#avatar-rigging
1 messages · Page 150 of 1
i renamed them the same as the bones and it seems like it's no longer happening
That's good too
ookay this looks good enough, i'll just redo it if it turns out bad later
first thumb joints are awful
oh it's a poroggo, nice
not just any poroggo, i have raided all FF games they show up for all different textures
so this is a three-in-one poroggo
nice
green with brown hat, blue with space hat, and the madame which is the most elaborate skin
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.
I checked the website and all it said was that you no longer need to “fix” anything for full body tracking.
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.
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this stuff I just don’t have much of any experience with this and don’t know if the YouTube videos on the subject are outdated now.
Blender crashing when weight painting got me like 
Oof
@zealous pelican make a screenshot of your bones in blender from front and side orto view (numpad5+nmpd1/3)
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
side view with all bones hidden except hips and legs (select Spine and hit shift+G>children = hide)
can't see anything through hands
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?
@naive tree
I think I started to try that with this version I saved last night but I never got to uploading it yet.
is that high enough?
yea, it just needs to be a little above
thx Yuumi I just hate being lost at what is happening with stuff like that
Whenever I move the hip it does this https://puu.sh/EJF2g/f4e934172c.png
trying to fix this tiny hip that's also very high
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
That's how the rig came
It's weird https://puu.sh/EJF8N/ce89985a91.png
the proportions that is
99% that the chest is too big
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?
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
Non humanoid can't have animation overrides and are otherwise very limited
It's not worth it if you want to move in any way
You can create fake bones that aren't doing anything to slot them into the humanoid rig
@turbid spear Thanks I just put in the extra bones but they wont do anything
Put them into the Humanoid rig in unity and it should work
They won't do anything but vrchat won't complain
At least it shouldn't
thanks
for some reason the tongue bone of my character follows the mouse movement lol, what might cause that?
Painted Weight?
Mouse movement is your head bone, so if your tongue bone is a child of the head bone, it'll move
@zealous pelican if youre still having issues you can just import the default nanachi skeleton since they work in full body no problem
I think you fixed the model with cats right? That breaks the lexichi model so dont do that
@crisp tendon thanks
what can i do to fix this?
anyone using 2.81 ?
yup
Looks like broken weightpainting to me

hi it's me again
my hands are where my IRL knees are
I have no idea how to fix this
for fucks sake
I can never get eye tracking to work on my avatars
no matter how much I get the bones, mesh and armature named correctly
what the hell am I doing wrong??
Picture of the eye setup in Blender?
Ah, so you're trying to do it manually rather than using CATS?
I am using cats
LeftEye and RightEye are what CATS creates, but where are the original bones it used as a base?
Oh? I've removed them once I did the set up
Do I keep those bones?
OH
now it works??? oml
okay take note: don't remove original eye bones when done with eye tracking setup
lol, yeah, don't remove them 😛
@wintry roverare you in full body?
@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
I just thought id mention it since thats what Lexidoll tells people not to do
yes I'm in FBT
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?
Your proportions are wrong, avatars work in fbt best when they match your IRL proportions (arm length vs leg length)
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.
It can be a little hard to edit proportions and not look like a freak of nature but theres always a good balance
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.
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
and another question is why does this happen and how to fix it? the bones are connected to one armature
@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)
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
Select bone>bone panel>Parent to head
Do it in edit mode
is there a video you can link me on parenting or can you tell me how to?
okay
where do i find bone panel ? cant find it @drowsy wharf
assuming new blender's icons are similar to old, this should be it
woops drew outside the edge with the box there
close mmd section, no need for that ever
Check "relations" probably a parent option there
"parent" is what you need
jaw/eyes/anything-else-above-the-neck should be assigned to head
exceptions would be ears or hair if they had a root bone (and the root bone would parent to the head instead)
are you in edit mode?
yes
when you type in head, there should be a list that pops up, just click on the head listed in there
i did
the current bone you have selected is the head
it goes back to saying neck
you need to select the jaw or eyes, etc before doing this
any bone that should move when the head does should be parented to it
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)
is this okay?
those teeth bones should be set to the head, not the tongue bones
otherwise it looks fine
I'd highly suggest straightening those end finger bones though or you'll likely have to fix it in unity's rig
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
how straight should the finger bones be? my only worry are the thumbs
just point them out to the tip of the thumb/finger
as for shapekeys they should be here
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...
