#avatar-rigging

1 messages ยท Page 156 of 1

opal river
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yeah, I guess that comes from me doing the armature in A pose

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how does one manually apply the pose as rest pose?

fringe citrus
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that's gonna add a bit of down pointing to the corner that's formed

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Without CATs? I haven't done it manually since blender 2.79

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Should be a command though

opal river
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ya, I don't wanna rely on cats

fringe citrus
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try F3 and typing stuff

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like rest pose

opal river
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there is a command apply pose as rest pose, but when I do that in pose mode the armature will be in the T pose but the mesh won't

fringe citrus
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Lemme try it out myself

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ok got it

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there @opal river ?

opal river
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yeah

fringe citrus
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ok able to undo to before applying as rest pose?

opal river
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yup

fringe citrus
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Ok so get your model posed in the T-pose but nothing applied yet

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there?

opal river
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yeah

fringe citrus
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alright go into your modifiers and find armature modifier

opal river
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yeah I Have to stop you right there

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I already have shape keys

fringe citrus
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Yeah you can apply a new basis as a shapekey

turbid spear
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separate the head from the body and delete the shape keys on the body

opal river
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oh, okay

fringe citrus
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or I mean a new shapekey as bases but it should keep the old ones

opal river
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okay, so go on, sorry for interrupting

fringe citrus
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it's alright, so apply as shapekey for your armature modifier

opal river
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okay

fringe citrus
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ok now do the F3 -> apply as rest pose as before

opal river
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it went into A pose after I applied as shape key, is that normal?

fringe citrus
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Yeah

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Now it's living in an unapplied shapekey

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Ok got the apply as rest pose on the armature set?

opal river
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yeah

fringe citrus
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ok find the shapekey that was created by applying the armature modifier as shapekey

opal river
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got it

fringe citrus
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and click the little dark down triangle thing

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and "apply selected shapekey to basis"

opal river
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okay, that worked

fringe citrus
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You've lost your armature modifier now though

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so gotta remake that

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so add a new armature modifier on your body mesh

opal river
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yup, got it

fringe citrus
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and set it to your armature

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and should be good to go

turbid spear
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That actually sounds like a pretty elegant solution

fringe citrus
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test it out in pose mode again to make sure it moves with it

opal river
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yup, it works

fringe citrus
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I mean it's what CATs does, I remember because I used to do it that way in 2.79 before cats implemented it

opal river
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and so how does that help with the shoulder sagging?

fringe citrus
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Hotox actually added the apply as rest pose after I found a workaround for a bug that caused the mesh to revert

opal river
fringe citrus
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Yeah that looks good, you have a tiny backwards bend in the elbow?

turbid spear
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Why are you putting it into a tpose anyway

opal river
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yea

fringe citrus
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Can you press Num7 and show the arm just in case?

opal river
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well maybe more than a bit I guess

fringe citrus
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ah yeah you were ahead of me hehe

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Yeah that should be good

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You can check yourself but in every case I've seen, when an A-pose model get's Tposed into the humanoid rig configuration (you can look by clicking configure) the shoulder bones are pointing down a bit

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When it started in tpose it mostly keeps the your original bone orientations

opal river
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ah, okay

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good to know, thanks

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so I guess I should do retopo in A pose, but rigging in T pose?

fringe citrus
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it's gonna stick it in tpose anyway, this way you're setting it up near the result so less is left up to unity doing it

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Well if it's not rigged gonna be harder to switch the pose

opal river
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I mean in general

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if I'm making a new model now

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when the arms are still detached

fringe citrus
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It'll be easier to get a nice curve on the shoulder if you're modeling in A pose maybe. So yeah maybe model and rig in A-pose, but once the rigging is done, stick it in Tpose for using in vrc

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only really need to do it if you have shoulder sagging issues

opal river
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okay

fringe citrus
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going Apose to Tpose will making the shoulder end up higher, for some models depending on how the shoulder mesh sits on the bone, Apose to Tpose could make the shoulder look up too high like shrugging or something

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so only need to do it to fix the problem if you have it

opal river
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alright, thanks so much again

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gonna try it out in game now

fringe citrus
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yeah sure no problem, also before you copy into unity

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go with your old import and check the pose in humanoid rig configure and take a screenshot

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then compare after you put the tposed one in

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paying attention to shoulders

opal river
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okay

fringe citrus
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I'd be interested to see how it looks with your model if you don't mind posting here too

opal river
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sure

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one sec

fringe citrus
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it's been my experience, but I always want more data points for testing stuff out ๐Ÿ˜

opal river
fringe citrus
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huh, it's not so saggy looking there

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well I hope it fixes it for you

opal river
fringe citrus
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but the mesh looks better

opal river
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wait might not have imported properly cause the elbows are still bent

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downwards

fringe citrus
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oh hmm, I see the bones lower in the mesh though

opal river
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had to reset the pose

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after reset and enforce t pose

fringe citrus
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Hmm yeah doesn't look as different before and after as it usually looks for me, well whenever you can test in fbt let me know if it fixes it for you if you don't mind

opal river
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well I don't have fbt

fringe citrus
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oh I see, I guess then in 3point vr

opal river
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yeah, can jump into vrc in a sec once my boss is done talking...

fringe citrus
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haha, wow don't get fired ๐Ÿ˜…

opal river
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work from home

fringe citrus
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ah nice

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yeah in your case I didn't test for 3point, this is a fix that seems to work in fbt, so I'm even more interested in your results

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oh also, just in case because we did apply a new basis, if you're waiting to get in vr, might be good to scroll through your old shapekeys just to make sure they didn't decide to go crazy

opal river
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kay, gonna jump in game now, one minute

fringe citrus
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ok cool

opal river
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already tested them

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didn't notice anything weird

fringe citrus
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ah nice

opal river
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I've learned from my mistakes of messing around with shape keys so I usually check everything when I did any changes

fringe citrus
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Hehe yeah me too. "Damn how many saves ago did I last check.... 30? .... ๐Ÿ˜ญ "

opal river
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wish you could check the version of the avatar in game, it's annoying having to change the upload image every time to make sure I can tell if I'm using the new version in game

fervent hornet
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Just change the name slightly?

opal river
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guess the servers are being slow to refresh again today

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I don't wanna have 10 different avatars in my list

fervent hornet
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"Avatar 1" "Avatar 2" ect

fringe citrus
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Just detach pipeline manage thing

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yeah and reupload as a new one

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ah yeah if you don't want many though then it does clutter it up

fervent hornet
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Just overwrite it with a small change to the name so you know it's the updated version. Having a bunch of versions just gets annoying imo

opal river
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mh

fringe citrus
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I have like 30 different broken copies of my avatar just for filming this newer tutorial I've been trying to make

opal river
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๐Ÿ˜„

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yeah in that case it makes sense

fringe citrus
worldly willow
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vrchat just needs a separate VR avatar viewer to test the model properly before uploading

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as in-game and in unity tends to differ

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has only been suggested 500 x since i started playing

opal river
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ok so I don't think I notice any difference in teh shoulder slouching

worldly willow
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๐Ÿ˜„

opal river
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does this look like the heroic pose? I cna't really tell

