is just being funny

drowsy wharf
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can you screenshot what it looks like in blender?

pearl thicket
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sure

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not completely sure how unity did what it did to the finger tips

tough robin
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Maybe add end bones

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Could fix the issue

drowsy wharf
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ah, you're using sphere bones, so you can't see the way they point by default

pearl thicket
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that wasnt my choice

drowsy wharf
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most likely the end fingerbone is "pointing" upwards

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I haven't used the new blender, but I assume the sphere shape is an option for the bone visuals

pearl thicket
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this model was taken from mario odessy, put into mmd, then into gmod with some edits, and now Im trying to get it into vrchat

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Ill be honest Im not 100% familiar with blender

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so if spheres are a type of bone or just a visual option I dont know

tough robin
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Visual option

pearl thicket
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how do I change it?

tough robin
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But ither bone types can tell you which oart of the bone is the head and which is tail

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Iin the armature tab

pearl thicket
tough robin
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Woah

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Youre still using one of the visuals that dont display head and tail but ewe

pearl thicket
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oh

drowsy wharf
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yeah, that's why it's acting weird in unity

tough robin
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Thats some weird bone placement

pearl thicket
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posed fine in SFM

tough robin
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Connect them up

drowsy wharf
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unity uses the "tail" side of the bone to tell it which way it should point if it isn't connected to the next bone

pearl thicket
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oh I see

drowsy wharf
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they are connected, the bones are just pointed differently than you're expecting to see them redotix

tough robin
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They are parented not connected

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Theres a visible gap between all bones lol

drowsy wharf
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ah yes, my bad

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the connection isn't actually important, but it shows the way unity expects to see bones

pearl thicket
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alright so I gotta redo the finger bones, and completely remake the bones and weighting from the waist down

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gosh this is a lot of work

drowsy wharf
pearl thicket
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ty

drowsy wharf
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and you don't have to redo the fingerbones, just rotate the end bones and it'll look how you expect

pearl thicket
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I have a friend who can help with all this, but both mine and his experiences are with the source engine

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I appreciate yalls insight into unity

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this has been very helpful

drowsy wharf
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just make sure you clear the rolls if you change the bones...can have weird results otherwise (alt+R in edit mode with bones selected)

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but yeah, edit mode, align bones roughly toward the end of the fingers. select all and Alt+R to reset rolls.

pearl thicket
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gotcha

drowsy wharf
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heading to bed...good luck on the model

pearl thicket
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have a good sleep

tough robin
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From what I know to fix this is as simple as checking the connected checkmark in each finger

drowsy wharf
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that would fix everything but the important one, the last bone, which has nothing to connect to to fix the orientation

tough robin
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Yeah. Only the last bone matters really.

rugged thicket
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i'm also getting a strange problem with hand bones

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Blender seems to be just perfect, bone hierarchy paint and location

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but this keeps happening for some reason i can't get my head around

tough robin
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Cant you just assign the correct bones?

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Seems like they are just mismatched

rugged thicket
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i have

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one way or another they will "fumble up" like that

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but i found an ugly way around it

rugged thicket
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its fixed on one hand now but not on the other, and here you see how the bones are positioned right?

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looks really odd

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how could i fix the hand on the left? (right side of image)

rugged thicket
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jebus christ, Blender's "mirror on X axis" went crazy with my skeleton and made all kinds of changes without telling me

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repaired the damage and the hands are fixd

rugged thicket
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well not really...

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why on earth does this keep happening?

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do i really have to re-rip the entire thing in order for it to undo this random ass problem?

naive tree
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possibly wrong weightpaint

rugged thicket
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made sure, it's not wrong

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it's driving me crazy, there was nothing wrong with this model before

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now i'm opening it and it's giving me these problems

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i went back to my file from yesterday which i zipped after it was perfect

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so that nothing could accidentally manipulate it

tough robin
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show me the bone structure on the hands in blender

rugged thicket
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it's doing the exact same things

tough robin
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not hierarchy

rugged thicket
tough robin
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looks fine enough

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you could add end bones to see if that fixes anything

rugged thicket
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would "add leaf bones" be enough in the export option or would you suggest doing it manually?

tough robin
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should be enough

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I always do it and have no issues

rugged thicket
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it fixed it on one side but now the other side is still weird

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i wouldnt mind these issues if there only was a pattern or regularity to them

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but as it is now it seems like bugs are creeping into the files even when i don't change stuff and also manifesting asymetrically

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its mind boggling

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solved it by inverting the first thumb bones

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which is really odd because another near identical model/rig didnt need that for functional hands

nova crystal
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only left side of hip is doing this weird thing

nova crystal
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how do I fix it?

fervent hornet
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Need an image of how your rig is setup, its a hip problem

lilac plume
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I'm not entirely sure which section to ask this in, but how would I get a model to lip sync on an MMD world? What's required for that?

fervent hornet
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Your blendshapes need to match the blendshapes of the animation, there is no way to check unless you ask the word maker

sleek isle
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in cats. click the Add full body traking

native shuttle
sleek isle
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Bone not attach to the chest

native shuttle
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yeah was sad

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i painted the whole head and had to cut his head off

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re doing it tomorrow

tough robin
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Just attach the head bone

barren furnace
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hello this is my first time using SDK and i don't know how to upload an avatar every i upload the avatar it show as all pink and i'v been searching for 3 days to find a seclusion and i wish i find it here thx for your time vrcLove

weak oar
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Sounds like you're using a dodgy/broken shader. Which shader are you trying to use?

viral stag
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Are there any ways to have bones connected to the lower arm for like Accessories or other things that i'd like to put dynamic bones on without causing wrist rotation issues?

drowsy wharf
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what do you mean exactly? an example idea would help

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like a bracelet with a dangling charm or something?