you'd have to expand the scene collection at the top right to find it most likely
weird it isnt a shape key
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
i got it from this post he says its an object slider? i dont know
@drowsy wharf
@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
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
anyone know why the shoe wont move along?
happens also when trying to pose mode with a sweater i put on him
no weight paint on foot bone
oh nvm i clicked on weight paint and it fixed itself
maybe cause i previously already fixed the weight paint on the shoes
thank god i was gonna rage lol
can someone import a model into vrchat its rigged
i failed at doing it
for somebody to import something for you , you risk your account being taken
thats why we are here
to help
just explain what your situation is on why it failed
i didnt know what to do
guys
Im sorry for the interruption but
what does this mean? "Use this"
Im just so confused
its the avatar with everything on it already
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
so what I need to do to use it?
before loading up that unity file
they should tell you what u need in the description
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
yeah get those things first before draggin the "use me" onto scene @winter idol
do you know what this issues is?
holy fuck
dunno where to start but i would start checking your bones in blender or just re do your rig for the model
ok
okay
thank you @native shuttle ill redo the rig
to play vrchat
vrc sdk
yeah so you can wear your model on vr chat yes
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.
hm
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
start the game, go to settings, then hit logout
oh ok
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)
hold up
it went perfectly
I guess is just the camera went wrong
guys
@drowsy wharf
it went perfectly
the size was a little bit big but good
almost everything was good
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
thanks to @native shuttle i hope this rig will work with my model
so far unity gave us no issues
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
we got everything set up all i need to do now is put his blender mats on him
does anyone know of any alternatives to mixamo? I tried googling but couldn't find what I was looking for
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
can I even fix this at all?
I do I have to reweight everything below the waist
when putting it into blender or did you mean Unity?
make sure your rig config has the correct bones set for hips/legs
I've never worked with unity before so I'm a bit lost
show the hierarchy and the rig config with body and legs
this?
set chest as spine2
left leg has skirt bones assigned instead of leg bones, right leg has hip as upper leg instead of leg1.R
apologies for the basic question, but how do I assign and reassign bones?
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
as long as you only have one version of the model you can choose easily from the list
usually safer to drag/drop though
leave jointroot as the hip...with your setup that should be correct
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?
its not weighted to the legs
it's just a naming thing, it tries to find a set name to pair to the legs
the skirt will be rigid unless you use dynamics or similar, yes
also even if I unassign the bones the skirt remains all twisted up
also make sure you apply first, won't change before that
dynamic bones...paid asset, it's what people use for hair, tails, etc
that could be useful. I dont mind paying
but how would that turn out on a skirt like this
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
without it, the skirt will move when the hip does, so not completely static
well Id like it to bend with the knees
that...would require weighting
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
mmhmm
a skill like any other, takes time to learn and you generally don't start good at it
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
like a custom skeleton or something
I don't like doing it though, so I understand...most people just find it tedious
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
now I have a seperate problem where the fingers are weird
I'd tried playing around with the bones but nothing seems to work
no matter what I alter they are just stuck like that
with the tips broken
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)
@pearl thicket ⬆️ forgot to mention, woops
yeah when bending the fingers in blender they move just fine
so I assume unity is just being funny
can you screenshot what it looks like in blender?
sure
and the hand set normally
not completely sure how unity did what it did to the finger tips
ah, you're using sphere bones, so you can't see the way they point by default
that wasnt my choice
most likely the end fingerbone is "pointing" upwards
I haven't used the new blender, but I assume the sphere shape is an option for the bone visuals
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
Ill be honest Im not 100% familiar with blender
so if spheres are a type of bone or just a visual option I dont know
Visual option
how do I change it?