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what I notice is that when I stop walking the whole pelvis area tends to tip backwards a bit as well as the neck

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like as if it's straightening out the whole spine area

worldly willow
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yea .. that is not really fixable (it is the IK doing that

fringe citrus
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that's likely because your hips aren't right above your thighs, but not totally sure. I don't do enough testing in 3point

opal river
fringe citrus
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and yeah if you're not in fbt then the heroic pose stuff matters a lot less. Might as well look stylish ๐Ÿ˜Ž

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your stomach etc isn't gonna match with your real one anyway in that case

opal river
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okay, well I wanna get fbt at some point so I'd rather learn how to do it "right" from the start

fringe citrus
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Now I'm curious if your shoulder sag was caused by something else, because your bones didn't really look so bad in your "before" humanoid config thing

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same as from above

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Are your arms too short for you in vr?

opal river
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yeah mine looks basically like the above one

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actually too long I think

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if I stretch out my arms IRL they are still slightly bent in game

fringe citrus
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Huh yeah that sounds like the default scaling if you use your real user real height

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can you show a screenshot of your saggy shoulders in a mirror or something?

opal river
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yeah

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this is me with my arms hanging relaxed besides my body

fringe citrus
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Hmm yeah kinda rounded off, the only other thing I knew of that caused that is if your vr arms are too short so they get really yanked down when you rest your arms

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your bones might be a little long, like the joint position in kinda close to the center, but that means you'd have to redo some rigging

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a more easier fix is, that you can actually just force them to be higher

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but you do it in unity rig config

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so you'll have to redo every import

opal river
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okay correction, if I stretch an arm out straight ahead of me it looks like it's almost the exact same length in game

fringe citrus
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you could try increasing the user real height value to grow the vr world

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and see if that fixes the shoulder sag

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also play in "seated mode"

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but toggle out then in when you're at a comfortable standing height

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so it basically resets your standing height

opal river
fringe citrus
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do you still get shoulder sag though with your vr arms too long like that?

opal river
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from what I can tell yes

fringe citrus
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(while playing in seated mode that was toggled in at your normal standing height)

opal river
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oh, didn't try that yet

fringe citrus
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it could be targeting your real height to be taller and putting the avatar too high so your arms pull it down

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though tbh I haven't played much in 3point in years

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but back then I used to use seated mode to reset my standing height and always just play in seated even when standing

opal river
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is it normal that if I'm standing and togglign between seated and standing that the knees get more bent in seated mode which actually looks more correct than the straightened out legs in standing mode?

fringe citrus
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yeah if your proportions are good

worldly willow
fringe citrus
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you can actually sort of calibrate for your standing height like that

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rotate your bones like that in humanoid config

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but this is more of a rig hack

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and inconvenient to keep setting up

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if you wanna try something kind of cool I can show you how I used to calibrate my leg proportions back before I had full body

opal river
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that's a bit too much info right now

fringe citrus
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or I mean calibrate legs for any avatar,

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I mean it's just playing with user real height and seated mode toggle

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not actually editing your avatar

opal river
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okay

fringe citrus
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ok so if it's not too much info, start out toggled into seated mode at your normal standing height

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and see if you can reach the floor

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or if it lines up with the real floor

opal river
fringe citrus
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(will always be playing in seated mode, only using standing mode to swap for re-toggling seated mode)

opal river
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I can't reach the floor like that

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never could really with any avatar

fringe citrus
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if the floor is too far to reach, then decrease user real height and retoggle seated mode while standing at normal height

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repeat until the floor is at just the right height

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that's step one (only one more step after)

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(this might result in arms too short if your avatar proportions are off, but still might be a cool experience for your leg presence if you've never felt it

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)

opal river
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yeah I can reach the floor now

fringe citrus
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ok and lines up pretty well?

opal river
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yeah

fringe citrus
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oh btw do you have toes mapped in your rig?

opal river
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yeah

fringe citrus
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ok cool yeah need it for this

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so yeah

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looking in a mirror stand flat and then go on tiptoes a bit

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see if your avatars toes do the same

opal river
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yep, it does

fringe citrus
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avatar's*

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and bend knees slightly and see if it does

opal river
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yup

fringe citrus
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ah awesome, then you're good to go already, step two if you needed it was to stand normally but to hold your menu slightly up or down as you continue to retoggle seated mode forcing the toggle point to be slightly higher or lower as you look up or down

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because looking up makes the hmd move up a little

opal river
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okay

fringe citrus
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when you find the exact angle that's right to hold head at when toggling you can hold your menu in that position and look at it and will get your hmd to be with sub centimeter accuracy of your best height

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like if the knees seem to be locking too much you look up when you retoggle

opal river
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and so I should just play in seated mode from now on?

fringe citrus
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if your knees stay bent too much you look down

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that's what I always did

opal river
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okay

fringe citrus
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the retoggle of seated is kinda similar to how full body users bind it their body

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but yeah play around dancing around a little in the mirror

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going on tiptoes and bending knees a bit

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might give more leg presence than you've had before

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(also floor matching is a bonus)

opal river
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ok so different question

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if I have my rest pose be a T pose like that, when I put it into unity and go to hte rig configurator, should it recognize it as T pose without me enforcing the T pose?

fringe citrus
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Yeah I think

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did you get red bones saying it was out of tpose?

opal river
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like, is that a good yard stick to measure if my bones are "proper"

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yeah

fringe citrus
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yeah that's because the arm is bent forward a little too much

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as long as the elbow mathematically points back you're good

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even if it's barely visible

opal river
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okay, that's a lot more subtle than mine

fringe citrus
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they're pointing back to be sure, but hard to see

opal river
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so that might be it for the lower arm

fringe citrus
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but you can ignore if you wanna force shoulders up

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it'll work, I used it before on a WoW orc model

opal river
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okay

fringe citrus
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with huge shoulders that needed to stay up or I looked like a rounded carrot or something

opal river
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okay yeah it was my elbows being too bent that made the lower arm go red

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now it's just asfew finger bones that are red

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not gonna bother with those now tho

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gonna start working on the next version soon anyways, just wanted to learn as much as I can from this one

fringe citrus
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yeah it's interesting that you couldn't fix shoulder sag that way, I've got a bunch of examples of it fixing it for fbt

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At least you can apply a new rest pose now though without CATs if you need to I guess

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๐Ÿ˜

opal river
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yeah, thanks

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I just don't like relying on a dozen tools without knowing what they're actually doing

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once I know what is happening I don't mind using them, but I don't wanna blindly trust some random addon or tool

fringe citrus
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Yeah I totally understand, I used to do it without the tool and I almost completely forgot how

opal river
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maybe my shoulder sag comes from bad weight painting or rigging?

fringe citrus
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Well it's more work to mess with, but if it were me I'd probably shorten the shoulders

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so have the pivot further out from the center of the body

fringe citrus
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you could try just moving the bones without changing weights and seeing if you get an improvment

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then do the effort of weight cleanup if it seems like they're moving more nicely

opal river
fringe citrus
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hmm

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actually looking more at it

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your shoulders are kinda down already

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even just being in tpose

opal river
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yeah, I noticed that too

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so I guess I might've messed up with the model itself

fringe citrus
opal river
fringe citrus
opal river
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ya, so I modeled them too low

