#avatar-rigging

1 messages · Page 155 of 1

fringe citrus
#

Well I gotta sleep. Good luck with the weighting. I'm sure if you post in here with other problems you should be able to get other people's examples of their weights too. Or at worst confirmation that you might not be able to get an ideal result for a particular deformation angle

opal river
fervent hornet
#

What looks right is kinda subjective, clipping isn't that big of a deal on that section imo

fringe citrus
#

I'd poke these vertices down a bit, but yeah basically it's gotta fold somewhere

#

looks pretty good

fervent hornet
#

Something to keep in mind is you're going to cover that area in clothing anyways so I personally wouldn't spend forever on it

opal river
#

weeeeelll

#

you say that

fervent hornet
#

Fucks sake

opal river
#

xD

fervent hornet
#

Looks good though like Kung said

opal river
#

aight, thanks for all the help then

#

think I'll call it a night

fringe citrus
#

My clothes are basically a leotard so I feel the strife of thigh weighting

fervent hornet
#

Yeah I avoid tight clothing tbh, honestly recently I've avoided human legs all together

fringe citrus
#

Don't be afraid to iterate on it too. Make it a bit better then come back to it later

#

I've seen some really awesome stuff with robot-style rigid parts legs, using constraints to make pistons connect up and stuff

#

@paper sparrow does really masterful work there

fervent hornet
#

His pistons are dynamic bones from what I'm aware and I still haven't tested the concept with overextended FABRIKs like I said it would

fringe citrus
#

Oh yeah they might have been inside collider dyn bones and not constraints

paper sparrow
#

Exactly

#

Inverted collider and dynamic bones with the settings turned down so they dont jiggle

fringe citrus
#

They really do look awesome

fervent hornet
#

Hopefully stuff like pistons gets more mainstream once Final IK isn't so finicky

opal river
#

I feel like I'm also working a lot against my topology there

#

so either I'll try and fix it with this model or take notes for the next one

#

but, that's a problem for tomorrow szena

#

but if anyone has any like reference on how this area could be done better don't hesitate to ping me

opal river
#

ok just noticed there's a bunch of issues that I don't think I could easily fix now so I guess that'll be something for the next model

crisp tendon
#

How much did you smooth your weight paint ?

opal river
#

a bit

opal river
#

so how much does the shoulder bone actually get used when you for instance lift your arm straight up?

crisp tendon
#

Not very much, unless you pull hard or put them behind your head

#

so they definitely need a bit of weight, but not a lot

opal river
#

mkay

opal river
gusty furnace
#

make sure it has armature modifier on ear object

opal river
#

it's there

gusty furnace
#

is ears vertex group named exactly like its corresponding bone name?

opal river
#

yeah

gusty furnace
#

thats weird, does ear bone follow parent bones? for example head? in pose mode you can click with ctrl+left click on a bone to select the bone and its vertex group, so when you click this way on the ear its all red? if it is it should work.

#

and what about mirrored one?

opal river
#

it is parented properly, and the mirrored bone doesn't work either

gusty furnace
#

if nothing works try selecting mesh, then armature and CTRL+P and click armature deform with empty groups, this way you'll create vertex groups by bone names, then reclick on the ear and see if its still red or black

opal river
#

okay you might call me crazy

#

but even though I didn't do anything (that I can think of) and you saw it in the first screenshot how it was painted? apparently it lost the weight paint

#

repainted it and now it works

#

I'm just not gonna question this one...

gusty furnace
#

i'm not sure what caused it but sometimes you have to click anywhere with brush tool after selecting bone or vertex group to refresh vertex groups visualisation in viewport

#

glad it works now

opal river
#

well I'm having the same issues with the eyes now

#

this is so fucking annoying honestly

#

how did they mess up weight painting this much in 2.8

#

okay so

#

if I parent the mesh to the armature

#

then select the armature, then the mesh, then go into weight paint mode

#

then select the bone I want to paint, and paint over the mesh

#

I have to deselect the bone

#

select it again

#

and paint over the mesh again

#

and suddenly it shows up

#

WTF

gusty furnace
#

yup, thats how it is right now

#

So i have a question now. After thinking what @Kung said about distance from root DBone and its length point, which weight from bones actually matter for dynamic bone? Does root bone weight have influence over dynamic bone movement or can its weight be empty? By looking at Kungs screenshot it looks like only lengthpoint bone have weight that matter. So dynamic bone requires at least two bones - root, which doesnt move but sets origin/root and its child endpoint which weight actually matter and will sway/jiggle/rotate relative to its origin/root. Do i think right about this?

#

I always painted root bones actually, maybe thats why it never had a movement i thought it would have while weight painting

opal river
#

from what I've seen the root bone usually doesn't get weight

#

it's just there so you have one bone that requires a DB component, and then all its children get affected by the dynamic bone thing

#

after watching how @sour isle usually does his jiggles I'm also only using one tiny root bone in the upper part of the thighs and have the butt and thigh bones parented to that

drowsy wharf
#

the "Root" bone for dynamic bones does not move at all, it is the basis for the rest of the settings and movement only

finite pond
#

does anyone have the dynamic bone unity package i could use?

drowsy wharf
#

Don't ask for ripped paid assets here (illegal shit)

finite pond
#

alright true true. sorry. ill buys it.

fresh bane
#

i'm currently struggling with avatar rigging but not because of the actual process

#

i'm having issues with the vrchat sdk not detecting that my avatar is properly rigged

turbid spear
#

set to generic, apply, then back to humanoid

fresh bane
#

ah

#

apparently it didn't like that and is still having issues with the rigging even though it's perfect 🤔

#

is it possibly the naming of the bones?

turbid spear
#

unlikely

#

it's a common issue

#

try restarting unity

fresh bane
#

alright

#

restarted unity, no difference
will restart PC next

#

no luck once again

glass panther
#

I've had that same issue

#

Really couldn't give you any help though I'm confused as well.

fresh bane
#

i've figured it out: selecting the "optimize game objects" option makes it so that the body and armature are one in the same, making the VRC SDK unable to find them

#

@glass panther this may be your issue idk

reef wharf
#

my avatars aren't showing in VRChat after being uploaded but they show if I go to my VRChat home page on the website

sly dragon
#

Hello! I think this is a rigging issue?

The breasts on this character are out of place in unity. but not in blender.

Ive tried applying all transforms and clearing the bone roll.

ive remade the bones for the breasts with new weights and made sure nothing else was weighted on the breasts. (with and without the weights of the parent bone)

Ive tried recreating the Humanoid rig after setting the rig to none and back.

and im not sure where to go from here. it seems like they are just higher than they should be?

Within blender everything deforms correctly. and the breasts are parented to the Chest bone (largest one) and moving that one moves the breasts with it just fine.

#

@reef wharf what version of unity are you using? that is usually the issue

Double check your version it should be 2017.4.28f1

fervent hornet
#

Are you using dynamic bones? If you are you'll need to remove the component, revert the transform section of the bone to prefab settings, and paste the component back on.

sly dragon
#

@fervent hornet Oh wow, yeah i am, and you just jogged my memory to a similar issue i had.

Ill give that a try, im sure that will likely work. Thanks so much XD

fervent hornet
#

Dynamic bones is ignorant to bone changes and greedy with the positions. You cant change the bone transform of a dynamic bone influenced bone without disabling the component before hand

sly dragon
#

gotcha. Thanks so much!

fresh bane
#

heyyy alright so i have a very important question that is not a follow up to my previous question
why is it that when unity/VRC attempts to force a tpose on my model that my bone weights are entirely messed up?

fervent hornet
#

Is that supposed to be a t pose or is it the aftermath?

fresh bane
#

i suppose it would be the aftermath

fervent hornet
#

What does your rig look like?

fresh bane
#

normally in its apose it looks like this, but when forced into a tpose in unity it looks like

fervent hornet
#

Are your bone weights ok? It looks like you have extraneous weighting everywhere

fresh bane
#

my bone weights should be perfectly fine, i checked in blender

#

maybe not though

fervent hornet
#

That looks like a very clear bone weight problem. In blender try to move bones around in pose mode to see if they move anything they arnt supposed to

fresh bane
#

hmmm

#

alright

sly dragon
#

Ive noticed when using gravity on dynamic bones they gravity doesnt "work" if the model is in the default position

#

but if i lets say roll it forward or backward slightly it kicks in?

fervent hornet
#

If you want a constant gravity use force instead

sly dragon
#

Oh fair!