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@viral stag ⬆️ forgot to mention, my bad

viral stag
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Yeah, a bracelet, or something that's around the arm and wrists

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I notice when you do have it that way your wrist rotations look terrible, like they're being twisted real tight

drowsy wharf
#

if you're using a separate bone from the lower arm/wrist to put the DynBone component on, it should work fine

#

if you're putting it directly on the lower arm you have to exclude any other bone that's a child of it too, but putting it directly on any humanoid bones can cause issues too

#

so making a dummy bone and then the bones of the bracelet or whatever you have, and the dynbone goes on the dummy bone

native shuttle
#

any solution? clicking on its lower arm also shows weight paint on the floating hair pieces

merry estuary
#

Set strength to 1, weight to 0 and paint over everything that isn't suppose to be affected by the bone @native shuttle

drowsy wharf
#

the solution is to paint it on the head (or hair) bones

native shuttle
#

okay

drowsy wharf
#

kohi's suggestion should work too as long as they're already painted to the correct bone

native shuttle
#

@merry estuary @drowsy wharf

merry estuary
#

What are you trying to move @native shuttle

#

From what I see the arm bone was moved and it moved the arm mesh together with it

#

Now just paint that floating piece with 0 weights

native shuttle
#

the hair piece

#

alot of the pieces i weighted to the head bone already but it looks like that one is stretching

merry estuary
#

Maybe press "a" to turn of masking then "a" again to select everything or just "l" over that piece and try painting again?

#

It may have weights on something else though

native shuttle
#

ill try painting that peice to the head bone first

merry estuary
#

You can select all those floating verts and remove all weights from it I think, lemme check

native shuttle
#

okay

merry estuary
#

Nah it was for removing all weights from a bone

native shuttle
#

oh

#

so try painting to head bone

#

?

#

with weights set as 1

merry estuary
#

Is it possible for you to select those verticies in edit mode?

#

You could see all weights assigned to them and remove all that doesn't belong to bone head

#

or you could select other bones and remove weights on that piece one after another, just set strength to 1 or you gonna paint everything 5 times

native shuttle
#

cant i just weight that one peice to the head bone

merry estuary
#

Maybe it will work with autonormalize enabled

native shuttle
#

it worked

#

but i dont know why its left arm is scuffed now i clicked on every bone and saw it isnt connected to anything but the lower arm bone

#

also wondering if its okay that the hair is weighted to the mouth bones?

merry estuary
#

Looks like some of the verticies are painted either to some bones belonging to a spine or leg, won't painting them to 1.0 to left distal arm bone fix it? It is not ok for hair to be weighter to mouth bones @native shuttle

#

I assume you want to use those mouth bones to create visemies. If you gonna move them the hair mesh would move with the mouth mesh

native shuttle
#

yeah

#

also the arms wont show any paint on any other bones besides what it is on which is its lower arm

merry estuary
#

It just means this bone has no influence over other body parts but it doesn't mean other bones have no influence over mesh belonging to distal arm, also it is possible for mesh showing blue but still having tiny weight assigned to some bone @native shuttle

native shuttle
#

you were right about the weight paint had to just click on it to bring it back also question why doesnt the head connect? i merged the armtures already and the armture shows merged together @merry estuary

merry estuary
#

You need to tick "connected" option

native shuttle
#

wheres that at? sorry just new to 2.8

merry estuary
#

see on the bottom there?

#

You have parent bone name and below option to make it connected to that bone

native shuttle
#

its faded out

merry estuary
#

The pic?

native shuttle
merry estuary
#

Sorry, never encountered such a situation, would google it but I will go sleep now. Try typing that msg into google and search for answer @native shuttle

native shuttle
#

figured it out

#

was in pose mode

#

had to go into edit mode

viral stag
#

any way to circumvent that?

native shuttle
#

its dislocating from the arm your saying as you move the arm right ? @viral stag

viral stag
#

Nono, when I twist my wrists

native shuttle
#

probably needs to be weight painted onto the lower arm bone more

#

so that part of the mesh can move with the bone

#

or maybe the dynamic bone settings it being stiff and stuck into place?

#

try those 2 options

native shuttle
#

anyone here got time to screenshare with me and help me with my weight paint problems

drowsy wharf
#

@viral stag it looks like it's weighted to both the hand and the lower arm, if it isn't, is one bone a child of the wrist?
Everything a bout that looks like it's bound by the wrist, not the low arm

#

can you show the blender rig for the arm? A lot easier to look at that way

viral stag
drowsy wharf
#

which part do you have the dynbone component itself on?

#

and what is the root set to?

#

I'd guess it's on the lower arm with that as the root, and probably the wrist as an exclusion?

native shuttle
#

Is it okay for half of the hair being weighted to the eye bone? And also how do i zero out weights on a bone

west obsidian
#

Is there any documentation on FBT Rig setup?

#

Have a strange issue where the hip is tilted to one side

fervent hornet
west obsidian
#

Thank you!

native shuttle
#

help?

