#avatar-rigging
1 messages · Page 151 of 1
@warm oyster @pearl thicket psst, click head of child bone, Shift+S choose "Cursor to selected" then select the tail of the one you want to move there, Shift+S "Selection to Cursor"
easy snap-to so you don't have to manually copy/paste transforms
clicking to select doesn't work as well in most cases, but the snap is nice
i hate to have to sort of ask again, but what in these settings (or maybe above or below them) will help me change the "resting state" of my avatar's thumb so the idle animation doesn't smush it into her hand when she sits?
those settings right there are the only thing i've ever changed in this menu so my character can sit cross-legged, but that's it
no idea how to affect the resting state of something, except maybe moving the constraint ranges, but i tried that
left/right fingers, thumb stretch most likely
and i guess vrchat's "squish her thumb" value in the default idle was still within the range i chose, because it seemed the same
hmm.
not sure what you mean by "squish" exactly though
only when sitting?
and is it regardless of which gesture you're using, or the idle one, etc
botpls...we're talking here
the bot just deleted all my--lol ok well
squished like this, and it's worse when sitting
lemme try something
and you don't have anything slotted in the idle right?
nop
well that screenshot's actually -20 thumb 1 stretch
which is her max
but lemme reupload this file and test it and get back to you
except this keeps happening. sigh.
i'll try detatching
you running unity as admin?
unless my brain is too fried today, that usually happens when it's not allowed to write the file I believe?
yeahh so with female standing and sitting it does this
male was having other problems - think i prefer male b/c the sitting animation doesn't involve heaving shoulders lol
idk, i'll upload again. it's kinda frustrating b/c i don't think i have the skills to make a good long animation, just poses
yeah here's male standing and sitting
i'll probably just make my own stand/sit idle and deal with the stillness
so I fixed the weighting (I hope) on the collar part so it doesnt stretch anymore
was gonna move onto the fingers
but I noticed the bones are not in the center, but instead they are right against the bottom of the finger
should they be dead center?
generally speaking, yes
Yeah if they are that low the knuckles might stretch a lot
Good morning everyone 🌞 I'm having an ongoing problem I was wondering if anyone could advise me on.
No matter how I scale my avatar, I always appear to be too short for it in FBT. I have to actually move my playspace up a little bit to make it work.
This avatar used to work great, but I think some update changed that. My origin is in the right place in both Blender and Unity. I'm also using correct height in game.
When you say scale do you mean proportions? Overall scale has little to no effect on "fitting" in the avatar
@raw jackal Proportions (arm/leg/torso/etc relative sizes) are extremely important for FBT
If your torso fits properly into the avatar's torso, are the arms and legs the correct length? If not, that's going to cause problems.
Your "real world height" setting can be used to scale you into the avatar's torso to compare arm/leg lengths more easily
Thank you for the suggestions! Yes, proportions are set to my RL arm/leg proportions. They used to work great, and then one day I logged on and they just...weren't. I did notice that some of my rotations and bone angles were a little funky in Blender, so I fixed those and will see if that did anything.
In game, everything looks 100% EXCEPT my entire body is shifted down a few inches.
Playspace mover fixes it, but it's annoying
that really does sound like the origin is a bit low, or the armature was accidentally moved down in unity (or a similar mistake)
Someone else might have a better idea if it's not either of those
Make sure that your rig does not move when you enforce t pose in the rig configure menu @raw jackal
Is it just me or is the IK for the shoulders and upper arms super fucked up for VRC?
Like the upper arm and shoulder rotate way more than they should and it causes the twistie tie effect
if anyone knows how to get my avatar out of t post when i import it in the game please help me
@mellow sonnet Did you set the rig to humanoid?
yes but some reason after doing it it asked for a lot of rigging and stuff witch im not the best at
let me grab a picture to show you
one sec
so this is what i got but some reason going through the steps of fixing it after i uploaded her she is stuck in the arms down abit t pose
It's because your spine has a length of zero
@mellow sonnet ignore that error
hmm?
That's a product of the full body fix witch isn't needed anymore
oh
you shouldn't do that because that will break models in future updates more and more
but how do i fix it from being in the low are t pose in game
can you show the head/hand rigs?
^^^^
Did you do the neck fix?
If so it won't attach itself in the rig
you have to do it manually
I can see that there's a neck/head assigned, but make sure it's set correctly
remove front hair from jaw for one, that'll have your hair wave when you talk
im not the best at that so removing that i don't know how to do..
click the 0 on the right side, scroll up, select "none"
done
do you see any other errors on the build panel?
mappings look fine though, I don't see any errors
Oh that explains it lol
idk whats wrong so yeah
it's complaining about upper arms which are mapped, and feet we haven't seen yet
here let me just hand you the moddle so you can look at it easier
ok
can't post those types of links here
This is what I got when I just uploaded it
and changed the rig to humanoid
no critical errors
Something tells me unity just fucked the import
You can use Pumkin's avatar tools to copy paste all the dynamic bone settings over, it should work since the rig should be identical
can anybody guess why it seems like my avatar's head is shoved back when sitting?
it's kinda hard to tell because wait i can just upload her with different textures to test it lol sec
it's weird, it seems to work when i change it to "playing while sitting" mode when i sit down in the game
but i think just the viewpoint shifts, rather than the whole head, when i sit in-game while in standing mode
so yea w/e
I get that too. It started happening after the fullbody changes not too long ago
Post your blender armature and compare it to https://discordapp.com/channels/189511567539306508/390924372782612480/645822187659329610
Could also be because of how the legs are tilted
What does your t-pose configuration in unity look like?
Shouldn't leg bones be straight in front view? Unity will think they need to bend sideways
If they're completely straight then they won't bend right as far as I know
So they need a bit of a tilt
ive reuploaded this 5 times already
doing microfixes trying to get this right
it probably wont show in FBT, but i want this to work fine in desktop too
i mean
that was the whole point of the IK change
to have avatars with regular IKs work with all platforms
It looks like the legs are angled inwards slightly, the legs should be going straight down
It's very subtle on yours, but try rotating them outwards slightly by the thighs.
also what sucks
is that my blender 2.8 has no export options
so i have hundreds of these BS empty bones everywhere
You mean leaf bones?
yeah those
There is option for these
2.8 or 2.81? I know in one of the minor releases they shifted the export options somewhere slightly less accessible
Screenshot more of it, might just be collapsed somewhere
where is that
Export fbx...