#

thanks!

#

im curious. in the Rig configuration you can set maximum and minimum rotations and such. does that carry over if you are using full body?

#

or does it carry over into VRchat at all? i know it does with the eyes but i cant figure out if it works like im thinking

fervent hornet
#

I doubt it but havent personal tested it

sly dragon
#

welp ill give it a try and letcha know!

fading verge
#

In blender

crisp tendon
#

wtf

fading verge
#

Something seems very clearly wrong there

crisp tendon
#

select all and then ctrl + a to apply all transforms

#

@fading verge

crisp tendon
#

Did you do the other thing i suggested ?

crisp tendon
#

are the lines still there ?

crisp tendon
#

yep, you can try mixamo

thorn willow
tepid radish
#

Hey, this isn't really a call for help about avatars but I need help setting up Voice Meeter Banana so I can play music through my mic. I got it set up to where it would play music and people could hear it, but they could also hear themselves... If anyone can help here or point me to a group/person who can help me with step by step instructions, that would be awesome.

opal river
#

so how many bones would you put in these hair for use with dynamic bones?

steady patio
#

for the back hair to be fancy, about 3 per bundle of hair. to be optimized, bundle it all together with 4 chains with 3 or 4 bones each

#

for front hair / bangs, following the number of hair bundles is more important to look good, but i typically dont animate a lot of front bones since most of the time it doesnt play nice with clipping

#

try not to use more than 32

#

or at least according to the safety system, you can always check the profiler

#

safety system rates 16 or less dynb as good rating so thats a good number to aim for an avatar you intend to use in large or high-population worlds

opal river
#

mmmh I'm not sure I understand that first part

#

by bundle of hair do you mean the individual "strands" or multiple?

steady patio
#

yeah the distinct strands

#

the big ones

opal river
#

then what did you mean with bundle it all together with 4 chains? you mean the whole hair?

#

or all the 7 strands on the back side

steady patio
#

these things

opal river
#

so you mean like one chain for 2 strands?

steady patio
#

yeah

#

or you can rig each one individually

opal river
#

okay so basically not more than 4 per chain for that length

opal river
#

thanks for the help ❤️

half ravine
#

I'm having a few problems with making avatars right now, could anyone help me with them?

#

I'll leave them here for now if anyone knows what to do.

#

First, I don't really know how to fix that "melting" problem for avatars when I remove the bones and stuff like shoes melt together.

#

I don't know if there's a away to move the parts without armature, because I usually just replace it with a Mixamo created armature after removing it.

golden zenith
#

do shoulders need to be present for an avatar to work as a humanoid rig?

half ravine
#

I don't think they do.

golden zenith
#

I was asking a question sorry
bad timing

#

not related

half ravine
#

It's alright! No need to apologize.

golden zenith
#

just curious bc if I dont need shoulders I wont add them

fading verge
half ravine
#

And second, when I try to remove stuff like extra face gestures it makes me unpack the prefab, but then it doesn't let me convert to a humanoid rig.

#

I used to just be able to do it without unpacking, but now it makes me do it.

#

And yeah, I'm not 100% sure but when I made avatars it didn't need shoulders.

golden zenith
#

well I was just making sure it didnt break the avatar like it does when you dont have middle fingers

#

I know the shoulders dont move anyways

#

so Im just gonna add weightless ones to be sure ig

half ravine
#

Alright, good luck with that.

fading verge
#

Got this error when I unmapped my shoulders so you probably do need them in some form

teal badge
#

It might be. Try setting the bone visibility in the viewport display to In Front

uneven onyx
#

Hey folks, I'm having an issue where my avatar won't lie down flat in full body

#

I sort of lean up extra at the hip

#

It also sort of seems like my waist/hip goes lower when I lie down

#

like If I put my hand right by my tracker, my hand is too high

native shuttle
#

can anyone help me out on fixing the way her leg doesnt correspond to the mesh like it doesnt look right at all, everything is dislocated from the upper body as well , solutions?

crisp tendon
#

What does the existing weight paint look like ?

native shuttle
#

for the legs ? @crisp tendon

crisp tendon
#

No the hair wtff

native shuttle
#

lol

crisp tendon
#

ah yeah that's bad

native shuttle
#

D:

crisp tendon
#

Try automatic weight paint first

native shuttle
#

so seperate meshes and auto weight the pants

crisp tendon
#

nah, just directly like that

native shuttle
#

it went higher

crisp tendon
#

That might help, now try smoothing it out a bit

native shuttle
#

smoothing out?

crisp tendon
#

Yeah, smooth is one of the option on the left

#

in the weights menu

#

you're also missing the T menu

native shuttle
#

T Menu?

#

i dont see smooth

turbid spear
#

I think you can use blur to smooth

native shuttle
#

i just realized

#

the meshes were seperated

#

i put them together and re did the auto weights thing and its telling me failed

crisp tendon
#

if it failed there's most like doubles

#

need to get rid of those

#

or holes in the mesh

native shuttle
#

with the mesh auto weighted with the pants itself there was a hole as i pose the leg up but im guessing cause of the weight paint not really a hole in mesh

#

how can i check if theres doubles

crisp tendon
#

select the mesh and do Merge by Distance

native shuttle
#

where do i find merge by distance

crisp tendon
#

same place as every single other options in blender

#

by pressing space

native shuttle
#

dont see it

#

even typed it in

native shuttle
#

i did it said removed 0 vertices @crisp tendon

rustic charm
#

You need to merge every vertices after you merged the Mesh that its connected

#

Edit Mode Select 2 vertices press w and select merge at center

#

Takes time but will work , after this you need to autoweight it again

#

Or manual idk

opal river
#

could someone be so kind and show me their weight painting for the upper and lower arm and wrists? I'm not sure how much of the lower arm the wrist should influence, if at all

#

realistically speaking if you supinate the wrist the whole lower arm also deforms, but should I also try and achieve that with the model?

wind osprey
#

I think Unity tries to do that to an extent, results in robotic elbow joints moving incorrectly without workarounds

opal river
#

so... is that something to fix with weight painting or rigging?

wind osprey
#

Weight the wrist as you would so it can bend as it can normally (so not going far up the lower arm at all), the lower arm to the lower arm bone and so on, and unity should handle the rest

opal river
#

mkay

#

is the thumb okay like that?

#

and should the fingers be parallel or can they spread out a bit?

wind osprey
gusty furnace
#

does last dynamic bone in a chain require endlength bone? should that last bone have any weights on it?

drowsy wharf
#

Weight yes, you don't need endlength unless you need to fake the length for some reason, like a heavier end point...it's not commonly needed

#

each bone in the dynbone chain rotates with the exception of the root bone

#

@gusty furnace ⬆️

gusty furnace
#

Thanks, so practically there's no point to adding zero weight bone at the end of the chain in armature? Even if so, that's the same thing as setting End Length in settings?

drowsy wharf
#

@gusty furnace Yes, a zero weight bone is essentially the same as an End length of 1

torn elk
#

Looks fine when its in normal idle, guessing the bone was parented to the chest(?) idk

north finch
#

hello i need help i cant upload my charecter to VRChat but my trust level is user

next briar
#

Anyone know how to set up the VRIK?

drowsy wharf
#

@next briar what do you mean exactly?

next briar
#

I'm mean the targeting, I'm trying to set up this thing, each set of legs has it's own armature

drowsy wharf
#

have you purchased FinalIK?

next briar
#

Yes

drowsy wharf
#

I haven't touched it at all yet so I can't help past that sadly, maybe someone else can though

next briar
#

At least you tried, thank you.

sleek isle
#

If what i know each pair of leg need a full humanoid armature

spiral zenith
#

Forgot i was working with 2 screens, despite conciously doing so

warm oyster
#

probably a silly question but bones don't need to be connected, do they?

#

the example avatar's bones aren't all connected, just parented

#

just trying to keep bones straight in this weird robot arm and it'd be easier if their ends didn't have to touch

opal aurora
#

They need to be parented, but don't need to be directly connected

novel thorn
#

does anyone mind helping me with unity, im relatively new and dont know how to put a walk animation on

bleak halo
#

Hello everyone! I've figured out how to make my Avatar "ragdoll" out (making a duplicate copy that is a ragdoll and making my controlled avatar disappear), but I'm having issues with "resetting" my ragdoll avatar. It always stays on the ground after the initial drop. Any ideas how to easily reset the ragdoll to the initial position? I've tried using animations to set each piece of the body to an initial starting point, but it doesn't seem to fire correctly.

tough robin
#

I have never done anything with ragdolls but I will try to help

#

is the ragdoll a component?