#

also dont know if this is okay either, its the same for the bone next to it having weight for the other eye and the other half of the hair

tough robin
#

@native shuttle thats not right

#

Your hair will move with your eyes

native shuttle
#

so how do i just remove weights from the hair alone

#

because i need to do it for 3 bones the hairs attached to which are weighted wrong

#

fkinn automatic weights :/

#

@tough robin

tough robin
#

Detach the hair mesh from the base and delete all vertex groups

#

@native shuttle

native shuttle
#

will you be okay to screenshare with me? @tough robin

tough robin
#

I cant I am in school right now

native shuttle
#

what will deleting all vertex groups do

#

kinda afraid to do that

tough robin
#

It will delete the weights for the mesh

#

Just be sure the hair is not joined with the body yet because you will delete your bodys vertex groups too

native shuttle
#

but it is joined

#

@tough robin

tough robin
#

Than seperate it

native shuttle
#

do i need to move the hair

#

or leave it on its head but with mats seperated

#

@tough robin

tough robin
#

Just seperate with mats

native shuttle
#

its seprated now where do i go

tough robin
#

On the right side pannel theres the vertex groups section. Just click the arrow and delete all

native shuttle
#

delete all by pressing the minus button

#

?

tough robin
#

Sure yeah

native shuttle
#

@tough robin

tough robin
#

Attach the hair to the headbone with cats

native shuttle
#

how do i do that ? @tough robin

tough robin
#

I am sure you can figure this out yourself

#

It cant be more straight forward. You just click s few buttons. Its the cats plugin after all

native shuttle
#

i dont know where im looking hard i just dont wanna fuck up

#

@tough robin

tough robin
#

You have the ctrl z button

#

Just experiment

#

Best way to learn

native shuttle
#

just tell me what to press on

#

i never did this before

#

and im only a month new to this

#

even less with 2.8 blender

#

@tough robin

tough robin
#

Okay heres a hit

#

Read and use your eyes

native shuttle
#

theres a millon buttons here

#

i can go on forever

#

i came here to get guided not for a guessing game

echo nimbus
#

Watch this video and then make the hair completely weight painted to the head bone

native shuttle
#

@1 thank you very much do you know what do i do from here? do i just join the meshes back together now?

echo nimbus
#

From what I see it looks to be correct so yeah join the meshes back together and it should be good to go

tough robin
#

@native shuttle just an fyi. There is literally an attach mesh button in the screenshots

#

Learning by yourself is much better than getting hand holded trust me

echo nimbus
#

The attach mesh button isn't gonna do much when the mesh doesn't have any existing weight painting or bones

tough robin
#

It should

#

It does for me

echo nimbus
#

The button doesn't know what you are attaching so unless it has existing weight painting applied it's not gonna work correctly and from what it looks like in the pictures the hair was missing it's bones

native shuttle
#

hair has no bones yeah

echo nimbus
#

And that's why I linked them the short video on weight painting and told them what they need to do to get it to work in a simple way

native shuttle
#

yeah i thank you

#

was so lost

maiden turret
#

hello

compact sphinx
#

(i posted this originally in #avatars-2-general, but despite being a beginner to rigging i'm redirecting my question here since this channel is more fit for it.)
i'm having an issue with the polygons circled in red in the image below, with that issue being these polygons not separating from each other. i've tried to use weight paint on it, but it doesn't fix my issue. how do i fix this?
please do not hesitate to mention me with possible solutions if i am offline

wind osprey
#

Looks like a stray weight from the lelft foot on the right. Should be easy enough to fix, enter weight paint, set the brush weight to 0, select the bone that's incorrectly dragging it out, find that one stray point and weight it back to 0 and it should be sorted.

compact sphinx
#

this is what it looks like when i enter the weight paint tool. i've learned that the lower the hue value of a part, the higher the weight (red has more weight, blue has less/none)

wind osprey
#

Yup. You currently have some part of the right foot selected, you'll want to select one of the major foot bones and see if it's one of those you need to de-weight from.

compact sphinx
#

ohhh, okay

#

i tried to remove the weight from that part, but nothing changed.

#

this is the heatmap for the weight of the higher bone for the foot...

echo nimbus
#

You can also go to edit mode and see how much different bones affect a single vertice if you can find the one that's causing problems

compact sphinx
#

how do i go about doing that?

#

i know i go into edit mode, but what do i do from there?

echo nimbus
#

Are you on 2.79 or 2.8?

compact sphinx
#

2.79.

#

i'm also using the default layout for the interface

echo nimbus
#

Let's see I don't have 2.79 installed anymore I'll try to find a picture

compact sphinx
#

alright

#

feel free to mention me when u upload the image, @1

echo nimbus
#

Yeah I'm installing 2.79 rn so just a moment

compact sphinx
#

alright

echo nimbus
compact sphinx
#

alright...

echo nimbus
#

Click this if you don't have the sidepanel visible

compact sphinx
#

oooooh

#

okay

echo nimbus
#

Ohh

crisp tendon
#

the other foot is your problem

echo nimbus
#

Now I see your problem

#

You ran remove doubles wich welded the vertices together

wind osprey
#

Yeah, it's pulling them apart with the v key like I suggested earlier

compact sphinx
#

how do i unweld them?

#

oh.

#

let's see if it fixes...

#

huh...it still didn't work.