N collapses them for me but there's also a gear icon top right
That's missing from your screenshot
I'm on 2.81 tho
The gear came in 2.81, they're likely still on 2.80
as I said in my previous comment, im on 2.80
Yeah I just read that
Need to mess with some options probably because it was always there for me as well
I dislike 2.81 because I just learned all the keybinds for 2.8
and they changed half of them again
for 2.81
Really now?
So export your 2.8 keybind and import in 2.81
I didn't know, but then again haven't used blender much since the update
moving the legs apart worked Gallium
now to fix VRC rotating my legs inward, even though theyre straight out
Try resseting bone rolls to 0
heres the rig of the model, dunno whats up with the head
can't have two neck bones
is there a way to sort of merge bones in blender? im not the brightest with rigging
wait nvm got it
If you ask the question someone will answer if they know, people don't prod others to ask their questions
- Can someone help me take a hat off one model and onto the other in unity?
1b. If that isnt a thing is there a way i can get a jevil hat somewhere?
- Can someone help me find out why unity keeps crashing when i try to upload
- Can someone help me change clothes on a avatar?
i don't think these questions are about rigging
i'd ask 1 and 3 in #avatars-mmd
and 2 in the unity forums/support
@stuck hamlet There's a weight paint mix modifier that you can use to add/subtract/mix the weights of two separate vertex groups
Else there's the merge bones in chains option too
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. ## Simple Update Here's how you update your SDK. If you're just uploading avatars, you can use the following proc...
didn't work
in rigging should the parent of the leg bones be the hip bone or the spine bone?
Hip
@raw marten vrchat uses 2017.4.28f1 version not 563
I tried rigging my avatar but I can’t get it to work and it falls half way though floor
Wow Ruuubick thanks for that, I was looking help for transfer weights between vertex groups in the same mesh.
dansGAME
anyone know why a certain part of the scarf isnt connected and why wont the hat connect either ?
Is it not weighted?
@native shuttle auto weights aren't perfect...always check, if you move it in pose mode and it doesn't follow or doesn't follow correctly...weight it yourself
Are there any particular gotchas to be aware of for rigging for full-body? I've been trying to get my teddy bear avatar to behave, but he just doesn't like it at all
@winter matrix proportions are very important for full body to work properly, tweaking your skeleton to fit proper proportions while still keeping the look would help
can't really offer suggestions on the setup though, sorry
What I like doing is grabbing an avatar I know works well with fbt. And using its skeleton for a new model
Think of it as putting a bear suit on instead of becomming the bear
I do have an avatar with an armature I KNOW works properly with full-body tracking, so I'll give that a try.
Wait where can I get the version for avatar rigging. Just me me the link
I need the unity version for putting avatars in vrchat
Requirements We're going to need a couple things before we can get started. - Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1 If you have Unity Hub installed, you...
Thx
Exactly what it says.
proper hierarchy is:
Hip>Spine>Chest>Shoulders/Neck
I need to find the parent one. Which one is it
the "parent" is whatever an object is attached to
so the Hip is the parent to the spine, the spine is the parent to the chest, etc
can someone give me a guide because I am really trying
I need a full guide to the whole rigging the skeleton
@drowsy wharf can you provide a guide for me because this my first rig
@raw marten are you talking about the rig mapping in unity? or are you talking about rigging a model?
i set avatar to humanoid, its has bones and all. uploaded it to game and t pose smh
why tho?
im new lol, not sure what mesh means 😂
Mesh is an assortment of polygons, it can either be part of a model or a whole model in it of itself
In a nutshell, i'm asking if the bones do anything to any part of the model when you move them
anyone know why his head is like that when enforcing t pose?
Is the head bone tilted in any way before enforcing t-pose?
no
Can you screenshot the model prior to enforcing t-pose?
when i input the head mapping it reads the eye bones as its head also
That's just unity being unity really haha
Are you sure the head bone isn't at an angle? :o
Hmm... the rolls seem fine aswell...
I assume the bone behind the head is for the fluff?
Alrighty
I'm not seeing why unity would just pivot the head that drastically... did you edit the bones at all after setting it as humanoid?
no
Try the following, set all the bones in the proper slots, hit done, come back into the config menu, enforce t-pose
nope still tilts his head back
That's pretty odd...
Perhaps apply the values on the head in the config, there's a screenshot with them up there, i think atleast that should work
Although this is more of a workaround than a fullfledged fix
Oh wait you didn't have the head selected when it was T-Posed, take note of its values there and then place them after enforcing T-Pose
Values where @opal aurora
When you select a bone on the rig config, values pop up on the bottom right
Those are the current position and rotation of said bone
Maybe it's a visual bug then :o
Save your project and restart unity, if even that doesn't work, i'm kinda stumped
The main view always displays the default appearance, unless animated of course
so what do i do
Hi, I have a mesh with vertex groups and weight paint. On the other hand I have a skeleton of another MMD model that has already fixed the CATS plugin.
I want to assign that skeleton to the mesh. Do I do it with CATS with "attach mesh" or is there a better solution?
Thanks and best regards.
((The mesh has no bones))
If I use "attach mesh" it looks like this, but it deletes all vertex groups.
Ok, I have it. You have to select the mesh first and then "armature". Ctrl + P > Armature Deform.
This keeps the vertex group and applies the bones to the new mesh.
found the issue so i replaced the neck bone with a new one however the neck bone likes to rotate by itself which cause the head to break itself when enforxcing t pose , how do i fix the bone from rotating by itself?
In armature edit mode. double tap A to select all, Alt+R to clear all rolls to 0. They don't have to be 0, but they all have to be the same for things to work properly.
Most likely you're running into that issue if it's rotating itself
i fixed it but thank you for trying to help me in time , All i did was re postion the bone again and make the neck bone bigger then it being extemely small
I was going to ask though whats a good height for a adult male avatar @drowsy wharf
Anyone here to help with this one avatar? For whatever reason, it doesn't animate correctly in-game. Its legs don't move and the head usually follows the body or stays still, though when in Unity, it animates fine
a video of your problem would help a lot !