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and my neck is a bit too thick

fringe citrus
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a little, but our avatars are in different styles

opal river
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yeah

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but yeah, I guess the whole shoulder and arms should be a bit higher up

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guess I should've looked at more reference

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and I should probably only use the A pose to get the proportions right and then when I join everything together before doing retopo put it into T pose

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to make sure everything lines up

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well, lessons learned

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thanks again so much, gonna work on my mask now for a bit and then start with the next avatar

fringe citrus
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ah ok, was gonna say now that you know how to play in pose mode, you can fix stuff that way without needing to redo the modelling so much

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get some mileage out of all your rigging work

opal river
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mhm

fringe citrus
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that was rotate shoulders up, with inherit rotation turned off on arms

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then apply pose and rest

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then edit bone position in edit mode to bring up the base of the shoulders so it's in line again

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would need some weight cleaning for new pivot point but maybe not so much

opal river
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yeah I don't really feel like messing around too much with that

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I rather do it on a blank slate

fringe citrus
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Yeah I can understand that, though you could also just get what you have into a nicer position then use that for a reference for your next model

fickle dawn
fringe citrus
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Here's an example between my default pose and what it looks like yours ended up with to see how much angle difference you seem to have if you need a reference @opal river

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anyway good luck ๐Ÿ˜ ๐Ÿ‘

opal river
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okay, but yeah it's still an issue with the base model isn't it

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not just the rig

fringe citrus
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Yeah but because it's rigged you can fix your mesh more easily than using other modeling tools like proportional editing or going back and resculpting or making new polys from scratch if you do the poly modeling method instead of retopo a sculpt

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or whatever method you'd normally use to make a nice mesh

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like just because your mesh is a little off, if the rigging is good, you've basically got a posable doll figure thing, and you can do some final tweaks using your armature

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if you make a lot of changes you might run into issues with topology resolution where you've pinched or stretched a lot with bone rotations

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but I think your shoulders should be pretty fixable and not really require redoing from scratch or anything

opal river
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okay... maybe I'll try it when I'm feeling less lazy

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right now I'm trying to figure out what my workflow should look like in the future...

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I'm doing the sculpting + retopo workflow

fringe citrus
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I'd say if anything it's worth playing around with at least to help you understand what positions work nicely for your next model

opal river
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mh

fringe citrus
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I'm bad at sculpting personally and just use the poly extrude method looking at references

sleek isle
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But if you have the shoulder that up angle it stay like that in desktop mode.. each plateform work differently

fringe citrus
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I need to practice sculpting more

opal river
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why do we use A pose specifically again? so we get better topology in the shoulders when doing the retopo/modeling?

fringe citrus
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yeah, the rig back of making shoulders go up in the humanoid rig config will screw with other IK methods

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Easier to get nice curve on shoulders, like you can make it compress nicely into an appropriate shape with tweaking your weights as you test Tposeed arms when rigging

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but yeah harder to think ahead about what topolgy you'd need for the shoulder contour when your arm is down and you'd basically build your normal shoulder contour all in weight painting while you have arms posed down

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you could do it either way though

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it's like knees

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and usually you'd model them with legs mostly straight

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and deal with the curve in weight painting

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so can do that with shoulders too, just thinking ahead about higher res topo there

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so really just either way

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maybe practicing both would get skills up? ๐Ÿคท

opal river
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well I'm just thinking it would be easier to get the arm, hand and fingers straight in T pose

fringe citrus
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Yeah for sure, extruding polys is nicer that way too

opal river
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yeah

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so I guess I should sculpt all the limbs detached in A pose to get the proportions right, put everything in T pose and merge it together to clean up the transitions, and then do retopo

fringe citrus
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oh I had a typo way above @sleek isle rig hack* not rig back

opal river
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and just have to think ahead that I need more topology in the shoulders

fringe citrus
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tbh I don't do enough of it give advice on best workflow

opal river
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rig everything, put it in A pose and check if it deforms nicely and add topology if needed

fringe citrus
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but I'd say get good with working with it in polys

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so you don't feel like it's all lost once you've done your retopo from the sculpt

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like I see my body mesh as nothing set in stone

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I'll keep messing with it if I see anything I don't like, because why not?

opal river
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yeah, I'm just trying to find the least destructive workflow

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so if something needs changing somewhere down the line it's easy to change

fringe citrus
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Yeah thinking about over time how your ideal topology will deviate from how you set it out at first retopo if you keep editing things

opal river
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I guess I could also try to sculpt and retopo the hands separately and then join them up to the rest of the mesh in A pose

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and retopo the body in A pose

fringe citrus
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But like just get good at adding more topology resolution and fixing/avoiding the resulting uv troubles etc

opal river
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yeah topology manipulation still gives me knots in my brain

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for some reason i'm just bad at rearranging the topology, playing with poles and stuff

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like, my brain just can't grasp it

fringe citrus
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using subdivide tools can keep uvs intact

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ah yeah, well if you want really beautiful topology, sure manage the poles and stuff

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I have some nasty poles on my mesh

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well not nasty

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but not that pretty either, but I don't use my normals for smooth lighting so I don't have to worry about it standing out

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like you only really need to worry so much if you have some nice glossy or very smooth shaded surface that's really gonna show minor topology flaws

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but good to get good at I guess

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my socks are decimated and I just go with that hehe

opal river
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yeah

fringe citrus
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only way to keep cloth sim uvs totally intact

opal river
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yeah I guess the take away from this model is to test everything more in game once the rigging is done so I can spot possible issues early

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while I can still easily manipulate the topology

fringe citrus
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I love vrc for that instant gratification for testing and trying stuff

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so motivating to mess around with something and actually have people to show minutes after it's done

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and get instant feedback from other people who have been doing the same kind of thing

opal river
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ya

sleek isle
opal river
manic marsh
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oh god they aint even facing the right direction :notlikethis:

grave mantle
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stealing that meme Szena

tardy talon
tawny silo
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well first of all they are child of the mesh

dense widget
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fun fact: Rigging is not that hard when you learn the basics

tardy talon
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well first of all they are child of the mesh
@tawny silo how do i do that

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?

tawny silo
fervent hornet
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Rigging only gets complicated when Final IK and non humanoids get involved. Otherwise it just takes a while.

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Rigging only gets complicated when Final IK and non humanoids get involved. Otherwise it just takes a while.

