#avatar-rigging

1 messages · Page 154 of 1

willow linden
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Will probably just find what it is and move it

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Much easier

tough robin
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this kind of weight painting is easy

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you will need to learn it sooner or later

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and you just moving it wont really fix the issue

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youre just hiding it

willow linden
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Kind of a newbie when it comes to rigging

tough robin
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it will be apparent in other situations

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literally doesnt matter

silver bobcat
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Redotix, what do I put in the transform drop down?

willow linden
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So how do I do that?

tough robin
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believe it or not but everyone is a newbie to something if they are doing it for the first time

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that doesnt mean you cant do it

willow linden
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No I mean this is my first time making a rig

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Like at all

tough robin
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@silver bobcat screenshot it, I am not sure what you mean

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I really dont understand why thats a needed information? @willow linden

willow linden
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I don't know how to weight paint

tough robin
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than learn it lol

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you will never learn it if you never do it

willow linden
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Ok then lol .-.

tough robin
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so its a pretty stupid excuse to use imo

silver bobcat
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Redotix i dm'd you the screenshot

lethal lark
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Sup guys, I'm trying to perfectly join bone joints so they're in the same position. I'm using snapping with the Vertex option but the tail and head just aren't snapping at all. I've done this before but don't know what I'm doing differently now. Googled it and it seems like I'm doing it right so idk

merry estuary
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Does it also happen with mesh hidden? @lethal lark

lethal lark
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Yeah I hid my entire mesh so it's just the armature, still won't snap vrcThinking

merry estuary
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I just tried it out on my avatar and the only way I manage it to not work was for it to snap onto mesh

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Are you on 2.79 or 2.8?

willow linden
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Fixed it

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Thanks

lethal lark
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2.79, but just copied the co-ordinates of the tail to sort it out

sly dragon
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Sorry that took me so long @crisp tendon

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I had to step away for a while

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the bone Horizontal with the legs connected to the spine is the Hip bone

crisp tendon
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select your armature in object mode, ctrl + a and apply all transforms

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then in edit mode select all bones and clear roll

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then export it and reimport in unity

sly dragon
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Trying that now!

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hmm that didnt help

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I wonder if its how im standing when i calibrate it?

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i havent had this issue with avatars otherpeople have made though so im not sure

sly dragon
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oh i think i figured out why, I reimported it into unity, but i didnt add a new model too the scene.
is there a way to do that without losing all of the edits ive made?
like dynamic bones and such?

dense stump
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u can name the fbx the same as the one in ur unity assets and put it in there and replace

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but if u changed stuff with the bones, u'll have to set it to generic then humanoid again so unity updates

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or pumkin's avatar tools-

sly dragon
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ohhh

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okay ill try that, thanks!

dense stump
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welcome!!

sly dragon
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hmm, when i Applied all transforms and cleared the roll, it made all of my dynamic colliders appear massive, as if the model got tiny? but changeing the size of the character then reapplying transforms doesnt fix it

tough robin
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I had that issue too. I just added 2 zeros to each scale modifier of my dynamic bones and colliders

sly dragon
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ah gotcha ill try that!

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You're all so helpful! XD

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I hope i can be too

tough robin
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your pfp is helping me feel happy today so you are helpful ❤️

sly dragon
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Haha thanks! Im really happy with it. my friend made it for me! i can DM you her twitter if you like?

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I got the dynamic bones fixed and everything, But the hip is still busted in Fullbody

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its not facing up now though, its pointing forwards.

sly dragon
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Hey so i was able to fix it!

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the fix is like, weird though?

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I had to flip the join 180 degrees the the wrong way, apply transforms and then clear the bone rolls.

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and now it works perfectly

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so normally VRchat suggests you gave the hip bone facing the oposite direction, but i had to place mine in the same direction

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I also Had an animation on in an additional avatar thats because of the fix had to change how the animation effected the tail/hips

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100% working now though! Thanks everyone for your suggestions and help!~

dense stump
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Congrats!!! Good job on the fix!

sly dragon
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Thanks! I hope if anyone comes across the same problem can see this

tough arch
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sup

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Hoi?

runic swan
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Would someone be so kind to help me do bones for a special avatar in blender

crisp tendon
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People can help you here, but if you need someone to do it for you then you can join the VRCTraders server in #community-servers-old to commission someone @runic swan

runic swan
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I tried to make the uh

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Bones but every tutorial that i've tried didn't work

crisp tendon
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What didn't work ?

runic swan
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like

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The hand on the left side floats off

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and the elbows don't bend properly

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I can bend them like you would vertically towards your shoulder

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but if you try to bend them horizontally they don't bend

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I also tried putting the model through mixamo instead

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but same problem

crisp tendon
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Do you have a video of that ?

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Never heard of this issue before

runic swan
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If you want to look for yourself since I can't really get off of tarkov

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The avatar is a public one on my profile

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Its called Gus the forklift driver

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My username is DeadAF

crisp tendon
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Looks like the armature is wrong

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your spine bone is below the hips

runic swan
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Well the way that unity had me set it up so it was all green, thats how it put it

crisp tendon
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yeah mapping and placement have nothing in common

runic swan
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But if it did it the way so that it wasn't all green but it was all lined up

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unity and the sdk doesn't see it as a humanoid

crisp tendon
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then it's not meant to move at all

kindred hound
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Hi hi! Is not sure if it comes into the riggings, but was wondering how to use snail marker attached to head? Has tested in game and can write with it, but since it is attached to head the writing starts at center of head instead of front of view. Is only local too, others can see it in the place I wanted it 0_o
Is there a way to keep it where it should be?

drowsy wharf
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Anything placed on the head directly won't be where you expect because of the head shrinking locally to keep it out of your view.
So if you use a fixed joint and rigid body setup you can attach it to the head, without it actually being there

pulsar oxide
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why does this happen

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ping me if anyone knows

kindred hound
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Thank you Himeki! Will try and experiment with the fixed joint rigid body thingy ^-^

drowsy wharf
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@pulsar oxide my guess would be incorrect export settings from whichever 3d program was used. Unity expects it to face forward in unity (z axis) looks like the model is rotated 90 degrees exactly...Can't check right now, but there should be a setting on the model import to tell it that. Or you could export it with the correct "forward" direction in export settings

turbid spear
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Could also try applying rotation in blender on the armature if you rotated it

fleet wyvern
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Just looking at the bone hierarchy from above, am I missing bones?

fading verge
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my friend has full body and is using his avatar he made

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apon using it, it does this

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could it be because the legs are too long? problem with the bones in the legs?

livid bison
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Hi where is the channel for questions

fleet wyvern
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Depends on the question, i came here for help with my avatar

naive tree
pulsar oxide
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it worked, thanks himeki

naive grove
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I’m looking for some help anyone can help me

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I need to know if it’s possible to make an avatar able to have a seat on another avatar

fading verge
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@naive tree he shorten the legs and that fixed it but now he says the avatar is floating off the ground

drowsy wharf
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@abstract musk the ankle point might probably higher than it should be, but that's not the cause.
You can avoid the tiptoe issue entirely by unmapping the toe bones, but if I remember correctly it's usually caused by an improper height setup with your VR...haven't heard it in a while

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@fading verge ⬆️ same for you...though if he only shortened the legs and didn't reset the origin point for the model to match the new "floor" level for the avatar that'll still cause floating

fading verge
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so what should he do exactly

drowsy wharf
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Check to see if their normal VR floor is at their floor, if not, set it up again

fading verge
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he said his floor irl is above the vr floor yes

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where does he go to set it up?

drowsy wharf
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then yeah, definitely a setup issue

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depends on the VR system, kind of out of scope here, but a google search for the device and "reset floor" should help

fading verge
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he shorten the legs of the avatar because it was too tall

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since he did this it made the avatar not get shorter but stay in the same place causing it to float of the ground

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steam vr is calibrated properly

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its the avatar its self

drowsy wharf
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I'm not talking about the vr floor in the avatar, I'm saying if the floor in the VR home for example isn't aligned with your actual floor, fix that first.

