#avatar-rigging

1 messages · Page 153 of 1

wild owl
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normal fullbody fixes dont seem to work, or maybe i applied them wrong, unsure vrcSad

drowsy wharf
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make sure the hip is above and slightly behind the leg bones

wild owl
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behind ❓ not parallel ❓

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ill try that, thanku

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❤️

fading verge
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Hey guys Is there a way to batch parent multiple bones to one in blender ? thanks

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I always have to go through each and every bone and parent it to the head

nimble aspen
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I'm trying to make an avatar with extra long limbs. I want to make the arms and legs 1.5-2x their normal length. I tried just scaling the bones in Unity, and this seemed to sort of work for the arms (I don't expect it to work perfectly) but the legs ended up embedded in the ground at their kneecaps. I moved the avatar up at the hip bone, not the root because the VRChat script complained the feet were in the ground, but clearly they still are, so what's the solution here? I suspect moving the avatar up won't resolve anything. And I have the eye height set correctly for the new desired head height.

I could edit the model in Blender if absolutely necessary, though I assume there must be some way to fix the hips in Unity. Perhaps in the rig tab?

drowsy wharf
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@fading verge select all bones with shift+right click ending on the one you want to parent them to, then Control+P

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@nimble aspen you need to do things like this in blender for it to work the way you expect. You might be able to get away with it in Unity if you adjust it in the rig setup, but I'd really recommend just doing it in blender and aligning the feet with the grid

nimble aspen
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@drowsy wharf Is there a way in Blender to scale the mesh with the bones, or do I have to like, select vertices and scale it and then move the bones into place again?

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I'm concerned scaling vertices is going to screw up all the visemes, even though I'm not gonna mess with the head itself.

drowsy wharf
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scale in pose mode, use CATS to set pose as basis

nimble aspen
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Ah. cool, I'll try that. Thanks!

fading verge
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@drowsy wharf thanks man appreciate it

nimble aspen
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@drowsy wharf I posed my mesh but I don't see anything that looks like a "set pose as basis" option in CATS.

drowsy wharf
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sorry "apply as rest pose"

nimble aspen
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@drowsy wharf I still don't see anything that looks like that in CATS.

drowsy wharf
nimble aspen
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I posed the model with Blender. I never clicked Start Pose Mode, so those buttons were not there.

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Will that matter?

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Well apparently the answer is yes, because the second I clicked it all my changes snapped back into position...

drowsy wharf
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as long as you were in pose mode when you made the changes it should be fine

nimble aspen
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I wasn't in CATS pose mode, and clicking the button reverted the pose, so I just re-posed it, and apply as rest pose seems to have worked, so hopefully it's fine now. Thanks!

drowsy wharf
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CATS doesn't have a unique pose mode, it justt turns it on

zealous cypress
dense stump
drowsy wharf
zealous cypress
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so somehow im missing it from the Mode tab

drowsy wharf
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select the mesh

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modes are relative to the object, so weight paint should only show while a mesh is selected

zealous cypress
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haven't face palmed off myself so hard in forever... i should sleep

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well thanks for answer 😛

wise mist
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Rigged model in Blender and it keeps getting categorized as non-humanoid. Tried removing hat and tail bones to no avail.

steady patio
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@wise mist you dont need to remove bones to make a humanoid rig

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rather, make sure that the bones in your rig are getting configured and assigned properly in the animation tab as "Humanoid"

wise mist
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Where's that?

steady patio
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that not only means that every bone in the standard hierarchy needs to be configured properly, but that you must have a standard hierarchy in your armature in the first place

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when you first import your model's .fbx or other filetype, you should have selected it in your assets before dragging it into your scene

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then in the inspector, find the animation tab for your model and change the type from generic to humanoid and hit "apply"

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every bone in that hierarchy except for jaw and upper chest should be configured

wise mist
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Oh

steady patio
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a jaw bone is not necessary for most vrc avatars unless you designed it that way, and having an upper chest will cause unexpected behavior

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to confirm all of this, after humanoid is applied, youll be given the option to configure

wise mist
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She has a 3 shaped mouth so I was gonna go vertex-based for lip sync

steady patio
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aight

drowsy wharf
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toes are also not required, same for eye bones if you don't want eye tracking

wise mist
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She doesn't have an upper chest since I looked off the prefab in Blender and made sure the bones were properly named and placed

steady patio
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now tjis sounds like an interesting problem. Unfortunately im half awake and cant turn on my pc

wise mist
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Does she need a center bone of some sort?

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Okay the example avatar didn't have a Pelvis. Do I rename Hips to Pelvis?

steady patio
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no you can leave them as hips

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just make sure that theyre assigned

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check the config tab

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its likely that some bone is misplaced or missing when it shouldnt be

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or eas just failed to register, so it has to be done manually

wise mist
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Where's the Config tab?

drowsy wharf
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select the model in your assets, click the "rig" tab, and hit configure

wise mist
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Yeah Chest failed to register

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Is this fixed the same way? Only problem is my avatar has only 4 fingers, so there's no middle

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(I grabbed the wrong screenshot. Her height is fine.)

steady patio
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you need to have middle fingers enabled. If you wish, you can shift your finger hierarchies manually, change your current ring finer bones to your middle, your pinkies to your ring

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for any avatar to use full body IK (stepping around and bending / walking in a predictable way withouut looking weird) at least thumbs, index, and middle fingers should be mapped

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they dont have to be weighted, however

wise mist
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Or fake middle bones that aren't attached to anything?

steady patio
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if shifting the bones could

wise mist
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Yeah that

steady patio
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yeah exactly!

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fuck yeah duud

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beat me to it

wise mist
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I hesitated when rigging the model and was lowkey wondering how it'd affect the avatar

steady patio
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Doesnt as long weights are not applied. Fullbody ik is iust stuff like your eblows and knnes and sholders bending properly, your spine / hips / chest bending in a way that makes sense, stepping around without full body. It needs a good amount of bones to calculate everything properly or it would be hella scuffed

drowsy wharf
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if the bone has no weight, you'll see nothing visually, but the bones will still animate

steady patio
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but if you only need specific elements in your avatar, such as some sort of hand things but no fingers, you can always create the bones and just never weight them to anything

drowsy wharf
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they're also needed for gestures/animations to trigger and for proper IK including head

wise mist
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Yeah
Do I need to add the 1/2/3 etc. finger bones too? I just have 1 for each finger

drowsy wharf
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it's not only for full body though, any IK needs the proper skeleton (thumb/index/middle fingers included at minimum for hands)

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I....think it was only the first bone required? I can't remember, I just run 3 bones to be certain things will work

wise mist
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I set the hands, feet, and the tail's (though it doesn't do anything yet) IK in Blender. How do I set the IK for VRC?

steady patio
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Hand and feet IK is handled by vrc, you just need the bones

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i have no idea how to implement tail ik properly

wise mist
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That's fine; I'm just trying to get her functional for now

drowsy wharf
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there is no tail IK

steady patio
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there was a time where modified rig ik worked just fine with finalik and what not but its been broken for a long time. its apparently getting fixed but how soon is questionable. people have been hanging on with animation and dynamix bone tricks

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its been broken since some time last year, i think as far back as January or further

drowsy wharf
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you can use the dynamic bones script to animate it to move smoothly or make animations that move the tail, but that's it

steady patio
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the vrc dev team is apparently going to finally look back towards generic rigs and other stuff after they fix up more things with humanoid rigs. Allegdedly. when is literally uncertain but id bet on after udon

wise mist
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So this looks okay, right?

steady patio
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mhm

wise mist
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It's still giving me the IK warning; does that have to do with the bugs or do I need to go on and add the 1/2/3 finger bones?

steady patio
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probably 1/2/3

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If it still return the errori guess try it out in game and see if anything is off

wise mist
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Alright, thanks!

drowsy wharf
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@wise mist from that hierarchy list, you HAVE fingerbones in it already, just set them in the rig

abstract musk
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speaking of 2.79 vs 2.8

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that switch threw me off so much

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i mean i love the look of 2.8

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its like real dark mode now

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but it took me a couple days to get used to the changes

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i ended up rebinding space bar back to search cus i kept hitting spacebar and playing the animation

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also i cant believe they switched the select button on the mouse

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switched up mouse buttons like mortal kombat

floral bramble
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ok yall im new to the vrchat avatar making seen and i need some help with rigging my model. im trying to rig a low poly bird i sculpted and to be honest, i dont know where to start. ive gone to the vrchat dev faq and none of it really helped my dumb ass.

