#avatar-rigging

1 messages · Page 151 of 1

pearl thicket
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the bottom of the skirt (feet clip)
the fingers
the frill on the collar

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😟

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okay well I am figuring this out

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learning is fun

drowsy wharf
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@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"

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easy snap-to so you don't have to manually copy/paste transforms

warm oyster
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ahh thank you

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i have avoided the 3d cursor like the plague

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i do not know why

drowsy wharf
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clicking to select doesn't work as well in most cases, but the snap is nice

warm oyster
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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?

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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

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no idea how to affect the resting state of something, except maybe moving the constraint ranges, but i tried that

drowsy wharf
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left/right fingers, thumb stretch most likely

warm oyster
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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

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hmm.

drowsy wharf
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not sure what you mean by "squish" exactly though

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only when sitting?

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and is it regardless of which gesture you're using, or the idle one, etc

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botpls...we're talking here

warm oyster
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the bot just deleted all my--lol ok well
squished like this, and it's worse when sitting

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lemme try something

drowsy wharf
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and you don't have anything slotted in the idle right?

warm oyster
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nop

drowsy wharf
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Have you animated anything on that avatar?

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that looks like a neutral muscle pose

warm oyster
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well that screenshot's actually -20 thumb 1 stretch

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which is her max

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but lemme reupload this file and test it and get back to you

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i'll try detatching

drowsy wharf
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you running unity as admin?

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unless my brain is too fried today, that usually happens when it's not allowed to write the file I believe?

warm oyster
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male was having other problems - think i prefer male b/c the sitting animation doesn't involve heaving shoulders lol

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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

warm oyster
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i'll probably just make my own stand/sit idle and deal with the stillness

pearl thicket
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so I fixed the weighting (I hope) on the collar part so it doesnt stretch anymore

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was gonna move onto the fingers

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but I noticed the bones are not in the center, but instead they are right against the bottom of the finger

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should they be dead center?

drowsy wharf
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generally speaking, yes

fervent hornet
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Yeah if they are that low the knuckles might stretch a lot

raw jackal
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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.

fervent hornet
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When you say scale do you mean proportions? Overall scale has little to no effect on "fitting" in the avatar

drowsy wharf
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@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

raw jackal
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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.

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In game, everything looks 100% EXCEPT my entire body is shifted down a few inches.

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Playspace mover fixes it, but it's annoying

drowsy wharf
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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

fervent hornet
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Make sure that your rig does not move when you enforce t pose in the rig configure menu @raw jackal

remote barn
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Is it just me or is the IK for the shoulders and upper arms super fucked up for VRC?

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Like the upper arm and shoulder rotate way more than they should and it causes the twistie tie effect

mellow sonnet
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if anyone knows how to get my avatar out of t post when i import it in the game please help me

remote barn
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@mellow sonnet Did you set the rig to humanoid?

mellow sonnet
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yes but some reason after doing it it asked for a lot of rigging and stuff witch im not the best at

remote barn
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Is there an error when you get to the VRC upload screen?

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if so what does it say

mellow sonnet
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let me grab a picture to show you

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one sec

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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

remote barn
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It's because your spine has a length of zero

drowsy wharf
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@mellow sonnet ignore that error

mellow sonnet
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hmm?

remote barn
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That's a product of the full body fix witch isn't needed anymore

mellow sonnet
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oh

remote barn
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you shouldn't do that because that will break models in future updates more and more

mellow sonnet
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but how do i fix it from being in the low are t pose in game

drowsy wharf
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can you show the head/hand rigs?

remote barn
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^^^^

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Did you do the neck fix?

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If so it won't attach itself in the rig

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you have to do it manually

drowsy wharf
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I can see that there's a neck/head assigned, but make sure it's set correctly

mellow sonnet
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like that?

drowsy wharf
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remove front hair from jaw for one, that'll have your hair wave when you talk

mellow sonnet
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im not the best at that so removing that i don't know how to do..

drowsy wharf
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click the 0 on the right side, scroll up, select "none"

mellow sonnet
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done

drowsy wharf
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do you see any other errors on the build panel?

mellow sonnet
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let me see them

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one sec

drowsy wharf
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mappings look fine though, I don't see any errors

remote barn
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Hmmm

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Take a picture of the entire rig list on the right

mellow sonnet
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idk if it posted

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ok one sec

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theres that

remote barn
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Oh that explains it lol

mellow sonnet
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idk whats wrong so yeah

drowsy wharf
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it's complaining about upper arms which are mapped, and feet we haven't seen yet

mellow sonnet
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here let me just hand you the moddle so you can look at it easier

remote barn
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Where does it take you when you click select to fix the issues

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DM it to me

mellow sonnet
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ok

remote barn
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can't post those types of links here

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This is what I got when I just uploaded it

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and changed the rig to humanoid

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no critical errors

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Something tells me unity just fucked the import

fading verge
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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

warm oyster
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can anybody guess why it seems like my avatar's head is shoved back when sitting?