@viscid grail if it animates in unity the weighting should be fine. If you're talking about moving when you do most likely you either don't have all the required bones mapped, or might not have the descriptor on the correct part. Screenshots of the mapping and the hierarchy (with a mention of where the descriptor is) would help.
If it's not animating as in an emote (dance for example) need more info on what you're doing.
@drowsy wharf I checked the rigging and it seemed fine, and the descriptor's where it should be. I'll send pics of the hierarchy and rigging in a bit
Anyone know how i could rig the eyes (headlights) to follow where ever the head looks? I have seen avatars which are turrets that can accomplish the similar motion im after however i have no proper idea on how to do it
You'd need to use an eye tracking shader, since it won't be humanoid
Ah I see, does the shader need to be downloaded or is it in a preset wit the SDK?
downloaded
Many thanks! ill try it now and see if it works
while i prepare, would the shader allow the rig of the eyes to move or is it a normal shader? apologies for constantly asking!
it's shader based, so the movement is done throught he shader, the bones won't move
Oh I see..apologies, I was worried that the shader wouldnt be able to give me movement such as this:
Yeah that can't be done as a generic model
Oh, so besides the shader there is no other way to have the headlights move like this?
not in an eye tracking kind of way at least
they could have an idle animation moving around, but that's pretty much it
I'll have a play around and see what i can do, thank you very much for the help!
I decided to throw in a humanoid rig (tested in unity, looks good and seems to work), i dont know if this changes anything or if ill have to keep the eyes static
Hello, surely this is already solved more than a thousand times, so I apologize.
I've tried many things to fix it but I don't know what to do now.
My model is now separated into several mesh, each one has its unique shape keys (basis + hide polygons for example).
When I make Fix Model in Cats the shape keys are mixed together. How I can avoid this?
Thanks and best regards.
Then if I do “fix model” and I activate Blink Shape the bikini appears, and that happens with all other shape keys.
You should have one mesh with all shapekeys on it
But it was easier and more comfortable to separate everything by "loose parts"
It is my first avatar rigged from 0, without bones, shape keys ...
I keep trying things. There is no problem with the other objects, only with two of them (the ones I made a shape key to hide).
it becomes very poorly performant that way
it should just be one mesh
If you need to hide things then do that through animations by default
I know that the end result is a single mesh, but to edit it is easier to separate it into parts and work individually with each one.
I will create the animation in Unity using the shape key that I created (if it works correctly, hahaha)
Having a single piece shouldn't prevent you from having all those basis shapekeys on by default to hide those parts, and then toggling the other shapekey through gesture to make it appear
Oookay. I wanna cash in some points for some ideas or help getting these knees working with VRC IK, including full body tracking.
Note the additional bend. I didn't want to sacrifice that.
I've consider using an IK chain, but feet wouldn't work properly.
I considered having the knee joint be another child of the upper leg and just using the IK script on that, but then the lower leg wouldn't follow properly.
Pretty please @bold locust if you have any ideas.
I just considered.
I could just have dummy lower leg bones and feet bones that I reference in rig config. And then just use aim IK and make the chain go from that joint down to the foot and have the the actual foot bone target the dummy foot bone. The trick would then be controlling any rotational glitches.
In vr it's going to be a really small detail that people will not notice 99% of the time, don't think it's worth to add all thet complexity just for a second bending point
Better to just have the feet+lower ball joint move and it should look ok
@bold locust
Hey, guys! I'm having trouble with the visime-styled lip synching
I made the shape keys in Blender for the head and then imported it to unity
Unity can see the shape keys, but they do not work in game
What should I do?
They have to have specific names and order
That I did
(Actually i think the names don't matter but order does, for blinking at least)
Do they actually work tho. Click on your body mesh and go to blendshapes and move the sliders around
What does your descriptor look like
Weird, not idea then
XP
There might be something, but idk what
If I am just using visimes, is a jaw bone required?
No, you have to take that out of the rig configuration
Dunno if it matters for lipsync but what does your hierarchy look like
Hips > Chest > Neck > Head ?
Ohh
Lets see here
I got it qworking now!
But I do appreciate you coming out to help me
Thank you
What was the issue?
Lip synching not working
Turns out I fixed the issue a while back, but failed to realize that Unity is shit at reimporting + I did not delete the old and broken avi for a while
I see
@manic marsh People that put the amount of effort I do into models will notice. xP I figured it out. The knees aren't even what's complex about this model anyway.
So, there are certain Rig Config warnings we can ignore without any issues. Can I set fingerbone references that aren't direct children of the set wrist bone and still have it work and be able to manipulate those fingers with Index controllers? I expect this to be a longshot.
So I just rig up my first character and it finallly got into vrchat, but its wont move when i move my arms? it just stays in a T-pose
Did you set it as humanoid in unity?
if so, pls send pics of the config! and any errors the sdk throws before u hit publish
@dense stump
@dense stump
here the error list
and its set to humanoid
@dense stump it might be this error
that's not tposing it
need the model's mapping, the rig config
also expanding the hierarchy helps
and based on those errors, you don't have all the needed finger bones (thumb/index/middle fingers)
Forgot the mention ⬆️ @fading verge
do you need them even if there no doing anything?
wait i get the rig
also I'm not sure how small you intend the avatar to be, but if you drop in a Unity cube, that is 1m on all sides and good to use as a reference
the humanoid rig settings, not that
k
the panel that lists what is mapped as what
? sorry my first time doing this
"upper chest" under the body section, click the O to the right of it, scroll up and hit "none"
toes are not required, but you can keep them if they're the proper bones for your rig and they'll let you go up on tip-toes (in your case you probably don't want them unless you want to be able to stretch up and "float" instead of tiptoe
sorry where the o?
the rig config panel on the right side of the screen, the green paperdoll looking thing
Under that is a list of bones that are mapped. Find "Upper Chest" and look all the way to the right
ok did that
that opens up a selection box (for future reference)
scroll to the top and select none
jaw bone in the head section should also be empty unless you want jawflap when you talk
you still need the finger bones though
I think it only needs the first bone in each of the thumb, index, and middle fingers....but it could need all 3, safer to justmake all 3
but the finger dont have to move any part of the body right? they can just be on the rig
and yes...make the finger bones, then re-import, you'll want to set it as generic, and then back to humanoid and re-check the mappings afterwards.