#

if so try disabling and enabling it with an animator

bleak halo
#

Well since it's a copy of my avatar, it has an armature and everything with rigidbodies and character joints. If I "disable" the armature and re-enable it, it stays where it initially falls if that makes sense

tough robin
#

yeah that happens with a lot of component

#

so are you sure animators can affect the rig ?

#

because the method you wanted to use originally should work

echo nexus
#

yo can we use this for general rigging, not just avatar rigging?

#

i'm still new to modelling and rigging is stupid lol

tough robin
#

yeah

crisp tendon
#

It's pretty much the same

echo nexus
#

aight lit

bleak halo
#

So the way I had it was I start my initial animation that "enables" the armature to start the ragdoll effect. When I push play in unity, the model does not ragdoll out and will either be still or will start to float and rotate all weird. If I go to my "armature" while still in play mode, and move the animation between the frames to set the ragdoll position, it works. It's almost like the animator isn't firing correctly or unity doesn't know what it's supposed to do

tough robin
#

how important is it for the ragdoll to e a simulation?

bleak halo
#

not really that important

tough robin
#

you could just bake it in to an animation

#

that way it falls the same way each time but it will be easier to setup

bleak halo
#

I may have to look into it. I'd just like to know how the person who made the Tony Hawk avatar did it 😛

#

I'm so close, but yet so far away

tough robin
#

how are you doing the ragdoll?

#

is it dynamic bones?

bleak halo
#

Rand it through the built in Unity ragdoll wizard.

#

ran it through*

tough robin
#

are you sure that one works with vrc?

bleak halo
#

Yeah, i've seen in work in game, but once the person runs the animation twice, the body just shows up where it initially landed.

#

Is it possible to toggle on and off just an animator on a component?

tough robin
#

yes

#

just tick the small checkbox next to the animator component while recording the animation

bleak halo
#

oooo, sweet thanks, I'm going to try that

tough robin
#

you will need another animator to disable that animator btw

bleak halo
#

It looks like when I try that, it states that the component is missing. What might that be about?

drowsy wharf
#

@bleak halo you CAN toggle the behavior of the animator, but it's a component unaccessible in the normal editor

bleak halo
#

Ah, is there an easy way around it or a tutorial you can recommend I follow?

drowsy wharf
#

you'll have to edit the path of the component to fit yours though

bleak halo
#

Sounds good, I'll give it a go. Thank you very much!

bleak halo
#

@drowsy wharf thank you very much, I was able to get it to work! ❤️

fierce carbon
#

Why am I getting this Bone message im trying to upload but it wont allow me to because of it. All of my bones appear to be perfectly fine in unity I've even tried to get rid of the upper chest option to see if that was it but it wasnt the solution

worldly willow
#

re order the bones in the hierarchy (if there is a bone above the ones needed it also displays this error)

#

shoulder
bone1
upper arm

should be
shoulder
upper arm
bone 1

bleak halo
#

Could anyone explain how to make a sound play on a particle sub-emitter?

heavy swift
#

so i've come to realization that "symmetrize" also affects the weights. does anyone know of a quick solution to this or can this only be fixed manually?

crisp tendon
#

there's videos on youtube explaining this step

heavy swift
#

time to work with automatic weights then

crisp tendon
#

Yeah automatic weight are nice most of the time

#

remember to smooth them out though

covert jay
#

why am I getting this error and cant even upload this avatar. IT HAS "Hips, Chest, Neck, and Left/Right Shoulders" in Hierarchy. It had bones in blender. When I click configure in rig (after setting to humanoid) everything looks as it should (aside from "spine has a bone length of zero") which I have been able to upload other avatars with that before.. I literally dont care if the model T poses, the entire time, I just wanted to add ONE emote to it (which isn't a dance, like I said idc if it just T poses there I want other models to appear and disappear around it as a song plays, but I cannot upload it as humanoid.... I can as generic.. but I cant add Emotes as generic apparently...

opal aurora
#

@covert jay set the rig type to generic, apply, back to humanoid, apply, enter configuration and confirm all bones are proper, try again

covert jay
#

did that, still doesnt give the option to upload, I would call myself a novice at this but I have uploaded atleast 30 avatars before this, this looks fine to me? hbu?

#

@opal aurora

opal aurora
#

Shoulders aren't mapped

covert jay
#

omfg I am an idiot, ty

opal aurora
#

No worries, we tend to overlook things at times when the error isn't specific or we think everything is proper

opal river
#

okay so for whatever reason when I'm in game the dynamic bones on the left breast of my model is freaking out, but in unity everything is fine and the weight painting seems to be fine too

#

apparently it's not even an issue with DB

fervent hornet
#

Make sure there's no arm/leg influence on that part of the model. Does it look like weight paint issue?

opal river
#

there's literally nothing influencing this bone that shouldn't be

#

it's only when I tilt my head up and down I noticed

novel thorn
#

anyone mind helping me rig a 3d model really quick

twilit tartan
#

Yeah, I can help out @novel thorn , what do you need help with?

novel thorn
#

the hips and back are broken on my model

twilit tartan
#

Can I get a front or back view?

novel thorn
#

sure

twilit tartan
#

Okay, I think you aligned the spine lower and spine upper to the wrong spots. You need to assign the pelvis to the hips, and move the two spine bones down a notch- lower spine to Spine, upper spine to Chest- I think anyway, it should work with this setup in mind.

#

Also, you forgot to assign the neck bone in the Head tab, remember to do that.

novel thorn
#

the hips are still brokern*

#

broken*

twilit tartan
#

Hold on, I have to go do some things, can someone else take over and help? I'll be back soon.

novel thorn
#

okay

twilit tartan
#

Alright, I'm back. This character has a pretty complex rig so I don't blame you for getting stuck, but... I will say that the two neck bones on the Head section are in the wrong spot. Move them both up a slot.

novel thorn
#

okay

#

@twilit tartan

fervent hornet
#

If you have no eye bones leave the slots blank

novel thorn
#

i dont know how to delete the eye from the sloth thingy

#

slot*

fervent hornet
#

Left click the slot so its selected and press the delete key

novel thorn
fervent hornet
#

Does it move at all when you enforce tpose? Besides the arms moving

novel thorn
#

not sure what you mean sorry im relatively new

fervent hornet
#

Under the pose drop down bottom right of your pic there's two options. Reset and enforce tpose

novel thorn
#

ok

#

just reinforced it

#

nothing happened

fervent hornet
#

So your hips are just broken all the time?

#

Even in the editor?

novel thorn
#

no

fervent hornet
#

Reset and then enforce

novel thorn
#

reset?

fervent hornet
#

Dunno what the actual name is it's something like that

novel thorn
#

revert?

fervent hornet
#

In the dropdown

#

Yeah

novel thorn
#

cant click it

#

greyed out

fervent hornet
#

What are the options again then

novel thorn
#

revert apply done

fervent hornet
#

No under the pose dropdown

novel thorn
#

found reset

#

so reset then inforce?

fervent hornet
#

Yeah

#

Does it move?

novel thorn
#

it changes direction

fervent hornet
#

You need to stop it from doing that as that's what's making it look weird

#

What does your rig look like in blender

novel thorn
#

i dont have/use blender

fervent hornet
#

What are you using then?

novel thorn
#

unity

fervent hornet
#

That's not enough, you need a 3D modeling program like blender to fix issues like this

novel thorn
#

really? damn, alright ill download that, ill try another while its downloading

fervent hornet
#

Yeah just starting out it can be overwhelming because of all the needed tools and know how

#

The basic problem with your rig is it's probably good for dark souls but not for unity, so when unity tries to enforce a tpose it gets lost

novel thorn
#

its not from the actual game files i dont think i got it off of deviantart

fervent hornet
#

Depending on the software that originally got it it could have the original bones. Regardless it wasn't made for unity humanoid configuration

novel thorn
fervent hornet
#

Is there anything wrong with it?

novel thorn
#

yes

glass panther
#

Only thing I can see is that the chest isn't mapped/assigned.

upbeat pike
#

@crisp tendon so if i use weight painting it should make the tv become the head?

tough robin
#

Yes

#

Weight the tv to the headbone

minor lake
#

Hi! I've created an avatar from a 3D model in Blender. I'm trying to implement eye tracking with CATS. I've followed all the instructions and managed to get my avatar eyes to follow the camera. The problem is that several times the eyes enter into some kind of idle mode, and then they start looking down. Is there a way to disable this idle mode or to solve this strange behavior?

teal badge
#

Are you sure your eyes are set up correctly? Select them in Unity and ensure their rotation is set to zero.