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it's kinda hard to tell because wait i can just upload her with different textures to test it lol sec

turbid spear
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might depend on where your head and neck bones point

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head needs to point up

warm oyster
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it's weird, it seems to work when i change it to "playing while sitting" mode when i sit down in the game

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but i think just the viewpoint shifts, rather than the whole head, when i sit in-game while in standing mode

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so yea w/e

cyan adder
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how do i fix this

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never had this happen before

turbid spear
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I get that too. It started happening after the fullbody changes not too long ago

cyan adder
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hip bottom was level with bone top

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on mine

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ill change to match that tho

turbid spear
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Could also be because of how the legs are tilted

cyan adder
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i have the knees slightly pushed forward already

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in blender

wind osprey
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What does your t-pose configuration in unity look like?

cyan adder
merry estuary
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Shouldn't leg bones be straight in front view? Unity will think they need to bend sideways

cyan adder
turbid spear
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If they're completely straight then they won't bend right as far as I know

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So they need a bit of a tilt

cyan adder
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ive reuploaded this 5 times already

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doing microfixes trying to get this right

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it probably wont show in FBT, but i want this to work fine in desktop too

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i mean

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that was the whole point of the IK change

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to have avatars with regular IKs work with all platforms

wind osprey
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It looks like the legs are angled inwards slightly, the legs should be going straight down

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It's very subtle on yours, but try rotating them outwards slightly by the thighs.

cyan adder
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also what sucks

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is that my blender 2.8 has no export options

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so i have hundreds of these BS empty bones everywhere

merry estuary
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You mean leaf bones?

cyan adder
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yeah those

merry estuary
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There is option for these

wind osprey
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2.8 or 2.81? I know in one of the minor releases they shifted the export options somewhere slightly less accessible

cyan adder
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2.80 full release

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no export options at all

wind osprey
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Screenshot more of it, might just be collapsed somewhere

cyan adder
merry estuary
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You dont have this?

cyan adder
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where is that

merry estuary
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Export fbx...

cyan adder
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look at my screenshot

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its literally not there

turbid spear
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N collapses them for me but there's also a gear icon top right

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That's missing from your screenshot

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I'm on 2.81 tho

wind osprey
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The gear came in 2.81, they're likely still on 2.80

cyan adder
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as I said in my previous comment, im on 2.80

turbid spear
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Yeah I just read that

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Need to mess with some options probably because it was always there for me as well

cyan adder
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I dislike 2.81 because I just learned all the keybinds for 2.8

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and they changed half of them again

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for 2.81

turbid spear
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Really now?

wind osprey
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So export your 2.8 keybind and import in 2.81

turbid spear
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I didn't know, but then again haven't used blender much since the update

cyan adder
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moving the legs apart worked Gallium

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now to fix VRC rotating my legs inward, even though theyre straight out

merry estuary
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Try resseting bone rolls to 0

cyan adder
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already did that

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its just vrchat

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because it rotates all bones weird

crisp tendon
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They're not supposed to be straight out

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That's what makes them bend inwards

stuck hamlet
stuck hamlet
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the model has two neck bones

crisp tendon
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can't have two neck bones

stuck hamlet
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is there a way to sort of merge bones in blender? im not the brightest with rigging

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wait nvm got it

iron aurora
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Hello?

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I dont know if this is the right channel but i have a couple questions

fervent hornet
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If you ask the question someone will answer if they know, people don't prod others to ask their questions

iron aurora
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  1. 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?
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  1. Can someone help me find out why unity keeps crashing when i try to upload
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  1. Can someone help me change clothes on a avatar?
crisp tendon
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i don't think these questions are about rigging

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and 2 in the unity forums/support

iron aurora
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Fair enough

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I will ask there

fading verge
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@stuck hamlet There's a weight paint mix modifier that you can use to add/subtract/mix the weights of two separate vertex groups

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Else there's the merge bones in chains option too

crisp tendon
raw marten
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I need help

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it won't allow me to login to vrchat in unity

crisp tendon
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raw marten
violet depot
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in rigging should the parent of the leg bones be the hip bone or the spine bone?