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if there is any one who knows any proper tutorials or is willing to walk me though it, please @ me

fading verge
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Any old weight painting tutorial should be good enough for you

tough robin
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@grinches#1015 weight painting is not a vrc specific feature so any blender weight painting tutorial will work.

raw jackal
sick crest
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has anyone every had an issue with one of the shoulders of their avatar drooping too far in only full body? right now no matter what i do the shoulder noticeably droops and the elbow is deformed, and i have:

  1. cleared and checked the bone roll, 2) checked the weightpainting but the issue is the same over all the meshes with shoulder aspects (the model has modes you toggle on and off), 3) made sure the arms were longer just to make sure it wasn't pulling due to lack of reach, 4) made the shoulders larger, 5) adjusted torso length to see if that would be causing the issue, 6) made sure rig config was fine in unity, 7) made sure the rig was sound; measuring in both blender and unity the distances are the same, as well as placement, 8) cried, a lot.

every reiteration i've tested has been imported as a fresh fbx to make absolutely sure the config was cleared out for each test, but i'm still running into the issues.

merry estuary
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Reducing shoulder bone size to very small and lowering its overall influence may help

sick crest
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okay, thank you! i'll give that a shot

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i'll be honestly i'm not entirely sure if it's the shoulder or the upper arm doing it, but definitely appears to be more shoulder. i had moved orientation of shoulders and shifted them around, but shrinking them is new

merry estuary
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I also had lots of problems with shoulders and only making it influence insignificant helped, may help you too dunno

sick crest
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it sounds very solid in theory

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especially since it's a fullbody issue and fullbody doesn't heavily use the shoulders to begin with

sick crest
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didnt seem to fix it on my first tries but gonna play around a little

sick crest
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okay so i have tried making the shoulders smaller to have less influence in a variety of lengths and positions but still having issues. i think it's the left arm that is actually the culprit now, as the right arm doesn't tug the torso when you stretch it out completely, whereas the left does 🤔

drowsy wharf
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@sick crest I've heard something similar where it's actually the neck bone causing issues and seeming to turn the shoulder too, so you could try shrinking the neck bone and limiting influence (stops some other FBT weirdness with the neck too)

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seeing the rig would help though

sick crest
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the neck bone is shrunk fairly small at the moment because it has the neck fix (and i do understand it won't always be a viable option in the future, but it does make fullbody a lot nicer for right now). one sec i'll take some shots when i get back to my computer

drowsy wharf
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preferably orthographic from/side views

sick crest
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removed excess stuff so it's easier to see, the highlighted bone in the first picture is the neck

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the shoulders used to be longer, but that was a recentish change to test what was recommended previously

drowsy wharf
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do you not have a separated spine/chest bone?

sick crest
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it's separated

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you can see both heads

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well head/tail

drowsy wharf
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that chest bone is pretty large then, I thought the lower bone was the hip

sick crest
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lower bone is spine

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most of the rig works great, even when sitting and laying down there's very little viewpoint drift

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the main issue is the shoulders and it's more superficial than affecting performance

drowsy wharf
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If it works as is I wouldn't mess with much, though hip looks a bit low, and chest a bit large for usual function.
You could try shrinking the shoulder bones down to almost nothing and having them at the head of the upper arm (and mostly remove the weight)

sick crest
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i'll try that with the shoulders, and shrinking the chest down a bit just incase too

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though i do agree with you about the hip; i focused a lot of my earlier adjustments around that assuming it was cascading problems but every change i made was worse than this

drowsy wharf
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it can cause problems, just lifting it a little and making sure it's behind the legs a bit helps a lot

sick crest
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oh behind the legs really?

drowsy wharf
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*above and a bit behind the leg bones

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just slightly yes, it helps the leg IK out that way

sick crest
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oh that's very good to know

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i have another rig with hip issues and you might have just saved my life with that one LOL

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i'll give it a shot here too

drowsy wharf
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You can help the IK out with the torso too by tilting the spine backwards slightly and the chest forwards slightly, it doesn't need much, it just tells the IK how to bend things correctly

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and the length of the chest being too long can cause weirdness in the setup too which is why I mentioned it be larger than expected

merry estuary
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How is it possible that only the left side is not working correctly, are you weight painting without x mirror? Think the shoulder bones should be connected to arm bones though. You may try moving them to the sides, connect them to arms bones and take away weights closer to the middle of the chest from shoulder bones if you don't have any other ideas to fix the issue @sick crest

sick crest
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the weightpainting is fine, since the issue reflects on all the meshes and there are layers of them

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changes to the weightpainting were made after mesh splits too

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i'm trying pretty much everything himeki suggested right now, but i'll do a second check over the weightpainting after

drowsy wharf
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I would definitely compare left/right sides first, I missed the "left only" part there too

sick crest
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yeah, that was one of the earlier things i did. since i first mentioned this i've tried other avatars and for me the left side pulling the torso is pretty standard so that may just be a me thing and i have a freakishly long left arm

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it also only happens in fullbody, not in VR or desktop

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the transforms on vr and desktop are regular for both sides

random hemlock
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hey can sombody help me rig my first avatar in a voice all

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call*

drowsy wharf
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@sick crest also of note: Proportions are extremely important for FBT to work correctly too, if you have playspace mover you can scale yourself into the torso with VRC height settings, and then place yourself in the torso with PSM, make note of arm/leg differences to you and adjust your model

sick crest
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yeah! i use that trick a lot for less proportional models ^^

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this one i'm not aiming for 1/1 since it's not tailored directly to myself, but i do want it to at least look decent/not have weird deforms for most people

warm oyster
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on the one hand my avatar's pelvis/thigh ratio has never ever made me notice any IK issues, on the other the builder makes me question if i should fix it. any input?

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like i'm not an expert so if things seem to be working fine i'm not eager to alter them

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especially since that's the root bone

fickle sky
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I've got a slight issue with this model. No matter how I go about weight painting the neck, I get this kind of issue. Does anyone know how I can fix the problem?

drowsy wharf
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@fickle sky where is your neck bone? I don't see your neck bone in the neck area at all

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positioning of bones is important, the large end (head of the bone), is where it rotates around, if you want a neck bone it should be near the base of the neck to have it move around as you'd expect

fickle sky
drowsy wharf
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if it's at chin level in the head the neck will move to the left when you lean right instead of moving right as you'd expect

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not showing the weight painting and no highlight on the neck bone (so it could be one other than the expected one)

fickle sky
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I have a bit of weight painting experience. Heck, I already did a bit of the weight painting around the hoodie. It's just the neck from the head that's causing the problem.

fickle sky
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Nevermind. I managed to fix the problem. I moved the head down a bit into the body and normalized the weight paint.

reef trout
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Hello, I'm having a slight problem with my collarbones

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Is to possible to make them not so angled

sly dragon
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Not angled?

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Im not entirely sure what your talking about with the collarbones, do you mean the shoulders?

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those are angled pretty low

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@reef trout Whats your goal with adjusting the collar bone, that might help me understand what you want

reef trout
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Yes I've meant the shoulders

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I might have already fixed it with some weight painting

sly dragon
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Oh well, good job in that case!

wise mist
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I'm having some difficulty getting the lipsync to work in-game. I suspect it's because v_sil can't seem to export. What am I doing wrong?

wind osprey
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Blender's FBX exporter (and possibly others, haven't checked) won't export 'empty' shape keys. The solution is simple: Move a single vertex that's never seen a tiny amount, that'll make the shape key 'not empty' and it'll export.

wise mist
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Ohhhhh

mild stratus
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I have a model I downloaded with only four fingers (Thumb, index, middle and ring) and I want to change the ring finger to be the pinkie, is there any way to do this. I've tried configuring the humanoid rig to have the ring finger be the pinkie, but when I go into VRChat, the pinkie has no animations and is frozen. Can anyone help?