#

In general, if the problem you have can't be fixed with playing with the bones and weights, there's nothing else you can do

minor lake
#

@teal badge Thanks a lot! I'll test your instructions. 😃

fading verge
#

I have no Idea how to rig this model with bones. I’ve been trying for quite awhile. I’ve used mixamo but the bottom of his feet get meshed together when it plays an animation.

#

Could try to rig it in blender using automatic weights and then clean up the weight painting afterwards in weight paint mode.

#

That would be great but I’m very new to blender and I have most experience in unity

fading verge
#

Always a time to learn.

turbid spear
#

Stuff that's so close together's bound to have issues when auto weighting

#

Like those feet

upbeat pike
#

ive seen a video about weight painting but still a little confused. if im trying to get the head to move do i rig the weight paint to the neck or the head?

turbid spear
#

You paint the head to the head bone

#

And you parent the head bone to the neck bone

upbeat pike
#

somehow the head isnt parented

#

so i make the head all red?

turbid spear
#

Yes, make the head all red

#

But if you want to put the whole thing onto head you can do it easier than painting

#

Altho if you're new to blender you should probably just go with the painting

#

Paint the whole head red with head bone selected

upbeat pike
#

apparently cats says i cant parent the head to the neck

turbid spear
#

If not then just set the parent to neck yourself

upbeat pike
#

i dont see this screen

#

when i go through the bones on the right side it has head under the neck

#

like the spine > neck > head thing

turbid spear
upbeat pike
#

your version of unity looks different

#

i found the relations tab

#

but i dont see the mmd part

#

when i click parent i only have body

turbid spear
#

This is blender

upbeat pike
#

omg idk why i said unity when im using blender

#

im using 2.79 still though

turbid spear
#

it's almost the same, just some placing is changed

#

hold on

upbeat pike
#

wait i was in the wrong part

#

it says neck is the parent

turbid spear
#

Then it's parented, so you just need to paint it

upbeat pike
#

well im finally done with both. thanks you so much

fading verge
#

Bruh. I don't understand how my hand could have possibly portioned itself like this. and then while in edit mode it does this..

opal river
#

so if I have a root bone for my ears, and then 3 bones in each ear, and I want to limit the number of child bones the dynamic bones affect, how do I do that?

fervent hornet
#

Either exclusions or just merging the bones in blender

opal river
#

oh, I thought there was a way to tell teh script to only use X child bones

#

okay

fervent hornet
#

It will use all children of the root you set. If you add an exclusion it will not influence the bone and the children of the excluded bone

opal river
#

ah, okay

#

thanks

fervent hornet
#

Np

velvet copper
#

found what is wrong, the bones are no longer connected, just look under parented

#

if it's a finger, you do not want to connect it, but for the wrist, you want it connected

atomic sage
#

hi guys

#

I recently commissioned a model and recieved a unity package

#

one thing I noticed is that none of the bones are rooted. is it possible to do this in unity or do I need a blender file

fading verge
#

Example?

rich dew
#

I forget. Do leg bones have to be parented to the hips or spine for full body tracking to work?

atomic sage
#

this is the file name

#

by rooted I mean, the skirt bones are not all at the same root for efficient dynamic bone scripts

#

I know how to root them together in blender but not unity

dense stump
#

ya ud have to do blender

#

but u could also put the dynamic bone script on the hips and then exclude legs, spine, etc

atomic sage
#

oh Ill definitely try that

#

thanks

dense stump
#

welc!

atomic sage
#

anyone know how to find the view position ball on the vrc descriptor

#

not sure where it is exactly

fading verge
#

@rich dew Hips, everything is parented to the hips eventually.

atomic sage
#

im adjusting the values but I dont see it

drowsy wharf
#

@atomic sage make certain you added your descriptor to the top level...then set the Y to 0 and it should be at the feet

topaz vessel
#

my dynamic bones work in the play mode in unity, but they do not work in vrchat

boreal oasis
#

Get a Pic of the entire window

topaz vessel
boreal oasis
#

When you mean don't work do you mean not work at all or they just don't look good

topaz vessel
#

no they dont work at all (also pls @ me)

boreal oasis
#

@topaz vessel hm sorry I don't really know what is causing the issue. Perhaps something is in the unity logs

topaz vessel
#

alright thanks

dense stump
#

@topaz vessel just to check, is ur dynamic bone limiter on in vrc?

topaz vessel
#

@dense stump whats that?

dense stump
#

@topaz vessel in the safety tab in vrc, at the top is a thing called performance settings. If u go in there, theres a thing called a dynamic bone limiter. If its checked. Then if theres more bones than the limit u wont be able to see those bones

#

However if its unchecked then u can see all dynamic bones

drowsy wharf
#

By default it limits dynamic bone HEAVILY, so much that it just disables most setups

dense stump
#

Very very true! Pr much never gonna see a dynamic bone with that baby on

drowsy wharf
#

really wish they gave us sliders for it

#

some setups really need to be limited when there are more than a few people as they're excessive in bone count and collisions...but the default is far too strict

dense stump
#

Same. Editing the doc or w/e is very annoyin but also kind of mandatory when everyone has 50 bone hair 10 colliders and duch

#

*such

opal river
#

so is there an easy way to remove all weights from a selection of vertices?

#

nevermind, found that ther is a button just for that

opal river
#

ok why the fuck is weight painting such a big pain in the ass in blender

turbid spear
#

It's a pain in the ass everywhere because it's weight painting

#

But it gets easier once you learn some things

opal river
#

I hope so

turbid spear
#

Like that you can limits weight painting to only selected, or you can change the bone you're painting for easily

#

Or that you can move your avatar in pose mode then in modifiers on armature tick the two buttons that will allow your pose to stay in weight paint and in edit mode

opal river
#

yeah, somehow for me it keeps messing up which vertices are weighted to which bones

#

somehow it made copies of the eye vertex groups

#

so the highlights of the eyes and the irises were parented to 2 different groups

#

shit like that

turbid spear
#

cats adds an eye bone each

#

But they're not weighted, just parented

#

Hide the bones you're not interested in painting

opal river
#

I'm not using cats

turbid spear
#

Then you messed something up

#

if you have extra vertex groups

novel prawn
#

hi, can someone tell why cant i change the distance between new eye bones to mesh, even if i apply vertex group of eyes to bones after i move them they are still going foward,

naive dagger
#

It's rigged right but the model ends up in the floor

#

?

limpid flare
#

I've got a question >_> and I can't seem to understand why this keeps happening ever since the newest update. For certain avatars for whatever reason in full body after calibration the hip bone rotates slightly. And it's annoying the heck out of me. Has anyone else had this issue and how did you fix it.

#

The first image is in calibration where everything is straight. when done calibrating the hip bone juts out

fervent hornet
#

@naive dagger Make sure that when you configure the humanoid armature in unity that it does not shift up or down

#

@limpid flare Make sure your hip bone is pointed straight up and down

limpid flare
fervent hornet
#

It should be directly above the hips or slightly behind, def not in front

limpid flare
#

alright ill give that a shot thanks

sleek isle
#

I kind of give up for that and apply the old fbt flip bone way.

#

In the dropdowm menu click add fbt fix

limpid flare
#

Do you mean the spine being in front of the hips or the hips being in front of the legs?

#

@fervent hornet ^^

atomic sage
#

I have the view ball at 0 but its not showing anywhere

fervent hornet
atomic sage
#

the character is at 0,0,0 too

limpid flare
#

Thanks that worked perfectly. Don't know why this isnt in the documentation/ made more obvious. >_> I feel silly.

candid quarry
#

when i try to rig my model, it doesnt automatically go to a t-pose, only a-pose

#

i also imported this same model to vrchat and got broken fingers and bad clothes clipping with the base model

#

when i mess with the rotation with the rig

#

is my model just potato grade and i need to remake or is there a way i can fix this

limpid flare
#

@candid quarry When configuring humanoid there is a button on the bottom right where you can try to Enforce T-Pose

fervent hornet
#

@limpid flare Documentation is there but lacking which is what causes a lot of these questions

#

It's hard to cover literally everything that can go wrong

candid quarry
#

worked thank

#

s

limpid flare
#

@candid quarry No problem.
@fervent hornet Well my issue is I'm making avatars for 2 years. Last update this problem started out of nowhere. And what's weird is that all my avatars have the hip bone in front and worked fine up until this point, and some models work fine, and some don't. But with how inconsistent the IK seems it's pretty much trial and error for now. Either way thanks for the advice, I will try to apply the hip-behind legs for a while and see if it fixes all avatars or if there is something more to it.