teal badge
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Hip

fading verge
naive tree
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@raw marten vrchat uses 2017.4.28f1 version not 563

fading verge
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I tried rigging my avatar but I can’t get it to work and it falls half way though floor

chilly roost
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Wow Ruuubick thanks for that, I was looking help for transfer weights between vertex groups in the same mesh.

fading verge
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dansGAME

native shuttle
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anyone know why a certain part of the scarf isnt connected and why wont the hat connect either ?

fading verge
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Is it not weighted?

native shuttle
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i added auto weights

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do i have to manually weight it

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@fading verge

drowsy wharf
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@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

winter matrix
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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

drowsy wharf
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@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

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can't really offer suggestions on the setup though, sorry

tough robin
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What I like doing is grabbing an avatar I know works well with fbt. And using its skeleton for a new model

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Think of it as putting a bear suit on instead of becomming the bear

winter matrix
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I do have an avatar with an armature I KNOW works properly with full-body tracking, so I'll give that a try.

raw marten
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Wait where can I get the version for avatar rigging. Just me me the link

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I need the unity version for putting avatars in vrchat

fervent hornet
raw marten
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Thx

raw marten
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help

drowsy wharf
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Exactly what it says.
proper hierarchy is:
Hip>Spine>Chest>Shoulders/Neck

raw marten
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I need to find the parent one. Which one is it

drowsy wharf
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the "parent" is whatever an object is attached to

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so the Hip is the parent to the spine, the spine is the parent to the chest, etc

raw marten
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can someone give me a guide because I am really trying

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I need a full guide to the whole rigging the skeleton

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@drowsy wharf can you provide a guide for me because this my first rig

drowsy wharf
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@raw marten are you talking about the rig mapping in unity? or are you talking about rigging a model?

fading verge
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i set avatar to humanoid, its has bones and all. uploaded it to game and t pose smh

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why tho?

opal aurora
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Do the bones move the mesh?

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@fading verge

fading verge
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im new lol, not sure what mesh means 😂

opal aurora
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Mesh is an assortment of polygons, it can either be part of a model or a whole model in it of itself

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In a nutshell, i'm asking if the bones do anything to any part of the model when you move them

native shuttle
opal aurora
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Is the head bone tilted in any way before enforcing t-pose?

native shuttle
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no

opal aurora
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Can you screenshot the model prior to enforcing t-pose?

native shuttle
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when i input the head mapping it reads the eye bones as its head also

opal aurora
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That's just unity being unity really haha

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Are you sure the head bone isn't at an angle? :o

native shuttle
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its straight @opal aurora

opal aurora
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Hmm... the rolls seem fine aswell...

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I assume the bone behind the head is for the fluff?

native shuttle
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im confused

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hoodie

opal aurora
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Alrighty

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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?

native shuttle
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no

opal aurora
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Try the following, set all the bones in the proper slots, hit done, come back into the config menu, enforce t-pose

native shuttle
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nope still tilts his head back

opal aurora
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That's pretty odd...

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Perhaps apply the values on the head in the config, there's a screenshot with them up there, i think atleast that should work

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Although this is more of a workaround than a fullfledged fix

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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

native shuttle
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Values where @opal aurora

opal aurora
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When you select a bone on the rig config, values pop up on the bottom right

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Those are the current position and rotation of said bone

native shuttle
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Its the same values when i put it in t pose

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@opal aurora

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help :/

opal aurora
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Maybe it's a visual bug then :o

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Save your project and restart unity, if even that doesn't work, i'm kinda stumped

native shuttle
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outside of the configure it looks normal

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@opal aurora

opal aurora
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The main view always displays the default appearance, unless animated of course

native shuttle
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so what do i do

chilly roost
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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.

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((The mesh has no bones))

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If I use "attach mesh" it looks like this, but it deletes all vertex groups.