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But for the avatar, you can't just shorten the legs and expect it to work properly, you have to realign where the model's origin point is (the point it attaches to things essentially)

upbeat hollow
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You have to unassigned the toes

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In the rig configuration menu

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I always make sure to do that because toes are always a pain

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@abstract musk

faint sage
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The avatar I made has backwards feet when I import it into unity and apply t-pose in the avatar configurator. I've tried resetting bone rolls and applying rotation in blender, and I can't fix it. Does anyone know how to fix it?

pulsar oxide
naive grove
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Never mind figured it out

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I can now be ridden

crimson mauve
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I've changed the hip bone out(after) and made sure it all looked fine with the rigging, I can provide more images but im not sure why I am still getting the issue

pulsar oxide
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So does anyone know why I can’t see my model

fringe citrus
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@crimson mauve gotta make sure the angle between thigh and hips isn't extreme in either direction.

runic swan
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Any idea why this is happening?

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The clothes poking through because on blender they don't and

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The hand being all bugged like that

tough robin
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@runic swan why even have the body underneeth the clothes?

runic swan
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Because the clothing is a "crop top"

tough robin
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?

runic swan
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and you can see up the bottom of the shirt

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so I put a bra on it

tough robin
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I am confused. Just delete everything you cant see. Unless the clothes are removable theres no point

runic swan
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hang on

tough robin
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And seal the top and bottom so you cant see up them

runic swan
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I'd like it to be open though

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The hands are the part tho that i'm most confused on why they break

tough robin
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Your armature is set up incorrectly

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And the clipping is because of bad weight painting

runic swan
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Well how do you weight paint on blender 2.8

tough robin
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I dont

runic swan
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What do you weight paint on

tough robin
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I do my weightpainting in 2.7

runic swan
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I can't figure out 2.7

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f

faint sage
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You need to weightpaint in 2.8?

tough robin
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What do you mean?

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Obviously lol what kind of question is that?

runic swan
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And then I get

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active group is locked, aborting

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what does that mean

tough robin
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Dunno

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Google

faint sage
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It would probably mean that the vertex group you have selected is locked, and not editable. There should be a lock Icon next to the vertex group in the object data properties tab that you can click to unlock it so it can be edited

runic swan
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So how should my weights look

tough robin
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Nothing specific

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Just move your arms around untill the star clipping and than fix that spot

runic swan
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No i want the bra to stop clipping

faint sage
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You will have to play around with the movement in pose mode. See what makes the bra clip, and then look at the vertex groups it is bound to. Then, depending on how it is weight painted, you will have to reduce its weight on that group and put it into a different group, or unbind that part of the mesh altogether.

runic swan
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The problem is

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It doesn't clip in blender

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only in vrchat

faint sage
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Even when you replicate the poses in the image?

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hmm

runic swan
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Yes like look

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well fuck

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hang on

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I closed blender on accident

faint sage
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While people are on, has anyone had to deal with backwards facing feet when a model is imported into unity, and a t-pose is applied to it in the avatar configurator?

runic swan
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wtf

faint sage
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did it open again?

runic swan
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I just bent it back and it did this

faint sage
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oh boy... Those are some nice weight paints that aren't working too well I believe.

runic swan
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Great..

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and I legit have no idea how to weight paint

faint sage
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Go for less of an angle. it isn't likely that a position like that will ever happen in game.

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See if that's less terrifying

runic swan
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Okay

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still busted af

faint sage
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Did you pull that model from mmd?

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just wondering

runic swan
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Yeah?

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like on deviantart found it

faint sage
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not sure why the weights would be broken then.

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Unless the model itself is no good

runic swan
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Do you know how to weight paint?

faint sage
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Barely.

runic swan
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F

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could i send you the model in a zip and see if you can figure it out?

faint sage
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Just enough to fix small things that the automatic weights in blender break.

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Sure, why not

runic swan
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ight

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I don't have the original .blend file since I didn't save it

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But it will be the fbx file

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The fingers I think I fixed

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I just removed the last bones on each finger since they were half in and half out the hand

faint sage
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It is a bone parenting problem

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I didn't see the small bone infront of the main torso bone

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Reparent Spine.001 to Spine

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And it should move correctly

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@runic swan

runic swan
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Reparent spine.001 spine?

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how

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XD

faint sage
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Select the armature. Then select spine.001. In its relations tab, you should be able to set its parent bone

runic swan
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let me do this run on tarkov

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then im gonna have you explain it to me again

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XD

runic swan
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so once i've done that

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it shouldn't clip anymore?

faint sage
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Once you've done that, that stretching that you showed won't happen

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About the clipping? I'm not sure

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But it may help

runic swan
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how can I assure it won't

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or sorry

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it will

faint sage
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I don't know.

runic swan
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okay

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yup

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Fixed it

tropic atlas
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If the clipping is to bad you are better off just simplifying the model. Plus with the amount of dynamic bones you have the VRChat avatar builder may reject it for having too many dynamic bones.

faint sage
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Good. Have a nice day.

runic swan
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Thanks Siracha

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MemSix i'm not putting too many dynamic bones

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only for the hair

tropic atlas
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VRChat recommends 4-16 dynamic bones and your model definitely has far more than that.

runic swan
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the picture I sent in the chat

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has 0 dynamic bones

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sooo

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Siracha I think I figured out the issue

faint sage
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My model is facing backwards in game. Unity enforces t-pose, only for the thumbs and the feet to be pointing in the opposite direction they should be. Then, even after applying t-pose, the model faces backwards in game. Please help. I have reset the roll on all bones and applied rotations to the armature and the mesh object.

runic swan
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of the cliping

faint sage
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I'm still trying to figure out mine

runic swan
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The bra under the hoodie

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wasn't weight painted

faint sage
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On any vertex group?

runic swan
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Nope

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so I weight painted it to the same one with the hoodie

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so it looks like this

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Should work now

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hopefully

faint sage
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well good luck

runic swan
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I'll let you know lol

runic swan
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fixed it completely

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Now all I have to do is remake the animations because its just the default finger animations acting up

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And we should be all good

topaz vessel
crimson mauve
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is that just feet in the ground?@topaz vessel

topaz vessel
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Yeah @crimson mauve

crimson mauve
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In Unity go into the configuration setting for the model, when the view loads click on the hips bone in the view, not the hierarchy and drag it up the amount it needs to go and apply it.
you will need to move your view point up to account for this because you wont see the change in the normal view but it will happen in-game.

topaz vessel
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@crimson mauve You are a King

crimson mauve
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You may use that fix a lot depending on how much you upload

topaz vessel
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I upload like 4 avatars a day.

crimson mauve
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damn

sweet moth
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are there any issues with the Rigging?
am getting lower leg not child of upper leg and uncertain if things look good

drowsy wharf
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@sweet moth screenshot the leg mappings in unity

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and hierarchy

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Most likely you have a bone mapped incorrectly if that is the error

sweet moth
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ì ill but damm getting this now @drowsy wharf

drowsy wharf
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that is a different error entirely than what you stated