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Also, sorry if I didn't explain it well.

crisp tendon
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if you set it in the configuration then it should have worked

drowsy wharf
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@wise mist also make sure the "jaw" is not mapped in the rig config, that tends to override visemes

wise mist
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You mean the armature?

drowsy wharf
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no, select the model in your assets, click the "rig" tab, and click "configure"

mild stratus
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I'll try that.

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Jaw isn't mapped though.

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Turns out the pinkie wasn't mapped. Idk why it reverted, I didn't do anything.

humble dust
drowsy wharf
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adjust the first bone to be straight in that config and apply it.
you can try to fix it in blender by making sure rolls are all 0 and the model is in a proper T-Pose as well...it's usually not just a single finger for T-pose issues though

fading verge
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Uh

abstract musk
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so ive just got a slight issue with eye tracking

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it looks slightly up from whatever im looking at

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should i just offset the rotation in blender?

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so its actually worse than i thought

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it doesnt want to look where im looking

mild stratus
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Offsetting it's probably your best bet.

digital willow
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Anyone who can help me with a question regarding importing mesh and parenting it?

drowsy wharf
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@digital willow Don't ask to ask, just ask. There are often people who can answer a question, though some may gloss over "can anyone help" because they have no idea if they can or not.

digital willow
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Ok thanks for the advice. I finally solved it thanks to a good guy, after I've been trying for like 20 hours. ToT/

summer surge
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MMD floats off the ground when bending over. what are the potential causes and fixes?

drowsy wharf
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if it has toe bones and they aren't weighted to the feet that could cause it

summer surge
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Removed the toe bones. didn't help. are there any other potential causes?

drowsy wharf
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are you in full body?

summer surge
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yes

drowsy wharf
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is the hip behind the legs or is it the other way around?

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hip should be above and a bit behind the leg bones (talking about large side primarily)

summer surge
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anything else?

drowsy wharf
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other than proportions being off, not that I can think of. Proportions for full body are extremely important

summer surge
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@drowsy wharf this is roughly what I have currently.
I also have a version with smaller legs (which puts the hip tracker at the belly button and foot tracks mid-shin), but if the issue stems from the hip, i'd prefer to try and save the leg length

drowsy wharf
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You don't need to use an inverted hip anymore either (might cause problems at some point)

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I'm not sure what else could cause it...
Also generally you want the leg trackers on the feet instead of the leg, can't say for any special setups though. or how well yours would work.

make sure the hip is a bit behind the legs, the spine should angle back a small amount, and the chest slightly forward...other than that, as I said proportions are pretty important for full body, I'm not sure of any good workarounds for non-proportionate models, maybe someone else would have suggestions

plush locust
crisp tendon
plush locust
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Thanks ❤️

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Went through the steps, still having the same problem. Some of the names are different, but I assume that's from an update since there are no alternatives. Ex: LeftLowerArm = Elbow

last knoll
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Is there someone here who can help me with weight painting 2 bits on my avatar? Please DM me as I'm going to bed

meager turtle
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Note that the weight for the teeth and the areas around the teeth are set to 100% weight. Could it be that the teeth are technically not connected to the head itself?

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If you have any suggestions for fixing this, please ping me. Thank you ;-;

crisp tendon
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ez

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edit mode, select one vertex from the teeth

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open the N menu, you'll see which vertex groups it has assigned to it under "view" or "item"

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then under the vertex group menu, simple assign 0 to the entire teeth mesh for the wrong vertex group

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@meager turtle

meager turtle
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That fixed it, thank you so much! I can't believe I didn't think to check that beforehand. It turns out that the teeth somehow got automatically assigned to the neck bone as well as the head. So, I just removed the teeth from the neck vertex group, along with some other small tweaking to other areas that were somehow accidentally assigned, and tada https://gfycat.com/CautiousChubbyGalapagoshawk

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@crisp tendon

lethal lark
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Hey guys, I think this is a rigging issue. I'm using full body tracking and if I lie down flat on my back, my avatars neck bends weirdly. Screenshot shows what it looks like, just imagine she's lying flat. Is it because the neck mesh and bone are too long? Also I'm still on 2.79, haven't decided to upgrade yet 😅

turbid spear
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I think your neck should be more straight than that

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The bone that is

lethal lark
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It is in its normal state, I posed it to demonstrate what the neck looks like when I lie flat

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Otherwise it's always fine

polar ember
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what are dynamic bones

lethal lark
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don't think this is the right channel for that question, but they're just an asset in Unity that allows bones in a model to move, basically. That's how people make their hair, skirts, tails etc. move around and flow

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also back to my avatar, I just made the bone & mesh in the neck smaller so I'll see how it works out, the neck was pretty long when I looked at it anyway, might come back for help if it's still no good

polar ember
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alright thanks

empty fable
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I have a problem with my avatar and that is that the face is all black...

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also the neck looks a bit taller how can I fix that?

empty fable
warm oyster
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hm. avatar's pelvis/thigh angle is 152.5. is that close enough to 180 to probably be fine? so far everything looks fine in-game (though i'm not an expert) and moving the root bone seems like it could cause all kinds of problems

drowsy wharf
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@lethal lark common workaround for neck issues is to make the neckbone super tiny, move the head down to meet it, and give the neck's weighting to the head bone as well
Basically getting rid of the weird movements of the neck by removing it.

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@warm oyster moving the root bone in edit mode in blender won't give you issues. The worst thing possible is needing to adjust weight painting like moving any other bone, but that's usually only for significant movements.

Are you trying to make the model compatible with FBT?

empty fable
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and how can I fix the finger do I have to go on blender?

drowsy wharf
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that...looks like your model is separating from the armature pretty badly

empty fable
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but how can I fix it?

drowsy wharf
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I'd definitely go into blender and at least test in pose mode to make sure things move with it

torn vector
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Guessing its because the thigh bones are slightly forward of the pelvis bone?

warm oyster
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nah, i'm not, himeki. the tooltip said it might cause IK problems but i haven't seen any. some may exist, i'm no expert and had to do a fair amount of the weight painting myself, but it's at least subtle enough to be invisible to my untrained eye. and thank you for the help.

drowsy wharf
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@warm oyster @torn vector Generally, you want the hip bone above and behind the leg bones, and then the spine tilted back a bit, and the chest tilted forward.

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@torn vector I can't see the torso bones that clearly from only a side view, but that definitely looks like more than hip>spine>chest>neck>head

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I'm also not sure if it's using the old inverted hip fix with that bone display type

warm oyster
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ok, i'll just make backups and try to change things carefully so i don't have to repaint

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hopefully

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the only real problem i've noticed is that when i sit my head's squished back

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hooopefully this fixes it

drowsy wharf
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@warm oyster I ask for blender (or whatever 3d program) screenshots instead of Unity rig mode since it doesn't show proper bone orientation.
But yes, everything basically looks backwards from what I said.

Also of note your chest bone looks like it's longer than it should be, same for neck I think...always hard to tell in Unity though

warm oyster
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nothing else seems off though, after moving those

drowsy wharf
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@warm oyster Definitely a large chest bone and neck bone...normally the head bone starts at the top of the neck around chin level.
The hip/spine/chest setup helps with movements (not head really)
Though hip should be behind the leg bones a bit instead of directly above, you can just move that bone backwards and not move the others, even just a little bit helps if you get any weird hip movements.