#

any documentation I have read is inconsistent at best, >_<

fervent hornet
#

They changed it semi recently to try to avoid the hip fix everyone was doing. All my avatars use the new way and they all work fine

limpid flare
#

Fair, well thanks a bunch >_<\

atomic sage
naive dagger
fervent hornet
#

The origin point in that view is way too high. You can see it's where the model is sunk to. The origin point should be between the feet

naive dagger
#

im just about to look in blender

fervent hornet
#

Yeah move the origin of the armature and body mesh so that it is at the center of the of graph at the bottom

naive dagger
#

but thats the hips

#

do u need to make a bone saying root

fervent hornet
#

Is the model fine in the configure menu before your enforce tpose

naive dagger
#

yes

fervent hornet
#

After you enforce drag the hip bone upwards until the feet are at the floor

#

It's a band-aid but it should work

naive dagger
#

i was thinking i could make a root bone so it doesnt use the hips for the root

#

@fervent hornet

fervent hornet
#

You could try that

naive dagger
#

ive just tryed and it hasnt done it

fervent hornet
#

Did you try what I said?

naive dagger
#

or do u mean in blender

fervent hornet
#

In the rig configure menu

#

In unity

naive dagger
#

the feet are in the ground in unity

fervent hornet
#

I can't tell where the floor is if you are in orthographic, you should manually drag the hips up till the feet are touching where the floor would be

naive dagger
#

@fervent hornet

fervent hornet
#

So drag him up dude

naive dagger
#

@fervent hornet ok the origin of the armature is in the middle of the feet now

fervent hornet
#

See if it works in game

naive dagger
#

ive still got the original avatar i just wanted to see if i could upgrade

#

but thank u for helping @fervent hornet

fervent hornet
#

It's a rigging issue if anything but there's a lot of things that could be causing it imo. If you keep fiddling with it you'll probably figure it out.

naive dagger
#

but still thank u

candid quarry
#

i got crazy fingers when i made the rig

#

how do i fix this

fading verge
#

How to fix hips bending like this

crisp tendon
#

Raise the hip bone

frank palm
#

when I T-Pose it to be all green it always goes back, no matter if I apply it

#

also how do I make the legs work in this shaped kind of way, if unity forces me to have them straight

opal aurora
#

Well i'd recommend firstly removing the extra set of bones on the legs (as only the leg/knee bones work in unity) and attempt to connect the knee bone to the feet bones, this way the section behind the knee should follow, however no extra bending will come off from it; unity should also accept your layout without needing to offset the bones for a perfect t-pose

#

Do keep in mind that it will assume your layout as being in T-Pose, so if your arms are in an A-Pose, it'll bend them further than it should

frank palm
#

do I have to jump back and forth between blender and unity, editing the rest pose until nothing is red anymore?
Or is it possible to do at least small adjustments in unity for the rest pose at all

opal aurora
#

Things can be red as far as i'm aware, but the current pose will be taken as an assumed T-Pose

#

But any major bone alterations should be done outside of unity

frank palm
#

but can I change the bone positioning at all in unity?

#

when I rotate them to be green and hit apply, they wont apply

#

when I open it again everything went back to default

opal aurora
#

Any changes in the rig config will not display on the normal view

frank palm
#

what I mean is that the rig config stays the same, even when I hit apply

opal aurora
#

However they will be applied to humanoid bones, and act as such in play mode

#

So the rig config always goes back to default?

frank palm
#

then I hit apply

#

then I hit done
so I am in my scene window again

#

i click configure in the import settings again

opal aurora
#

That doesn't feel right...

#

Do you have any other working models at hand?
I can't recall if this is normal behaviour but i find it highly unlikely

#

And do you have any import message errors under the humanoid setup? (on the same page as the configure button)

frank palm
#

it changes back even if I assigned it the right way

#

it shouldn't matter

opal aurora
#

Try to fix that and see if it finally sticks

#

If it doesn't, restart unity as that sounds like all kinds of wrong to me

frank palm
#

unity did that every time I tried in the past months

#

it must be something else

opal aurora
#

On this specific model or different ones aswell?

frank palm
#

different ones as well

#

it must be some detail I dont know

opal aurora
#

How odd...

frank palm
#

I also got this, where it says it's red... and somehow its not at the same time

opal aurora
#

Probably incorrectly assigned bones

frank palm
#

how can you attach multiple bones as one?

#

for example 3 bones as a hand

opal aurora
#

1 bone per hand

frank palm
opal aurora
#

3 bones per finger (joints) iirc

#

The spiky edges are pretty much what the head is parent of

#

They outstretch to other bones parented to it, such as ears, eyes, hair etc

#

But it's still a single bone

frank palm
#

hmmm alright

opal aurora
#

Check out the mapping window and make sure the hand is in the proper slot

#

If it's not then assigning it should turn a slot red somewhere, which is where it was erroneously

frank palm
#

for some reason it is working now. maybe it was the missing hand, not really sure though

opal aurora
#

Unity doesn't make sense sometimes sadly

frank palm
#

thanks for helping

frank palm
#

now it's being weird again

#

yes they are? xD

warm smelt
#

Is there a way of creating empties inside an armature in Blender like you can in Unity?

#

I want to separate FrontHair BackHair into their own groups without breaking the parenting, but also want it to work directly in Unity from the FBX...

#

Without having to break the prefab

wind osprey
#

Unity mixes the concepts of game objects and bones, whereas blender forcibly keeps them separate.

Just use a bone in blender where you'd think to use an empty in unity. Results should be the same.

warm smelt
#

ok

keen mortar
#

Anyone got any ideas on why parts of the hair come into view like this? It's all weighted to the head bone.

drowsy wharf
#

it's probably not fully weighted to the head bone, another bone probably has some weight for it

keen mortar
#

@drowsy wharf I've tripple-checked but can't find any other bone that would be affecting the hair

drowsy wharf
#

it could be a vertex group improperly assigned to it that's causing it

#

go through your vertex groups in mesh edit mode, if you hit "select" under the vertex group it'll highlight what it affects

#

but the head bone (and so any child of it) is shrunk to 0 scale locally to hide it from your own view...so other than an improper bone weighting (or the vertex group assignment) it shouldn't even be visible

keen mortar
#

@drowsy wharf I've cleaned all vertex groups but the issue remains 🤔

opal aurora
#

Try to weight paint the head with auto normalize ticked in the weight paint options, doing such will make it so any outside weights get set to 0 if the head weight is 100

#

You must however, paint over the whole head so that such is applied

keen mortar
#

@opal aurora Already did that 😞

opal aurora
#

Then it's likely something else

keen mortar
#

Thanks for all the suggestions, but I shall take a break for now - if anyone has any more ideas feel free to send a msg!

modern drift
#

@keen mortar not entirely sure whats causing it, but something is making your hair move quite a bit. The camera hides a certain amount of mesh from your view so some models dont have to try and see through hair.
It's definitely either your hair weight painted somewhere weird (or not weight painted at all?) or the dynamic bones are totally wild.

keen mortar
#

@modern drift I have no dynamic bones on it, and in the gif it had no separate hair bone what so ever. It was all part of the head, and should therefore not be visible even if it had crazy dyn bones.
Bug also only happens when moving. (I have not tried looking upwards in VR yet. tho'.)
I will keep fiddling with the weights again later.

modern drift
#

Hmmm yeah I would imagine somehow some weight painting from some part of the body may have snuck on there. Otherwise I have no clue

keen mortar
#

Yeah, it's weird, but thanks anyway 😄

spare herald
#

@keen mortar it could be your viewball

#

might need to adjust it

#

how far is it into the head?

keen mortar
spare herald
#

hm

#

try moving it slightly back?

#

right between the eyes

keen mortar
#

Hm, it's better now but still visible at times. I'll try stuffing it even further inwards

spare herald
#

models with big heads

#

need a weird setup for viewballs

#

they need to be a bit in the head if i recall correctly

keen mortar
#

Yeah it's better again but still sometimes visible. I'll keep fiddling some more with the view, thanks for the help!

south condor
#

Hello, I was wondering if anybody here is taking avatar commissions. I already have a model, I just need to make sure it's rigged correctly, have facial animations added, and skirt physics.