But ither bone types can tell you which oart of the bone is the head and which is tail
Iin the armature tab
oh
yeah, that's why it's acting weird in unity
Thats some weird bone placement
posed fine in SFM
Connect them up
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
oh I see
they are connected, the bones are just pointed differently than you're expecting to see them redotix
ah yes, my bad
the connection isn't actually important, but it shows the way unity expects to see bones
alright so I gotta redo the finger bones, and completely remake the bones and weighting from the waist down
gosh this is a lot of work
crappy image...but this is what it should look like
ty
and you don't have to redo the fingerbones, just rotate the end bones and it'll look how you expect
I have a friend who can help with all this, but both mine and his experiences are with the source engine
I appreciate yalls insight into unity
this has been very helpful
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)
but yeah, edit mode, align bones roughly toward the end of the fingers. select all and Alt+R to reset rolls.
gotcha
heading to bed...good luck on the model
have a good sleep
From what I know to fix this is as simple as checking the connected checkmark in each finger
that would fix everything but the important one, the last bone, which has nothing to connect to to fix the orientation
Yeah. Only the last bone matters really.
i'm also getting a strange problem with hand bones
Blender seems to be just perfect, bone hierarchy paint and location
but this keeps happening for some reason i can't get my head around
i have
one way or another they will "fumble up" like that
but i found an ugly way around it
its fixed on one hand now but not on the other, and here you see how the bones are positioned right?
looks really odd
how could i fix the hand on the left? (right side of image)
jebus christ, Blender's "mirror on X axis" went crazy with my skeleton and made all kinds of changes without telling me
repaired the damage and the hands are fixd
well not really...
why on earth does this keep happening?
do i really have to re-rip the entire thing in order for it to undo this random ass problem?
possibly wrong weightpaint
made sure, it's not wrong
it's driving me crazy, there was nothing wrong with this model before
now i'm opening it and it's giving me these problems
i went back to my file from yesterday which i zipped after it was perfect
so that nothing could accidentally manipulate it
show me the bone structure on the hands in blender
it's doing the exact same things
not hierarchy
would "add leaf bones" be enough in the export option or would you suggest doing it manually?
it fixed it on one side but now the other side is still weird
i wouldnt mind these issues if there only was a pattern or regularity to them
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
its mind boggling
solved it by inverting the first thumb bones
which is really odd because another near identical model/rig didnt need that for functional hands
how do I fix it?
Need an image of how your rig is setup, its a hip problem
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?
Your blendshapes need to match the blendshapes of the animation, there is no way to check unless you ask the word maker
in cats. click the Add full body traking
hmmm do i weight paint the whole head to what?
Bone not attach to the chest
yeah was sad
i painted the whole head and had to cut his head off
re doing it tomorrow
Just attach the head bone
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 
Sounds like you're using a dodgy/broken shader. Which shader are you trying to use?
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?
what do you mean exactly? an example idea would help
like a bracelet with a dangling charm or something?
@viral stag ⬆️ forgot to mention, my bad
Yeah, a bracelet, or something that's around the arm and wrists
I notice when you do have it that way your wrist rotations look terrible, like they're being twisted real tight
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
any solution? clicking on its lower arm also shows weight paint on the floating hair pieces
Set strength to 1, weight to 0 and paint over everything that isn't suppose to be affected by the bone @native shuttle
the solution is to paint it on the head (or hair) bones
okay
kohi's suggestion should work too as long as they're already painted to the correct bone
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
the hair piece
alot of the pieces i weighted to the head bone already but it looks like that one is stretching
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
ill try painting that peice to the head bone first
You can select all those floating verts and remove all weights from it I think, lemme check
okay
Nah it was for removing all weights from a bone
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
cant i just weight that one peice to the head bone
Maybe it will work with autonormalize enabled
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?
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
yeah
also the arms wont show any paint on any other bones besides what it is on which is its lower arm
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
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
You need to tick "connected" option
wheres that at? sorry just new to 2.8
see on the bottom there?
You have parent bone name and below option to make it connected to that bone
its faded out
The pic?
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
So here's a better example, I have bones on the floof around the lower arm, and it's connected to the lower arms, when I apply dynamic bones to them it makes the wrist rotations look like this
any way to circumvent that?
its dislocating from the arm your saying as you move the arm right ? @viral stag
Nono, when I twist my wrists
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
anyone here got time to screenshare with me and help me with my weight paint problems
@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
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?
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
Is there any documentation on FBT Rig setup?
Have a strange issue where the hip is tilted to one side
VRChat supports additional tracking points using the HTC Vive Trackers. These work with the Lighthouse ecosystem to permit these two additional modes of motion capture: - Four-Point (4PT): Tracking headset, two controllers, and ...