Remember, no upper chest, jawbone only if you want it
correct, as long as they are on it and a child of the hand, you're fine
no weighting needed
k and no toes? just the foot
not needed unless you want the tiptoe effect
k
(or hover if they aren't weighted)
you don't need to delete them, you can just remove them from the rig config
er...the mappings
thanks i give it a shot them see from there
I got one avatar that works pretty well aside from his legs. When he crouches the legs just push inwards and makes it look like he has to piss or something. Idk if it's a rigging thing or if the avatar is just weird. It's really just a nitpick
99% the leg bone aren't straight left/right
Near the bottom of the doc 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 ...
Leg bones seem like they're straightened, at least in Unity
@viscid grail they need to have a slight bend in them, is what himeki meant
that way the IK system knows which direction the knees will bend in
simply rotate your knees by 1 deg each and it should be fine
So say if there rotation was around 2 or something, just put that down to 1?
the legs need to be bent correctly from the start or the IK system wont know which way is "forward" You need to do this in blender
The amount bent doesnt matter, just that they are straight everywhere but bent slightly like how real knees work
Well, it's more of a small nitpick so idk if I'll fix it. Plus, I probably don't know how to do that with blender yet, unless if it's the same as unity where you import the model, go to armature and use a rotate tool
You might be able to fix it in the unity rigging section but its a much safer bet to just edit the bones in blender
Main process would be import FBX -> edit armature -> move bones
not crazy complicated
Maybe later in the day I'll fix it since honestly I haven't slept yet. In the meantime I'll be uploading my latest models and updating my avatar world to PC version
This is off topic but my world is still in community labs rn and idk if it's worth making it fully published yet. It's compact, I have maybe 30-40 avatars there, 12 songs, and I just made the upstairs for more avatars, etc.
Going from community labs to full publish is based on visitation and heat. The world creator can't do much to expediate it
I'm not sure how the heat system works yet, as for knowing how much is a lot is how much is little. Last I checked my world had maybe 4 heat logos or something
visits is around 3k-4k
Heat is a hidden equation so I dunno. Same as with the labs->published
Was just saying that once its uploaded you cant really do anything except hang out there or invite your friends over if you want to expediate it
yes, sorry... was tired and answered too simply.
(in blender) X axis should be equal on head and tail of upper and lower leg bones, but either the upper leg should have the tail slightly forward on the Y axis, or the lower leg should have the tail slightly backward on the Y axis.
If the legs are not straight on the X axis (left/right) or if the bones are too straight you'll run into weirdly bending legs.
Usually if the legs always go in or out it's an issue with the X axis though.
Hello, sorry for the inconvenience. I have a problem with the avatar's hips when I use full body tracking. The legs rotate back, does anyone know why this happens?
In blender, unity and in VRchat without using full body it works correctly.
I don't know if I have to rotate the leg bones or it's because of the angle.
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 ...
I'm following this tutorial, but I don't know if it's outdated.
I always forget how to do this
could someone help me out with the spine stuff?
What happens to the spine, Shariq?
give me a second to get a screenshot of what the build panel says
this may take a while
all the bones just unmapped so give me a second to fix it
oh nevermind I guess I fixed it when rerigging it?
@chilly roost are ALL of your bones set to the same roll? I see it's not 0 for the legs
You say for the -0 roll, Himeki?
in armature edit mode, select all bones and hit Alt+R to reset all rolls to 0
I have done an "Avatar Fix" in CATS and It moved some bones, I will test.
always reset rolls if you adjust bones, blender likes to change them
Oooh, thanks. Gonna test
extra note, your hip bone should technically be moved higher, so it's abovve the upper leg bones
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 ...
"Avatar Fix" in CATS has not fixed the problem.
Now I am testing the "Alt + R"
the "fix" is really just for after importing a model to standardize it and remove unnecessary things
your legs bend the wrong way
that backwards leg bend is going to cause problems...probably the issue
:0
scroll down in the FBT link I sent, it's near the bottom
yes, just make sure it's not bent on the x axis
Perfect, let's test ...
also check in pose mode after you move bones, make sure there are no issues
anyone know how I can fix this
I've tried everything I can think off and it hasnt worked
Do you know what parenting is?
Parenting is basically "bone 1 is attached to bone 2"
or "the spine bone is connected to the hip bone"
so the hip is the parent of the spine, the spine is the parent of the chest, etc
you should have Hip>spine>chest>neck>head
can you show your hierarchy? (left side panel by default)
yes
oh boy...that's a really unoptimized model if the top part is all meshes like it seems...
yeah..
the bottom part with the armature is the important section, can you expand the rootnode and find hips through neck?
this is the actual model with the bones
Solved. I have to fix the weight paint again but the main thing is fixed.
Thank you very much.
this is not a good model to learn with....it's a mess
i've made avatars before but I always forget how to do the rigging
there's probably another neck/head in the "unused h_m_hl2" section for where the actual neck is
have you done anything in blender before?
only converted xps files to fbx
I've removed parts of avatars that I dont want too
like wings
there are a ton of excess bones, confusing (and potentially problematic) heirarchy, etc
the rig mapping is usually fairly easy...this one you'll have to scan through all the bones and find the actual ones you need...
not to mention the terrible performance with all the separated meshes and excess bones
it seems to work fine when I look at it in the muscles and settings
damnit bot that took a while to write...how was that spamming
I'll look through the bones tomorrow on blender and delete what I dont need
my guess at proper mappings
root hips> spine lower> head neck lower>(no idea what is actual neck/head)
hips >Spine >chest >neck>head```
I see
Thank you
worst case scenario
I get a version with no bones and stick it in mixamo
you'd probably have to learn a decent amount of blender at least to fix this up...without fixing it up I wouldn't bring it out in publics though, I'm not kidding when I say it'd be really bad on performance
I can already tell lol
this is really just a test to see if I can make my own Joker models
if not then I'll stick to the ones from the subway avatar world
I'm sure you can do it if you really want to, it's just learning how to do things in both programs
there are plenty of tutorials, and people here help when they can (specific questions really help get you answers)
yeah
if i wanted to put bones in the little laces i would connect them to the lower legs correct?