#

Sorry if that's in the wrong channel. ^^'

proven lintel
#

Hi guys, i have a question. Whenever i am standing still, my avatars hip leans forward quite a lot. While moving, all looks normal, but as soon as i stand still, his hips move forward and stays in that position. I would be so grateful for any help, i am clueless 😅

crisp tendon
#

You lean forward or your hips move forward ? There's a small difference

proven lintel
#

hips move forward, thanks, i will edit the comment!

crisp tendon
#

What does your model's tpose look like from the side in blender

proven lintel
crisp tendon
#

i'd suggest making your spine straight and connecting those bones

proven lintel
#

okay, i will try that. do you have any suspicion, why its only when standing still?

proven lintel
#

This is how it looks ingame, hope it help

crisp tendon
#

is the hip bone straight up above your leg bones ?

#

Could try moving it forward slightly

proven lintel
#

so this is how it was

#

weird thing is, in the preview at the avatar selection windows everything seems fine

crisp tendon
#

@fringe citrus Might know, but i don't think there's a way to completely avoid that movement on desktop

proven lintel
#

oh okay, so in vr it will be gone?

#

i am waiting for my vr set anyways, so that would be good news anyways

fringe citrus
#

@proven lintel I can't say for sure, but I have a few guesses. The reason it only happens when you stand still is because that's when the desktop head-look IK takes over. This doesn't look like the usual spine problems with fbt. My guess is it's one of or a combination of your avatar view descriptor position having an issue (is it out in front of your face?) and /or your rest pose having a pronounced backwards lean. Specifically at the neck. It looks like the neck bone might be leaning backwards.

#

A screenshot of your avatar descriptor view ball from the side would help.

#

I think as Ruuubick said, funky behavior with head-look IK in desktop can't be completely avoided. Everyone's seen the crazy look desktop users can give when tilting thier head up.

#

But adjusting your rest pose to not lean back so much, having your neck bone lean forward, and possibly moving the view ball in closer might improve things

dense crag
crisp tendon
#

The cats plugin has a merge admat function

dense crag
#

@crisp tendon Okay found it! Thank you c:

steady bridge
#

so not sure if i post here or 3dmodeling im having an issue that in blender my model has keyshapes that work and soon as i export it to fbx it looses all keyshape function in unity shows theres zero keyshapes even though when you bring back into blender they are there

#

any one plz like it only just started doing this and i realy annoyed i even made a new head for it same thing no visems in unity

drowsy wharf
#

make sure you apply modifiers before you export

steady bridge
#

they are

drowsy wharf
#

or check "apply modifiers" in the export settings

steady bridge
#

it is. if i do a new model it works just this model and a few others zero work on export

opal river
#

ok so I need help again. I have my naked base model that has all modifiers applied and is rigged and everything, and I now want to add clothes. can I just model the clothes and then transfer all the weight painting from the base to those?

opal river
#

nevermind, I think I figured it out. create the new mesh, parent it to armature with empty groups, select new mesh then base mesh in object mode, search for "transfer mesh data", vertex group(s), source layers selection "all layers" and destination layers "by name"

gusty furnace
#

also I would recommend Projected Face Interpolated method in Data Transfer modifier. Works best for clothes from my experience.

opal river
#

okay

fading verge
#

Hey! I'm a bit of newbie when it comes to rigging a model in blender, and i just a few days ago tried to rig the hands using a tutorial. Problem is, when i weight paint them they just shrink and grow in size and my mesh doesn't follow them correctly. Am i doing something wrong?

turbid spear
#

If it shrinks then you likely have it weighted to more bones and both are pulling the mesh

fading verge
#

Now that you say that, the main hand bone came weighted to the entire hand. Should I clear its weight on the fingers?

turbid spear
#

You can try

sharp lily
#

is there a way to set up models to walk together like having a trio of characters walking together?

#

or is this the wrong section to ask that in?

worldly willow
#

Final IK is used to do that i believe @sharp lily

sharp lily
#

ok thanks

worldly willow
#

if it is the same model you could try silent’s cell shader duplication option (it can create multiples of your avatar using shader trickery)

sharp lily
#

its a trio of different models

sharp lily
#

-_-

empty mirage
#

anyone know why this bone is just selecting a random other bones weightpaints?

turbid spear
#

You sure it's not just painted to the wrong bone?

#

To make sure the right bone is selected you can select it by selecting the vertex group with the same name

empty mirage
#

oh it doesnt show up in vertex groups

native shuttle
#

?

drowsy wharf
#

@native shuttle other than the default pose having the legs too widely spread it looks ok, can't tell proportions though which have a big impact
Fingers should also really be straightened out a bit into proper t-pose positions

native shuttle
#

are you saying to spread the legs a bit? @drowsy wharf

drowsy wharf
#

close them more, they're spread too far
Leg bones should be basically straight down (x axis wise at least)

rose shard
#

My model has been properly weight painted but I think I missed something because the chest seems to go through the clothing.

drowsy wharf
#

best option is to remove the part under the clothing that won't be seen (saves on pointless polys too)

#

if the skin is moving through the clothing, it means they aren't painted the same, so they move differently

rose shard
#

Oh

#

Makes sense

drowsy wharf
#

whether that's just because they weren't painted the same, or because auto-normalize was on for one painting, but not the other

rose shard
#

Most of it has been removed, but there are some parts I want to keep so it doesn't look weird.

#

I figured it out,

#

I accidentally painted it on the wrong bone.

#

im an idiot lol

keen tiger
#

dw, we all make silly mistakes

remote barn
#

So question about the hip bone placement cause I get a lot of mixed answers

#

Is the hip bone when using full body supposed to be rotated upside down like how the full body fix in CATS does it? Or should it just be how CATS normall fixes it?

#

Cause some people are saying that even after the IK update the hip bone still needs to be rotated 180 degrees in order to actually have your body bend at the hip instead of the lower stomach area

#

And I see various avatars that cave in at the stomach instead of bending at the hip

drowsy wharf
#

@remote barn The full body fix is no longer needed, even cats most recent version agrees.
Hip should point up, legs point straight down, then bend back at the knee slightly.
Spine should point backwards slightly, and chest forwards slightly. Both bones should be about the same size.

fading verge
#

when I make a cartoon avatar, I exaggerate visemes for lipsync However, when I use the avatar, it doesnt look as exaggerated when I talk. does vrc only bring the blendshape sliders to like 80% when talking, or am I imagining things?

turbid spear
#

Probably depends on the volume of the sound

silver edge
#

anyone able to fix avatar's spine/hips bending in fbt? If so please dm me.

drowsy wharf
#

@silver edge Hip should be pointing straight up, upper legs straight down, and then a bend at the knee.
Hip should be above (and usually slightly behind) the leg bones.
Angle spine backwards slightly and chest forwards slightly, both bones should be about the same size

silver edge
#

sadly idk how to use Blender to fix that issue

turbid spear
#

it's real easy, just select the armature, go to edit mode and move the bones around

#

if you don't move stuff to much you won't need to mess with anything like weight painting

unreal harness
#

@turbid spear when i go out of edit mode after hiding head+hair bones they come back, they're only hidden in edit mode

#

and i'm pretty sure i tried the method of selecting specific bones and automatic paint, it still made hair paint the shirt

opal aurora
#

I'm pretty sure you can both
A) Limit the amount of bones that can affect a mesh at any given time that would lessen the probability of the hair bones being picked for it
B) Disallow certain bones from being weighted to the mesh, but i sadly can't recall its name

unreal harness
#

@opal aurora how do i do any of the two

turbid spear
#

I'd just separate the bones to a different armature, auto weightpaint, then join them again with ctrl j

unreal harness
#

@turbid spear i did that and still causes some issues but less than what the hair would do

#

but what do i need to do to fix that after re joining them

opal aurora
#

Reparent the bones

unreal harness
#

got it thanks ^^

unreal harness
#

is there a way to copy the weight paint i'm doing on the right shoe to the left shoe

#

or will i have to do the same thing again

crisp tendon
#

@unreal harness If you haven't found out by now select your vertex group, copy it, then do mirror vertex group, and change its name

unreal harness
#

@crisp tendon uh how do u do that exactly p;

#

also my shoes are the same mesh, should i separate them?

crisp tendon
#

No, always join all your meshes

unreal harness
#

@crisp tendon they're painted to toe, ankle and knee so i copy 3 groups right?