Thank you!
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
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
will you be okay to screenshare with me? @tough robin
I cant I am in school right now
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
Than seperate it
do i need to move the hair
or leave it on its head but with mats seperated
@tough robin
Just seperate with mats
On the right side pannel theres the vertex groups section. Just click the arrow and delete all
Sure yeah
Attach the hair to the headbone with cats
how do i do that ? @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
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
theres a millon buttons here
i can go on forever
i came here to get guided not for a guessing game
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
Watch this video and then make the hair completely weight painted to the head bone
@1 thank you very much do you know what do i do from here? do i just join the meshes back together now?
From what I see it looks to be correct so yeah join the meshes back together and it should be good to go
@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
The attach mesh button isn't gonna do much when the mesh doesn't have any existing weight painting or bones
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
hair has no bones yeah
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
hello
(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
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.
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)
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.
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...
...and this is the lower bone.
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
how do i go about doing that?
i know i go into edit mode, but what do i do from there?
Are you on 2.79 or 2.8?
Let's see I don't have 2.79 installed anymore I'll try to find a picture
Yeah I'm installing 2.79 rn so just a moment
alright
@compact sphinx
alright...
Ohh
the other foot is your problem
Yeah, it's pulling them apart with the v key like I suggested earlier
how do i unweld them?
oh.
let's see if it fixes...
huh...it still didn't work.
hold on...
you still need to assign weight paint on each
i'm trying to do that now...i'll update y'all when i try what was suggested
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
just the feet aren;t working ?
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
You can join the cats plugin discord server, they have a lot of tutorials and they can help you out
you absolutely should
It’s very useful
at this point i just give up on this thing 😓
whats your issue? @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)
in blender or in unity?
unity.
did you check your materials?
yes i did, i can't change whether they are opaque or transparent
all of the properties for them r greyed out
switch to legacy material mode
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?
do you have the blendshapes setup ?
i do not, unfortunately
the entire mouth has no bones or anything; it's just the model of the mouth, nothing else
anyone know how i can fix this? the unsmooth parts
in the middle area of the pants
@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
so may the upper leg smaller to the point where the bone is under the shirt?
@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
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
can you show me what do i resize it to
so i can get a visual idea
@drowsy wharf
@native shuttle rough example
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
is this okay ? @drowsy wharf
also how can one fix the materials so that it isnt pink?
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)
I'm marking this as a spoiler as my avatar is scantily dressed. But this is what I mean
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
I'll give that a shot! @native shuttle
alright
@native shuttle Didn't seem to work :<
If you ever wandered how to handle good parenting, this is the video for you! In the next 60 seconds, you will know everything you need about parenting! Hope...
did you try what he said about parenting bones
Yeah, still not working :<
are the armatures merged
Yes
tried rigging and weight painting. can anyone can give me a pointer where to look for the cause of the hip moving like that when sitting down? https://drive.google.com/file/d/1HCmFwCs80ABDO9YfBteImGdMdly7gXjO/edit
can't help without seeing the armature and the corresponding weight paint
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
😬
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
Boi i got pinged here
I have know clue why im having the fbt bent knees issue still
What is the issue exactly?
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
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
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
If you have two armatures with the same bone names and join them, the vertex groups will merge
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
Mistakes prepare you for the future anyways
yeah lol
@fervent hornet Nope they are completely fine
I'm not sure then, I would recommend looking at https://docs.vrchat.com/docs/full-body-tracking and good luck
VRChat supports additional tracking points using the HTC Vive Trackers. These work with the Lighthouse ecosystem to permit these two additional modes of motion capture: - Four-Point (4PT): Tracking headset, two controllers, and ...
@forest charm your chest could be too big
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
Ive looked at that link many time over @fervent hornet and it doesnt really do much, @naive tree the chest is small
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.
are you doing it through the relation menu ?
on the far right, the menu you have opened
change the parent of the bone ?
try the same in the bone tab then
because you have the connected checkbox @native shuttle
well yeah because you parented it with the checkbox
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
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
thanks ill have a look
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
Im still having the fbt issue
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?