#

hold on...

crisp tendon
#

you still need to assign weight paint on each

compact sphinx
#

i'm trying to do that now...i'll update y'all when i try what was suggested

compact sphinx
#

this model is so frustrating, i give up on it

#

nothing's working

#

i would ask for some to do it for me but that would be me asking for too much

crisp tendon
#

just the feet aren;t working ?

compact sphinx
#

yes

#

HOWEVER, when i open the FBX when i downloaded the zip file, the model was fixed and was just fine

#

but it's in a certain pose, and i don't know how to do what's mentioned in this Readme.txt file:

Important! 
To reset the character pose back to t pose, select the armature> go to pose mode> go to object data in the properties panel> pose library> 
select T pose> click the magnifying glass icon on the right. In this way you can apply any pose you want to. Also select the character in the object mode> 
go to object data tab> shape keys> scroll down and choose EYE joy R> reset the value to 0 and you are good to go.
#

i don't know how to do any of that

#

i know what the properties panel is, i just don't know how to find any of that stuff

crisp tendon
#

You can join the cats plugin discord server, they have a lot of tutorials and they can help you out

compact sphinx
#

i guess

#

i don't use the plugin though

crisp tendon
#

you absolutely should

fading verge
#

It’s very useful

compact sphinx
#

at this point i just give up on this thing 😓

tough robin
#

whats your issue? @compact sphinx

compact sphinx
#

i kept having a part of my model (a few polygons) get stuck to the other foot.

#

i used the edit tool to fix it, but now every time i reimport the avatar all the materials load in as "transparent"

#

(for now, at least)

tough robin
#

you mean the materials in unity?

#

do they appear "inverted" or actually transparent?

compact sphinx
#

actually transparent

#

makes the whole model like 50% transparent

tough robin
#

in blender or in unity?

compact sphinx
#

unity.

tough robin
#

did you check your materials?

compact sphinx
#

yes i did, i can't change whether they are opaque or transparent

#

all of the properties for them r greyed out

tough robin
#

switch to legacy material mode

compact sphinx
#

alright, that fixed it!

#

i basically fixed the avatar, all i want to do now is do lip sync.

#

where should i head over to in order to get lip sync working with this model?

tough robin
#

do you have the blendshapes setup ?

compact sphinx
#

i do not, unfortunately

#

the entire mouth has no bones or anything; it's just the model of the mouth, nothing else

tough robin
#

thats where shapekeys come in

#

do you mind screensharing? would be easier to explain

compact sphinx
#

i won't be able to voice chat but sure

#

i won't mind

native shuttle
#

in the middle area of the pants

drowsy wharf
#

@native shuttle By learning how to weight paint and fixing it up.
Also of note, that leg bone is probably too high for what you want...that's up in the hip area instead of where the leg should usually bend

native shuttle
#

so may the upper leg smaller to the point where the bone is under the shirt?

#

@drowsy wharf

drowsy wharf
#

moving the top (head) of it down, yes it'll help with it rotating properly, you're very likely to still need to fix up the weight paint though, it looks like it's probably pretty rough

native shuttle
#

@drowsy wharf

drowsy wharf
#

if your upper leg bends near the top of the hip you might be a medical anomaly, but that's not how most people's legs bend

native shuttle
#

can you show me what do i resize it to

#

so i can get a visual idea

#

@drowsy wharf

drowsy wharf
#

maybe a bit higher than this one is, but not much...this is also a lower belt line, so base it on the leg/crotch instead of on the belt line

native shuttle
#

is this okay ? @drowsy wharf

#

also how can one fix the materials so that it isnt pink?

frozen geyser
#

So I have an issue. I can't get the avatar I'm working on's hair bones to show up to be parented (I'm using blender with the CATS plugin. Hopefully I'm making sense XD)

native shuttle
#

edit mode then click on a bone then shift right click on a bone and ctrl + p then click on connected? and do that for each maybe that will work ? @frozen geyser

frozen geyser
#

I'll give that a shot! @native shuttle

native shuttle
#

alright

frozen geyser
#

@native shuttle Didn't seem to work :<

native shuttle
#

did you try what he said about parenting bones

frozen geyser
#

Yeah, still not working :<

native shuttle
#

are the armatures merged

frozen geyser
#

Yes

dusty pollen
crisp tendon
#

can't help without seeing the armature and the corresponding weight paint

warm oyster
#

okay, i'll bite. weight painting is a nightmare and now i have to weight paint a t-shirt

#

i got the weights transferred from the body but i need to touch them up

#

is there a way to edit both sides at once in blender 2.8 when, for some reason, the X Mirror option isn't working

#

my bones are properly named whatever.L and whatever.R

#

aha, got it. mirror modifier, vertex groups, merge. thank god

#

eeexcept my character's t-shirt isn't symmetrical and that's going to ruin the shape

#

😬

reef ether
#

If the mesh isnt symmetrical, vertices on both sides don't match together so blender cant calculate editing and weight painting on both sides. If you dont want to mirror half of shirt, you have to manually fix rig on the other side

#

@warm oyster

red marsh
#

Boi i got pinged here

forest charm
#

I have know clue why im having the fbt bent knees issue still

fervent hornet
#

What is the issue exactly?

forest charm
#

In full body the legs are bent and so are the arms , even though the hip bone is above the legs the back and spine are straight etc

fervent hornet
#

Are the proportions incorrect? If your arms are too long they will bend so that the hands are correctly placed. I'm not sure about the legs. It might be best to post an image of your rig

warm oyster
#

I hate to ask, but I very foolishly deleted some vertices from the body of a clothed model of my character, then realized I wanted to edit her body shape

#

I've been trying my own solutions and googling things for half an hour or so but each time her shirt's weight painting gets reset

#

Her complete body and her shirt are both on identical armatures in perfectly identical default poses

#

I'm playing around with CATS's armature merging settings right now, but does anybody know off the top of their head how to recombine a complete body and a shirt without losing the weight painting of either? It was so hard to do the first time I don't wanna set myself back that far

#

Oohhh wait, my "correct shirt" model has the wrong bone names, god, no wonder that wasn't working, lemme try again

fervent hornet
#

If you have two armatures with the same bone names and join them, the vertex groups will merge

warm oyster
#

Yeah, I was working real hard under the impression all the files were post-rename

#

So, lol

#

At least it was only like 20-30 minutes

fervent hornet
#

Mistakes prepare you for the future anyways

warm oyster
#

yeah lol

forest charm
#

@fervent hornet Nope they are completely fine

fervent hornet
naive tree
#

@forest charm your chest could be too big

weak torrent
#

Hey guy's was wondering if anyone knew a fix for this.