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Rigging only gets complicated when Final IK and non humanoids get involved. Otherwise it just takes a while.

bold locust
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Posted when Discord spazzed, I assume.

fading verge
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Dw about the weight paint but why are my hips bending

crystal vector
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@fringe citrus @opal river Hahaha I just read your conversation about applying the tpose as rest pose without using cats but in the end you still used cats ๐Ÿ˜† ๐Ÿ‘Œ
That "Apply selected shapekey as Basis" is a function added by Cats as well, it's just not that obvious to see.
If you want to do it completely without cats, here is how: https://nixart.wordpress.com/2013/03/28/modifying-the-rest-pose-in-blender/

vernal onyx
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Rigging is relatively simple, but weight painting is the real pain

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Specifically when anatomy is involved. It requires you to actually know something about how the body functions. Shoulders are the worst, imo

crisp tendon
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Weight painting is only as hard as how bad your topology is tbh

fading verge
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So uhh why in the pic above is my avatar doing that

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Only happens w fbt

crisp tendon
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Did you try rotating your hip tracker

fading verge
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I dont have fbt but i ve had ppl trying it out its always same

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Here is the rig

crisp tendon
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make sure the armature is symmetrical and that all transforms/bone rolls are applied

fading verge
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How would i make it symmetrical

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And also wdym are applied

crisp tendon
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ah, also your neck bone is too far away from chest

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you have symmetrize tools in blender, and in edit mode when you select all bones you can do "Clear Rolls"

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in object mode with everything selected do ctrl + a and apply all transforms

fading verge
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Okay il try

opal river
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@crystal vector I didn't use cats oO oh I didn't know that

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thanks for the link

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so how exactly does cats apply the rest pose then? cause I already had shape keys on the mesh so I couldn't just apply the armature modifier

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ah, wait... there is an "apply > pose as rest pose"... nevermind, I just woke up so ignore me

fading verge
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Cats keeps removing my weight painted bones

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Even when i dont have any boxes selected

remote barn
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@fringe citrus extremely late response to what you said yesterday morning to me but there is definitely something different about arm and shoulder rotation within the open beta compared to live release. I went into both builds with the same exact model and noticed VAST improvements on my end, not just from other people and networked IK, although I'm aware of the huge improvements networked IK has as well in the beta build

fading verge
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@crisp tendon what exactly do you mean by symmetrize tools i cant find

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okay; so basically I'm working on a general grievous avatar

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anyone got any ideas on how I can make him good for vrchat?

worldly willow
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found this as a good reference image (when rigging ,the top arms seem to be like wings (attached to the chest bone or shoulder bones) (maybe FIK can make you move them together with the regular arms)

#

@fading verge

fading verge
#

thanks Neko

#

I was actually thinking about putting the back arm stuff together with the front arms by parenting them

fading verge
#

he's fixed

steady spruce
#

Look here look listen

fading verge
#

what is it lasagna cat?

#

I told you he's fixed

wild owl
#

hiya does anyone how to fix this, ive had it for ages and never bothered fixing it cuz i didnt know how, how should hip and leg bones ideally look like ? @_@ thanku in advance

#

nevermind, figured out i just have to flip the hip bone upside down @_@ big bwain

fervent hornet
#
#

The docs should be followed regardless of FBT tracking as that's how the devs have the IK set up for ideally

wild owl
#

thanky

#

โค๏ธ

native shuttle
#

does anyone have a good fbx of a male body type of bones that will work with full body

crisp tendon
#

there is one in the SDK

#

tpose-new

native shuttle
#

do you know how to fix when you cant get close to your avatar @crisp tendon

drowsy wharf
#

camera clip distance in the sidebar

native shuttle
#

can you show me where is that @drowsy wharf

drowsy wharf
#

which blender version?

native shuttle
#

2.8

drowsy wharf
#

can't help you more then

native shuttle
#

๐Ÿค”

drowsy wharf
native shuttle
#

yeah just found that video

#

lol

#

thank you though

#

fixed my issue

crisp tendon
#

Or press . on numpad

bronze fern
#

or just dont work with microscopic models

turbid spear
#

Slide the near plane to 0.0001 and apply as startup file smh

sleek isle
bronze fern
#

i cannot tell the difference

#

oh the ears

#

2

sleek isle
#

dont mind the hair

#

going to change give me a min

turbid spear
#

I like 2 ears most

sleek isle
crisp tendon
#

What is different from 1 and 2 ?

turbid spear
#

Pretty hard to tell the difference honestly, but I'll say 2

#

My guess is head size

#

At least between 2 and 3

native shuttle
#

how can i fix the ball from connecting correctly? right now the bottom ball wants to connect to the upper ball when its suppose to be the upper ball from the bottom bone connect to the upper bones bottom ball

#

if you get what im saying

sleek isle
#

parent that one to that one

native shuttle
#

bone heat weighting failed to find solution for one or more bones how can i solve that error without messing up my model?

worldly willow
#

manually doing the weightpaint

sleek isle
crisp tendon
#

2

sleek isle
#

that was fast

crisp tendon
#

1 head size is too big

boreal oasis
#

2

sleek isle
#

I keep making the head smaller and smaller

#

the more the body is proportional the more the head feel off

#

let me put the original one beside 2

crisp tendon
#

ye v4 is nice

orchid ruin
#

I like v4

#

Think what's kinda off is not the head but the shoulders I feel like they are too square (opinion of someone that does not know how to 3d model)

manic marsh
#

V1 was legs for daaays

crisp tendon
#

shoulders are very square when looking at female anatomy it seems

orchid ruin
#

In female anatomy the shoulders are normally the same size or smaller than the hips and I think they look a little too big

crisp tendon
#

oh that's just the anime proportions lol

native shuttle
#

can one just have 1 shapekey for a visemei? like just a ah every time the person talks? also can anyone link me a video how to create visemes for models with no jaw bones

worldly willow
#

@native shuttle set it to jaw blend shape instead of visemes

native shuttle
#

do i need to create a mouth shapekey still

#

in blender

worldly willow
#

you still need to have a shape key made yea

native shuttle
#

can you link me to a video where a person explains how to do viseme shape keys with no jaw bones?

worldly willow
native shuttle
#

thank you

drowsy wharf
#

if you set up a jaw bone you can technically just use "jaw flap" setting and have your jawbone defined in the humanoid rig. No viseme needed...though it'll just be flapping up and down as the name states

#

but honestly if you set up a jaw bone, you might as well make the 3 shapes CATS needs and let it autofill anyway

teal badge
#

You can probably make the head a bit bigger on that model and strike a good balance between 4 and 1

sleek isle
#

The ik rotate the shoulder bone down am foword and have less sqeeze in fbt inthis position

worldly willow
#

someone can tell me how i can merge twist bones to regular bones without getting the weightpainting messed up ( for instance having part of the arm stuck in place etc)

#

so many biped humanoid rigged models i have that are a no go thanks to these bones

fervent hornet
#

You should merge the twist bones to their parents via CATs

worldly willow
#

tried ... does not fix the weightpaint at all so the spot that has the twist bone is just stuck in place when you move the limb

fervent hornet
#

Then the model was bad from the start or you merged it wrong. You can always merge to active if the parenting scheme is incorrect

#

Worst case you can just ignore the twist bones as the model should work with them involved

sleek isle
#

Maybe tge bone was parent to the wrong one. That happen with rip stuff

native shuttle
#

so i made eyelid bones and weight painted the eye lids so that they can create a open close thing, how do i make it a shape key? im lost

remote barn
#

@native shuttle I'm pretty sure you can pose the bones to whatever you want and then in CATS click "Pose to Shape Key" button that sits at the top and of the CATS panel and do it that way

native shuttle
#

it tells me an error

#

@remote barn

remote barn
#

What's the error?