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it says not first child of upper leg, a single word can make the difference.
go in your hierarchy and drag/drop the lower leg to the top of the list under upper leg

sweet moth
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for some reason now its showing that i saw the fingers messed up so i fixed them but something in the bone has been ruined

drowsy wharf
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Upper Leg
   |-random bone 1
   |-random bone 2
   |-Lower Leg

should be

Upper Leg
   |-Lower Leg
   |-random bone 1
   |-random bone 2
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the angle between pelvis/thigh means your hip bone is probably upside down, small end should point upwards, and leg bones should point downwards
Neither of those has anythign to do with fingers...

sweet moth
drowsy wharf
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show me the unity mappings, select model, click rig tab, hit configure. Show the leg mappings (also just to cover it, make sure chest and jaw are not mapped)

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you're using CATS full body fix aren't you?

sweet moth
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yep the jaw and chest are empty

drowsy wharf
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don't do that any more

sweet moth
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no am not using the cat fix

drowsy wharf
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that 100% looks like a cats FBT fix from before the changes

sweet moth
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it works perfectly in game now when i edited it it shows those issues
i decimated it except wrist and face for shape keys

drowsy wharf
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if you're only going to read half the things I say, and ignore them I'm not going to keep trying to help...

sweet moth
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@drowsy wharf here my bad

drowsy wharf
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change "Left leg.001" to "Left Leg", just drag it from the left into that list

sweet moth
drowsy wharf
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hip is hip, what do you mean?

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right click to select, it tells you at the top which bone is selected

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You'll have to check for yourself, but based on the error and position, I'd guess this one

sweet moth
drowsy wharf
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those look like skirt bones...not a hip bone

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not reading instructions again, select bone, it'll tell you what it is

sweet moth
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😐

drowsy wharf
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I can't help you find a bone I'm pretty sure I already highlighted with a bright pink box and you were unable to find...

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blender armature edit mode, right click a bone, the name of selected bone is listed on screen

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if you're not planning on using FBT, I'm fairly certain you can just ignore it

worldly willow
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@sweet moth import the model with cats for blender (and hit fix model and get a regular working rig for vrchat

drowsy wharf
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definitely get cats and hit fix...14 skinned mesh renders just because you didn't merge your meshes is stupid

sweet moth
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@drowsy wharf i separated the meshes to be able to decimate some parts while leaving some untouched for shape keys they total to 3

drowsy wharf
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merge them after you're done decimating, don't leave them that way

sweet moth
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i will certainly

drowsy wharf
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also based on the parenting connection lines...high chance that's your hip, move the head of the bone down to a point above the leg bones..should fix that error

sweet moth
drowsy wharf
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what do you mean 0.1c ?

sweet moth
drowsy wharf
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set it to generic, apply, back to humanoid, apply. Check mappings after that to make sure they're correct still

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@sweet moth are you just importing the changed model with the same name and then checking the upload?

sweet moth
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did it no diffrence
i delete the old fbx and drag the new one same name

drowsy wharf
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any time you move a bone in blender you need to reset the bones to the correct position in unity. Your scene needs to update to match the new armature setup

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duplicate your current avatar in the scene, then on one of them (whichever you want to be the new avatar) click "revert" at the top of the inspector

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Doing this will revert it to ONLY what is on the model you have imported, but it will match everything exactly.

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so if you have dynamic bones, or effects, or anything else you've added to the avatar it will be reverted and need to be re-added (which is why I said duplicate it first so you can copy/paste)

sweet moth
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alright dd that but it wont make a difference the new one has a different name from the one in unity i delete the one i made and reimport it when i try something in unity

drowsy wharf
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when you make changes you're deleting the one in unity and uploading it under a new name? Not the same one?

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then just drag the new model into the hierarchy and add the descriptor to it...see if it's fine

sweet moth
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yea i did that under a new name and deleted in unity
i rotated the bone in blender it was saying its 4c not 180c now its showing its 0.1c

drowsy wharf
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if you flipped the bone completely upside down so the large side is down and small is up, then it should show differently

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but you need to import the new model instead of just using what you already had in the scene

sweet moth
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alright finally the issues is gone i flipped the small this time it worked

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appropriate your help figuring this out @drowsy wharf

sharp lily
fading verge
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Paladin, the first two should work if you merge the armatures since they're similar enough.

Second method would be to use rigid bodies and fixed joints to do a "JoJo Stand" type thing.

Monty, Check your bone parents and make sure they're right

faint sage
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Anyone had to deal with unity's t-pose making your avatar's feet face backwards? And In game the avatar is also completely backwards too. I've tried resetting bone rolls and applying rotation to the armature, but that hasn't worked.

weak wigeon
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@faint sage You could always just rotate them manually in the configure menu for objects. The same menu you use to set the t-pose.

faint sage
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Doing that puts the avatar out of tpose though. Will that affect the ability of the avatar to function in game? And how do I solve the whole "facing backwards" thing? When I load the avatar, i'm facing the front of its chest.

bold locust
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So, it should work perfectly, but it obviously doesn't and I can't figure it out.

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I've already tried 2 FBX; one with the full body fix and one without it.

tough robin
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@bold locust arms are too long compared to your real life ones is my guess for that and for the legs its the spine hirearchy

bold locust
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That isn't the case.

tough robin
bold locust
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I can make any properly rigged model work. There's literally never a reason arms and legs will be bent on a model that's properly rigged. You can change real user height to fix bent arms in all cases.

tough robin
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So you tried that and they were still bent?

bold locust
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I think it's something to do with where the origin of the model is. It's odd that wasn't fixed. So maybe I should send the data to Hotox.

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Alright.

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Slight bend may have done something.

bold locust
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Okay. The prom was that my chest bone was too long. Got a hint from Silent getting help from Kung.

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Selecting the tail/head of spine/chest and dragging it up in armature edit mode fixed it.

fading verge
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Alright so this is a problem that I’ve yet to find a fix for and I’m pretty sure it’s familiar to literally everyone

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How do you fix avatar arm bending

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Player height is correct and the feet react normally but the characters arms are always bending upwards and stuck there

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And I’m pretty sure there is no arm length adjustment in the sdk

bold locust
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Real Player Height in-game is very general. Unless your arms are the exact same length as what they set the scale for, it likely will not fit you properly.

fading verge
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Figured. I’ve been asking for an arm length adjustment bone for over a year

bold locust
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I usually have "Real Player Height" set to 3 or 4 inches shorter than my actual height.

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But it varies for everyone.

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It's been said the baseline for Real Player Height's arms are actually pretty long.

fading verge
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The real player height is completely messed up and isn’t helpful to put your actual height I put mine entire foots off of my real height to get models to work

bold locust
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Well, if it's that far off, it could be your play area.

fading verge
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You’d think player dimension adjustments would be one of the first things you’d make on a vr hangout game

bold locust
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It's usually not that bad.

fading verge
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Oh nah I only have this height issue in vrchat every other game works fine with my real height

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It’s usually not unusable, yes. But every avatar that is not one of the official avatars has some degree of unfit arm bending

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Even if it’s just a little

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The only temporary fix I’ve found for it so far sort of is offsetting the little player eye thing in the sdk down to around the mouth area in characters

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That seems to tone it down but it’s still present and sacrifices the perspective

bold locust
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Is it mainly in FBT that you have the issue?

fading verge
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No it’s with or without fbt

bold locust
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Ah. I was going to say, an important tool to have with FBT is playspace mover/Advanced settings.