Everything looks fine regarding hands, here you can see how it looks in blender, completely normal 
Left hand Blender: https://gyazo.com/7db5a7f6b05569e1b751f2b7e2994687
Right hand Blender: https://gyazo.com/51a0ef479115ec81e1e76b06d7411126
I export it as an FBX but when I go to configure a humanoid rig in Unity, The fingers look broken and messed up. Here's how it looks when I import it to unity
Left hand Unity: https://gyazo.com/f9612644210ebaffc2e79a38dc80e1b0
Right hand Unity: https://gyazo.com/b5805f3f52d6857812d7b2f62572e66b

If anyone can link me to a tutorial/Fix video, or if you know how it fix it yourself I would be forever grateful, Thanks in advance, Im just going to continue searching online for a fix, will update if I find one on my own but so far no luck

#

UPDATE I searched up for solutions to "Broken Fingers" On this discord search and found another user used CATS to Export. Sorry Im just dumb and haven't uploaded models in over a year and forgot about Cats

forest charm
#

Ive looked at that link many time over @fervent hornet and it doesnt really do much, @naive tree the chest is small

native shuttle
#

anyone know why when i try to parent the head bone to the parent of the hair bones it just moves where the headbone would be then if i do it the other way the headbone moves where the hairbone would be any solution? they connected to the neck bone apparently i dont know why and cant parent to the head bone because of it moving.

crisp tendon
#

are you doing it through the relation menu ?

native shuttle
#

whats that

#

can you picture it

#

@crisp tendon

crisp tendon
#

on the far right, the menu you have opened

native shuttle
#

@crisp tendon

crisp tendon
#

change the parent of the bone ?

native shuttle
#

@crisp tendon

crisp tendon
#

try the same in the bone tab then

native shuttle
#

@crisp tendon

crisp tendon
#

because you have the connected checkbox @native shuttle

crisp tendon
#

well yeah because you parented it with the checkbox

native shuttle
#

thank you lots it fixed my problem 😄

#

@crisp tendon

glacial tide
#

Would anybody be able to help me with a few late-stage steps of rigging a model? I'm just trying to get the eyes and jaw to work

crisp tendon
#

@glacial tide Which steps are you having issues with ?

#

Or the entire thing ?

glacial tide
#

Kinda the entire thing xD I'm not really tooo sure what I'm doing, but I've gotten the basic avatar imported, but it's kinda lifeless so I'm going back and seeing if I can add some facial things, but all the vrchat avatar tutorials are for older versions of blender so I'm sort of just mindlessly attempting to find my way

#

I set up the rigging with mixamo, but the file it gave me seems to have it all as one mesh now so I don't have the eyes separated and stuff like that

crisp tendon
#

let me find the doc

#

ping me if you have specific questions

glacial tide
#

thanks ill have a look

glacial tide
#

I think I'm actually starting to somewhat grasp it, I just need to get to the point where I'm good enough to do it xD

forest charm
#

Im still having the fbt issue

modern anvil
#

I have no idea what channel to post in for this, but I am just learning how to model and things. What I would like to do is maybe get to optimize a WoW model so that it can be rigged for VRC? If not that, perhaps peeling some NPC armor/dresses from some characters (Tyrande's dress for an example) onto a VRC model?

fading verge
#

working on a model from batman the animated series. The art direction has legs that are bent backwards a little bit when at rest. how do I rig this so they have that slight backward bend when the avatar is idle, but still bend correctly when walking. (as the auto IK handle will make it walk like a flamingo)

fervent hornet
#

@modern anvil That's not really a question. If you want WoW models then you can probably find any of them on websites like deviantart and then edit those in blender.

#

@fading verge Why do you want the legs to bend backwards while idle? If anything you should edit them in pose mode into a correct A/T pose and the assign that as a rest pose so that vrchat understands the IK and then edit the idle animation to get what you want

fading verge
#

I mean, adjusting the knee joint forward shouldn't be too bad as long as the change is minor.

native shuttle
turbid spear
#

You only need wrist and fingers

#

3 per finger

#

The rest you should be able to merge to parent, but do save a backup to a new file just in case you need to go back

fading verge
fervent hornet
#

Then I would recommend what I said earlier, make the legs straight so that VRC understands how to do the IK and then edit the provided Idle pose to make it look how you want @fading verge

native shuttle
#

is this spine okay for females? also is the head and neck okay or?

native shuttle
fringe citrus
#

If your goal is fbt, the thigh roots looks a little high. If you want to use it in desktop the hip bone is probably too short and may cause the pelvis to topple around

#

If you want to lay down in fbt the angle between chest and spine should probable be reverse so it points to the back instead of front

#

hip shouldn't be lowered, but if you want to avoid toppling-pelvis in desktop you'd have to raise up the root of the spine and tune up the weight painting for the new rotation point

#

Depending on where you wear your tracker (if fbt) the low spine root might also cause your hips to fall under IK control instead of 1:1 with the tracker