Just set the parent, you don't need to "connect"
I have a question
Hips bone need to be fully right? Or can be rotated a bit?
I don't want the leg bone out of the mesh.
This is another skeleton and ... wow! the back is bent
That's a Widowmaker spine right there!
The end of the bone dont need to be connected soo the last picture should work fine
tpose_new.fbx or whatever its called in VRC SDK gives a pretty good example rig

@chilly roost it doesn't actually matter if the bone is outside the mesh or not, with the exception of the head of the bone being in the correct position.
Just remember you're not making an ACTUAL human skeleton. (it is possible, you'd just be missing animations for certain bones in VRC)
- So the upper leg bones should probably be a bit further forward (if it works for you, leave it)
- The hip/spine/chest bones work better closer to the middle or 1/3 the distance from the back, not directly on it, etc.
- Keep the hip bone pointed straight up, it helps with some weirdness (and I think helps with FBT as well)
Many thanks!
I also suggest making different adjustments in a row, export them all at once and try them in vrc as well
It saves times instead of making a small change, test it, going back to making a small change, test it, rince and repeat 20 times
how can i fix this? i weight painted the shoe laces to have its own bones and now they wont stick onto the feet
Are the bones parented ?
Try to connect them
it's one of the checkboxes in the menu
@native shuttle connected is not at all what you want, try checking the "relative parenting" checkbox
huh...not what I expected...
revert your pose to normal first
then control+P with the lace bone selected
also uncheck relative
doesnt 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 you guys enjoy the video!
If you enjoyed this video, please don't forget to like and subscribe for more content!
You ...
video didnt help me fix it :/
I don't use blender 2.8, can't help you any more than that...video (with timestamp) shows how to parent a bone to another bone
i did everything
restart blender if it's still not working correctly
Just wondering if anyone has any ideas on rigging this
Its 2 seperate meshes
Id like to rig it so the door opens like a hinge and I wanted to make that part of the lip sync stuff
if anyone has pointers that'd be appreciated!
thanks!
might need to model it and make shapekeys for it
?
I already modeled it
Im new to blender
mostly the rigging side
its really confusing to me
ye
@deft token so you want a door on a hinge and the main object?
add a full armiture, parent with empty groups. apply visemes. then in unity set as humanoid. and set all moving animations in a custom controller to t-pose
Its 2 seperate parts that make one part
.-. I honestly have no idea on what you just said, sorry im new to this stuff
apologies
you can actually avoid all the animation if you just want it to slide around
btw im just gonna deal with my backup that doesnt have bones in its laces since idk whats wrong i tried every parent method and restarted blender as well
you still need a full humanoid skeleton for visemes and any gesture or emotes you might want to work
hmmm
just parent it under the main bone you have there
kk
like so, add the default tpose rig to it with empty groups
if you start your hip after the bone there the game will still try to animate the skeleton but it won't be seen at all
this is gonna sound dumb, but what exactly is an empty group?
ah
I see
Im so sorry btw
don't be sorry for learning
empty vertex group...the thing that tells the bones what they move
exactly what feast said
visemes are shape keys, but you can use the bone you currently have to help you make those (CATS will make things easier, I'd grab it if you don't have it yet)
I have it
idk how to use it though
but ill do some research
this is going to be my second avatar ever
Thanks for the help btw I appreciate it!
np
btw do I need to make the humanoid skeleton?
you can use CATS to do a "pose to shape key" which will help you get the visemes set up
or is there somewhere I import that from
I'm pretty sure the SDK has a tutorial humanoid skeleton in it somewhere...
kk
there's a vrchat_tutorial_avatar under vrcsdk\examples\sample assets\tutorial avatar
you could import to blender, remove the mesh, and save that as a template skeleton (for this and later use), then you'd just have to bring it into any project you want it for
kk
that or in preferences --> Addons, there is Rigify you can activate so you can add a basic human meta rig
alright Ill try to finish this tmmw
thanks for the help guys!
i gtg to sleep
appreciate your time 🙂
np. make a list so you know what to catch up on
So does anyone know how to fix the horrid shoulder/upper arm rotation that VRChat does when in full body?
Where it essentually goes full twistie-tie because of the upper arm rotates too much from the shoulder
first thing is to make sure the IK knows how to position the arm, scroll all the way to the bottom here: https://docs.vrchat.com/docs/full-body-tracking
Yeah I did all of that already
reduce size of bone and weights ?
I've tried that as well but it's more of an upper arm bone rotating way too much and it causes the joint between the shoulder and itself to twistie-tie
like it rotates in a very unrealistic way
It rotates like that. Like it's over compensating for the lower arm
that just looks like a weight painting issue
Maybe it's a weighting issue and I just can't find the proper way to weight it
I'll pull up the weight paint data
The logical thing to do here is to reduce the upper arm weighting here
at least I thought it was
the rolls of the bones are all zeroed out correct?
you can just select all and alt+r to 0 it all
er...in edit mode
yeah the roll of all the bones are zero
Here's the weighting of the shoulder as well cause they might be conflicting
yeah that's a gigantic shoulder weight paint
idk if this would be the right channel, but I need some help to get lip synch on my avatar to work in those dance worlds.
The regular lip syncing works, but not during the dance numbers. Any reason why?
because they are not animated I am guessing
@bitter pewter for lip sync to work in the dance worlds you need to have visemes that fit the naming they need
Gotcha
usually Japanese but it depends on what they used
I see
right they are mmd dances so they need Japanese shape key names
Is there a list of some sort?
oh and that. they are not the same for every dance so theres no way to know what they used
not really. the best way would be to either get the same mmd dances and study them or try to use some mmd model as a reference
Also here for visual (with txt file): https://www.deviantart.com/xoriu/art/MMD-Facial-Expressions-Chart-341504917
if you duplicate your visemes instead of only renaming (so one set for actual visemes, another for this) it can avoid breaking things while still lip syncing...only downfall is more shape keys
Right
Though there is one mystery... I saw a MLP model that has the lip sync work
Guess it was made for mmd before hand
or someone fixed it...probably the first though
It didn't work 😦
Everything imported just fine in Unity
But the lip syncing in the world's dances doesn't work
than that dace must be using other names
Ok
Thinking about the MLP avi, it might be using the english names
Before going back to blender, is there a way to reimport the mesh so I don't have to go though the preparation in Unity again?