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So you can drag yourself down to properly line up with the model.

#

When someone says how every other game is fine, it doesn't ever really mean anything.

#

Since models vary so much in VRC.

#

Whereas every other game has one or maybe even a few models that's been heavily worked on to work universally.

fading verge
#

What I took from that is that you thought my steam player height was wrong

#

Which it’s not it is my real height and it does read my real height correctly

bold locust
#

They can't really compare.

fading verge
#

Yeah I know what you mean

sharp lily
#

You see what i wanna try setting up is like the sonic heroes style running trio

worldly willow
#

look up naruto style run (that is basically how knuckles and sonic are running in that gif)

#

pretty sure there is a anim or mmd animation for that

sharp lily
#

Not the animation i mean like three models as one avatar

worldly willow
#

believe you can do that using Final IK

#

have all three models basically copy the main armature motions

sharp lily
#

Right, is there any things I’d have to tweak after doing that?

last knoll
#

alright i got some weird bug

#

the knees default to this weird bent shape, it looks fine everywhere including blender and unity but thats just what it defaults to in vrchat

fervent hornet
#

Maybe clear your bone rolls and make sure you've set up the legs and such like documented in the full body documentation

last knoll
#

actually its fricked in unity too

modern elm
#

so, I tried moving the bones of some avatar ears in Unity, and one bone is pulling on part of the opposite ear, but in Blender the're completely separate like they should be. The weight painting doesnt seem to be wring either. any idea of why this might be?

merry estuary
#

If it is pulling a part of the other ear then some of verticies of second ear are most likely weighted to first ear, did you check weights in Blender? @modern elm

modern elm
#

yep, the weights are fine in Blender.

drowsy wharf
#

go into pose mode, rotate the ear around and make sure. Some of it may be hidden inside or something.
Also hit Alt+H to unhide everything first

#

the only thing I could see causing that in unity is if you moved a bone with weight from one ear to the other by accident....I can't think of anything other than that or weight painting that would cause it though

modern elm
#

what do you mean by "move a bone with weight"?

drowsy wharf
#

you drag and drop the bone's object to another spot...tends to cause a lot of weird things

modern elm
#

ah. yeah thats not the issue.

#

I guess Unity just screwed up in import somehow

cloud wyvern
#

Hey all, was looking around for the solution to a problem I have faced before and came up again in one of my avatars im making atm. @ me or dm me if you know what could be the problem with this right here;

#

crab legs are a rig prob i believe so

crisp tendon
#

move the knee bone forward

cloud wyvern
#

will try

drowsy wharf
#

Make sure the legs are straight up and down with a bend at the knee slightly.
You have to tell the IK which way it should bend, most likely you have an outward curve instead of a forward curve

cloud wyvern
#

idk how to cut to perfect angles

#

like the xyz shots

fervent hornet
#

if you press numpad 5 its goes orthographic for flat shots

cloud wyvern
#

changed my life

#

ty

crisp tendon
#

yeah select all bones and clear roll

#

and raise the bottom of your hip bone up

topaz vessel
#

Looking for someone who can teach me how to rig.

crisp tendon
#

YouTube can teach you very well @topaz vessel

#

No one here can teach you better, but we can help if you have issues with specific steps

topaz vessel
#

Alrighty, it just feels better having someone on a call and screenshare though.

crisp tendon
#

Well, they can't make you do whatever the video is showing, unsure how that's be helpful in the case of learning something from scratch

fading verge
#

Hello, I'm making a custom avatar but it's broken

tough robin
#

Well showing more than 10% of the window would help

#

Also from the little I can see I am assuming that youre on the android build instead of pc which doesnt support very poor avatars

fading verge
#

Arms aren't specified for some reason

tough robin
#

Than specify them

fading verge
#

No idea how..

tough robin
#

Click on your fbx/rig/configure

#

Specify arns

#

That wont fox your issue tho

#

Since you ignored what I said I dont think I can help much from here

#

This also has nothing to do with rigging

fading verge
#

Well that's why I asked, I haven't got a clue

#

Sorry for wasting your time

tough robin
#

proceeds to ignore what I said again

fading verge
#

I don't know how to do what you said

tough robin
#

You dont know how to take pictures?

fading verge
#

I'm completely self tought so I have no idea what you mean about fbx/rig/ configure

distant flare
#

You need to select the prefab of the model then in the inspector you choose "select" then go to rig and choose animation type "humanoid" and then "configure"

tough robin
#

Do you think a picture that literally doesnt have a single sentence visible full will tell us your issue?

fading verge
tough robin
#

Perfect

#

Yeah specify your rig

#

Click on your .fbx file and on the right there should be a section called rig. In there go to configure and set the bones up correctly

distant flare
#

Everything in here needs to be green if you choose "specify" but your skelleton needs to fit the vrchat requirements try mixamo to rig it automatically, but do not assume the weight paint to be correct

fading verge
tough robin
#

What about the head section?

distant flare
#

the skelleton is perhaps too huge for the model

tough robin
#

Thats not how that works

distant flare
#

how what works?

#

each bone has it's own gizmo

tough robin
#

The sdk wont error out if your wights are fucked

fading verge
distant flare
#

yes that was a mistake of me i deleted that message

#

you do not need the jaw bone it is optional and handled by visemes

fading verge
#

The head I replaced this one with doesn't have a jaw

distant flare
#

the bones are not rendered during gameplay

#

it does not matter they're invisible

fading verge
#

Hmm

distant flare
#

i need to leave

fading verge
#

Ok, thank you

distant flare
#

so the issue's solved?

fading verge
#

No. But it's like beating a dead horse at this point

#

I shouldn't have said anything to start with, sorry

distant flare
#

i dont know the issue but try blender's vrcat model importer addon it should correct the skeleton if the model goes invisible but i dont know the issue so see you but perhaps the skeleton needs to be redone bye

tough robin
#

@fading verge looks nore like a bug tha user error

fading verge
#

Thanks

#

It's probably me

#

Don't think I'm cut out for unity

distant flare
#

So what was the issue, did your model dissapear after setting it to humanoid?

tough robin
#

I think its a big that makes the sdk think you dont have a rig

#

I have seen it before just dont know how to fix it

finite silo
#

so someone please explain, why EVERY MODEL i have ever uploaded, the left foot sinks into the ground

#

its ever so subtle, but EVERY MODEL

#

does vrchat just have a small value flaw with the IK in the feet?

idle whale
#

did you ever try changing the capsule collider or whatever the model uses?

crisp tendon
#

@finite siloIn Desktop mode ?

finite silo
#

i have never messed with the capsule collider

#

desktop mode and VR

crisp tendon
#

Where is your foot bone ?

finite silo
#

in the middle part of the foot, right behind the toe bone at the front

#

its pretty standard. nothing unusual

crisp tendon
#

Is the head f the foot bone touching the ground ?

finite silo
#

yes

#

you can see it looks fine on the left, but the right foot always dips

#

@crisp tendon

echo nimbus
#

Isn't your leg there under the origin 🤔

crisp tendon
#

what if you life your foot above the 0, and then move your foot bone down to the line @finite silo

echo nimbus
fervent hornet
#

Could always move the hip up in the configure menu to band aid it

brisk tulip
#

I'm having some issue with Eye Tracking/Simulation on my avatar. I've re-checked and redone the process four times now but the eye tracking/blinking still won't work ingame.

#

In blender movement appears fine, order of visemes are right and nothing is visibly broken.