native shuttle
#

hold on

#

@remote barn

crisp tendon
#

Why is your arm raised for an eyelid shapekey

native shuttle
#

o

#

uh

#

i was testing weights

#

does it need to be down

crisp tendon
#

Yeah, that's not a good way to make shapekeys

#

you should make a copy of your basis shapekey, then edit that into what you need

native shuttle
#

but how do i edit that

#

im so noob at shapekeys

crisp tendon
#

you press tab

#

that's edit mode

native shuttle
#

cant i press the plus for a new shape key or does it have to be a copy of the basis @crisp tendon

crisp tendon
#

you can also do that if your model is correctly posed

native shuttle
#

does the mesh have to be together or do i have to combined meshes then create the basis shape key and then create a new shape key @crisp tendon

crisp tendon
#

No, only do shapekeys on the face/head mesh if you can

#

But you should merge everything before export

#

once you've made all shapekeys

native shuttle
#

ok i did it now im in edit mode what do i do now @crisp tendon

crisp tendon
#

make your shapekey

native shuttle
#

how

crisp tendon
#

edit the mesh ??

native shuttle
#

but ive got bones that make his eyes close already

crisp tendon
#

then undo all the poses you have and do what Generic suggested earlier

drowsy wharf
#

@native shuttle if you're using CATS, you can just click "start pose mode" pose the avatar into the pose you want and click "pose to shape key"
Just be aware, anything you edit in pose mode will also be added to this shape key.

So if you're testing weights, remember to stop and re start pose mode before making new shape keys this way. (or select all bones and hit Alt+R, Alt+G, Alt+S to reset rotation, position, and scale)

#

You should also check to make sure CATS is updated in the "Settings & Updates" section

glacial tide
#

Is there a way to properly rig a character wearing clothes where they don't have a body mesh underneath the clothes? Also multiple layers of clothes? I'm struggling here it just ends up being a mess xD

worldly willow
#

just rig as if there is a body under it

#

@glacial tide

#

only the weightpaint might be trickier

glass panther
#

Rigging an Animal Crossing character would still require to atleast map the finger/feet bones to work in vrchat im assuming? Since the characters have stubby arms and feet.

turbid spear
#

Yeah, but you can have empty bones for that

#

As in that aren't painted to anything, just parented

warped solstice
#

@crude magnet could you possibly help me with this issue?

crude magnet
#

No

warped solstice
#

shoot

#

do you know anyone that possibly could?

crude magnet
#

ยฏ_(ใƒ„)_/ยฏ

warped solstice
#

maybe Ruuubick?

crisp tendon
#

You have two models in your scene, the other one could be preventing upload

warped solstice
#

@crisp tendon which one would i need to delete?

crisp tendon
#

disable the one you don't want to upload

warped solstice
#

hello?

crisp tendon
#

nope just upload your model lol

warped solstice
#

lel now it works XD

#

also im glad unity finally works for me now

#

now what do i need to select in the File Explorer popup when i try to publish and upload the avatar?

#

@crisp tendon

crisp tendon
#

your scene file

turbid spear
#

It's just asking you to save your scene because it's not saved

warped solstice
#

oh lel XD

sleek isle
crisp tendon
#

Vitrius man is literally the perfection, that's aiming very high lulw

fading verge
#

I should be able to export a model from Maya with rigging to Unity right?

sleek isle
#

I wanted to see how my edit was with that ratio and it was exactly the same

fading verge
#

Do I need any skin weight at all?

#

Or how do I get the entire model to stop distorting when I move limbs, I'd prefer for nothing to deform since it's not supposed to

sleek isle
#

weightpaint

fading verge
#

Ah okay, thx

#

Can I rig just in unity or do I need to use blender or maya or something

#

oh, nvm, I have to use blender

#

Rigging sure seems like a nightmare

sleek isle
#

nah

#

fun time

fading verge
#

Maybe someday I'll see it that way but this is hell right now

#

I've been on this for hours

fringe citrus
#

@opal river Figured out why your shoulders worked but usually shoulders sag in A-pose. When enforcing the T-pose in unity, the arms are straightened but shoulders retain (seems like) exactly their original orientation. So if for example, the A-pose had shoulders down by 15 degrees and arms down by an additional 30 degrees to get a gradual 45 degree slope, the arms will be straigtened but the shoulders retain the 15 degree down slope. Thus the saggy shoulders. Your model however had shoulder bones already exactly straight, so when unity slapped the T-pose on and straightened the arms and left the shoulders alone it actually ended up good. (aside from the rigging position we talked about) But that's why nothing changed when going T-pose for you.

opal river
#

ah, that's good to know

#

side question, how does the "math" between this vitruvian man thing work? the center of the square is where the crotch should be, and the center of the circle at the belly button?

#

can't seem to find a proper explanation on google

#

and I get that those are "ideal" realistic proportions, but I guess you can use those to then play around and morph them into something more stylized right? like making the legs a bit longer while shortening the torso a bit and similar?

brittle jacinth
#

volume weighting?

fringe citrus
#

@opal river this section on wikipedia has a translation of the text above and below that describes the proportions* removed link due to embedding and the um... anatomical parts in the image shown

#

just look under "Translation_of_the_text" on wikipedia: Vitruvian Man

fading verge
#

idk if that can even be answered with a screenshot

opal river
#

@fringe citrus thanks, I watched a video that translated the text and I've kinda known most of these meassurements, but I meant more if there's some specific mathematic relation between the size of the square and circle

#

also I noticed that a lot of anime styled models on sketchfab for instance don't fit even close in that square, their arms are always like at least one hand length too short

#

which I guess comes from just making the legs longer without making the torso shorter when playing with proportions?

#

no wait, then they'd be even shorter

fringe citrus
#

Or just the legs longer in general

#

yeah if you make everything fit but ignore the legs, and let them hang out too far there's a decent change that the navel and crotch will be sort of ok when the arms line up

#

and the legs would hang out the bottom of everything

#

if you just tried fixing the arms, the navel and crotch would be too high usually I think

opal river
#

yeah

fringe citrus
#

so it's the legs that are long, not arms too short... well I mean it's varying amounts of both

opal river
#

the hands would like reach down to your knees then

fringe citrus
#

but mostly legs usually I think

opal river
#

yeah, "TDA legs"

#

so I guess for my style I don't wanna play with the length as much and rather with the thickness to still be proportionally realistic for the most parts

#

ie thicker thighs and slimmer torso ot balance it out

#

or bigger bust and slimmer legs

fringe citrus
#

Yeah or if you want the legs to look a bit "longer" you can slim the legs too

opal river
#

yeah

#

guess I learned something I've only "felt" subconsciously so far

#

guess that'd also explain why all my concepts looked very off when I tried to give them thicker thighs and make the legs longer/torso shorter

fringe citrus
#

Wacky proportions though can let you escape the uncanny valley on the stylized side though

#

fixing it might land up back in uncanny

opal river
#

yeah, if you actually commit to the super stylized part

#

and not do it half assed like I tried

#

trying to keep some things realistic but over accentuate other parts

#

well, yay for learning something

#

your whole "think of the avatar as a costume" advice actually really helped a lot to see things in a different light when modeling

#

it makes sense to play with the proportions a lot more if it's not meant to be "worn" I guess, otherwise I think it can feel really off when playing in it

fringe citrus
#

Glad if I helped ๐Ÿ˜ yeah if you don't mind it feeling like a mascot suit too you can go really crazy with proportions