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For the neck issue I'd definitely adjust the neck/head bone position

warm oyster
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noted. i expect this to ruin the weight painting and that makes me want to cry but

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i will do my best

drowsy wharf
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you don't need to change the chest bone too much, and if it works fine for other things, you can leave it. Just keep in mind you might run into things it's causing

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approximate without seeing it...but it doesn't need to move too far to resize if you choose to do so

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again the head/neck is your current issue...just saying be aware, large chest can throw off the IK a bit and have some weirdness with shoulders and neck sometimes

warm oyster
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oh, thank you. yeah, i'll give it a shot

warm oyster
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thank god i have backups lol

drowsy wharf
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looks like it's just a shader or texture issue if that's unity

warm oyster
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i think her hair actually sank down, but all i did was move the tail of her head bone

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i hate to be a pain, i didn't expect this to be so problematic, but basically this

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which yeah i'll have to weight paint that, but w/e for now

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man. i'm so worn out working on this but i also don't want chairs to make my avatar look like it ran into a wall face-first, lol

empty fable
#

I guess with My avatar I might just messed with the rigging

#

Ill repeat the proccess

drowsy wharf
#

@warm oyster make sure you're doing that change in edit mode, not pose mode

warm oyster
#

yeah, i was. i'm not sure what's wrong

#

currently i'm just reverting the change, but yeah

drowsy wharf
#

also the tail of the head bone doesn't need to move, just the head

warm oyster
#

...oh

#

that

#

makes sense

#

in retrospect

#

hmm

drowsy wharf
#

big side is rotation point, so technically the only point that matters to unity

warm oyster
#

ohh noo, i actually meant the head of the head bone

#

idk, sorry

drowsy wharf
#

hair doesn't seem to move to me

warm oyster
#

yeah, it's weird, it didn't until i took it to unity, and i tried confirming the rig type and animations weren't causing it

drowsy wharf
#

oh if you took it into unity after moving bones you have to set it to generic, apply, the back to humanoid, and apply again

#

(and check the mappings after of course to be sure)

warm oyster
#

oh, hm

#

yeah, ok

drowsy wharf
#

basically unity's scene says "I have these positions" and the model is different, so the mesh changes, but the bones stay where they were unless you fix it

warm oyster
#

i see. well i'll give it a shot and thanks for all your help

#

i usually try very hard to solve problems on my own so nobody has to handhold me, but

#

i am actively terrified of weight painting

#

i've spent weeks working on this and my little world, and would like to finish someday lmao

#

left is unity's bone assignment

drowsy wharf
#

Weight painting isn't as terrifying as you may expect, just keep in mind you paint a vertex, not a face.
It's basically just "this point moves this much" so you want a smooth fade between levels down to 0 whenever possible

warm oyster
#

oh, no, i wanna be clear, i've done lots of weight painting

#

i had to weight paint that loose shirt she's wearing

#

which

drowsy wharf
#

is the hair the issue?

warm oyster
#

oversized t-shirts are cute

#

but having to weight paint one.

#

now i'm scared of weight painting lmao

#

also yeah it keeps sinking to follow the head of the head bone or something, but only in unity, inexplicably

drowsy wharf
#

yeah...weight painting something like that is easier when the body under it will always be hidden...so you can just remove it entirely

#

do you have anything on the model you added, like effects, or dynamic bones?

warm oyster
#

yeah, i did, but it still sucked because loose cloth moves weirdly, it's still not perfect but if i keep dumping hours into it i'm going to drink bleach

#

but also yeah i was just thinking to say that i have a dynamic bone on her hair (i only use them sparingly) and that is almost certainly the problem, lemme check

drowsy wharf
#

no it's not

warm oyster
#

i

drowsy wharf
#

the bone moved, unity knows the old position in your scene, that's why the avatar rig looks fine, but not the scene image

warm oyster
#

oh right, it'd only cause problems when animated

#

hmm

drowsy wharf
#

duplicate your avatar to make things easier on you

#

and on the duplicate hit "revert to prefab" at the top of the inspector above transform section

#

er...on the duplicate or the normal one...either way

warm oyster
#

oh hey

#

that worked

drowsy wharf
#

whichever one you revert is the new avatar

warm oyster
#

excellent

drowsy wharf
#

you're keeping a duplicate with the dynamics because they'll be gone

#

so you can copy component and paste back in easily

warm oyster
#

ahh thank you

#

right

drowsy wharf
#

think of the scene like additive changes to whatever you originally had (the model)

#

so if the model changes, and the scene loads it, it'll see that it should be lower different, and not in the exact spot you'd expect

warm oyster
#

i see

#

well thank you about the warning with the dynamic bones

#

it's working so far but i'll restrain my optimism until i'm in front of a mirror

#

but i appreciate it a lot, lol

drowsy wharf
#

np, everyone gets stuck sometimes right?

warm oyster
#

yeah, rigging/weights have been the monster in the closet for me throughout this whole project lol

drowsy wharf
#

Just remember it's not only dynamic bones that vanish when you revert. Any change that wasn't in the original prefab will be removed.

warm oyster
#

yeah, i think my only changes were the components and materials

empty fable
drowsy wharf
#

can't really see anything from that.
click "start pose mode" at the top left and try rotating the parts...does it move how you want it to?

warm oyster
#

now i just have to weight paint the vertices to bend more naturally and the head's fixed, ha

#

thank god

#

thank you so much himeki, lol

empty fable
empty fable
#

I know whats my issue..

#

I keep separating the model from the rig..

warm oyster
#

@drowsy wharf ok thanks again, after a literal avalanche of finding problems and solving them i'm finally, finally happy with my avatar's rigging/weighting

#

would've never managed it without your help lol, didn't know where to start

glass panther
#

Does anyone have advice on double jointed rigs?

steady patio
#

whatef the fucksh?

#

oh. yhh i think thats an IK thing idk

glass panther
#

Excuse the crude reference, but i need some advice on double jointed rig setups. I've tried to search around but couldn't find too much on something like this besides animal type legs. My goal is just for the upper leg and lower leg to be able to rotate while the knee joint remains.

#

@steady patio I get the confusion sorry haha just wanted to provide some type of reference if anything.

drowsy wharf
#

@glass panther pretty sure that right now there's not much of a way to do it...
You could try giving it a partial weighting to both, but honestly I don't think it'll work out that well.

#

same reason proper digitigrade legs and the like can't be made...we can't change the IK setup, and walk animation overrides only work for humanoid bones

glass panther
#

Yeah i will probably find another way to do it, i thought it was interesting to attempt to use those types of joints you see in figurines alot where the knee is double jointed so it keeps that nice look to it. But thank you anyway for your input @drowsy wharf !

drowsy wharf
#

you could potentially make a secondary bone parented to the upper leg, and anchored down at the middle of that point, and give it half the weight, and the other half to the knee bone. If the knee bone is at the center of that it should rotate with it (if evenly painted)

fervent hornet
#

You can do weird legs like digitigrade and stuff but they have to be faked legs with Final IK as everything is locked up. Quite hard and introduces other problems though.

native shuttle
#

Would anyone know a good video tutorial on making an object a shape key

crisp tendon
#

Do you have blender ?

glass panther
#

I'm gonna attempt something more simple to be on the safe side. I'm really not experienced enough to mess with complicated rigging for vrchat 😅 Thank you all though!

native shuttle
#

Yes @crisp tendon

crisp tendon
#

Then all you need to do is create a new shapekey, select that object, and scale it down by 100 or 1000, and make the shapekey go full size at 100%

native shuttle
#

Would the object need a bone?

crisp tendon
#

nope

native shuttle
#

Because its a mask i wanna have it pop up and gone if i dont want it

crisp tendon
#

Yeah you can easily do that

#

But if it's a mask it needs weight paint still

warm oyster
#

Hm. Quick question, if I'm (carefully) resizing an avatar's rig and mesh to match my own body proportions so VRChat stops keeping its elbows bent when I'm standing straight, is there anything special I need to do besides just shortening the rig/mesh (in the middle, far away from joints) and smoothing out the mesh to keep it looking natural?