(Using the reimport options doesn't do anything)
Does anyone know where should i re weight paint the skirt at? it was weight painted to the hips but never knew the butt would stick out like that unless the bones are messed up for it ? not to sure
@bitter pewter If you want to update your model in Unity export new version from Blender, name it the same as previous fbx file, drag/drop it to Unity folder with old fbx, confirm you want to overwrite and wait few seconds till it will update in Unity
heres how the bones look from the hips
I best find a model that already works from someplace
If you frequent the MMD dance world with the giant cat in the preview pic, let me know which ones are available to download and open in Blender please.
@native shuttle that image looks like the entire hip is rolled, not just the skirt...blender image supports that
Are you in full body?
Junez, if you are not full body try to move hips bone a bit down to make space between hips and spine, and delete+reimport model to unity
lifting the head of the hip bone up so it's above the upper legs instead of level should also help
Does anyone know if vrchats eye tracking is broken?
is it not working at all or what?
Yeah no I named everything properly and made sure both eye bones are both zeroed out on their rolls and perfectly straight up
I even combined them with the face mesh and they still refused to function
The eyelids wouldn’t even blink
Visame lip sync worked though
can you show me your shapekeys?@zealous zealot
these are all my shape keys
yeah i need help i re fixed the bones to be a curve but the body seems to be still moving forward in the hips area and the skirt is still angled like its tilted ( In Full Body )
ingame the skirt is tilted and the hip area is popping out
I still can't get the lipsync in the mmd worlds to work
I tried using the japanese letter characters, lowercase, and now uppercase
though does it need all the required shapekeys in order for it to work at all?
So I got this far
I have the bones parented correctly
I have the player mesh parented to the root so I can do gesture controls
I switched the armature to bone btw
so I have pose control
But for some weird reason when I make a pose then add a shape key then stop pose mode
when I adjust the slider nothing happens
it just stays static
anyone have any tips?
This is what bones are parented before hand
this is for lip sync btw
mostly bone placement. if move the hip bone don't fix anything. use the old reverse hip bone option
are you talking to me or @sleek isle
really
had friends test it with full body thought it was the skirt but its defianately the hips dont know what to do
if anyone can help id appreciate it
followed but still likes to pose iteslf the same way as the pictures above i sent @sour isle
can anyone help me i dont know whats wrong with the hips and already centered the hip bone out and put it higher so its above the leg bones , even tried curving the spine to see if that was it and nothing was fixed any solutions?
@native shuttle do you have some ortho front and side screenshots of your armature? (srry if I missed them being posted above)
Its all straight but likes to still break its hip with it straight and curved (like you told me to on a model i was working on before) @fringe citrus
For the issue in your in game screenshots above, you'll want to get your hip bone to be slightly behind your thigh bones
at least I think... it could possibly be another issue, if I can see the armature I could rule out other things
But mostly likely bringing the hip bone back slightly so it's behind the thighs would fix it
Without seeing the armature that's the idea I have. Curving the spine to the back helps more for chest puffing up when laying down
There are a bunch of things that can cause hip problems that look like that but it looks the most like the issue where the hip bone wasn't behind the thighs
so do i just place the hip bone behind the thighs without placing the other bones in place?
The hip bone is just like what shonzo posted atm
You should try to keep the other relative orientations optimal too
Can you give me a picture for reference
Might try bringing it slightly behind
That's the tpose-new.fbx armature
it has a pretty short chest and a high hip
if possible it often solves issues if you try to approach that setup
mostly taking relative positions and orientations into account
Also the root skirt bone should be connected to hips or does it even matter
wouldn't matter for IK, but personally id set up dynamic bones all parented to a single root bone that itself is parented to the bone you want to transmit motion to them
but sounds like what you mean by a root skirt bone
and hip would be best for a skirt (of course depending on where the mesh is)
can do some nice optimizations by sticking some bones parented to the thighs too though, to remove need for colliders
Question lets say re doing the armature doesnt work what would be my 2nd or 3rd option?
Aside from trying other armature fixes?
Yes
You could counteract the tilt by the way you bind in with your real body
but I don't recommend it... IK doesn't perform as well if you do that
Wait theres other armature fixes?
it works but the IK will think your real body's rest pose is in a weird tweaked posture (which holds stuff together) but that tweaked posture would be the basis for other IK so can get weird
there's a ton of different tweaks you can do to your armature depending on what's going on
that's why I wanna see some ortho front and side pics, high resolution if possible so I can really see what's in front of what and what's slightly tilted in what direction
orthographic (flat view) front-on and side-on full body armature I mean
Theres pictures above but its not updated since i got really upset and turned off my computer but all i did to it was make her spine straight and hip straight to the center
thats all really
going off tpose-new.fbx which is what your avatar is retargeted to when you bind in for fbt, you'd want the hip behind the thighs, the spine slightly tilted back, and the chest slightly tilted forward
and also going off what has worked for myself and other people too, that's a good way to set up a spine for VRC
Yeah illl just follow that
I'll rescale the bones to
Since they look smaller in the picture
you don't have to align them perfectly with the tpose-new because it doesn't really match anime styles so well
but pay attention to relative differences between bones
like what's in front of what, or what's tilting in what direction
so if tpose-new has the hip further back than the thighs, but your armature has them lined up, or worse has the hip in front of the thighs, that's a difference in the relative position of the bones compared to tpose-new
relative meaning how the positions of the bones compare to each other within your armature
Originally the hip was infront of thighs
Yeah, that might have caused problems, IK works differently now since the update a few months back. Overall it works better more of the time, but the things it's sensitive to for little minor problems are different than how it was before when the CATs/Snep fix was required
yeah but even positioning it behind still had the same result but ill follow that reference
Hopefully it fixes
Here's my current rig that I've been pretty happy with recently if you want a reference for how I do it @native shuttle
I saved all these images so i can use them to re scale and re position her bones thank u
👍 careful if you copy the neck though. That requires some specific weighting. It's an updated version of my old neck fix to address an issue with a slight zigzag when laying sideways
I don't exactly recommend it as best, it's a tradeoff. So you can have a longer neck bone than mine
otherwise copy away 😁
(though this rig is scaled for my personal proportions and has some tweaks for how I wear my trackers, but should be a decent starting point at least)
yeah i wont mess with the head bone or neck just hips and spine / chest
Also notice how my leg bones sit inside the mesh (mostly centered in the thigh but slightly forward in the shin) that's to address overly locked knees in game. Forward shins are anatomical anyway too
so if you copy my leg orientations for the bones your mesh might not look quite like mine. But mesh apperance doesn't matter for IK
also a spine rotation point that high will probably require redoing weights
anyway good luck 😁
D:
@native shuttle dm me front and side pictures of armature
Does anyone know how to fix the Unity issue where you make a change to the avatar in Blender and then when you go back in to Unity the avatar's body parts are all stretched out in weird ways?