#

Anyone who might have a clue what might be causing it?

turbid spear
#

What is your setup

crisp lantern
#

eye tracking won't work correctly unless all the bones and mesh have EXACTLY the right name and parenting structure

turbid spear
#

Do you have more than one mesh? Is your face mesh called Body? Is your upper chest empty in the humanoid rig setup? Is your hierarchy correct

crisp lantern
#

and lip sync has to also be set up

turbid spear
#

Check the pins for the hierarchy

crisp lantern
#

eye tracking in vrchat is hacky as hell

brisk tulip
#

Let me check the upper chest thing

#

Everything else of it should be in order

#

Yeah upper chest is empty

turbid spear
#

It should be

#

Try getting rid of the upper chest bone

#

Merge it to chest

crisp lantern
#

hey, anyone got a good fix for an avatar's butt collapsing in on itself when bending the legs? I realize it's a situation unlikely to come up unless someone has FBT (which I don't) but it's still annoying to see all the geometry just pull inward into a distorted concave mess.
I've seen models that have helper bones or shape keys to correct for it, but I can't get those to work in Unity
in blender I can just turn on double quaternions, but Unity doesn't have an option for that either

#

the only thing I can really think of is to have geometry hidden in the clothes of that area which is ONLY weighted to one bone or another without any intermediate weights, and which becomes visible as things bend, but hiding the seams would be annoying

brisk tulip
#

Worth noting is that for some reason. When using Cats Eye Tracking feature

#

It places the eye bones inside the chest

#

Given, I did fix them manually and test the tracking as well

#

wouldn't explain the Blinking visemes not working tho

#

This really tilting. I even double tested them inside the muscle settings. They are fine in there.

#

But ingame none of it works

#

Mouth Visemes work ingame for the record.

#

Even Blinking visemes works both in Unity and Blender.

alpine raft
#

Is the name of the blink shapekey correct? I don’t remember the exact name, but something like vrc_blink or whatever

brisk tulip
#

yes. its correctly named

brisk tulip
#

I've double checked that no Shapekey is broken, and also double checked weight painting

#

I also saw that there's a lot of people who have had the same issue, and no one seems to have found a fix yet.

craggy ridge
#

hi

half grail
#

My avatar's rig isn't lining it's feet up right, despite all the bones having proper weight paints. anyone know what i'm doing wrong?

crisp tendon
#

is that in pose mode ?

#

I'd guess the mesh maybe has weight paint from bones it shouldn't

half grail
#

I went through, the bones' weight paint all look right and no extra spots

#

I'm gonna try remaking just the feet bones and merging in

idle whale
#

kinda looks a mesh thats been rotated around a joint

#

probably not it but thats what it reminds me of

half grail
#

I've tried reweighing, reassigning vertex groups, remaking the bones, nothing seems to work

#

and of course, it was weighed by the spine(???) bone

crisp tendon
#

yeah, hence my first guess

drowsy wharf
#

@brisk tulip naming of blink and lowerlid shapekeys doesn't actually matter (just helps identify what is what)
However you need Blink Left/right, and Lowerlid left/right as the first 4 shape keys (excluding basis of course)
Whatever the first 4 keys are is what it uses for blinking

finite silo
#

always just the right foot that dips

brisk tulip
#

@drowsy wharf Using Cats auto "Fix Model" again fixed it for whatever reason.

nova crystal
#

hi!

#

my avatar has hair/booty bones

#

but whenever i try to apply dynamic bones in unity they still dont move.

#

the bones are weighted. so idk why its not working :<

half grail
#

Have you added a root in the dynamic bones settings?

tawny silo
#

In dynamic bone settings you need to set there end length to the valued length of the bone

crisp tendon
#

@nova crystal Are you testing in Play mode ?

nova crystal
#

@crisp tendon

#

yes !

#

someone explained to me the problem. it’s just.. i don’t know how to fix it. i have 0 experience with rigging and modeling in general.

#

is anyone willing to fix her for me? i can send her model. they said it should be an easy fix.

#

apparently the bones are missing a “parental base”

crisp tendon
#

Can you show what the DB components look like ?

nova crystal
#

like the hierarchy?

crisp tendon
#

No, the dynamic bone menu you added to your model

nova crystal
#

oh. my apologies !

#

these are the settings i have for one of the parts for the hair.

crisp tendon
#

What about the rest of the component zucc

nova crystal
#

annnnddd if you’re talking about anything blender related- i don’t have those. because someone else added these bones for me.

#

that’s the sc i have on me atm because im not home. but im about to go home now- ill show you the rest once i get there!

crisp tendon
#

Well, if those bones are weight painted correctly then it should just work

#

Would be interested in a gif of how you try it

nova crystal
#

even without a parental base ?

crisp tendon
#

I don't know what your friend means by parental base

nova crystal
#

here is what they said.

crisp tendon
#

Makes sense for the hips, but it should still work for breast and hair

nova crystal
#

that’s so weird.

#

i really don’t know what’s going on

crisp tendon
#

To make sure again, you have all that and then you press play then move your model in the scene ?

nova crystal
#

yup!

#

i press the blue play button on the top of unity then click scene and try to move her around.

#

i saw someone on YT do that so i just did that

crisp tendon
#

and none of the parts move on any dynamic bones ?

nova crystal
#

all frozen

#

the hair & the booty

crisp tendon
#

how many components do you have ?

chrome jungle
#

what happen if you add a end-length ? :)

nova crystal
#

two for the butt

#

andddd

chrome jungle
#

(good morning vrcFPaulSip)

nova crystal
#

8 for the hair

#

good morning !

#

idek what’s an end length hah

#

im home now so if u need any other info i can provide it !!

chrome jungle
drowsy wharf
#

@nova crystal show me the hierarchy list with the objects you have the the dynamic bone roots set to highlighted (or list the names)

nova crystal
#

ok!

#

is this okay?

drowsy wharf
#

Yep, that's your issue
The root bone does not move, any below the listed root will move, but not the root.

#

since you don't have root bones (which you really should do, it avoids some weird issues with the other way)
You'll hbave to set it to the head/hips bones, and exclude anything you don't want to move

nova crystal
#

idk if this is worth mentioning i havent set the dynamic bone stuff to everything rn. just the hairjiggle1 because none of it was moving so i just tested it on one.

#

but when i did have it on everything- nothing moved still.

#

oh!

chrome jungle
#

What Himeki just said tbh

drowsy wharf
#

the hair isn't moving because you're tell it those bones are the ROOT, which means things below it will move, but not those bones themselves

nova crystal
#

so set it to Hips_Rig and Head_Rig as well?

drowsy wharf
#

it's like a key ring and the bones below it are keys

#

if you hold the key ring, it doesn't move but the keys do

chrome jungle
#

only on that, the others aren't needed.

nova crystal
#

oh!

#

let me try.

chrome jungle
#

The dynamic bones settings basically transfer to all the children of the root.

#

Remember to exclude things that are not supposed to move.

nova crystal
#

WOAH

drowsy wharf
#

the dynbone script is basically just an animator with a dynamic animation.
Just like an animator it can only act on objects that are a child of the one you set it on (the root bone)

nova crystal
#

shes jiggling but her whole body is lMFAO

chrome jungle
#

"Remember to exclude things that are not supposed to move."

drowsy wharf
#

that's why I said ⬆️

nova crystal
#

i know. im about to try that

#

lol

#

holy shit im dumb.

#

i dragged this there. but how do i physically make it so the rest of her body is excluded ?

chrome jungle
#

way under

#

you got a

#

"exclusions" category

#

open it & drag'n'drop stuff that are not supposed to move in it

nova crystal
#

okay!