#

I've done this once already with the avatar's feet, way back at the start of all this, because they were unusually small and it looked weird. Haven't noticed any ill effects in all this time, but now that I'm gonna be shortening thighs/calves and maybe also the torso itself, I'd like to ask more experienced people lol.

#

I know I'll have to confirm the weight painting, but since I'm just moving vertices to match rig transforms, I think it should just work out...

#

But yeah, lemme know if.

#

I know I could fix this by lowering the camera point, or scaling my playspace height and game height, but these solutions produce an incorrect perspective, which would be fine if I weren't already hip-deep in modeling/rigging to the point that I'm numb to it, lol.

native shuttle
#

Which would be easier having the object set to a animation in unity (mask off and off in emotes) or set it as a shapekey in blender ?

warm oyster
#

slowly losing my mind. is this shoulder behavior "good enough", you think? i don't plan on lifting my arms straight up often. what i DO wanna do is change the avatar's proportions so that they match mine, so the arms aren't always slightly bent

#

but is it common for poses like these to cause weird bends like those? i've been trying to fix it for hours

dense stump
#

I know its common if ur on index for the arms always to be bent!

#

I think my arms tend to bend more above the head too

warm oyster
#

hmm, noted. do the shoulders look passable? i can't seem to make them bend any more gracefully than that :\ i've tried

#

buut like i said, also never lifting my arms that high might help lol

stray zenith
#

Anyone know how to fix an issue with the mouth that I am dealing with, when I point the head downward the jaw opens for no reason, any ideas?

dense stump
#

Usually what i do (if not in fullbody) and it happens, i just tell the game im shorter than i am, which “grows” you ingame, and playspace down to the head if it pops me out.

#

And i think it loks good!

stray zenith
#

And yes the jaw is unassigned

dense stump
#

Are ur first four shapekeys blink left blink righr lowerlid left lowelid right?

stray zenith
#

Let me look

warm oyster
#

hmmm, noted, thank you. being a perfectionist with this is killing me

stray zenith
#

They are on the eye pupils but not the face mesh, should I just merge the two?

dense stump
#

Welcome!!

#

And yes!

#

Basically vrchat with eyetracking looks for whatever mesh is called Body for the eyetracking stuff

#

And it looks for the first four shapekeys. So if these first four arent the blinking shapekeys, it uses any first four (like mouth open, aaa shapekey, or what have u)

stray zenith
#

I have the two merged but now the blink shape keys don't work

dense stump
#

Delete em and regenerate them in cats!

stray zenith
#

okay

#

Still not working

dense stump
#

are the blink shapekeys that cats use for references workin?

stray zenith
#

They should be, they were the last time I worked on a model.

dense stump
#

but are they now?

stray zenith
#

I wouldn't know for sure tbh. should I just fresh install the plugin?

dense stump
#

u can scroll down in ur shapekeys and it should just be called blink!

#

and if they're al not english theres a translate option in cats

#

i dont think its cats messing up?

stray zenith
#

I have Shape keys blink_L and blink_R

dense stump
#

Try those!

stray zenith
#

They work but shouldn't they just be one that says blink?

dense stump
#

I think so but i still think it should work?

#

as long as u plug that into the eyetracking part

stray zenith
#

So how would assign them?

dense stump
#

make sure ur eyemesh facemesh combo is named Body in the hierarchy (topright)

stray zenith
#

Got that

dense stump
#

ok so before u hit create eyetracking, it says stuff like eye L, eye R

#

blink left and blink right

stray zenith
#

fixed it lol

dense stump
#

Sweeeeet!!!

#

what was it?

stray zenith
#

I just need to use the Blink L and blink R in place of the VRC created left and right and it pretty much just remapped them to be the VRC ones

#

Pretty much like this and it fixed it

dense stump
#

Oooooh ya!

#

so it was still trying to use ur empty blink shapekeys instead of the proper ones

stray zenith
#

After hitting Create it just recreated the VRC defaults and merges the two

#

Yep

dense stump
#

cool cool!!

#

congrats!

stray zenith
#

Been working on this for 4 days now so to get this crap ironed out is one less headache lol thanks for the help tho!

dense stump
#

welcome! nwn/

#

i hope everything else goes along smoothly!

stray zenith
#

Ehh something else will break, always does lol

meager turtle
#

Hi there, I'm back with more issues. So, it seems as though my eye tracking and blinking doesn't work at all. Or at least, I can't seem to find a reliable way of testing it in VRChat. Currently, this is how the bones are set up, and you can see them moving around as they should. https://gfycat.com/PotableIgnorantBlackfootedferret

#

I've got the names for the visemes as the following:

vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right```
#

If anyone has any solutions to the problems i've stated, please ping me. Thank you guys for helping me through these last few steps before my avatar is finally complete ❤️

wind osprey
#

@meager turtle The FBT problems are easy, bring the root of the hip bone up so it's above the thigh bones

meager turtle
#

Augh, it was really that easy? Man I feel dumb. Okay I'm testing this real quick to see if that does fix it

wind osprey
#

Check out VRCSDK/Examples/Sample Assets/Animation/tpose-new.fbx in the VRCSDK for a good idea what a FBT compatible rig should look like.

drowsy wharf
#

@meager turtle above and a bit behind the legs, not in front

#

do you have hip>spine>chest>neck>head>(left/right eye) as well?

meager turtle
drowsy wharf
#

did you generate the eyetracking with cats? If so did you delete any bones it made?

meager turtle
#

No, I did the eye tracking manually. Added the bones where I wanted them, only assigned them to the faces that have the irises on them (which is technically disconnected from the rest of the eyeball)

#

And as I had posted with my first gif earlier, it looks as though the eye tracking should work, since I can move the eyes around within Unity

drowsy wharf
#

how did you test it in game?

meager turtle
#

I tested in Unity rather than in-game. I selected my model in the hierarchy, hit "select" on the "Model" section of the Inspector, then went to the configure menu from the Rig section. Lastly, I selected "Head", and then one of the eyes. Rotating it around gets this result https://gfycat.com/PotableIgnorantBlackfootedferret

drowsy wharf
#

You were saying it doesn't work in game though?

meager turtle
#

At least, based on first impressions. I don't really know how to properly test it in game, but from first glance at least, it seemed as though the eyes weren't moving at all when I was looking at myself in the mirror in the default home space

#

Same goes for the blinking. Maybe I just didn't wait around long enough for any of that to take place though, I'm not sure.

drowsy wharf
#

I'd wait longer and watch for the blinking

#

for eyetracking it'll just eventually go cross eyed if you're alone

meager turtle
#

I did have a couple of friends join me in that world though, and they said they didn't see anything. I'll check that with the current model and see if it does actually blink. And really?

drowsy wharf
#

it doesn't stay that way, it just sometimes crosses and returns

#

like it's trying to focus on the mirror and failing or something

meager turtle
#

Gotcha. I'll hop back in and wait a few minutes to see if anything happens

drowsy wharf
#

I'd suggest moving the head of the hip bone back a bit more so it's behind the legs, but otherwise it looks fine

#

if you run into issues bending, give the spine/chest connection a backward bend so the IK knows what to do

meager turtle
#

What do you mean by that?

drowsy wharf
#

er...backward as in > for that image

#

just a small bend, not that sharp

meager turtle
drowsy wharf
#

yeah that's probably fine, it just needs a little bit to know where to go

meager turtle
#

And it mentions to uncheck everything to do with animation, uncheck "add leaf bones", and uncheck "apply modifiers". Should I still follow that?

drowsy wharf
#

Yes, still accurate

meager turtle
#

👌

#

So I waited around for 2 or 3 minutes, and zero eye movement or blinking. @drowsy wharf

drowsy wharf
#

@meager turtle try changing the eye names to "LeftEye" and "RightEye" I think the naming was picky

meager turtle
#

And leave the blinking as-is?