#

nothing wrong with that and tons of fun to be had. but the immersion of fitting well in FBT is really awesome too

opal river
#

yeah

#

and I want the model to be as immersive as possible for me

#

right now I'm just modeling for myself

#

for... various reasons

#

anyways, now I just gotta find the motivation to start practicing sculpting again >_>

fringe citrus
#

Yeah I thought your model looked really cool. Hope you don't throw it all away from the shoulder issues

opal river
#

wanna find my style of head/face that I'm happy with

#

well there's many other issues so I'm really only using her in private worlds with friends

#

I learned a lot from her, so now I want to move on and apply what I learned from my mistakes on the next iteration

fringe citrus
#

Best of luck. I should really do that more. I keep drilling down on old stuff trying to improve it rather than start over. Have lots of hold-over stuff. My head itself is still from and MMD source because I couldn't make an anime style I was happy with. I want to get around to redoing it though

#

I've got some ideas for how it should look, I need to buckle down and draw it rather than try without making a concept art first...

opal river
#

ya

fringe citrus
#

But so many other projects and I'm used to it now too

opal river
#

sadly I'm not very good at drawing so I'll rather try and sculpt it

fringe citrus
#

Body is easy to redo and not feel like you're not "who you've been" or whatever

#

but new face would take getting used to

opal river
#

mhm

fringe citrus
#

Also put a ton of work in rigging the hair, then re-rigging when performance ratings came out for bone counts, then making the full set of visemes etc etc

#

much harder to make it work under bone counts on hair

opal river
#

I've never been happy with the faces I made, 2d or 3d, so I wanna focus on that right now

#

but it's kinda tough getting started again right now

fringe citrus
#

I should try sculpting. So far I've been doing poly extrude, connect etc with subdivision to give it an organic softness

opal river
#

I can't do poly modeling from thin air

fringe citrus
#

@fading verge Oh btw I have some suggestions for you, I might have missed some stuff here:

#

I feel the poly modeling is easier to tweak by grabbing individual vertices and seeing how it changes the subdivided results

fading verge
#

This whole rigging process has been a nightmare

fringe citrus
#

You have a really unique model. Really nice meta-verse vibe

#

but yeah hard to rig that

fading verge
#

Thanks! It's from a game called the eastern mind

fringe citrus
#

So I suggest you make the first joint in the "arms" the shoulders

fading verge
#

I see

fringe citrus
#

because otherwise the circle part is gonna collapse like a wet donut when you move your arms

fading verge
#

Well that's the other problem, it's not supposed to deform at all

#

None of it should, which is why I rigged it in Maya and fixed all the weight paint

fringe citrus
#

oh, in that case, make the entire spine chain really tiny and in the middle somewhere

fading verge
#

Ohh

fringe citrus
#

weight everything to the hips or spine or whichever ends up working best for IK

#

then have the neck on the top ball, and head on the top large ring

#

because the tiny spine chain inside isn't gonna be able to move around very much with really short bones it shouldn't drag stuff around too much

fading verge
#

I see

fringe citrus
#

you have advantage of separated meshes at the neck and head too

#

so no need to worry about crazy tearing

fading verge
#

True

fringe citrus
#

careful how tiny or messed up you make it though, the IK is gonna freak out probably

fading verge
#

Let me find the skeleton I made in Maya, it was a lot simpler

fringe citrus
#

it'll be a balancing act, but in general I suggest basically negating all the armature motion in that area by making the bones really small and weighting to only one of them

fading verge
#

Well, I might not even need to use blender since I had the maya rig

#

aaa brb

fading verge
#

Nooooo

#

I'm about to just pay someone to rig this, It's so frustrating

keen mortar
#

Sorry to interrupt the ongoing discussion - Is bad looking crouching usually a rig problem, weight issue or just a 'short legs' thing?

crisp tendon
#

More of a leg size problem in this case

keen mortar
#

If that's the case I'll probably just leave it like this then

fading verge
#

Does labelling joints actually do anything or is it just a name

turbid spear
#

You need to make a unity humanoid

fading verge
#

When will this nightmare be over

turbid spear
#

So all the animations would work as expected

fading verge
#

Well I don't really need animations

turbid spear
#

Well what do you need

fading verge
#

Just want to use it in VR

turbid spear
#

If you need a constant tpose with no movement then it's done

fading verge
#

O

turbid spear
#

If you want to be able to move the arms then it's not

fading verge
#

Even in VR?

turbid spear
#

Especially in vr

fading verge
#

Ouch

turbid spear
#

You don't need much tho

fading verge
#

So I need a skeleton?

turbid spear
#

Look in this channel's pins

fading verge
#

Oh okay

turbid spear
#

You'll get the bones you need in an image

#

Not more, not less

#

All the bones that would be missing (like extra fingers) you would need to add dummy bones for (not weighted to anything but still parented to hand)

#

The names matter if you want eyes to blink and so on

fading verge
#

I see

#

Why can't it just be easy ๐Ÿ˜”

turbid spear
#

And if you want unity to fill in the bones automatically

fading verge
#

Well I'm sure it is

#

I just make everything really confusing and not doing it right

turbid spear
#

It's not that hard but requires some experience

#

And because your avatar is non standard it's a bit more difficult

fading verge
#

Well I had a fully rigged one with a normal skeleton, horribly unoptimized but it seems to have worked

#

Yeah

turbid spear
#

No reason for it to be unoptimized

#

It looks fairly simple

fading verge
#

I made it for a high quality render, and for some reason I chose to use the same model for the avatar

#

I'd probably have to recreate the whole thing but not with so many polys

#

every part is high poly

turbid spear
#

Just decimate it a bit

#

For simple shapes it should do a fairly good job or do a retopology

#

Single it's a simple shape

fading verge
#

Maya has never been good for me, I always seem to have massive problems no one else has

#

I don't really care if it's badly unoptimized currently though

#

Does the spine need to be connected to the other joints though?\

turbid spear
#

It has to be parented but it doesn't have to be connected i think

fading verge
#

Oh okay

turbid spear
#

Same for all the bones

#

So you could cheat and make the spine empty and tiny and the whole middle torus thing the chest

#

or something like that

fading verge
#

maybe

fading verge
#

Figured it all out, just redid everything in maya

#

But I'm not sure how to make the rig humanoid

turbid spear
#

In unity, click the fbx and in the inspector click on rig, then change it from generic to humanoid. Click apply, then click configure

fading verge
#

Ohh okay, thank you

turbid spear
fading verge
turbid spear
#

Click the fbx

fading verge
#

Oh whoops

turbid spear
#

the model file

#

And you need to move the viewpoint in the avatar descriptor for the viewpoint to be where you expect

#

Move it into your head by messing with the numbers

fading verge
#

OH

#

Okay

#

Am I somehow being stupid enough to select the wrong thing again?