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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.

native shuttle
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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?

drowsy wharf
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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

native shuttle
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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

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I was going to ask though whats a good height for a adult male avatar @drowsy wharf

raw marten
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I am need a mapping guide to the model

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@drowsy wharf

viscid grail
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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

crisp tendon
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a video of your problem would help a lot !

drowsy wharf
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@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.

viscid grail
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@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

fading verge
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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

crisp tendon
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You'd need to use an eye tracking shader, since it won't be humanoid

fading verge
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Ah I see, does the shader need to be downloaded or is it in a preset wit the SDK?

crisp tendon
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downloaded

fading verge
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Many thanks! ill try it now and see if it works

fading verge
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while i prepare, would the shader allow the rig of the eyes to move or is it a normal shader? apologies for constantly asking!

crisp tendon
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it's shader based, so the movement is done throught he shader, the bones won't move

fading verge
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Oh I see..apologies, I was worried that the shader wouldnt be able to give me movement such as this:

crisp tendon
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Yeah that can't be done as a generic model

fading verge
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Oh, so besides the shader there is no other way to have the headlights move like this?

crisp tendon
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not in an eye tracking kind of way at least

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they could have an idle animation moving around, but that's pretty much it

fading verge
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I'll have a play around and see what i can do, thank you very much for the help!

fading verge
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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

chilly roost
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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.

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Then if I do “fix model” and I activate Blink Shape the bikini appears, and that happens with all other shape keys.

crisp tendon
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You should have one mesh with all shapekeys on it

chilly roost
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But it was easier and more comfortable to separate everything by "loose parts"

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It is my first avatar rigged from 0, without bones, shape keys ...

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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).

crisp tendon
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it becomes very poorly performant that way

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it should just be one mesh

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If you need to hide things then do that through animations by default

chilly roost
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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.

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I will create the animation in Unity using the shape key that I created (if it works correctly, hahaha)

crisp tendon
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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

bold locust
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Oookay. I wanna cash in some points for some ideas or help getting these knees working with VRC IK, including full body tracking.

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Note the additional bend. I didn't want to sacrifice that.

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I've consider using an IK chain, but feet wouldn't work properly.

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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.

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Pretty please @bold locust if you have any ideas.

bold locust
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I just considered.

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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.

manic marsh
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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

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Better to just have the feet+lower ball joint move and it should look ok

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@bold locust

bitter pewter
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Hey, guys! I'm having trouble with the visime-styled lip synching

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I made the shape keys in Blender for the head and then imported it to unity

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Unity can see the shape keys, but they do not work in game

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What should I do?

turbid spear
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They have to have specific names and order

bitter pewter
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That I did

turbid spear
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(Actually i think the names don't matter but order does, for blinking at least)

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Do they actually work tho. Click on your body mesh and go to blendshapes and move the sliders around

bitter pewter
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Yep

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It works in Unity

turbid spear
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What does your descriptor look like

bitter pewter
turbid spear
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Weird, not idea then

bitter pewter
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XP

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There might be something, but idk what

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If I am just using visimes, is a jaw bone required?

turbid spear
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No, you have to take that out of the rig configuration

bitter pewter
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Phew

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I had the jaw removed a while ago

turbid spear
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Dunno if it matters for lipsync but what does your hierarchy look like

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Hips > Chest > Neck > Head ?

bitter pewter
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Ohh

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Lets see here

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I got it qworking now!

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But I do appreciate you coming out to help me

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Thank you

turbid spear
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What was the issue?

bitter pewter
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Lip synching not working

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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

turbid spear
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I see

bold locust
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@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.

bold locust
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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.

fading verge
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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

dense stump
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Did you set it as humanoid in unity?

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if so, pls send pics of the config! and any errors the sdk throws before u hit publish

fading verge
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here the error list

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and its set to humanoid

drowsy wharf
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that's not tposing it

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need the model's mapping, the rig config

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also expanding the hierarchy helps

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and based on those errors, you don't have all the needed finger bones (thumb/index/middle fingers)

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Forgot the mention ⬆️ @fading verge

fading verge
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do you need them even if there no doing anything?

drowsy wharf
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yes

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they just have to be there and assigned in mapping

fading verge
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wait i get the rig

drowsy wharf
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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

fading verge
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k

drowsy wharf
#

the humanoid rig settings, not that

fading verge
#

k

drowsy wharf
#

the panel that lists what is mapped as what

fading verge
drowsy wharf
#

yes

#

unmap the upper chest for one

fading verge
#

? sorry my first time doing this

drowsy wharf
#

"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

fading verge
#

sorry where the o?

drowsy wharf
#

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

fading verge
#

ok did that

drowsy wharf
#

that opens up a selection box (for future reference)

#

scroll to the top and select none

fading verge
#

k

#

done

drowsy wharf
#

jaw bone in the head section should also be empty unless you want jawflap when you talk