#

Rather, the names for the blinking visemes

drowsy wharf
#

yes

#

naming of those isn't important, just that they're the first 4 blendshapes

meager turtle
#

Okay, I'll try that briefly, and then I'm going to bed. It's late for me and I have classes in the morning ;_;

#

And they are, yes

drowsy wharf
#

also mesh named "body"?

meager turtle
#

Yep

#

The one that's got all the visemes at least

drowsy wharf
#

and includes the eyes too?

meager turtle
#

Yep

#

Also, in the builder, it's giving me this now @drowsy wharf . Will this be okay?

drowsy wharf
#

it should be, you could roll the tail of the hip backwards a bit if you're worried. A few degrees should be fine though

meager turtle
#

I'll just try it as-is for now

drowsy wharf
#

how many meshes do you have?

meager turtle
#

I think I technically have 7 (which yes I know, isn't great)

#

It seemed to run fine in-game though

drowsy wharf
#

why didn't you join them?

meager turtle
#

I figured it would make it easier for assigning my materials and for when I want to make future edits to the model

#

I'll probably try joining them next, but i won't be able to do that tonight.

drowsy wharf
#

If you install CATS its a single click to join them

#

join then export and revert the join for later edits, saves you a lot on performance

meager turtle
#

Ah, yeah I see that now. I've got CATS installed already and just didn't think to do that.

#

I'll end up doing that later when I have the time to get all of this set back up. For now I just want to see if the FBT and eye tracking works

drowsy wharf
#

each mesh is basically x3 draw calls each it's not insignificant, just worth a mention

#

and yeah I understand, have to sleep soon too

meager turtle
#

Thank you for your help @drowsy wharf , i'm shocked it's working properly now

#

There was a slight bit of an issue with the neck somehow showing through the shirt, but that's something I can fix later

drowsy wharf
#

Nice

jade stone
#

i need help rigging

#

the model i have doesnt seem to have a left hand and a right hand transform thing but im new to it and could be wrong

#

i got tonnes of transforms that are unlabelled

#

transform 3

#

transform 1

#

etc

#

argh

jade stone
#

it doesnt even fucking have the finger things to rig

low river
#

Which is better for posing so the rig works, a pose or t pose? Im gonna get back into modelling and was curious

turbid spear
#

I think a pose is probably more natural

low river
#

Yea i get ya

#

I just wanna be sure since all my old models now look funny in VR

zenith plank
#

2 years ago I started this model

#

I shall finish it

#

I got everything except animations

zenith plank
#

I think I lost the textures

dense stump
#

if u click a material and scroll down to the lil mmd texture section, it'll tell u where its looking for the texture

#

and also with that, itll tell u what that texture is called!

#

so then u can look it up in ur files

zenith plank
#

I found this .blend file plus lie .mtl on a usb I found while going through a box

#

I started this thing 2 years ago

#

also

#

why did they change blender so much?

dense stump
#

oof. cant help with a usb

#

And which version are you on?

zenith plank
#

no idea

#

uh whatever the most recent blender version is from steam

#

this is completely different from when I last used it in 2018

dense stump
#

2.81 i think that is

#

yeee they did a pr big jump from 2.79 to the 2.8s

#

ive heard its rlly good tho once u find everythin and can do a lot more stuff!

zenith plank
#

ok

#

so I'm gonna have to look through like 7 usb sticks until I find the one with the .project files or whatever for unity

zenith plank
#

how do I import mtl files into unity

#

it keeps opening photoshop

dense stump
#

Oh mtl is apparently texture? But only for .obj files

zenith plank
#

yeah I figured it out

last knoll
#

hi can someone help with weightpainting please tag me if you reply

dense stump
#

@last knoll id just recommend askin! Then if someone knows it it gives them the chance to respond and someone that doesnt know wont be stuck with it. If that makes sense-

last knoll
#

hmm well

#

uhm, my friend who is kinda new to avatar making helped me make my avatar but he skipped chest weghtpainting (for dynamic bones in the chest) and i have zero experience or time really to learn weightpainting so i was wondering if someone can help

#

the avatar is fully finished for the rest i even got it ingame its just that part and its kinda bothering me

#

well its technically for 2 avatars but its just cuz i have the same base with different clothes

#

(if you want compensation we can talk)

crisp tendon
#

Can't your friend finish what they started ?

last knoll
#

no he just did it to practice so i was fine with it

#

that's why i'm here lol

#

like i said he's just getting into the whole avatar making scene and he said it's too complex for him

crisp tendon
#

well, select the armature, switch it to pose mode, then select the mesh, switch to weight paint mode, select the chest bone, weight menu > set automatic from bone

last knoll
#

will that automatically try to weightpaint it? o_o

#

and im confused because i have very limited blender experience

crisp tendon
#

yep that's the goal

last knoll
#

@crisp tendon i dont even know how to select mesh

#

.<

crisp tendon
#

yep, or right clicking the actual mesh in your scene

#

there's good tutorials for auto weight paint

zenith plank
last knoll
#

@crisp tendon i did whatg you said but idk if anything changed

crisp tendon
#

you'd need to select the bone, press r and move it around

zenith plank
#

okay I have too many bones

#

and I don't know which is which

crisp tendon
#

you can select the one you want in the vertex group list

last knoll
#

@crisp tendon i have the correct bone and i presss this and nothing happens (atleast as far as i can see)

zenith plank
#

there are more btw

last knoll
#

do i actually need to paint it myself?

#

after i select it

crisp tendon
#

you selected the bone called breast2_r, is that your chest ?

last knoll
#

i guess i shoulda been more specific, i wanted to weightpaint my breasts for dynamicbones... didnt want to emberass myself lol

crisp tendon
#

oh, well it's the same thing, but with the other bones then

last knoll
#

with the breastbones?

crisp tendon
#

but you might have to edit the bones so that they are within the mesh bounds

last knoll
#

o_o

#

i have no idea what any of this means

crisp tendon
#

then i strongly suggest looking at a tutorial for it !

last knoll
#

do you know any good ones

#

like i said i dont have much time to learn these things and im a newb with blender hence the preference if someone did it for me

#

im doing multiple things at once here

#

plus im pretty sure im doing things wrong cuz i saw some weight painting before on my ava and they're just gone now

#

:/

crisp tendon
last knoll
#

i'll look into it, thank you

crisp tendon
#

you'd be better of asking your friend though zucc

last cedar
#

hey does anyone have the list of bone names for a vrchat Avatar? I have to rename my bones manualy and i don't know what to call them

merry estuary
#

It's in pinned messages of this channel @last cedar

last cedar
#

oh i didn't know, thank you

zenith plank
#

I really

#

don't know where to start

#

so

#

do I need both Right Arm and Right Shoulder

zenith plank
#

How do I create a new bone

#

I need to make 2 wrists

steady patio
#

@zenith plank select armature, got o edit mode, and hit Shift+A

#

also, your entire bone hierarchy is fucked 0 0 you need to get that in place

zenith plank
#

I'm getting

#

it

#

also thanks for reminding me of the thighs

#

weight painting

#

uh

#

how do I fix

drowsy wharf
zenith plank
#

okay I figured it out

#

this is a nightmare

#

but

#

I've got it

#

is it normal to have to go into the model in order to remove weight?

#

I hate blender, why do I need to inside the model to remove weight

#

nothing is red

#

why is it moving?

crisp tendon
#

because those weights are on the arms

#

and the arms follow the chest

zenith plank
#

understandable

#

I'm stupid

#

I'm working on it

#

vrcStoic kinda stupid that I need to go inside the model to clean the mess

warm oyster
#

anybody have a clear example screenshot of shoulder rigging/weight painting that works in IK?