#

also i tried that but nothing happened when mirrored

#

error on the top says 6320 failed to mirror

crisp tendon
#

Are your shoes symmetrical ?

unreal harness
#

they do have the same scaling and same y,z coordinates so yea

crisp tendon
#

How did you do the first paint on the right shoe ?

#

You could do automated weight paint for both

unreal harness
#

i tried it just fully painted the knee paint to red

#

but nothing on the other bones

crisp tendon
#

That seems like a bad setup

#

Have you tried mirroring with topology ?

unreal harness
#

uhm it transfers like half

#

transferring weights worked ok but idk how to make it so the bones on the other leg control it

#

instead of one leg moving both shoes

crisp tendon
#

Then it's not symmetrical

#

You should symmetrize both your legs in this case

unreal harness
#

would that be easy or should i just manually paint again

#

i think i'll just paint again but thanks a lot

crisp tendon
#

Well, if you symmetrized then you could auto weight paint everything

#

up to you, both are good options

unreal harness
#

@crisp tendon sry again smth small, i finished 1 bone which was the hardest to paint and realized i was painting on the knee instead of ankle xD

#

is there an easy way to transfer from 1 bone to another?

crisp tendon
#

you mean from knee to foot ?

#

Just copy and rename it

unreal harness
#

tyty ^

inland marsh
#

can some one help me?

fading verge
#

when i try to select my model to set it to humanoid i cant find the place to set it

fading verge
worldly willow
#

Click on the model (use the thumbnails to find it easier)

lavish finch
#

just a quick question, do the shoulder bones move up when users move their arms up in the air or is it just the arm bones

fervent hornet
#

They move all the time just very slightly IIRC

lavish finch
#

guess i'll have to try weight shading both ways.

fervent hornet
#

Usually only weight the upper part of the shoulder about .2 or .5 but ive seen other methods

fading verge
#

Quick question about how VR chat handles rigs

steady patio
#

M?

fading verge
#

So say you have a character wearing high heels, or stilts

#

if the actual rig of the character is accurate to where the characters actual skeleton would be, e.g. raised above the origin point within the characters mesh

#

a person using that avatar, stood on the floor would still control it properly because presumably, the entire rigs animation is just offset upwards of the origin point, right?

#

rather than the rig touching the floorplane to match the user stood on the floor in their tracked space?

steady patio
#

thats the idea

fading verge
#

Ah great, thanks

fervent hornet
#

If anything the foot bone should start at the ankle and reach the floor. In heels the angle is just more steep

fading verge
#

Would that not offset the deformation of the foot though?

#

Although that said, I'm coming from a VFX background, so the rig that this uses is probably pretty different to what I'm used to

fervent hornet
#

Well it wouldn't offset the deformation since the head of the bone stays on the ankle joint

worn summit
naive tree
#

not really, there's way worse avatars

worn summit
#

oh lol-

opal river
#

what could be the reason that the rigging looks fine in blender but is broken in unity? I have separate pupil shapes that I hide and show via shape keys, by default they're hidden inside the head. they are weight painted the exact same way like the eyes and the eye shine (which work as they should) but when I move the eyes in unity the extra pupils are behaving as if they're not painted correctly

crisp tendon
#

did you create eye tracking with it being disabled ?

opal river
#

no cats was used

crisp tendon
#

Or maybe transforms need to be applied

#

cats was used or it wasn't?

opal river
#

it wasn't

crisp tendon
#

alright, i have no idea then sorry wtff

opal river
#

it would help to export the FBX into the unity folder, not the blend file folder...

#

it was just as weight painting issue

unreal harness
#

is there a decent way to paint the front part of the shorts so it doesn't clip that way? i tried multiple ways to make it clip but not as much, nun work

crisp tendon
#

There's a good weight paint add-on for blender that does project weight paint from around

marsh brook
#

So, just a question, how would one copy bone constraints from blender to unity

#

It's just transform constraints, pretty sure

thorn minnow
#

this avatar im working on, when i load into a world the dynamic bones dont work until i switch out of the avatar and back into it. it's the same for people who see me. all people i tested with did not have the dynamic bone limit on.

opal river
#

could someone show me their rig and weight painting for the whole shoulder/upper arm region that's working with FBT? I'm never sure how big and how much influence the shoulder bone should be and have

turbid spear
#

Set the rig to humanoid in unity

drowsy wharf
#

@fading verge if you go into pose mode in Blender, does the mesh move with the bones?
If not, your mesh and armature are not joined so you're either exporting the bones or the mesh instead of them together as one

#

why do you have them separated?

#

and in that image it's pretty clear they aren't parented to the armature

drowsy wharf
#

to the armature not to a specific bone

drowsy wharf
#

you probably have doubles interfering with the auto weighting

#

mesh edit mode, "remove doubles" in the search

#

if it cannot weight paint it automatically you may have to do it manually, or try to use something like mixamo

#

@fading verge ⬆️

opal river
#

so I noticed with my avatar that if I move using the joysticks a second or two after I come to a stop my neck/chest seems to be tilting backwards and the hips/spine forwards, is that normal or an issue with my armature?

sleek isle
#

@opal river might be just local

opal river
#

hmm

#

okay

mild stratus
#

There are 2 problems I can think of: 1) one the rig isn't attached to the model and 2) The rig isn't in a t-pose and will not work.

#

Wait, does anything else move with the bones?

#

Then you need to put it in blender and do it there.

#

ok

#

I can dm you anyway.

crisp tendon
#

Did you enforce the t-pose ?

turbid spear
#

is there an armature modifier on your mesh after you parent

#

and does it have the armature assigned

#

no, modifiers is the wrench icon

#

yeah looks like it's assigned, i dunno

velvet copper
#

is it not weight painted then? did you parent with automatic weights?

opal river
#

https://i.imgur.com/WXRsHSX.png just so I know for the future, is that back arch too much where it could be causing issues in game? or can I leave the mesh as is and just straighten out the spine and chest bones?

turbid spear
#

That can be caused by a bunch of reasons, and i'm not sure

#

Is your mesh properly connected tho? Try selecting everything with A and doing ctrl+M and by distance

#

Then try weighting a gain

#

Or just send me the blender file and let me take a look

turbid spear
#

i meant alt+m

idle crystal
#

???

unreal harness
#

not so experienced with painting but is this a normal shoulder painting?

#

not sure if when a shoulder goes up it should clip the neck of the shirt

cunning willow
#

Anyone know how to make a chain

wary nest
#

Is there a limit to how many bones can affect 1 vertex during weight painting?

cunning willow
#

Hello

wary nest
#

Heya.

#

What kinda chain are you talking about?

crisp tendon
#

@wary nest Well, the more bones the less effect, so there's probably a point where it's pointless

wary nest
#

I get that. Is there a limit though within Unity or VRChat? The most I see my character requiring is 3. Is that kool?

#

wait

#

maybe 4

#

Maybe nvm about my question lol. I'm currently laughing at myself for thinking that this may be an issue, but I've already got places where it uses 3 and that'll be ok. I was just worried if I needed more, whether there is a hard limit set anywhere that's all.

#

Thanks for your help! 🙂

cunning willow
#

A chain as in a rope-like since I’m making ghost rider

crisp tendon
#

Model one piece of the chain and then duplicate it and move it ?

cunning willow
#

Yeah but I need it to have slack

crisp tendon
#

What does that mean ?

cunning willow
#

It means that it is able to move freely

crisp tendon
#

well, make the chain, then create bones, weight paint it and give it dynamic bones

cunning willow
#

Yeah don’t know how

crisp tendon
#

Google it and try it iris

cunning willow
#

I have

crisp tendon
#

If you have questions on specific steps we can help, but we can't do it for you

#

Did you find a tutorial that you didn't understand ?

cunning willow
#

No I mean there is no tutorial

crisp tendon
#

i found one in 5 seconds

#

what are you searching ?

cunning willow
#

Thanks

main belfry
#

can someone point me towards a weight painting guide for humanoid objects? I need to redo the weights on an avatars arms and feet but the feet confuse me especially since it has a bunch of extra bones im not sure what to do with

turbid spear
#

Use CATS to merge the extra bones to parent

#

You only need leg, foot and toe

#

The other ones are probably ik bones that you need to get rid of

main belfry
#

yeah theyre Ik bones

#

the avatar has a few of them

turbid spear
#

I think ik bones aren't weighted and you can just delete them, but I'd still merge them with cats just in case

main belfry
#

the ones on the arms are share half the weight with the regular arm bone

#

should i remove the weights? or is it fine to just merge them?