#

you still need the finger bones though

fading verge
#

do i re rig the chracter it my software? then try

#

so it has finger bones

drowsy wharf
#

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

fading verge
#

but the finger dont have to move any part of the body right? they can just be on the rig

drowsy wharf
#

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

fading verge
#

k and no toes? just the foot

drowsy wharf
#

not needed unless you want the tiptoe effect

fading verge
#

k

drowsy wharf
#

(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

fading verge
#

thanks i give it a shot them see from there

viscid grail
#

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

drowsy wharf
#

99% the leg bone aren't straight left/right

fervent hornet
viscid grail
#

Leg bones seem like they're straightened, at least in Unity

steady patio
#

@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

viscid grail
#

So say if there rotation was around 2 or something, just put that down to 1?

fervent hornet
#

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

viscid grail
#

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

fervent hornet
#

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

viscid grail
#

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.

fervent hornet
#

Going from community labs to full publish is based on visitation and heat. The world creator can't do much to expediate it

viscid grail
#

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

fervent hornet
#

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

drowsy wharf
#

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.

chilly roost
#

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.

#

I'm following this tutorial, but I don't know if it's outdated.

warm chasm
#

I always forget how to do this
could someone help me out with the spine stuff?

chilly roost
#

What happens to the spine, Shariq?

warm chasm
#

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?

drowsy wharf
#

@chilly roost are ALL of your bones set to the same roll? I see it's not 0 for the legs

chilly roost
#

You say for the -0 roll, Himeki?

drowsy wharf
#

in armature edit mode, select all bones and hit Alt+R to reset all rolls to 0

chilly roost
#

I have done an "Avatar Fix" in CATS and It moved some bones, I will test.

drowsy wharf
#

always reset rolls if you adjust bones, blender likes to change them

chilly roost
#

Oooh, thanks. Gonna test

drowsy wharf
#

extra note, your hip bone should technically be moved higher, so it's abovve the upper leg bones

chilly roost
#

"Avatar Fix" in CATS has not fixed the problem.
Now I am testing the "Alt + R"

drowsy wharf
#

the "fix" is really just for after importing a model to standardize it and remove unnecessary things

chilly roost
#

I'm uploading the avatar now with the "alt + r"

crisp tendon
#

your legs bend the wrong way

drowsy wharf
#

that backwards leg bend is going to cause problems...probably the issue

chilly roost
#

:0

drowsy wharf
#

scroll down in the FBT link I sent, it's near the bottom

chilly roost
#

let's see...

#

Does the leg and knee have to be at 180º angles?

#

Like this?

drowsy wharf
#

yes, just make sure it's not bent on the x axis

chilly roost
#

Perfect, let's test ...

drowsy wharf
#

also check in pose mode after you move bones, make sure there are no issues

warm chasm
#

I've tried everything I can think off and it hasnt worked

drowsy wharf
#

Do you know what parenting is?

warm chasm
#

nope

drowsy wharf
#

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)

warm chasm
#

sure give me a moment

#

the armature stuff right?

drowsy wharf
#

yes

warm chasm
drowsy wharf
#

oh boy...that's a really unoptimized model if the top part is all meshes like it seems...

warm chasm
#

yeah..

drowsy wharf
#

the bottom part with the armature is the important section, can you expand the rootnode and find hips through neck?

warm chasm
drowsy wharf
#

do you have CATS installed?

#

in blender

chilly roost
#

Solved. I have to fix the weight paint again but the main thing is fixed.
Thank you very much.

warm chasm
#

CATS?

drowsy wharf
#

this is not a good model to learn with....it's a mess

warm chasm
#

i've made avatars before but I always forget how to do the rigging

drowsy wharf
#

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?

warm chasm
#

only converted xps files to fbx

#

I've removed parts of avatars that I dont want too
like wings

drowsy wharf
#

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...

warm chasm
#

right I see

#

I'll deal with that tomorrow

drowsy wharf
#

not to mention the terrible performance with all the separated meshes and excess bones

warm chasm
#

it seems to work fine when I look at it in the muscles and settings

drowsy wharf
#

damnit bot that took a while to write...how was that spamming

warm chasm
#

I'll look through the bones tomorrow on blender and delete what I dont need

drowsy wharf
#

my guess at proper mappings

root hips> spine lower> head neck lower>(no idea what is actual neck/head)
hips     >Spine       >chest           >neck>head```
warm chasm
#

I see
Thank you

#

worst case scenario
I get a version with no bones and stick it in mixamo

drowsy wharf
#

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

warm chasm
#

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

drowsy wharf
#

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)

warm chasm
#

yeah

native shuttle
#

if i wanted to put bones in the little laces i would connect them to the lower legs correct?

chilly roost
#

yep

tough robin
#

yeah it would

#

if you do it right lol

chilly roost
#

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

glass panther
#

That's a Widowmaker spine right there!