#

i'm still unskilled and slow and what seems okay in blender looks off in vrchat, and i'm really hoping to get all this done before i die of old age :L

zenith plank
#

blender now doesn't want to respond to anything

#

nvm

#

I fixed it

#

why do I need to go inside the model

#

to clear weights

zenith plank
#

nothing happens when I paint

#

it doesn't want to apply weight

#

what do?

drowsy wharf
#

@zenith plank you don't actually need to go inside, switch to wireframe mode to be able to access all vertices regardless if they're inside or behind the model

zenith plank
#

I was in wireframe mode the entire time

#

I had to go inside the model

#

I got

#

also

#

is this good or bad

drowsy wharf
#

that's not wireframe mode, you can see the mesh, but it's not wireframe which is ONLY edges/verts

zenith plank
#

oh

#

anyways

#

uh

#

I got all of it so mesh isn't being dragged all over

#

but now

#

I can't paint weight

drowsy wharf
#

all the weight is on that bone most likely...if you're in edit mode though, you're just rotating the mesh, not posing it

#

as for the vertex groups, you don't have groups for all your bones, which is why you can't paint

zenith plank
#

this is how it's supposed to be right?

drowsy wharf
#

those are bones, not vertex groups

steady patio
#

Mhm! The hierarchy is right

drowsy wharf
#

click the + on body, they're in there

zenith plank
drowsy wharf
#

have you painted the spine at all yet?

zenith plank
#

again I can't paint anything

#

nothing responds to the paint tool

drowsy wharf
#

they don't respond because they don't have vertex groups generated
Delete your vertex groups and auto weight to generate them and some basic weighting (you might have to edit it)

torn vector
#

So my avatar is always on tip toes

#

And it seems way larger then it should be

zenith plank
#

weight how do i auto wait?

#

it was funny in my head okay/?

drowsy wharf
#

select the mesh, then shift and select the armature, hit Control P and select armature deform>with automatic weights

zenith plank
#

nothing happened

#

what do

#

is it because of these?

drowsy wharf
#

you could try clearing the groups out again, and then removing doubles for the mesh, just be aware that it's possible to have things like the teeth or lips fuse together if the default position is the same for top/bottom

#

to remove doubles, go into mesh edit mode, select all by tapping A until it shows all orange, then just hit space and search for remove doubles

zenith plank
#

idk

#

I think these are messing with it

drowsy wharf
#

clear them out too, they're not needed for unity

zenith plank
#

how?

#

I can't delete them

drowsy wharf
#

they aren't what's messing it up, remove doubles on your model

zenith plank
#

double vertices?

#

I can't delete anything

#

I have no idea what to do

#

well

#

I don't understand

drowsy wharf
#

you need to merge those meshes first...and I gave you instructions on how to remove doubles earlier

#

if you're using CATS, you can just merge all meshes with one button

zenith plank
#

they are merged

#

I am using cats

#

I unmerged them

drowsy wharf
#

merge them, then remove doubles, remove your vertex groups and re-auto weight

zenith plank
#

I removed doubles

#

but there were no doubles

drowsy wharf
#

did you have the entire mesh selected?

zenith plank
#

yes

#

alright I did it again

#

it removed 153

drowsy wharf
#

try auto weighting again after you remove the vertex groups

#

this is why you have those other two vertex groups btw, the mmd ones

#

it won't stop you from the auto weighting though

zenith plank
#

okay

#

I tried auto weighting

#

there were no doubles

#

no vertex groups

drowsy wharf
#

you either have to fix up the model to avoid intersecting, unconnected meshes, or you can just weight it yourself (do the auto weighting steps, but choose empty weights instead to get vertex groups set)

zenith plank
#

I can't weigh it myself

#

the tool doesn't respond

drowsy wharf
#

read ALL the instructions before jumping ahead

zenith plank
#

wait

#

I think I got it

#

so i can weigh it myself now

#

but it's really really jank

drowsy wharf
#

have to learn how to weight paint, it takes a bit to get used to

zenith plank
#

I think I got it

#

uh how do I go into wire frame mode

#

like this?

drowsy wharf
#

X should toggle it if I remember correctly, and yes that's it

zenith plank
#

yeah

#

I was in this mode

#

I still had to go into the model to paint/remove

drowsy wharf
#

if you didn't watch that weight paint video, I really suggest it...helps to get used to it

#

my bad, z was the wireframe toggle

fading verge
#

You guys know if I can get an avatar to copy bone rotation of one arm any apply to another? Like say I have a 4 armed character and I want both right arms to move the same

#

Please do @ me, I'm a but busy with things but just want to know the answer so I don't forget to ask later

zenith plank
#

it

#

s

#

coming together now

drowsy wharf
#

@fading verge without Final IK ($90USD paid asset), you're locked to using rigidbodies and fixed joints across them and locking it to rotation

zenith plank
#

I need to go inside the model to actually weigh this thing

#

why?

drowsy wharf
#

do you have skin inside it?

zenith plank
#

a little

#

not much

drowsy wharf
#

you can always hide the surface stuff and not have to work from inside

zenith plank
#

and how do I do that

drowsy wharf
#

select what you want to hide and hit h

#

and then Alt+h will unhide everything when you're ready

#

you can usually just point at a vert and hit L to select linked points, and hide that

#

there are times when it'll select too much though

zenith plank
#

I can't really do that

#

since it

#

s all one mesh

drowsy wharf
#

hide it?

zenith plank
#

if I press h

#

it hides the entire model

drowsy wharf
#

it's only what you have selected that gets hidden, so if you select only a section of it, it hides it

#

as long as you're not in object mode

zenith plank
#

yeah the entire model gets hidden

drowsy wharf
#

show me your selection before you hit H

zenith plank
#

I found a work around

warm oyster
#

why's my boob root off center

#

😠

#

it looks fine in blender and in the unity humanoid bone configurat...ion...wait lemme try something

#

ah. yes. nevermind, ignore me. i was taking those bones from a backup after reverting to prefab on the new version and didn't actually update the uh, the root bone.

#

3d art is a nightmare, who in the world would want to do this for a living

zenith plank
#

this is what it looks like normally

drowsy wharf
#

And? thats normal...

zenith plank
#

yeah

#

um

#

my textures

#

they're inverted when I go into weigh paint

#

so I have to paint from the inside

drowsy wharf
#

that's probably your body mesh being inverted, unless you mean color is inverted

zenith plank
#

the mesh goes inverted

drowsy wharf
#

hit N find "backface culling" and make sure it's checked. Go into mesh edit mode, are they inverted there?

zenith plank
#

now the textures are gona

#

it's just black

#

and now the shoes are missing

abstract siren
#

I'm having some rigging issues.

#

This message keeps popping up although it's already fixed.

#

Please help.

drowsy wharf
#

select the model in unity assets, click the rig tab in the inspector and show the feet section of the mappings

#

and what did you do to fix it?

abstract siren
#

I didn't do anything to fix it, it was never broken in the first place

drowsy wharf
#

can you show the hierarchy from hips down to feet?

abstract siren
#

Alright.

drowsy wharf
#

also you should unmap the jaw unless you intend to use jawflap instead of visemes

abstract siren
#

What's that?

drowsy wharf
#

do you have shapekeys for the visemes already?

abstract siren
#

No.

drowsy wharf
#

does the model have a face and mouth you want to move when you talk?

#

that's what visemes usually do, shape the mesh of the face like you do IRL when you talk

abstract siren
#

oh nvm then

#

i removed the jaw

drowsy wharf
#

the jaw bone should only be mapped if you intend to have the jaw flap up and down when you talk (usually when you don't have visemes and still want motion)

abstract siren
#

Do you know the solution?

#

@drowsy wharf

drowsy wharf
#

what do you have assigned for the hip?

abstract siren
#

Let me check.

#

pelvis

tough robin
#

Did you map them at all?

abstract siren
#

they are all mapped

drowsy wharf
#

it all looks fine too...

abstract siren
#

yeah

drowsy wharf
#

what happens when you hit "select"

abstract siren
#

where?