#

ill try

#

thank you

chrome jungle
#

npnp

nova crystal
#

okay i did it !

#

i can see the circles jiggling. but i cant actually tell if her butt is jiggling or not. im gonna try the hair instead !

#

the hair is working! sweet

chrome jungle
#

:>

nova crystal
#

now the booty 🤔

fading verge
#

So gonna ask a quick question, put a 3d model into mixamo to get bones and it seemed to work. just the SDK is throwing up flags about bones not being mapped. how exactly do I map them?

#

here's this too if you need it to help.

#

it's prob something simple i'm missing, I guarantee it.

drowsy wharf
#

@fading verge select the model file in your assets, click the "Rig" tab in the inspector, and then click "configure"

#

check what bones are set as what. Remove upper chest, and jaw (unless you want jawflap instead of visemes for talking)

fading verge
#

everything looked mapped out, do they need specific names?

drowsy wharf
#

they need to be the correct bones, but naming isn't important for it to just work

chrome jungle
#

Sometimes it kinda glitch ; try to ctrl+d the model and check if you can upload the duplicated one ?

drowsy wharf
#

naming is important for eyetracking though

fading verge
#

not going as far as eyetracking and lipsync for now.

nova crystal
#

eyyyyy i got the booty to work!

#

just took a bunch of patience

#

thank you guys so much for helping. sorry if i was a bit slow about it. :<

chrome jungle
#

all g we all started somewhere

fading verge
#

still really confused. lol

chrome jungle
#

your Chest isn't mapped.

fading verge
#

ah.

#

chest is now mapped.

#

lemme see if that works.

drowsy wharf
#

hips aren't mapped correctly either

fading verge
#

upper chest you mean?

chrome jungle
#

Hips should not be named "Armature" yep

#

🤔

#

Could we see the armature actually ?

fading verge
#

whoops :^)

drowsy wharf
#

they linked it above

#

hips should be hips

chrome jungle
#

wupsie

fading verge
#

hips are now hips lol

nova crystal
#

since her skirt is so tight, if i were to jump her but goes right through her skirt.

#

i guess i can paint the material where her butt is to match the color of the skirt so it wont show as much?

fading verge
#

yeah, I have everything but the upper chest mapped.

#

still telling me everything isn't mapped tho.

drowsy wharf
#

you applied it and then closed and re-opened the upload window, correct?

#

also, where did you place your VRC avatar descriptor?

#

it should be on your "ophelia" object

fading verge
#

the descriptor is on the root/ophelia object.\

#

actually, I might know what it's doing.

#

let me try something.

#

i'm gonna try reopening and closing unity rq.

#

yup, still nothing.

chrome jungle
#

@nova crystal yep

drowsy wharf
#

@fading verge is it still the same exact errors?

fading verge
#

yup.

drowsy wharf
#

show the leg mappings?

fading verge
drowsy wharf
#

and the top part of that is hip/spine/chest/blank correct?

fading verge
#

yup.

nova crystal
#

what the hell.

#

everytime i exit out of play mode

#

to save

#

it gets rid of all the settings

#

i set up for the hair and booty jiggle

drowsy wharf
#

play mode is for testing, don't set anything up in there you don't want to lose.

nova crystal
#

ohhhhh.

drowsy wharf
#

if you DO want to use it to set things up, select the gear for the component and hit "copy component" then when you exit play mode do the same but hit "paste values"

nova crystal
#

okay thanks!

drowsy wharf
#

the same works for setting up anything else, you can also do it with prefabs by saving the prefab while in play mode, then reverting it after you stop play mode

nova crystal
#

ok i like the paste values thing. thats good.

fading verge
#

some of the bones aren't showing in edit mode but once i go back to object mode or pose mode they are there.

merry estuary
#

If bones aren't showing just in edit mode they are most likely hidden @fading verge . H to hide selected alt+H to unhide all

fading verge
#

i tried that and it didn't work i just ended up starting over

fading verge
#

i'm still trying to figure this error for feet/upper arms/ other stuff not being mapped

#

when I can see it's mapped.

chrome jungle
#

did you try to duplicate the model ?

fading verge
#

I think I just fixed it actually.

#

I don't even know exactly what I did, but I took the model from the rig editor part, duped that, and repasted it in.

#

it's throwing up a flag about The angle between pelvis and thigh bones should be close to 180 degrees, but honestly i've gotten this far and I just wanna see it uploaded lol.

#

which it just did, testing it now.

#

testing seems to work fine.

#

now, to get the bones that are attached for her cables working... :^)

#

maybe another time lol

final ermine
#

Hello guys, sorry for bothering but what I am doing wrong?
My arms are always pointing towards to inside my body, and i have weight in every bone, a few at blue tho.
Supposedly don't need the fingers and the toes.
Help!

#

Is the same result if I put a very tiny shoulder close to the arm

drowsy wharf
#

@final ermine are you in desktop mode? Also that shoulder bone should probably be SUPER tiny and at the edge of the arm, not anchored near the chest bone, it'll probably cause some issues (possibly that one too)

#

@fading verge The hip error is because your hip bone is likely upside down. Hip should point straight up (and be above and slightly behind) the leg bones
And leg bones should be pointing down (preferably straight for upper leg, and a slight bend at the knee)

final ermine
#

@drowsy wharf thanks! Nope, i play in vr, in desktop looks almost normal

drowsy wharf
#

then yeah, probably the shoulder trying to over adapt

final ermine
#

looks like this in desktop, is fine i guess, but in vr looks so weird

#

@drowsy wharf can you make a drawing example to where i need to put the shoulder or the weight?

drowsy wharf
#

just remember, you'd also have to have your arms that far (proportionately) away from your head if you want it to look correct

#

not the shoulder weight the shoulder bones themselves

#

they should be small and near the top of the arm, shrink them outward from the center

final ermine
#

mmm ok! i will try right now, thanks!

glass panther
#

What is the best way to avoid that shoulder droopy ness in FBT. Is it the size of the shoulder bone? Weight painting? Both?

#

I don't mind a little droop but until now I can't seem to get it right XD

final ermine
#

@drowsy wharf I moved the bones a little so the shoulder now are a little further from the center of the body, sadly it was almost the same result. is a little better but when I rest my arms down, they go back into my body again

fervent hornet
#

The head of your shoulder should probably be right on the edge of arm/body

drowsy wharf
#

⬆️ same thing I said, your body isn't proportional, so you have to do some things to help get around that.

Remember the in game arms aren't mimicking your movements with the avatar's spacing.
The hands determine the arm angles, and the hands and head are 1:1 with your actual hands/headset. So if you want it to be right, you have to have your arms further away from your body as if you were the proportions of the avatar

#

@final ermine ⬆️ woops, hit enter before I mentioned, my bad

fading verge
#

Hiya! As weird as this might sound regarding roblox models in VRChat. I Need some help.. Ive rigged the model, But i cannot seem to get it to work with the model.. ill post further info below.

#

I have tried searching on the internet to find out what the error means.. But i have no idea what it does mean, However... I use blender to do this if this has any impact.

crisp tendon
#

If you Google that you will get video results explaining what the issue is

#

Also your armature is incorrect around the hips

#

Check the pinned items

fading verge
#

What about hands.. Will it still work with a controller (vr) without mapping fingers and whatnot?

crisp tendon
#

You still need finger bones, even if they don't have weight paint

fading verge
#

Alright, I'll do what's possible.

drowsy wharf
#

@fading verge Select the upper leg bone, uncheck "connected" and remove the bones connecting the hip to the leg bones.
Set the shoulders to unconnected and move the head of the shoulder bone out towards the arm to about 1/3 of the current size.
The torso should be 2 bones, not a single one. Hip>Spine>Chest>Neck>Head (Shoulders off of hips too)

fading verge
#

Thanks also, I'm having a bit of trouble with the head.