#

The low arms in the rest pose's A-pose could maybe cause sagging shoulders too

#

Neck/head look alright

#

^ all that stuff is if you have those issues the tweaks I listed might help. If you don't have issues or don't intend to use the model in fbt (or in desktop, or whatever) then no need to tweak. @native shuttle

native shuttle
#

are the thigh bones and hip bones okay now? or do i need to adjust anything, also what do you mean by reversing the spine and chest to point on the back and yes i will be using this in fbt

native shuttle
#

@fringe citrus

fringe citrus
#

And the hip looks better as far as toppling over in desktop, but lowering it like that might end up having it IK controlled instead of 1:1. In my testing, if the spine root is closer than the hip root to your physical tracker, the hip can end up not being directly controlled by the tracker

#

So instead of lowering the hip like you did, raising up the root of the spine would be a better solution (of course when you tweak rotation points, you gotta go back and make sure the weights look good still, should make sure the thighs still look good when legs bend btw)

#

Also if you press numpad 5 you can go orthographic (flat) so it's much easy to see exactly how the bones are relatively positioned. num1 shows from front and num3 shows from side

#

just makes it easier to give advice on screenshots

native shuttle
#

@fringe citrus

fringe citrus
#

Yeah, like that. Make sure to play around with those bones in pose mode and tune up the weights if it needs it. Also personally I'd probably raise the spine's root up a little, but I don't know if that's actually needed

#

Here's my current rig for reference if you want (you don't need to make your neck like mine though). But actually tpose-new.fbx in the sdk is the best reference to go off of

#

@native shuttle

sly canyon
#

Hey @fringe citrus to what extent do you think you understand the technical implementations of VRC FBIK? Like what relationships do the bones have to have to your IRL Joints and trackers etc. Would really love to understand how the bone roots, lengths and rotations actually should be in relation to your body proportions and tracker positions

fringe citrus
#

@sly canyon I've got a decent understanding for how to solve a slew of issues that can show up due to how your rig and proportions are set up. A bunch of things from my own testing (throwing messed up rigs at the game and seeing how it breaks) and a bunch of stuff from other people because awhile back I made a tutorial for setting up a rig for FBT and since then people come to me for help with that.

#

And even if I couldn't help them, if they managed to find a solution they've been nice enough to report back, so I've ended up with kind of a nexus of knowledge on it. But as far as the actual implementation you'd want to ask @vestal dirge

#

He's the one actually doing the implementation for local IK

sly canyon
#

Yes because there is very little to no documentation on VRCs FBIK

fringe citrus
#

Tupper did a nice writeup awhile back about the basics. But it would be overwhelming to have had possible solutions to every issue in there

#

And some of my ideas are my opinions on the best tradeoffs to take, and there are certainly other experienced people who disagree with some of how I set stuff up

sly canyon
#

Well if you knew the exact implementation you could figure every problem out yourself given that you have a general knowledge of Inverse Kinematics and 3D Transformations

fringe citrus
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Well sort of, if the solution is to change the implementation. I've certainly given feedback there. And the devs (hackspanner) have been really great and responsive coming up with some innovative solutions

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For example the ik blends between two different models I think depending on the hip orientation to better suit the spine chain for laying down while still keeping a model that works well for shoulder positions when standing

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But for avatar creators in general we can't just fix every problem even with perfect knowledge of the implementation, because the easiest solution to any given problem would be to tweak the implementation per avatar (😉 🙏 hope the devs allow that at some point, I think you could do it before netik)

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But because the model is one size fits all for everyone we have to change our rigs and take tradeoffs

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I'm pretty sure VRChat is still using Full Body Biped IK (maybe hackspanner can confirm)

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But because as users we can't tweak the model it's down to how our rigs interact with VRChat's setup

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setup(s) there's two blending models as far as I know

sly canyon
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So basically they probably wont give away their setup so people dont copy it. i.e. we need to have people like you that experiment with it to understand how it behaves

fringe citrus
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Ah yeah, I'm not party to the exact config

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But I'm pretty sure they have some custom scripting going on too to allow for the model blending

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so even with the info you wouldn't have a perfect simulation of how the game would treat it

grizzled magnet
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@fringe citrus Hello Kung, I was wonder if you are available for me to ask a question on model.

fringe citrus
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Sure (though I'm gonna have to go afk in about 5 mins, should be back an hour or so after that)

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what's up?

grizzled magnet
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what would cause an avatar to drop down still even after "Fix model" apply? Note I do not use the full body fix any more. This model is Bea on vg-source

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@fringe citrus bump

fringe citrus
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Chest bone too long

grizzled magnet
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ah

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I am looking at the model atm in blender

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you are right

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vs the spine

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chest bone is longer than spine

fringe citrus
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tpose-new.fbx has a really short chest bone, you can look at that for a general reference of what you're gonna retarget to when you bind in your tpose for fbt

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it's at ...\Assets\VRCSDK\Examples\Sample Assets\Animation\tpose-new.fbx in the sdk

grizzled magnet
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thank you. I will take a look

fringe citrus
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happen to have some screenshots right here too

grizzled magnet
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@fringe citrus May i add you since we met in dancing world on discord?

fringe citrus
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that's tpose-new.fbx

grizzled magnet
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I see

fringe citrus
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notice the tiny chest, you don't need to get it that small (might be hard to get natural rotations on your mesh) but if it's too long it has trouble retargeting (or something 🤷 ) and snaps you down

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just gotta find when it's in the threshold to not snap down

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and sure, go ahead and add me 😁

grizzled magnet
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okay, the way it is weighted in blender the chest bone is longer

fringe citrus
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yeah, any time you change the rotation point of your rig compared to the mesh you gotta check in pose mode to see if it's still passable, and if it looks bad, tune up the weights

grizzled magnet
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here

fringe citrus
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yeah, that'll snap down for sure