#

OH

#

Nvm got it lol

fading verge
#

oh got it

sleek isle
#

seem right proportion I think. there so much body type anyway. have to find the balance with it

crisp tendon
#

Looks right !

worldly willow
#

something i noticed ,the in-game neck bone is bit larger then proportionate ..seen a few of my own and others neck getting a bit stretched ..both fbt as non fbt models

#

not insane but it does make you think something is off

umbral lichen
#

Any good points to take for full body to work? I don't have full body so i can't test them myself

sleek isle
#

Not having the legs too long.

umbral lichen
#

Is that all?

mild stratus
#

Youโ€™ll have to make sure proportions are correct.

umbral lichen
#

As compared to a rig that works with full body or..?

mild stratus
#

Just compared to the average human. Which most human rigs should be based on.

umbral lichen
#

Gotcha

#

Time to take a picture of myself Tposing

mild stratus
#

A standard human rig should work.

umbral lichen
#

Oh

mild stratus
#

Or you could do your idea, if you decide to get full-body at some point

umbral lichen
#

I do want it, it's a matter of time and money

#

But i have to upgrade my vr first

#

But thankies, i'll have my friends test out the fullbody rig

mild stratus
#

K

pine topaz
#

Need help quickly.

#

please... help :(

sweet tundra
#

this might be a unity problem

#

did you put animations on it?

pine topaz
#

yes but I do believe it's a rigging issue

#

it's not doing the crouching thing, but my hands stay above the floor

#

and my whole body sinks into the ground

sweet tundra
#

oh

#

ive had that before

#

check the armature in unity

#

for the legs

#

it prob doesnt have ik

pine topaz
#

what??

sweet tundra
#

in unity

#

hit select

pine topaz
#

it says something about an angle between the thigh and hips

#

it's a humanoid.

sweet tundra
#

yeah

#

but it still might have a problem

pine topaz
#

what's the problem then?

sweet tundra
#

next to the humanoid thing hit configure

pine topaz
#

ok

sweet tundra
#

take a screenshot of the armature on the right

pine topaz
#

...on the right?

#

you mean in the view

sweet tundra
pine topaz
#

wait

#

oh my

#

there's an "armature" bone set to hip

#

I fixed it

#

I'm so mad

#

reeeeeeeeeeeeee

sweet tundra
#

reupload it should be fine

pine topaz
#

yep. I'll try that

#

๐Ÿคฆโ€โ™‚๏ธ

sweet tundra
#

I have a piece of clothing i want to parent to a bones
the problem is, that its on the leg so i need it to also parent to the another bone
how would i do this

turbid spear
#

weight paint it to both using blender

naive tree
#

@pine topaz your chest bone is most likely too big

#

your leg/hips need to be in line

#

chest bone not too big

stone trellis
#

Does anyone have any examples of bone placement in feet with high heels that works okay with full body? My rig has toe bones but I can ditch those if they're unnecessary

#

I'm under the impression that if I put the rotation point on the ankles of the model, the game will just consider my irl feet's positions at the time of calibrating and rotate based on that, as opposed to snapping the feet weirdly?

fervent hornet
#

Yeah the head of the foot should be at the ankle and it will work fine. Might be best to remove the toe bones since you cant really be tiptoes in high heels anyways

warm pumice
#

for the VR Chat IK, is the rotation of the model bones important? or is it more important for the bone size ratios to be correct?

sleek isle
#

0

fervent hornet
#

Bone rolls can break things and cause candy-wrapper joints while bone size rations is very important for FBT tracking.

drowsy wharf
#

The rolls don't have to be zero, but they do all have to be the same. Zero is just easier, select all bones and Alt+R to reset to 0.

warm pumice
#

@fervent hornet @drowsy wharf Thanks, that explains a ton of the issues I was having before!

opal river
#

so has anyone here ever tried AutoRig Pro?

#

is it usable for avatars?

fading verge
#

hey, it low key annoys me that my instep doesn't bend when I walk. (because if you don't disable them on the rig you walk on your tip toes) Is it possible to put like a collider on the ground and enable collisions for the toe bones? would that work?

fading verge
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could someone in call help me with a rig

turbid spear
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try it and tell us

fading verge
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ok

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doing that

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so i need a spine

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but i dont know how to rig a spine to it

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pls help

fading verge
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unfortunately you rig the spine exactly how you think..this model will take a very VERY long time to paint weights.

turbid spear
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he probably already has one

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just doesn't know you need to assign it in unity

dry pollen
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Any good tutorials on how to make an avatar from scratch?

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I mean from modeling it to rigging to unity

turbid spear
fading verge
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HI

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got the spine

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but if i go in vrc my view shoots out of map

dense stump
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did you put the avatar descriptor ball between the eyes?

fading verge
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yes

dense stump
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Strange

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When u fixed the spine, did u do the thing where u replaced the old avatar in the project directly via naming it the same and saving over it?

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Cuz that can cause strangeness. Usually more with animations

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Other than that uh. Check ur shapekeys to make sure one isnt yeeting ur avatar

cunning willow
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Hey I this is classified as rigging but anyone know how to make a chain

opal river
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so, I assume having too much topology in an area that compresses would have negative effects just like having too little topology in an area that stretches would, right?

fading verge
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My knees buckle into my chest when I crouch in fullbody, is there an easy fix for this?

fading verge
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Why is my rigging going backwards

fading verge
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God this is irriating

drowsy wharf
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@opal river that really depends on how it's laid out, if the topology is close together and each part just compacts a little more, then it'd be fine. However if it's spread out and it compacts (depending on how much) it might look worse.
Generally speaking though, more topo is better, look at faces and mouths for a good example. They almost always have significantly more topo than other areas for a reason.

opal river
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okay

drowsy wharf
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@fading verge I'd guess your legs proportions are too long compared to the body. Also make sure your hip is straight up, and the upper legs are straight down.
Hip should also be above (slightly behind can also help positionally) the upper leg bones.

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@fading verge not sure exactly what you're saying, are you losing bones and weighting?
Or did you mean something else instead of rigging?

fading verge
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NAH

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oof

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nvm

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For some reason when i rigged the avatar

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i rigged it while the Z of the Skeleton was the wrong

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way

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i just had to flip it around and re-rig the skeleton

native shuttle
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is it okay to make the shoulder bone bigger or the arm bones bigger?

turbid spear
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Should be

drowsy wharf
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@native shuttle you can also just not have the shoulder bones "connected" to the chest and position them near the arms

sleek isle
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that model might not work that well in vrc. depend how you weightpaint the head you might see stuff appear in your field of view. you can always use stancil shader to prevent that but that another story

drowsy wharf
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you could also just make sure you have backface culling for whatever shader you use so you wouldn't see it either way (unless you slide out the back somehow)

native shuttle
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so dont connect the shoulders to chest? @drowsy wharf

drowsy wharf
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parent them yes, connect is another option you can change

finite current
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Make sure forearm is more towards front and knees more towards front or it make weird flips

errant elk
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i have dynamic bones on my avatar it works fine in unity but when i import it into unity there arent any

icy sail
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Im currently working on an avatar that has the blink set as a sperate texture as the open eyed and there is no animation for blink. I was wondering if there is anyway I can still animate blinking by swapping the textures

drowsy wharf
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@icy sail go check #animation I just explained how to do it for emission, a different eye texture is the same way

icy sail
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oki

drowsy wharf
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you don't need a different material for it in that case though, you can put them all on one material the way you do for a normal texture atlas...you just move a part back and forth

chrome jungle
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So ; I have two hands working fine on oculus / vive but bad on Valve knuckles

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Anyone would have some infos ?