turbid spear
#

merge them

main belfry
#

i thought i had a weight problem but even setting the whole arm to red this still happens

#

ahhh nvm. Deleting the Ik bone instead of merging it seemed to be the fix

turbid spear
#

Look at the weights I guess, if it's also weighted to both bones merging it to one might cause this yeah

main belfry
#

ik bone was weighted to one half and arm bone to the other half. First time I've see this set up

turbid spear
#

Could be a bend bone of sorts

#

I've seen some games have that specifically for bending

opal river
crisp tendon
#

I was told that the arch should be the opposite from what you have

opal river
#

you mean of the armature?

lone nacelle
#

Ok so bear with me here, not only is this my first time truly rigging but this is my first time making a VRchat avatar, and maybe I'm just dumb but while looking at instructions and examples does VRchat have it's own IK system using Unity's rigging system or is it on yourself to add proper IKs to the rig?

fervent hornet
#

Vrchat has IK, your rig should be a normal unity humanoid. IK twist bones and such are ignored

lone nacelle
#

So as long as Unity humanoid is satisfied then VRchat should be as well? and nothing else is needed for VR control over the arms, thats all VRchat?

fervent hornet
#

Yeah it has IK. If you want to set up your own IK you should look into Final IK but it's not in a great state atm.

#

Before upload you'll get errors if the IK will fail once in game

lone nacelle
#

Okay thank you I'll look out for that stuff

crisp tendon
#

@opal river Yep, spine should have the arch going the opposite way

opal river
#

okay, but it doesn't matter if the mesh has a "anatomically correct" arch?

crisp tendon
#

in your case it doesn't have anatomically proportionate shapes, so i don't think it'd matter much, more for weight paiting

sleek isle
crisp tendon
#

in fbt ?

sleek isle
#

yes

fringe citrus
#

@opal river If you go off the tpose-new.fbx in sdk you'd want the spine to bend the other way, but after some testing trying to film examples of the results of the reversed rig I couldn't get problems to appear consistently. I'd say leave it as it is unless you find problems with chest rotations or the direction the spine bends when IK tries to compress it. It might cause problems like that, but yeah was hard to reproduce

#

Something else you might want to think about though, often with character modeling the "standard" way is to go for a very appealing cinematic look. Usually ending up in a very heroic/sexy pose with an arched back or puffed out chest. Kinda like batman often stands

#

And though you're making a character, you're also kind of making a costume that you're gonna need to stand inside with your own real posture

#

Most of the stuff out there on modeling doesn't have any considerations for rest poses being realistic for stepping in like a costume, it's all about appealing look

#

You'd probably want to meet somewhere in the middle though, because if your IRL posture isn't that great you can look better in vr by having some of your character's bones not completely match

#

but you might want to think about how close your usual posture is to having angles like here in your mesh:

#

if you tone it down it'll look "worse" in a less appealing way when just static in blender, but closer matching your usual posture will allow for better fit in fbt. It's not something you have to do but something to at least think about.

#

Here's an example from my rig, it doesn't look appealing and also it's slightly leaned forward for other reasons, but it kind looks like someone just standing not looking especially heroic or sexy or anything.

sleek isle
opal river
#

@fringe citrus mkay, thanks for the explanation. so basically the spine bone should be more straight and chest bone should be tilting slightly forward and the back arch of the model should be slightly less extreme than what I did? I didn't really try to make it especially sexy or anything, just what observed is a mostly natural pose for women to stand in, ie pelvis tilting more forward and chest more backwards

#

but yeah I guess thinking about it more like a costume is a good guide

sleek isle
#

I am once again asking for your opinion about proportion. who look the best and why

opal river
#

personally i'd be leaning towards 2 or 4 cause they look the most "natural" for an anime styled character

#

1 has the "legs for days" syndrome, 3 feels like a "I wanna have dummy thicc anime thighs but realistically sized head"

#

5 is leaning more towards realistic proportions

crisp tendon
#

4 looks the most correct to me

#

arms could be too long, so 2-4 as well

opal river
#

yeah I think 3 and 4 have slightly too long arms

#

so maybe body from 4 and arms from 2

boreal oasis
#

The legs look massive and the waist seems a bit too hourglass shaped. But I would say 2 or 4

opal river
#

legs look healthy to me in terms of thigh size. yeah teh waist is very hourglass but nothing totally extreme

boreal oasis
#

It's just seems a bit extreme when a single thigh is the same size as her waist

opal river
#

yeah, the waist could, realistically speaking, use some meat and fat

#

but as long as it was a conscious design decision I think it's fine

sleek isle
#

Ok i will narrow to 2 tomorow and see

#

And yes. 4 and 5 are base of a female reference

#

I try to play with head size because I feel too big when am beside other people

remote barn
#

Does anyone else notice that the shoulder/upper arm rotation is way too extreme?

opal river
#

where?

remote barn
#

one sec

#

Oh I mean on like any model for VRC. Like its an IK thing

opal river
#

yeah

remote barn
#

Idk if I'm just going crazy

opal river
#

I noticed that too but I thought maybe I did something wrong with my rigging

#

I still have no idea how big or small the shoulder bones should be and how much influence they should have

#

since there's not much documentation about that

#

at least that I could find

remote barn
#

It's morely the upper arm. Like if you move your hand while in full body the upper arm rotates way too much to compensate

opal river
#

I noticed that my shoulders are slumping very hard in game

#

mh

remote barn
#

And it causes needless clipping and twistie-tieing

opal river
#

yeah some more transparency on how the IK and everything works would be nice

remote barn
#

i just looked at the open beta and from what i can see it actually completely fixes the issue

#

so it is an IK issue and not me being an idiot

fringe citrus
#

As far as I know, the way local IK is solved isn't changed between the live build and beta build. If it was an issue with how you looked to others though maybe the updates to networked IK could have fixed it

fringe citrus
#

@opal river Pretty much, (like I was saying not sure how much it actually matters but) spine bone should ideally be slightly tilted back and chest slightly tilted forward, you don't have to have quite as much forward lean as you see in my model, I'm testing that because it seems to improve stability when the chest wigs out under quick 360 spins (though that issue is already way better anyway since the sept 2019 update). You'd use the joint at the base of the spine bone to handle the pivot around the small of the back, and you'd use the joint at the base of the chest bone to handle the pivot that controls what moves with the ribcage vs the softer flesh below. And try to position the joint accordingly so the weights look good and keeping in mind that a biological spine runs towards the back of the back. If you want an example of that google term "lateral chest x ray" will give you good reference (if you don't mind seeing some real insides) And you don't have to try to totally remove the curve in your back, there's a natural one anyway, but as a rule of thumb I'd say if the model looks like it's waiting for a bus, probably it's good as a costume, if it looks like Batman or Catwoman it might be a bit too stylized.

#

Also about the shoulder sag ( @opal river ) if you're having trouble with that, you'll probably want to switch your rest pose from an A-pose into a T-pose. I have some example screenshots from the new version of my fbt tweaks tutorial I'm working on, just a sec

#

Ok, same avatar setup, only difference is above's rest pose is A-pose below is T-pose:

#

arms relaxed naturally at sides in both cases

opal river
#

what do you mean switch the rest pose?

#

you mean when I'm weight painting/rigging it?

fringe citrus
#

When you were saying above "I noticed that my shoulders are slumping very hard in game" is that on another avatar?

opal river
#

I didn't really check on other avatars, only on mine

fringe citrus
#

Ok, so I assume you've got it rigged enough to get in game right?

opal river
#

it's basically finished

fringe citrus
#

Ok cool, yeah so as long as it's rigged you can use your rigging to adjust the pose of your avatar. CATs plugin simplifies applying any pose you try in pose mode as your rest pose with a one click button

#

looks like your shoulders are already straight out

#

but arms are down at 45 degrees maybe?

opal river
#

yeah

fringe citrus
#

So you'd start pose mode and rotate your arms back up by 45 degrees so your avatar is in T-pose then apply as rest pose in cats

#

(of course keep backups etc)

#

if the weight painting is alright the mesh should still look good after the repose

opal river
fringe citrus
#

hmm interesting, the mesh is pretty straight out but the elbows have a bit of a downward bend there

#

might cause a bit of trouble with arms twisting strangely later on

#

ideally the bend in the elbow (bones) should point straight back