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and yeah you'll probably have to fix the weights after you shorten it

grizzled magnet
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for sure.

fringe citrus
grizzled magnet
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I will need to move over to 2.8

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I can start learning 2.8

fringe citrus
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same principles apply in 2.79 just interface is different

grizzled magnet
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okay

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nice, I can try the undo neck fix now

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been a about a couple of months but I have been create avatars from the ground up

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no biggy though

fringe citrus
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I try not to go around recommending it because it is a rig hack, but under certain circumstances a modified version of my old neck fix might still be desirable

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it's a tradeoff, you give up a few cm of eye position accuracy when seated in exchange for reducing the occurrence of your neck looking just a little too tilted under some extreme poses

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but yeah, for a standard rig and best viewpoint to avatar consistency, undoing the neckfix is best in that case

grizzled magnet
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I have notice

fringe citrus
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oop I've got to go

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@ me later so I can find it if you have any other question

grizzled magnet
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Thanks for the help and have a great day!

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I DM you. 😛

crude bone
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hi i need some help

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i converted this avatar

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what i am wrong?

turbid spear
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Shoulders are not mapped

crude bone
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it have only 2 shoulder

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it should be like this? but i miss something

turbid spear
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You should have enough

crude bone
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it look ok now?

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now it saying this

turbid spear
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You have too many bones, it's confusing

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Do you have the blender file

crude bone
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i managed to fix it, using "spina"

turbid spear
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I'd merge some of those bones in blender anyway

crude bone
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ok i have to import it again

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sec

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i can give it here?

turbid spear
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Huh

crude bone
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tell me when you downloaded it so i delete

turbid spear
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um ok

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You'll have issues with it

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Because the bones are weird

crude bone
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these are original bones from the game

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i just tested and it look fine

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and about issue i just have these

turbid spear
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Try this

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Just import it again

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Set lip sync to jaw flap bone as well with Head_Jaws_0 as the bone

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@crude bone

crude bone
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oke

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got it

icy sail
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If your using an older model with hands but no individual fingers will it affect the gameplay if I exclude them altogether?

turbid spear
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Yes, you won't have a proper humanoid rig and animations will not work right

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If you don't want fingers you need fake empty bones

icy sail
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Ah ok. I'll start over

stark musk
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If I only wanted to use the arms of an avatar in vrc, would I need to rig the hips/spine/chest/neck/head?

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Or can I just go about rigging/weighting the arms?

merry estuary
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You could leave the entire bottom part of a mesh unpainted I guess but it would look stiff all the time and your avatar would be just sliding

stark musk
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Well I'm rigging this for someone and they just want me to rig the arms/fingers, they don't care about anything else.

merry estuary
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In that case let Blender do autorigging and only fix the upper part

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Autopainting*

stark musk
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so I still have to add the hips/spine/chest/neck/head bones, just don't weight them?

merry estuary
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You probably look derpy as heck if you also don't paint the upper part and paint only hands

stark musk
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That's not my question lol.

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I'm asking if I need to add those bones for the IK.

merry estuary
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You don't have to weight paint anything really

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If you just throw in a humanoid rig parented to a mesh Unity should accept it just fine but avatar would be stiff as a board

stark musk
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How do I delete duplicate vertices in blender 2.8 again?

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I selected all the vertices and pressed ctrl+v but I can't see any options that would delete duplicate vertices.

turbid spear
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alt+m > by distance

stark musk
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wow looks like it decimated the model I'm working with almost

turbid spear
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change the distance to 0

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it will change to 0.0001

stark musk
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how do I do that?

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change the distance to 0 I mean

turbid spear
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do it then in the bottom left you'll get a popup

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where you can change the value

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or press f6 i think after you've done it

stark musk
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ah okay nice thanks!

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Huh I'm actually still getting a bone heat weighting issue for some reason

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Is it because I'm not using a full humanoid rig?

merry estuary
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Don't delete any bones from the rig, you will get warning in Unity that you lack bones

stark musk
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I didn't though?

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I made the bones from scratch.

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There's no legs to this model so I'm guessing I don't need the bones for the legs*?

merry estuary
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You should make full rig including legs and leave them without any influence on the mesh

stark musk
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okay

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This model also has an extra right arm, how should I go about rigging it?

wicked plinth
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is this skeleton fine for fullbody or should i still use the cats full body fix?

wind osprey
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that looks pretty close to mine and FBT works without problems for me

sage lily
#

Has anyone found a solution (besides the "neck fix") for the weird neck Z when laying down?

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Standard neck fix makes it look really weird imo.

noble storm
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Technically a rigging question. I understand that pretty much anything weighted on the head bone or a child of it cannot be seen through the viewpoint as far as i know. I have a helmet I want to try to be able to see the inside of while playing, just wondering where I would parent an extra bone so i can see the inside and have the helm still follow the head as perfectly as possible (visor is transparent so I have the actual head of the model still visible underneath)

drowsy wharf
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@noble storm is the visor a separate object?

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Also, do you plan to have this on Quest or not? I don't think it'll be possible if yes due to limitations

noble storm
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No its pc only

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and i can make the visor a separate object easily

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but atm the entire helm is a separate object

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@drowsy wharf

drowsy wharf
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The usual way I get around the local head-shrink is using physics objects

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I'm not sure if the VRC_IKFollower would work in this case as it'd still be a child of the head and so should shrink with it.
You can however put a rigid body (all constraints) on or as a child of the head bone, and outside the armature you can set a fixed joint with the visor as a child.