#

oh

drowsy wharf
#

can you move or close that vrchat sdk window?

abstract siren
#

ok

tough robin
#

Can you show us the mapping window?

abstract siren
#

Sure.

tough robin
#

Upper chest shouldnt be mapped

#

Also

#

You arent using the right unity version

#

So you wont be able to upload anyways

abstract siren
#

I was able to just a few hours ago

#

send me the link to the latest please

tough robin
#

No

#

It takes 10 seconds to find it yourself

drowsy wharf
#
zenith plank
#

I'm going to scream

#

I spent so much time on weight painting

#

and it just

#

threw out textures and meshes

#

for no reason

#

and I can't get them back now

#

auto paint doesn't want to work for me

#

and I don't know why

drowsy wharf
#

show me a screenshot of the issue with textures/meshes

#

I asked you to do something and a question and you never answered it, so I have no idea if you even read it

zenith plank
#

I might've missed it

drowsy wharf
#

hit N to open the info on the right panel, find "backface culling" and make sure it's checked. Go into mesh edit mode, are they inverted there?

zenith plank
#

it is checked

#

I unchecked it

#

both options don't make a difference

drowsy wharf
#

show me what you're seeing then

zenith plank
drowsy wharf
#

the textures are messed up because you're in weight paint mode...

zenith plank
#

when it's off I can see through it but it won't apply

#

no I know that

#

later on

drowsy wharf
#

then what exactly is wrong...you said it was blacked out?

zenith plank
#

yeah all the textures were blacked

drowsy wharf
#

that's what I was saying to show me

zenith plank
#

ah

#

yeah

#

I scrapped it

#

sorryu

#

vrcStoic I'm kinda dumb

drowsy wharf
#

after spending all that time on it? ouch...

#

definitely at least make a new save if you're having issues, or wait and ask for help solving it

#

you can almost always fix issues, so don't panic if something goes wrong. People will help when they can but might not respond right away

abstract siren
#

alr i updated unity

zenith plank
#

😔

abstract siren
#

so do you guys have a solution to my problem?

drowsy wharf
#

did you remove upper chest mapping?

abstract siren
#

yes

#

pls dm me

zenith plank
#

shoes and shorts are black

drowsy wharf
#

@abstract siren I very rarely open DMS, you can handle basically everything here

#

@zenith plank select the material for them on the right and check the settings for it

#

if you're in mesh edit mode you can select the material and hit "select" and it should highlight all of what the material is using...try that first to make sure it's assigned properly to the mesh (it should be)

zenith plank
#

uh

#

funny thing happened

#

the textures are back without me doing anything

#

I have no idea what is going on

drowsy wharf
#

the textures themselves on the material?

zenith plank
#

yeah

#

they were black

#

then now they're back to normal

drowsy wharf
#

shrug might just not have loaded correctly

zenith plank
#

yeah

#

I'm probably gonna sleep and resume this whenever I wake up

#

it's 3am

torn vector
#

Why is scaling so hard? I set my avatar view point to 1.8 in unity and scale the model accordingly. But then when I get in game, I'm on my tip toes until I set my actual height to 6'10", even though the model should be 5'11", which is my actual height.

drowsy wharf
#

did you compare it to a standard object like a unity cube?

#

@torn vector ⬆️ and below...forgot to mention with first.
Take a cube (outside the model), set Y scale to 1.8 for approximate height and compare to model height.
If you're comparing the 5'11" height to the EYE height, you'll be off from expected anyway.

Are you using FBT? If so, the proportions of the avatar are VERY important. If you have short legs in game for example, you'll end up on tiptoes because of the difference.

Past that, your feet bones could be too high up in the model, and so off the ground.

torn vector
#

@drowsy wharf FBT actually works fine, and also a cube with the scale set to 1.8 is tiny compared to the model

#

I made it the same size as the example avatar originally and still had the tiptoe issue

#

I'm thinking its bone related at this point

drowsy wharf
#

a cube set to 1.8 scale is 180 cm or 5'11"

torn vector
#

Then what size is my avatar then lol

#

It seems normal in game aside from being a little short

fading verge
#

okay, so I'm doing a fnaf vr characer foxy.

#

and I want to know something

#

is it possible to have a working avatar that is missing finger bones on his hook?

steady patio
#

Add the finger bones but dont weight them

fading verge
#

understood

torn vector
#

@drowsy wharf I played myself lol

#

It was because my floor in playspace was set to about 4in below my floor

#

Redid room setup and it works fine now

hot arrow
#

hey friends
I want to use a public licence model for an avatar. Unity seems to recognize the structure and he is in a T-pose. However when I enter the game in non VR mode to test, he's still stuck in the T-pose.

Is it complicated to have arms at rest as a natural pose?

fervent hornet
#

Is your model defined as humanoid? Select the import and set it from generic to humanoid and the tpose should stop

abstract siren
fading verge
#

By doing that? Check the shoulder bone parents

drowsy wharf
#

and make sure you don't have upper chest mapped

abstract siren
#

i dont have it mapped

upbeat hollow
#

how do i keep the head of my avatar in one place?

#

I disabled the neck in the vertex groups but i can't figure out how to get the head to stay in one set location and just rotate based around that

candid eagle
#

hey guys

#

somebody here tell me wich one is the better app

#

unity

#

or blender

drowsy wharf
#

you need both...

candid eagle
#

really

drowsy wharf
#

they're different programs for different things entirely

candid eagle
#

wait

drowsy wharf
#

one is a 3D model making program, one is a game engine...

candid eagle
#

watch this

#

no forget it....

grave mantle
#

You can technically make games in blender.

candid eagle
#

its because i watched a tutorial teaching how to use just the unity

drowsy wharf
#

sure you could probably make plugins that let people play simple games in blender, but you still don't even make games in it

#

if you already have a model prepared with all that is needed, you don't need blender and can work entirely in unity

candid eagle
#

but@grave mantle helped me in avatars mmd

drowsy wharf
#

if you have to fix up a model or make one yourself, then you would do it in blender or in a similar program

grave mantle
#

blender actually has a built in game engine

drowsy wharf
#

if you're just taking a model you already have, and it has everything needed (and is in a format unity can use) then you can use only unity

grave mantle
#

it defiantly isn't as robust as unity, but it exists

candid eagle
#

@grave mantle what you mean achieve the rank of the new user

drowsy wharf
#

you mean the one they stopped basically stopped supporting?

candid eagle
#

in avatars mmd

grave mantle
#

the one

candid eagle
#

@drowsy wharf i dont know

drowsy wharf
#

@candid eagle you need to play VRChat with a VRChat account (and not a steam account) until it tells you you can upload. ("new user" rank instead of "visitor")

grave mantle
#

@candid eagle when you are in game you will people in white name tags, that is the visitor rank, the next rank is called new user.

candid eagle
#

ok....

#

i think i got it

#

its because im brazilian so...

#

i cant understand everything of your language

grave mantle
#

that's okay

candid eagle
#

im going to put this on google translator

#

tomorrow

#

bye thank you

drowsy wharf
#

@upbeat hollow I'm assuming you're talking about a head floating above you and not moving with the body, is that correct?
If so you would need to have an unweighted head bone, and a separate bone with weight on the head. And then in unity use a fixed joint (fake head), and rigid body (real head bone). Set the rigid body constraints to rotation only, and 0 drag/angular drag.
That should do what you want.

upbeat hollow
#

Alright lit

sly dragon
#

Hello! does anyone have a solution for Full body rigging? its a single bone thats giving me issues, but its the Pelvis bone.

When just using the avatar normally everything is fine, but in full body the Pelvis bone (i think) is flipped from pointing down to pointing up as far as i can tell

silver bobcat
#

Can anyone mind helping me,I rigged my character in blender and now when i put it in unity,It says there is no hip bone found, yet i added a hip bone.

tough robin
#

you need to configure the armature

crisp tendon
#

@sly dragon Screenshot of your armature in blender pls

tough robin
#

click on your fbx in your assets and go to rig/make usre its humanoid and go configure

#

btw you dont need a upper chest bone so dont use one

willow linden
crisp tendon
#

Weight paint it in blender, or put it below the correct bone in the hierarchy ?

willow linden
#

Ok