I think you need to check the position of your avatar in Blender
I have a problem with unity where my dynamic bones stopped working
I had set them up yesterday and they were working fine but today when I wanted to apply colliders it just broke everything and I can no longer apply the dynamics, everything just stays rigid. The little white lines are not even visible
instead, in playmode I get this
found the solution: couldn't apply the dynamic bones because the armature in my hierarchy was disabled. I just had to enable it again in the inspector 🙂
So for some weird reason when i try to import the model its sideways
anyone have any tips?
The bones work
Maybe I parented the meta rig incorrectly in Bblender
Perhaps object is rotated in Blender and you need to apply its rotation*
how do i give my character blinking and mouth animation
Blendshapes
whats that
@fringe citrus late reply but it doesnt like to follow that fb fbx either it like stretches and pops its chest way to much and still has the same problem with the hips
I made a lot more shape keys to get the facial animations to work in the dance world. Still no luck, but I hope you guys can pin-point the problem here: https://i.gyazo.com/6206b659434b8eebc3e9e8d9c65beecb.jpg
so, is it possible to use both (dynamic) bones and shapekeys together? for instance my character has ears and a tail and I'd like those to be influenced by shape keys via gestures and/or by dynamic bones
@native shuttle hmm ok, you mean you tried it with the tpose-new.fbx itself or you approximated that armature in your own? I can confirm that my own armature I posted is working great for me. Maybe I can spot what's going on with some screenshots of your armature. If you don't wanna post your model here you can dm them to me too
@bitter pewter maybe they need to be named in Japanese? CATs auto translates a bunch of stuff so you might have seen those names in something processed through CATs but I'd assume that the map expects Japanese names on the shapekeys. Just a guess though
@opal river Of course.
The only thing you need to consider is how the shapekey's deform will affect the way the DB looks.
Because a shapekey isn't going to move the bones you're affecting with DB.
But like, making your tail fluffier? That's fine. Curling it or bending it? Probably will look odd with DB.
Same with ears. Or anything similar, really.
okay, someone else suggested to do the deformations for the ears and tail via animations in unity and just link them to the gestures
which I guess would get around that issue you mentioned?
Dynamic bones move solely based upon how your bones are positioned and their length, if you deform a tail per example to twist at the center, let's say to the right, if the tail bone sways to the right, the tail will bend even further, which can end up clipping into itself, if the tail bone were to bend to the left, based on its new deform, it will either collapse into itself trying to twist the other way, or perhaps deform back properly
@opal river
It's entirely possible to toggle ehm
oh, well then
I don't think you can change values, but you can definitively toggle ehm
so I could create for instance an animation that makes it so the tail moves in front of the body so I could hug it, have it disable the dynamic bones in the tail while it's active, then combine that animation together with another animation that for instance changes the facial expression, and bind all that to a gesture?
Could do that aye
awesome, thanks
Since the tail isn't part of the "body" it can be easily animated without complications
And by that i mean the body rig assigned in the config, since anything part of the humanoid rig is hell to work with
Heyo I am having a bit of an issue with my weight painting. I have an small bit that I can't seem to be able to paint from any angle. A bit new at this does anybody know whats up with this?
At this point I'm one step away from just deleting the mesh and letting it be see through on the shorts
@opal river @opal aurora Just keep in mind that if you want to toggle a specific script, you want that script by itself on it's own gameobject. Just because "dynamicbones.enabled"(or whatever the property is called) affects every script on that gameobject. So using that property will turn off or on every dynamic bones script on that object. Also, I think you can keyframe value changes. But again, it'll affect every dynamic bone script on that gameobject.
Yeah i tend to always set it on a per-root basis rather than just setting everything on the root of the whole model, it works better that way aswell
I've considered doing that as well. I just always had them all on Avatar Root as force of habit so that I can edit every value in one place. Makes it easier to mess with them in play mode.
On that note- i tend to ctrl+z in play mode if i'm editing multiple values and i need to drag the model around, since you need to deselect everything for that (it will reselect everything again), although you can also lock the current menu on the inspector for that same effect
Yes. The lock is your friend. That, and we didn't have Pumkins.
So just copying from one root to another was just faster.
Was there an update to blender or something that made all the materials join into just 1 when going into unity? How do I make it not do that? I can't apply the material textures properly anymore
Nope, 2.81 exports materials as usual
Did you accidentally atlas your mats?
Not sure about the term "atlas". If that is what happened, then how does that happen?
anyone know any good videos on rigging an avatar for a complete beginner?
Mixamo
not sure where to put this but im having a weight painting problem. in blender, this model looks fine, tried pose mode and everything works the way it should be, but in unity, the head looks like its rigged to the chest, as well as the neck. ( unity > https://gyazo.com/49ff7e8d9f37743fc79a6bb9db82ca8a , blender > https://gyazo.com/3c7a918e60dbe51e3fb2e54b025f5fad )
sooo i know rigibody's are a thing ect but im deadass curious, can i make a four legged models?
ive just gotten curious because of some of these rigibody works ive seen
@fading verge How does it look in blender then ?