It would probably be a better choice though to leave the helm as is, and make a visor on the inside that covers your vision as physics joints have a small amount of lag to them as it recalculates position.
I'm still hoping for a better method

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Oh and fixed joint break force/torque should be set to infinity
And head-rigid should have no gravity/drag of course

sly canyon
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@wind osprey Your neck seems really long, does it work well if you lay down?

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Also where are your shoulders lol

drowsy wharf
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shoulders are a tiny bone at the head of the upper arm

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minimizes the shoulder movement, so painting it doesn't really matter

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similar to some shortened necks where the head basically covers all movement instead

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and I think the neck is actually above that large bone...hard to tell if it is though...

fading verge
stark musk
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did you try enforcing t-pose @fading verge

drowsy wharf
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@fading verge if your rig config is set correctly, it's most likely the downward angle of the arms. Normally they would be closer to the center of the shoulder instead of near the top, so the downward angle it takes to make the mesh in T-pose isn't a T-pose for the skeleton.
Lower arm probably has too much of an upward angle because of the above (or is angled forward more than can be seen in the image)

worthy mango
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has anyone ever had any luck with generating proper finger bones with mixamo?

warm oyster
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hm. if the default idle kinda scrunches my avatar's thumb in, does that mean her hand mesh shape isn't quite right, or can i just fix that by changing the bones?

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it's like it folds it at the first joint so the thumb is naturally touching the index finger almost

crisp tendon
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you can change the default post in the muscle configuration

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it's at the top of the right side page when you do bone mapping for the humanoid configuration

warm oyster
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oh, i was trying to avoid changing the idle ohhh wait you mean like that

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b/c

You should have an animator for "custom sitting"  and "custom standing" slots in the avatar descriptor. Can use the same one if you don't override your idle```
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yeah i know that menu

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huh, alright. thanks!

drowsy wharf
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@warm oyster For scion's comment, you can always just duplicate your custom override, remove the idle, and use that one as the sitting...there's really no downside to that except that you have to keep them the same if you want them to have the same animations

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(assuming you need a custom idle that is)

warm oyster
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i don't mind the default idle, so i think i can just move the default thumb position to fix it (though i expect to have to check my hand gestures again)

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since it plays nice with crouch and other things

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really the thumbs being squished in is the only problem i have with it, it's just much worse when sitting

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but i can't try to fix it right now, gotta brb, i'll see how it goes in a little bit lol

covert rock
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can someone help me please
I have made a model and then uploaded it but as soon as I lock in to it with full body it sinks to the floor and I dont understand what is going on.

vast nimbus
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ok so i uploaded my avatars and the arms are sticking through the clothes when im standing still but only the base of my armss

pearl thicket
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got my avatar into the game and turns out my hands are just busted

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I feel like this isnt how fingers work

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somone suggested just removing some bones and itll work

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Im using an index so I have finger tracking and stuff

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what do I do?

warm oyster
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i'm trying to change the default thumb position (i know what menu ruuubick referenced but i'm having a hard time figuring out how to tell the thumbs where their resting point should be for the default idle) and i have no idea about the boobs

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just kinda posting that here

drowsy wharf
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Do you have dynamic bone scripts on any humanoid bone? such as on the chest bone instead of a root for the boobs?
Also make sure they're a child of the chest bone, not spine or something else.

warm oyster
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hmm.

drowsy wharf
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damn...figured it was worth a mention

crisp tendon
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@pearl thicket you might need to apply rotation/location on your armature and reset all rolls in edit mode for all your bones

pearl thicket
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did some fixing up and its a bit better but the hands still stretch unnaturally and the thumbs are like too small. but I think its an issue with the model itself at this point

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and I dont have the knowhow to rebone and/or reweight the hands

crisp tendon
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if the bones are placed correctly then automatic weight paint can be helpful

warm oyster
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it's very brief and informative

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imo

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(i'm a beginner)

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weight painting sucks but you start getting the hang of it, just learn how to use the tools besides the plain paint brush, gradients and averages help a lot more than just manually varying the weights

pearl thicket
warm oyster
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yeahh but you should be able to rearrange them, watch that video, it's not as arcane as it seems

pearl thicket
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whats obnoxious is in blender and in unity they bend perfectly fine

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but in vrchat they get all weird

warm oyster
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yeah, i'm having a vaguely related issue with my character's thumbs lol

pearl thicket
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also Im having an issue where the frill of her collar is stretching with her shoulder

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tho I think thats a weighting thing

warm oyster
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yeah that's a weighting thing

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sometimes i flex my avatar's fingers and i see the silhouette get a little jaggedy and i gotta go in and weight paint that smooth

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it's kind of a pain because sometimes you paint something to solve one problem and create another

pearl thicket
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I have no idea how to even weight paint

warm oyster
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neither did i two weeks ago lol

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just check a tutorial if you wanna, or maybe find a different peach 😬

pearl thicket
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I had a friend completely reweight and redo the leg bones to make the skirt work

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he did it all for free and I really dont feel comfortable asking him to redo that for another model

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think I found the issue with the hands tho

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😬

warm oyster
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it's not so bad

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you see those orbs on the ends?

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the orb near the fat part is the head, and the one near the thin is the tail

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i think (think) you can get away with just manually copying the coordinates from tail to head, going down the fingers

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(note i am new too)

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should be in the bone tab on the right when you select em

pearl thicket
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yeah

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the fingers are stretching in a really weird way

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whats odd is in blender there isnt much stretching

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and in unity they looked fine too

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but in vrchat it gets really bad

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wait a second I see the issue

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the bones arent that bad

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its the weighting

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the bones are like too far up in the fingers

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the bones should be cleaned up tho

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still

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this is a ton of work. so much needs to be reweighted