chilly roost
#

xDDD

#

I will try to copy the position of the other skeleton ...

sleek isle
#

The end of the bone dont need to be connected soo the last picture should work fine

steady patio
#

tpose_new.fbx or whatever its called in VRC SDK gives a pretty good example rig

bronze fern
#

scoliosis

#

also modelled asshole :-)

tired meteor
drowsy wharf
#

@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)
chilly roost
#

Many thanks!

crisp tendon
#

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

native shuttle
#

how can i fix this? i weight painted the shoe laces to have its own bones and now they wont stick onto the feet

crisp tendon
#

Are the bones parented ?

native shuttle
#

to legs

#

parented by menu unless i have to do the shift select method?

crisp tendon
#

Try to connect them

native shuttle
#

okay

#

doesnt work with the shift connect way

crisp tendon
#

it's one of the checkboxes in the menu

native shuttle
#

it just makes it bigger

drowsy wharf
#

@native shuttle connected is not at all what you want, try checking the "relative parenting" checkbox

native shuttle
#

@drowsy wharf

drowsy wharf
#

huh...not what I expected...

#

revert your pose to normal first

#

then control+P with the lace bone selected

#

also uncheck relative

native shuttle
#

doesnt work

drowsy wharf
native shuttle
#

video didnt help me fix it :/

drowsy wharf
#

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

native shuttle
#

i did everything

drowsy wharf
#

restart blender if it's still not working correctly

deft token
#

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!

native shuttle
#

might need to model it and make shapekeys for it

deft token
#

?

#

I already modeled it

#

Im new to blender

#

mostly the rigging side

#

its really confusing to me

native shuttle
#

for it to talk and open its door

#

you need shape keys

deft token
#

ah k

#

so uhm do i need bones?

native shuttle
#

ye

deft token
#

idk how to set that up

#

atm this is what I have

#

give me a sec

drowsy wharf
#

@deft token so you want a door on a hinge and the main object?

deft token
neat condor
#

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

deft token
#

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

drowsy wharf
#

you can actually avoid all the animation if you just want it to slide around

native shuttle
#

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

deft token
#

I wanted it to swing open like a fridge

#

its the X Box fridge lmao

drowsy wharf
#

you still need a full humanoid skeleton for visemes and any gesture or emotes you might want to work

deft token
#

hmmm

neat condor
drowsy wharf
#

just parent it under the main bone you have there

deft token
#

kk

neat condor
#

like so, add the default tpose rig to it with empty groups

drowsy wharf
#

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

deft token
#

this is gonna sound dumb, but what exactly is an empty group?

#

ah

#

I see

#

Im so sorry btw

neat condor
#

don't be sorry for learning

drowsy wharf
#

empty vertex group...the thing that tells the bones what they move

#

exactly what feast said

deft token
#

kk

#

give me a sec

neat condor
#

also the crab has the visemes on the claws, so it snips when i talk

drowsy wharf
#

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)

deft token
#

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!

neat condor
#

np

deft token
#

btw do I need to make the humanoid skeleton?

drowsy wharf
#

you can use CATS to do a "pose to shape key" which will help you get the visemes set up

deft token
#

or is there somewhere I import that from

drowsy wharf
#

I'm pretty sure the SDK has a tutorial humanoid skeleton in it somewhere...

deft token
#

kk

drowsy wharf
#

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

deft token
#

kk

neat condor
#

that or in preferences --> Addons, there is Rigify you can activate so you can add a basic human meta rig

deft token
#

alright Ill try to finish this tmmw

#

thanks for the help guys!

#

i gtg to sleep

#

appreciate your time 🙂

neat condor
#

np. make a list so you know what to catch up on

deft token
#

kk

#

will do

remote barn
#

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

drowsy wharf
remote barn
#

Yeah I did all of that already

crisp tendon
#

reduce size of bone and weights ?

remote barn
#

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

drowsy wharf
#

that just looks like a weight painting issue

remote barn
#

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

drowsy wharf
#

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

remote barn
#

yeah the roll of all the bones are zero

crisp tendon
#

yeah that's a gigantic shoulder weight paint

bitter pewter
#

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?

tough robin
#

because they are not animated I am guessing

drowsy wharf
#

@bitter pewter for lip sync to work in the dance worlds you need to have visemes that fit the naming they need

bitter pewter
#

Gotcha

drowsy wharf
#

usually Japanese but it depends on what they used

bitter pewter
#

I see

tough robin
#

right they are mmd dances so they need Japanese shape key names

bitter pewter
#

Is there a list of some sort?

tough robin
#

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

bitter pewter
#

Perfect!