Second one is in blender
@fading verge that... is a really weird issue... have you tried restarting unity yet? If so, have you tried re-importing the model?
OH i forgot i posted this here, ive fixed the problem! apparently it was the cats plugin for blender that was making it bug.
i just imported the model into unity without using cats and it works fine now
Did you report to the dev?
no?
Glad it was just a bug though
cats was only blending the bones together with caused the head to move with the spine
i think
The dev has said to report any issues and they'll try to fix. Always good to report
export through blender ?
@warm lintel Really avoid rigidbodies and joints for things like that.
It won't look the best due to latency anyway, but that's a tad expensive. Not that using multiple VR IK with grounders isn't as expensive either. But it'd at least look nicer.
It does work though
Not to mention $90 paid assets aren't worth it to a lot of people
It works to a degree.
If you get rigidbody physics drifting and notice how dumb it looks to have both legs on one side moving together instead of mirrored..
Lol Then you take into consideration how bad it makes your stats look.
Rigidbodies are not worth.
I have a friend that did it so that the legs were swapped with each other so FR moved with BL and so on
Hi.
The only time it'd be questionable (looks wise) is with full body really. You can counter drift with a position reset too. As far as stats go...meh, plenty of people have terrible stats without even trying to do something interesting...
I have a VRChat model that has some really weird bone problems. When I move my arms the wrong way I get a kind of "do you want to see the bottom of an avatar's foot?"-style freakout, my left hand bends backwards, and I don't walk at all, I just kind of slide across the floor. I have less than zero talent with blender so I'm REALLY at a loss as to how to fix this.
In pose mode in Blender do the bones move as you expect?
And in Unity have you checked to make sure the mappings for the humanoid rig are correct?
The problem is drift being local. I also kind of meant latency too. Ahhh. Please don't encourage rigidbody armatures.
Check the rolls for the bones?
Rigidbody? I'm sorry but I have no idea. I simply cut the head and put on the new outfit without touching any of that.
Also I check the bones and they all have 0 for Roll
@wintry rover It was in reference to an earlier conversation.
@drowsy wharf The problem is someone else rigged the model for me. I have less than zero talent with 3D modeling and rigging. ;_;
Not your question
Oh sorry
@wintry rover make sure the hip bone is above and slightly behind the leg bones, and that the leg bones aren't perfectly straight. They should have a slight bend at the knee in the correct direction. (it can be imperceptible, but it needs a bend to tell the IK where it bends)
@lapis stream you can still learn basics, like how to test it, or how to make minor adjustments.
You don't have to weight paint or rig to do either.
And setting up the mapping in Unity is separate from all that. It's just a panel and you say "hip is hip, thigh is upper leg, and knee is lower leg" or similar (examples).
If you're just going to jump to "I can't" we can't really help you find out what's wrong or fix it.
If you're willing to learn and try things, we can try to help where/when we can.
I want to learn but 1) I need to reboot, 2) Everything you just said is witchcraft, I didn't understand a word.
Also I'm severely intimidated by this whole enterprise.
ty I'm fixing the bones atm
@bold locust I completely agree using a bunch of rigid bodies is a bad idea, just that not everyone has $90 spare to throw at something like this. And if left with sticks instead of a flint and steel, you can still make things "work" if not as well, that's all.
do you happen to have a reference rigged model so I can follow?
there's a sample avatar in the SDK you can base things on
vrchat_tutorial_avatar under vrcsdk\examples\sample assets\tutorial avatar
I tried importing it but the model is quite broken in Blender
Sorry. Update reboot thing.
I have a mental deficiency that makes it very hard for me to do anything remotely artistic with precision.
That's why I came here for help instead of doing it myself.
I tries to fix it but it looked like an eight year old's work.
Sorry. It just clicked that if I have such a deficiency in artistic endeavors, then there's no way any of you could help me, huh?
The things I was asking about have nothing artistic about them. It's just things like, does an elbow or a knee bend correctly, etc.
Pose mode lets you rotate (or move in other cases) the bones to see how they move the body around.
I don't even know what programs I need.
Blender and Unity is all you really need
I can't afford them.
both free
hey all, i'm currently trying to rig a model and running into some problems. the model i was using didn't have a shoulder bone, so i tried subdividing it from the upper arm. in blender it looks perfect, it still works in unity, but when i build the avatar to vrchat the arms are extremely contorted. could there be a possible reason for this that i'm missing?
Make sure the bone rolls are all 0 degrees and make sure there's a slight bend in the elbows for the bones so the IK doesn't get confused.
Weight painting issue most likely
can confirm that the roll of the shoulder is 0
@fading verge does that mean i should use CATS to merge the weight from the upper arm to the shoulder?
I'm sorry. I have really bad anxiety and had a panic attack. This is all very overwhelming for me but I would really like to learn if I haven't burnt my bridges here. I'll wait my turn, of course.
i tried merging weights and it didn't work; after reimporting the model i was using, it isn't showing the upper arm bones at all despite being in the armature
You asked for help yesterday as well
Nope, yesterday
I don't remember that at all.
I scrolled up, still nothing.
Was I complaining about trying to apply a texture to my avatar?
Because I figured that out.
Cool, what's blocking you now ?
The bones are all weird. My avatar just slides around on the floor, the hands wig out when I'm doing anything, even when I'm not doing index controller stuff, it just moves very awkwardly and feels gross to inhabit.
I was just gonna hire a guy to fix it for me.
When it's a subject I don't know a lot about, it's really easy for me to get overwhelmed and have a panic attack.
When I'm using her, it feels like I'm trapped in a soviet-era cartoon.
@lapis stream If you can commission someone to fix for you it might be better
Yeah, probably.
lready there.
@round rivet assign automatic weight paint on your upper arm bones
@crisp tendon autoweight brought it in a little bit, but not much https://spectrobes.might-be-super.fun/AbGcgET.png
you can fix what's missing manually
what do you mean by "what's missing"? all of the bones are there and in place
the missing weights on vertices
this seems like a problem https://spectrobes.might-be-super.fun/2DMKfmW.gif
should i autoweight the shoulder as well, then?