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)
@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
I mean, adjusting the knee joint forward shouldn't be too bad as long as the change is minor.
do the bones on the center of the hand matter?
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
@fervent hornet because thats the artstyle
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
is this spine okay for females? also is the head and neck okay or?
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
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
@fringe citrus
@native shuttle like this:
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
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
Anyway here:
@native shuttle
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
@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
Yes because there is very little to no documentation on VRCs FBIK
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
Here's the link to Tupper's writeup: https://docs.vrchat.com/docs/full-body-tracking
VRChat supports additional tracking points using the HTC Vive Trackers. These work with the Lighthouse ecosystem to permit these two additional modes of motion capture: - Four-Point (4PT): Tracking headset, two controllers, and ...
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
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
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
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)
But because the model is one size fits all for everyone we have to change our rigs and take tradeoffs
I'm pretty sure VRChat is still using Full Body Biped IK (maybe hackspanner can confirm)
docs on that here if you're interested @sly canyon http://www.root-motion.com/finalikdox/html/page8.html
But because as users we can't tweak the model it's down to how our rigs interact with VRChat's setup
setup(s) there's two blending models as far as I know
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
Ah yeah, I'm not party to the exact config
But I'm pretty sure they have some custom scripting going on too to allow for the model blending
so even with the info you wouldn't have a perfect simulation of how the game would treat it
@fringe citrus Hello Kung, I was wonder if you are available for me to ask a question on model.
Sure (though I'm gonna have to go afk in about 5 mins, should be back an hour or so after that)
what's up?
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
@fringe citrus bump
Chest bone too long
ah
I am looking at the model atm in blender
you are right
vs the spine
chest bone is longer than spine
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
it's at ...\Assets\VRCSDK\Examples\Sample Assets\Animation\tpose-new.fbx in the sdk
thank you. I will take a look
happen to have some screenshots right here too
@fringe citrus May i add you since we met in dancing world on discord?
I see
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
just gotta find when it's in the threshold to not snap down
and sure, go ahead and add me 😁
okay, the way it is weighted in blender the chest bone is longer
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
yeah, that'll snap down for sure
and yeah you'll probably have to fix the weights after you shorten it
for sure.
I have a tutorial for incremental weight tune ups in blender 2.8 if you need some help on that: https://www.youtube.com/watch?v=zVIFbqQAykk
This tutorial first goes over my method for weight painting in Blender 2.8 (relevant to everyone, not just VRChat users) using a simple example of tweaking a...
same principles apply in 2.79 just interface is different
okay
nice, I can try the undo neck fix now
been a about a couple of months but I have been create avatars from the ground up
no biggy though
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
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
but yeah, for a standard rig and best viewpoint to avatar consistency, undoing the neckfix is best in that case
I have notice
Shoulders are not mapped
i managed to fix it, using "spina"
I'd merge some of those bones in blender anyway
Huh
tell me when you downloaded it so i delete
these are original bones from the game
i just tested and it look fine
and about issue i just have these
Try this
Just import it again
Set lip sync to jaw flap bone as well with Head_Jaws_0 as the bone
@crude bone
If your using an older model with hands but no individual fingers will it affect the gameplay if I exclude them altogether?
Yes, you won't have a proper humanoid rig and animations will not work right
If you don't want fingers you need fake empty bones
Ah ok. I'll start over
If I only wanted to use the arms of an avatar in vrc, would I need to rig the hips/spine/chest/neck/head?
Or can I just go about rigging/weighting the arms?
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
Well I'm rigging this for someone and they just want me to rig the arms/fingers, they don't care about anything else.
so I still have to add the hips/spine/chest/neck/head bones, just don't weight them?
You probably look derpy as heck if you also don't paint the upper part and paint only hands
You don't have to weight paint anything really
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
How do I delete duplicate vertices in blender 2.8 again?
I selected all the vertices and pressed ctrl+v but I can't see any options that would delete duplicate vertices.
alt+m > by distance
wow looks like it decimated the model I'm working with almost
do it then in the bottom left you'll get a popup
where you can change the value
or press f6 i think after you've done it
ah okay nice thanks!
Huh I'm actually still getting a bone heat weighting issue for some reason
Is it because I'm not using a full humanoid rig?
Don't delete any bones from the rig, you will get warning in Unity that you lack bones
I didn't though?