#

Now to get the names as text top copy and paste

drowsy wharf
#

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

bitter pewter
#

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

drowsy wharf
#

or someone fixed it...probably the first though

bitter pewter
#

Yep

#

Thanks for this, though

bitter pewter
#

It didn't work 😦

#

Everything imported just fine in Unity

#

But the lip syncing in the world's dances doesn't work

tough robin
#

than that dace must be using other names

bitter pewter
#

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)

native shuttle
#

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

merry estuary
#

@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

bitter pewter
#

Got it!

#

That part works

native shuttle
bitter pewter
#

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.

drowsy wharf
#

@native shuttle that image looks like the entire hip is rolled, not just the skirt...blender image supports that
Are you in full body?

surreal copper
#

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

drowsy wharf
#

lifting the head of the hip bone up so it's above the upper legs instead of level should also help

zealous zealot
#

Does anyone know if vrchats eye tracking is broken?

drowsy wharf
#

is it not working at all or what?

zealous zealot
#

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

tough robin
#

can you show me your shapekeys?@zealous zealot

zealous zealot
native shuttle
#

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

bitter pewter
#

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?

charred iris
#

hey can any1 help

#

not sure whts causing his arms 2 freaq out

deft token
#

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 for lip sync btw

sleek isle
#

mostly bone placement. if move the hip bone don't fix anything. use the old reverse hip bone option

native shuttle
#

are you talking to me or @sleek isle

fading verge
#

really

native shuttle
#

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

sour isle
#

use this as reference

#

you have your hip bones a lbit forward than legs

native shuttle
#

followed but still likes to pose iteslf the same way as the pictures above i sent @sour isle

native shuttle
#

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?

fringe citrus
#

@native shuttle do you have some ortho front and side screenshots of your armature? (srry if I missed them being posted above)

native shuttle
#

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

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

native shuttle
#

Ive tried that

#

With curving the spine

fringe citrus
#

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

native shuttle
#

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

fringe citrus
#

You should try to keep the other relative orientations optimal too

native shuttle
#

Can you give me a picture for reference

fringe citrus
#

Hard to tell if Shonzo's pic has the thigh behind or straight on

native shuttle
#

Looks straight on

#

never had the hip bone that high

fringe citrus
#

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

native shuttle
#

Also the root skirt bone should be connected to hips or does it even matter

fringe citrus
#

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

native shuttle
#

Question lets say re doing the armature doesnt work what would be my 2nd or 3rd option?

fringe citrus
#

Aside from trying other armature fixes?

native shuttle
#

Yes

fringe citrus
#

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

native shuttle
#

Wait theres other armature fixes?

fringe citrus
#

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

native shuttle
#

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

fringe citrus
#

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

native shuttle
#

Yeah illl just follow that

#

I'll rescale the bones to

#

Since they look smaller in the picture

fringe citrus
#

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

native shuttle
#

What do you mean about relatie differences

#

Scares me

fringe citrus
#

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

native shuttle
#

Originally the hip was infront of thighs

fringe citrus
#

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

native shuttle
#

yeah but even positioning it behind still had the same result but ill follow that reference

#

Hopefully it fixes

fringe citrus
#

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

native shuttle
#

I saved all these images so i can use them to re scale and re position her bones thank u

fringe citrus
#

👍 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)

native shuttle
#

yeah i wont mess with the head bone or neck just hips and spine / chest

fringe citrus
#

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 😁

native shuttle
#

D:

sour isle
#

@native shuttle dm me front and side pictures of armature

raw jackal
#

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?

snow meadow
#

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

snow meadow
#

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 🙂

deft token
#

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

merry estuary
#

Perhaps object is rotated in Blender and you need to apply its rotation*

deft token
#

yeah

#

Ill try that

crisp tendon
candid steppe
#

how do i give my character blinking and mouth animation

fading verge
#

Blendshapes

candid steppe
#

whats that

native shuttle
#

@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

bitter pewter
opal river
#

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

fringe citrus
#

@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

bold locust
#

@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.

opal river
#

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?

opal aurora
#

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

opal river
#

mkay

#

and I assume there is like no way to toggle dynamic bones via animations

opal aurora
#

It's entirely possible to toggle ehm

opal river
#

oh, well then

opal aurora
#

I don't think you can change values, but you can definitively toggle ehm

opal river
#

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?

opal aurora
#

Could do that aye

opal river
#

awesome, thanks

opal aurora
#

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

olive gale
#

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

sour isle
#

lets you paint through

bold locust
#

@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.

opal aurora
#

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

bold locust
#

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.

opal aurora
#

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

bold locust
#

Yes. The lock is your friend. That, and we didn't have Pumkins.