#

Specifically the hair, It doesn't follow the head

#

Does this need weight painting?

#

For example..

drowsy wharf
#

everything has to be weight painted to something or it won't move

#

and by "won't move" I mean it won't follow any other part.

#

so either create hair bones if you want it to move separately, or weight it fully to the head bone

fading verge
steady patio
#

ye

zealous zealot
#

Can anyone tell me how to do eye tracking, I’ve got the facial flexes for blinking and such but I can’t get them or the eye tracking to function in game

#

I don’t know if there’s manual way I have to link them up or what

drowsy wharf
#

@zealous zealot you must have naming and hierarchy correct for it to function.
Hips>Spine>Chest>Neck>Head>LeftEye/RightEye
You also need all other IK requirements (legs, arms, and fingers)
The first 4 blend shapes are your blink left, blink right, lowerlid left, and lower lid right (even if all but one is basically blank)

#

CATS can make setting it up easier, making new eye bones with the correct names, helping set up the blend shapes, etc

fresh gyro
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I don’t know where to write .. Why the Vrchat Team does not correctly bind the controller to the hand? The snap angle is incorrect. My real hand in the screenshot is straight. Incorrect snap angle on all models. I use Oculus Rift CV1. This problem can be fixed in Blender or Unity?

fading verge
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So it is possible to create "lip-sync" with just the basis key?

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CATS doesn't want me to so I'm not sure if there is another way around it.

bold locust
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@fading verge You need at least one blendshape besides Basis. Since Basis doesn't do anything. Basis is just the mesh at rest.

fading verge
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Can it all be the same blendshape? His mouth just moves up and down and nothing more.

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Like all just a CH key?

crisp tendon
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yeah

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and then you apply that to all the other blendshapes in the descriptor

fading verge
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Alright, thank you.

wind osprey
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@fresh gyro I have the same problem with the Index controllers, although the angle isn't quite so severe. I've got some avatar fiddling to do this week so if I find any solutions I'll let you know. And if you find anything let me know too 🤣

fresh gyro
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@wind osprey 👌

fading verge
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Can someone help me with a avatar making thing that i cant figure out? Dm me if you can please

opal river
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should the upper arm bone be connected to the shoulder bone?

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also does the roll of the bones matter at all?

naive tree
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yes, have them all at 0

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alt+r when all selected in edit mode

opal river
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ok

opal river
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and from front view the legs should be straight down right?

merry estuary
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Yes

opal river
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does it matter if the eye bones are pointing upwards or forwards?

merry estuary
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If it comes to eye bones I did mine pointing forward and CATS generated new ones pointing upwards

opal river
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hm, I thought only the hips needed to be straight

merry estuary
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It should be ok if you are not using fbt

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Reference is from Kung obviously, he knows better then me

opal river
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https://docs.vrchat.com/docs/full-body-tracking doesn't mention anything about the spine, but it references the example rig which of course no screenshot is included >_>

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only mentions the proportions

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in that mentioned tpose-new.fbx the spine is titled backwards

fringe citrus
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@opal river The spine bone doesn't have to be straight, but the hip should be

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And have the thighs as close as possible to 180 degrees opposite direction of the hip

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Also if anyone was referencing my rig (which I had referenced from tpose-new.fbx) after more testing turns out copying the angle between hip-root and spine-root from tpose-new.fbx isn't ideal. It can cause a small amount of back-tilt in the hips after binding

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Placing the hips nearly directly above the thighs is better. I'm still placing it microscopically behind just to continue following the relative position in tpose-new.fbx but the angle is a lot straighter. I'm working on a new fbt tweaks video tutorial and had to upload tons of specifically broken avatars for testing, so that's how I found out directly copying tpose-new.fbx wasn't best there.

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If anyone wants and updated reference, here's my rig after the recent additional testing (and what I'm using in the tutorial)

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you can see I have the hips much closer to directly above the thighs

opal river
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you mean they almost vertically aligned from side view?

fringe citrus
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Yeah

opal river
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okay, thanks for the info

fringe citrus
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np, in your screenshot it's hard to see because of hand bones in front but it looks like your hip bone is forward enough relative to the thigh bones that it'll case your hip to roll forward/butt to poke back after you bind

opal river
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yeah I just saw I had some more issues in that area that I'm currently fixing

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one sec

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you have the hips really high up I notice

fringe citrus
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That looks pretty good. Possible problems you might have, if your avatar shifts down when you bind in, then the chest bone could be too long. It's right on the edge of being too long

opal river
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okay

fringe citrus
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Also if your shoulders seem saggy, you can set your rest pose to a tpose, but only if you notice a sag that bothers you

opal river
fringe citrus
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Yeah that's better, though I don't know if it would have caused trouble before or not, right on the edge of being ok before

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so if you need to redo a lot of weight painting there because of changing it, it might not have been needed

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though a small shift probably doesn't need weight touchups anyway

opal river
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then I'll go between where it was before and now 😄

fringe citrus
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Yeah just keep it in mind if you notice the shift

opal river
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yeah I'll definitely be asking around here if I run into any issues

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sadly I don't have FBT myself so I can't test that

fringe citrus
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I have my hips up very high because I wear my tracker physically high (around the small of my waist) and I noticed it seems to be possible to latch on to 1:1 control of the spine bone instead of hip if the tracker is close to the spine than hip when binding. The hip then falls under IK (at least it really seemed that way)

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The difference was slight, but had effects on accuracy of knee bending and just in general I could feel that it didn't seem 1:1

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So I have my hip high to ensure it's closer to my tracker's physical location than my spine

opal river
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so how does FBT work?

fringe citrus
opal river
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you said it binds on bones or something?

fringe citrus
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but I've found from testing that imitating tpose-new as a basis but straying might be warranted in some cases, so I'd go more on if you notice anything wrong with your hip when it's low, if not probably don't need to change it

opal river
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okay, well if I run into any issues I'll be sure to ping you here 😄

fringe citrus
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Yeah that's why you have to stand in your avatar to bind in. It binds to near bones with an offset. I'm pretty sure you can get it to lose foot rotation if your trackers are too far from your feet. But I didn't know you can get the hip to go under IK if the tracker is closer to spine. (I'm still not 100% sure on that)

opal river
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huh

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interesting

fringe citrus
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The difference is pretty slight but seemed concrete when I put a controller on my hip and moved it with the avatar in different rig setups, hip bone further than spine from tracker seemed to allow hip to go IK, but it's one bone over so difference under IK is slight anyway

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Yeah you can ping me if you have any question or just ask the channel. People in this channel are pretty helpful and active. But if you want me to take a look I'll probably miss if not pinged.

opal river
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will do, thanks

opal river
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so when weight painting in 2.81, is there no way to make it so the brush goes "through" the mesh so both sides of the mesh get painted?

fringe citrus
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@opal river under your brush options checkbox "2D falloff"and uncheck "front faces only"

opal river
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huh I could've sworn I tried that combo, thanks

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also, why is weight painting such a pain in the neck

fringe citrus
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did you try adjusting your neck bone? j/k 😁

opal river
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not yet

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I feel like I still don't fully understand how I want to paint something to get good deformations

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not sure if it's the weight painting or the mesh or me just being dumb

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probably a combination of all 3

fringe citrus
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it's not too bad though once you get used to it, I made a tutorial that kind of goes over it.