I made the bones from scratch.
There's no legs to this model so I'm guessing I don't need the bones for the legs*?
You should make full rig including legs and leave them without any influence on the mesh
okay
This model also has an extra right arm, how should I go about rigging it?
currently looks like this
Has anyone found a solution (besides the "neck fix") for the weird neck Z when laying down?
Standard neck fix makes it look really weird imo.
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)
@noble storm is the visor a separate object?
Also, do you plan to have this on Quest or not? I don't think it'll be possible if yes due to limitations
No its pc only
and i can make the visor a separate object easily
but atm the entire helm is a separate object
@drowsy wharf
The usual way I get around the local head-shrink is using physics objects
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
Oh and fixed joint break force/torque should be set to infinity
And head-rigid should have no gravity/drag of course
@wind osprey Your neck seems really long, does it work well if you lay down?
Also where are your shoulders lol
shoulders are a tiny bone at the head of the upper arm
minimizes the shoulder movement, so painting it doesn't really matter
similar to some shortened necks where the head basically covers all movement instead
and I think the neck is actually above that large bone...hard to tell if it is though...
excuse me, what
did you try enforcing t-pose @fading verge
@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)
has anyone ever had any luck with generating proper finger bones with mixamo?
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?
it's like it folds it at the first joint so the thumb is naturally touching the index finger almost
you can change the default post in the muscle configuration
it's at the top of the right side page when you do bone mapping for the humanoid configuration
oh, i was trying to avoid changing the idle ohhh wait you mean like that
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```
yeah i know that menu
huh, alright. thanks!
@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
(assuming you need a custom idle that is)
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)
since it plays nice with crouch and other things
really the thumbs being squished in is the only problem i have with it, it's just much worse when sitting
but i can't try to fix it right now, gotta brb, i'll see how it goes in a little bit lol
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.
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
got my avatar into the game and turns out my hands are just busted
I feel like this isnt how fingers work
somone suggested just removing some bones and itll work
I'm not even certain what though
Im using an index so I have finger tracking and stuff
in unity the hand seems offset
however the bones are fine in the model itself it seems
what do I do?
well regarding my earlier issue
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
just kinda posting that here
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.
damn...figured it was worth a mention
@pearl thicket you might need to apply rotation/location on your armature and reset all rolls in edit mode for all your bones
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
and I dont have the knowhow to rebone and/or reweight the hands
if the bones are placed correctly then automatic weight paint can be helpful
bones aren't toooo bad, this guide helped me a lot https://www.youtube.com/watch?v=O1vhlTGP1-o
Welcome to the 2nd Blender 2.8 speed tutorial! Today I'll show you how to create your character rig in less than 5 minutes! Hope you guys enjoy and learn a l...
it's very brief and informative
imo
(i'm a beginner)
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
looking at the bones and wtf
yeahh but you should be able to rearrange them, watch that video, it's not as arcane as it seems
other hand is a bit better
whats obnoxious is in blender and in unity they bend perfectly fine
but in vrchat they get all weird
yeah, i'm having a vaguely related issue with my character's thumbs lol
also Im having an issue where the frill of her collar is stretching with her shoulder
tho I think thats a weighting thing
yeah that's a weighting thing
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
it's kind of a pain because sometimes you paint something to solve one problem and create another
I have no idea how to even weight paint
neither did i two weeks ago lol
it's basically the difference between
and
just check a tutorial if you wanna, or maybe find a different peach 😬
I had a friend completely reweight and redo the leg bones to make the skirt work
he did it all for free and I really dont feel comfortable asking him to redo that for another model
think I found the issue with the hands tho
😬
it's not so bad
you see those orbs on the ends?
the orb near the fat part is the head, and the one near the thin is the tail
i think (think) you can get away with just manually copying the coordinates from tail to head, going down the fingers
(note i am new too)
should be in the bone tab on the right when you select em
yeah
the fingers are stretching in a really weird way
whats odd is in blender there isnt much stretching
and in unity they looked fine too
but in vrchat it gets really bad
wait a second I see the issue
the bones arent that bad
its the weighting
the bones are like too far up in the fingers
the bones should be cleaned up tho
still
this is a ton of work. so much needs to be reweighted