#

So just copying from one root to another was just faster.

lunar tartan
#

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

merry estuary
#

Nope, 2.81 exports materials as usual

lunar tartan
#

hmm maybe a CATS thing?

#

Never had this issue before

fading verge
#

Did you accidentally atlas your mats?

lunar tartan
#

Not sure about the term "atlas". If that is what happened, then how does that happen?

plain dirge
#

anyone know any good videos on rigging an avatar for a complete beginner?

bronze fern
#

Mixamo

fading verge
warm lintel
#

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

crisp tendon
#

@fading verge How does it look in blender then ?

fading verge
#

Second one is in blender

drowsy wharf
#

@fading verge that... is a really weird issue... have you tried restarting unity yet? If so, have you tried re-importing the model?

fading verge
#

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

drowsy wharf
#

Did you report to the dev?

fading verge
#

no?

drowsy wharf
#

Glad it was just a bug though

fading verge
#

cats was only blending the bones together with caused the head to move with the spine

#

i think

drowsy wharf
#

The dev has said to report any issues and they'll try to fix. Always good to report

fading verge
#

ah, alright

#

ill be sure to do that then

crisp tendon
#

export through blender ?

bold locust
#

@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.

fading verge
#

It does work though

drowsy wharf
#

Not to mention $90 paid assets aren't worth it to a lot of people

bold locust
#

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.

fading verge
#

I have a friend that did it so that the legs were swapped with each other so FR moved with BL and so on

lapis stream
#

Hi.

drowsy wharf
#

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...

lapis stream
#

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.

drowsy wharf
#

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?

wintry rover
#

hi does anyone know what causes this

#

the model looks fine in Blender any Unity

bold locust
#

The problem is drift being local. I also kind of meant latency too. Ahhh. Please don't encourage rigidbody armatures.

fading verge
#

Check the rolls for the bones?

wintry rover
#

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

bold locust
#

@wintry rover It was in reference to an earlier conversation.

lapis stream
#

@drowsy wharf The problem is someone else rigged the model for me. I have less than zero talent with 3D modeling and rigging. ;_;

bold locust
#

Not your question

lapis stream
#

Oh sorry

drowsy wharf
#

@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.

lapis stream
#

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.

wintry rover
#

ty I'm fixing the bones atm

drowsy wharf
#

@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.

wintry rover
#

do you happen to have a reference rigged model so I can follow?

drowsy wharf
#

there's a sample avatar in the SDK you can base things on

#

vrchat_tutorial_avatar under vrcsdk\examples\sample assets\tutorial avatar

wintry rover
#

I tried importing it but the model is quite broken in Blender

lapis stream
#

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.

wintry rover
#

damn ty its fixed

#

your a life saver

lapis stream
#

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?

drowsy wharf
#

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.

lapis stream
#

I don't even know what programs I need.

drowsy wharf
#

Blender and Unity is all you really need

lapis stream
#

I can't afford them.

drowsy wharf
#

both free

round rivet
#

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?

lucid orbit
#

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.

fading verge
#

Weight painting issue most likely

round rivet
#

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?

lapis stream
#

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.

round rivet
#

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

crisp tendon
#

@lapis stream What are you trying to do ?

#

Same thing as yesterday ?

lapis stream
#

Yesterday? What?

#

Oh, you mean just now.

crisp tendon
#

You asked for help yesterday as well

lapis stream
#

scrolls up.

#

Do you mean an hour ago?

crisp tendon
#

Nope, yesterday

lapis stream
#

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.

crisp tendon
#

Cool, what's blocking you now ?

lapis stream
#

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.

round rivet
crisp tendon
#

@lapis stream If you can commission someone to fix for you it might be better

lapis stream
#

Yeah, probably.

crisp tendon
#

You can ask there

lapis stream
#

lready there.

crisp tendon
#

@round rivet assign automatic weight paint on your upper arm bones

round rivet
crisp tendon
#

you can fix what's missing manually

round rivet
#

what do you mean by "what's missing"? all of the bones are there and in place

crisp tendon
#

the missing weights on vertices

round rivet
crisp tendon
#

definitely

#

shoulder shouldn't have that kind of weight

round rivet
#

should i autoweight the shoulder as well, then?