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At least the idea of setting a pose and painting incrementally to make the pose look nice under deformation from weights

opal river
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could you link me, cause I'm getting kinda mad at my inability to get this right

fringe citrus
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It just goes over the way I like to set it up when weight painting, it's not like it's the "right way" or anything

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but might help give you a method to try

opal river
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yeah I'll check it out, thanks

fringe citrus
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Also one thing that might make it a little faster, I set up wireframe per mesh in its display options. But you can do it faster globally from this little drop down.

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I got used to configuring bone options in their display options so did it for mesh too in that tutorial. Can do it either way though

opal river
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yeah I learned about that recently

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am I stupid or did they remove "display as stick" in 2.81?

fringe citrus
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I still see it

opal river
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derp

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I was under object settings

fringe citrus
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Yeah so many menus for getting things to look how you'd like

opal river
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do you always start out with automatic weights or just do it all from scratch?

fringe citrus
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It'll almost always save time to just let blender do the auto weights then fix after I think

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So yeah, auto weights. First go of auto weights will have all kinds of weird things going on though. But a lot of things will just work too, so it saves you painting in a lot of stuff like arms and legs, spine chain usually isn't so bad

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shoulders will usually need a ton of work

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parts where the mesh is close together can have one bone autoweighted to the mesh across from it

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like if your rest pose has your legs really close together or something

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But fixing those things isn't any worse than it would be to paint them in from scratch I think

opal river
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okay

fringe citrus
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only risk is you'd miss something maybe. But the more you paint at it also the more chance you'll accidently let the brush spill out onto a part of the mesh that it shouldn't have. And it's a pain to always set up vertex selection masks etc so might as well use auto weights

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Yeah you might not want it reaching up that high

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But the only way to tell is play in pose mode and see if it starts collapsing all weird or something, or if it looks fleshy and good

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and by pose mode I mean just rotate the bone that's selected while in weight paint mode

opal river
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yea

fringe citrus
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Here's mine if you want a reference, but mine could still use more tweaks I 'm sure.

opal river
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thanks

fringe citrus
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but better to go off the deform of your mesh rather than try to copy colors from another model that has bones in different positions

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though yeah it can give you an idea of where around things should have influence

opal river
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yeah that's basically what I need

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a general idea of roughly what areas should be affected by what bones

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and how much

fringe citrus
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my thighs have a little less weight on them due to being normalized against my butt physics bone too though

opal river
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yeah I also have such a bone

fringe citrus
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ah, then I guess there's another reference for you 😅

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I found this twitter user's stuff really helpful for examples for how things should deform in complicated places. Mostly in places where the mesh folds up under normal deformation

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Just scroll through a ton of their media and look for animations

opal river
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okay

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thanks

fringe citrus
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about 5~10% are good examples of joint movement

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no problem

opal river
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ok I think I'm starting to get the hang of it with that method you showed

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slowly adding weight to the neighbouring bone

fringe citrus
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Just make sure not to use subtract to undo. I've had bad experiences with it not knowing how to redistribute the subtracted normalized weight

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Always "pull" the weight onto a bone with add

opal river
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ah, okay, I was just about to do that xD

fringe citrus
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Glad you're getting the hang of it. Seems everyone always says they hate weight painting, but I kinda like it. It's fun to think about what's fat and muscle and bone etc... and kinda relaxing just nudging the mesh around until it looks nice

opal river
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also I really wish using undo in weight paint mode wouldn't "undo" teh changes to the tool settings you did too

fringe citrus
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Oh yeah for sure

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I hate that it goes back to last tool setting

opal river
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yeah, as with everything, if you've never done something and nobody ever explained it to you it can be really frustrating

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at any rate, thanks so much for all the help today

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now it feels less daunting and frustrating

fringe citrus
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Awesome! And you're welcome 😁

opal river
fringe citrus
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Yeah looks better to me too. One thing though, the twist at the point of the thigh is really hard to get working nicely since we can't use twist bones

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so don't worry too much if you can't get the twist perfect. lemme get an example

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hard to get a good shot to show what I mean

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but twisting the leg out like that

opal river
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yeah I think I know what you mean

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I know it won't be perfect

fringe citrus
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you can fix it at that angle, but it'll totally screw up the smoothness of the butt etc under other deformations

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so best I could do was make it look like a flexed gluteus contour or something

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but I don't usually have my leg out fully 90degress

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usually it's only up to like 70 or so, so just try to make it look good under medium deformation

opal river
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okay

fringe citrus
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oh one more thing, google image search of a description of the pose you're working on + "yoga" is a great way to see how normal anatomy looks under different bends

opal river
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that's a good idea actually

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also, so you have only one bone to make your butt jiggly?

fringe citrus
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Yeah I just do that because I have "good" performance rating

opal river
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ah nevermind, saw that wrong in the screenshot earlier

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oh, okay

fringe citrus
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so the number of dynamic bones I can use is really limited

opal river
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so what's that floating bone in that last screenshot?

fringe citrus
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That's the butt bone

opal river
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oh, so I wouldn't want to have it inside the mesh? does that produce better jiggles?

fringe citrus
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I could have it right on the butt, it wouldn't make any difference because the angle it sweeps relative to the base is what will drag the mesh there

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because the bone itself is only an endpoint

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But also, I have it longer to get better dynamic bone response within the range of fbt player motion without needing a bone chain with settings contours, or whatever you call setting up a setting over distance along the chain

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usually for nice fleshy jiggle movement you'd want things like stiffness and elasticity to vary over the length of the chain

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I think both decreasing, though I can't remember with elasticity which direction makes it softer

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anyway can't do that with a single root->endpoint

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So instead I have the root kinda far in front of my avatar

opal river
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oh, okay

fringe citrus
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Think about how far and fast that root bone out front would move under even a small movement of the hips

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So it's kind of a way to inject more motion into the dynamic bone

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like if you had a ribbon tied on stick out at that distance, or a ribbon taped to your hip

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would be much easier to flip flop the ribbon on the stick than right on your hip if that makes sense

opal river
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yeah, makes sense

fringe citrus
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The other reason is it sweeps a larger arc at the location of the butt

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and because one bone is being used to deform a large area

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it should all kind of move more up and down together rather than twist in on itself near the hip

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It's not any standard thing or anything though. I just came up with it to solve problems I was having

fervent hornet
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That's why most people give up on aiming for the good/excellent rank

fringe citrus
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Yeah it was a challenge to keep things looking nice

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it helps that my hair is short

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it's just barely enough bone allotment for hair chest and butt in my case

opal river
fringe citrus
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Well the center of the crotch doesn't have much fat or muscle or anything and so should be more controlled by the hip bone

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it should be nearly full red on hips I think

fervent hornet
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For me the red on the hips looks like a speedo tbf

fringe citrus
opal river
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that's what I'm trying too, but then my butt breaks

fringe citrus
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your legs will probably bend a lot further forward than back so you don't have to worry so much about it

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especially if it makes it look worse going forward

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but I save my biggest deform for lower on the leg

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probably a little too low really, I could probably do better now If I redid it some, but it's hard to deal with the twist too as I was saying above

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Also remember if you're making larger changes to where a mass of muscle/fat should end up you can set the brush strength much higher and just move a chunk of it

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then go crazy with the blur tool

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doesn't always have to be tiny nudges

opal river
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yea