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That's the result using knuckles :^)

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Update: nevermind ; The weight painting was bad and I didn't remember that I fixed it the lazy way with animations files :^)

steady patio
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@fading verge additionally, i would say that it would be fine if unity can interpret it as a humanoid rig, but because VRChat is fucking pissy about bone hierarchies and case sensitive naming i am not sure

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But it shouldnt be much of a stretch to turn that rig into a boring old armature

fading verge
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hmm im thinking that maybe that could work but im a fullbody user and I'd have to do some work in blender to make it ready for that @steady patio

steady patio
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Ah no it should take like 3 seconds

fading verge
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im gonna put my question here as well just in case uvu

steady patio
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FBT got better after some updates so dumb things like the CAT's full body dix are optional

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Really you only need to worry about hip and leg placement

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Everything else is proportions

fading verge
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ive tried models without the full body fix and they havent worked for me at least ;;

steady patio
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Weird

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Define not working

fading verge
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like, the hip will be displaced for example

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or the knees wont bend correctly

steady patio
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that just sounds weird

fading verge
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thats what it always did to me unless i made it ready for fullbody

steady patio
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Would still take 3 seconds anyway since the button still exists

fading verge
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but the problem is, is that i cant even add fullbody tracking as far as it seems because it needs specifically named bones

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and i dont even know where any of the bones are in here

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its not something im used to at all, like im used to putting in a model and seeing bones nearly right away

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im gonna try and export it as an fbx and then messing with it maybe? but itll take a long time to export as far as i know

drowsy wharf
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most likely you don't have the mesh parented to the armature, as the error states

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hierarchy helps

fading verge
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hmm im just not sure what all im gonna have to parent but i could try doin that maybe

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exporting it as an fbx isnt gonna work coz it just stays frozen

drowsy wharf
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well yeah, if the mesh isn't parented to the armature (and weighted) it's not going to move

fading verge
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it does move though uvu

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im wanting to just fix it so i can put it into vrchat

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and not have all the other components to it

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i just want the bones basically

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with the mesh

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not all the other components

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https://prnt.sc/ra2k0t this is what im trying to go for atm but this is a different model, not what im after atm. the other one has something specific i wanna use on it unlike this one

Lightshot

Captured with Lightshot

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otherwise i would use this one coz its ready to go basically

open lark
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I have a darumaka model and am trying to make the round little bodyhead act as the head, but all it wants to do is act as the body. all the rigging is there and in roughly an appropriate spot but im just having difficulty with getting it to work. Can anyone help?

sweet tundra
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my model is set as huminoid and has all the right bones, but it still tposes in vrchat

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any help

drowsy wharf
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go into play mode in unity and rotate an arm...if it doesn't move, weight painting most likely

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if it does move, did you assign all the bones in the humanoid config?

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and is the avatar descriptor on the parent of the armature and body mesh?

viral seal
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Can't see it on my end, but people have told me the bottom part of my legs twist around unnaturally.

wild owl
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I think you need toes?

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Even if they're not weight painted?

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"Feet

viral seal
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Might give that a shot then

iron chasm
steady patio
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Weightpainting

wild owl
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i have this issue, where if i use my model with full body

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the thighs sorta twist inwards kinda

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its not too noticeble but

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its very odd it does this only when i use fullbody

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and i have no idea how to fix

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is that common with fullbody, ive seen other fullbody models work fine vrcThinking

crisp tendon
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Can you show pictures of your armature in blender

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it would help

wild owl
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i made it like the other fullbody avatars

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so im really confused

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thank you in advance ruubic

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๐Ÿ’ž

crisp tendon
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ah

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well you need to connect your bones lol

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can't have bones floating around far away from their parents

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@wild owl

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But you should reimport that model with different import settings in the bottom left

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for armature you should not import leaf bones in this case

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and once you've connected the bones appropriately you should select them all and do "Clear roll"

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then select everything in object mode, Ctrl + A > Apply all transforms

wild owl
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sorry if stupid questions but

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what are leaf bones, and clear roll ?

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@-@

crisp tendon
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leaf bones are bones created at the end of bones, but they don't do anything, clear roll is just an option for bones in edit mode

wild owl
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ahh i seee

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thank you ruubic youre a life saver, ive been wondering about this issue for so long but always forget to ask someone about it

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i send pats as thanku

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๐Ÿ˜„

fading verge
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I've set up an avatar, and the voice visemes. But the visemes seem to be "low", since when I talk the mouth barely moves

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Is there a way to fix this? Preferably without going back to Blender?

crisp tendon
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Did you make the visemes that way in blender ?

fading verge
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I don't remember, it's been a while

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Is there a way to increase their intensity?

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Or at least see how far their range goes. I could just use a blend jaw shape with the one that opens up to an acceptable level

crisp tendon
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You can make it 100% then make a blend from mix, and increase the new one you created to replace the first one

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wrong channel xD

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@fading verge I can record a gif if you can't figure it out btw, not too complex

mild stratus
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I was confused by what just took place

fading verge
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That'd be nice. But could it all be done in unity?

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Or does it have to be in Blender?

crisp tendon
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a friend linked me a youtube channel of some dude making reviews for kids and some videos had half a billion views so my brain kind exploded lmao @mild stratus

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Yeah it needs to be in blender

fading verge
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Darn

crisp tendon
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Unity is just where you import/upload

fading verge
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Well if I've gotta do it in Blender I might as well just redo it. I know how, I just didn't want to have to go back to Blender and reupload it

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Thanks though

crisp tendon
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going back to blender 45 times is just one of the step of avatar creation Rad_cry

fading verge
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Yep

eager geyser
dense stump
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@eager geyser https://www.youtube.com/watch?v=IqUVFuSD5a4&t=1769s some of the stuff in this tutorial is outdated (we no longer need to make extra leg bones etc) but in there is a neckfix! it basically gives the head all of the rigging weight and it may help ur problem!

[September 2019 Update]: VRChat version 2019.3.2 makes my neck fix and CATs plugin's FBT armature fix (flipping hip bone and adding leg handle bones) no longer necessary. These tweaks don't break anything "yet" but they might in the future. Otherwise the rest of this guide (pr...

โ–ถ Play video
trail cedar
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can anyone here help me with getting multiple hair colors and shaders onto a model with unity or blender, Ive got them all created but I have no idea how to select specific mesh and apply the hair files to those spots

fading verge
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how do I rig? Can I also use genereic animations or do I need to get ones from the game/make them myself?

drowsy wharf
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@crisp tendon Just to clear things up, "can't have bones floating away from their parents" is not accurate. "shouldn't have them" is a better choice of words.

You absolutely can have disconnected bones for armatures. (commonly only in the case of hip > legs, or Chest > shoulders but others are fine too)
Disconnected leg bones wouldn't really matter, but would be hard to see if they are angled properly for IK solving
Technically speaking you could have them all disconnected, it just doesn't make sense to do that normally.
Unity sees the head of the bone, the tail, the roll, and the rotations, but the length doesn't actually matter. The tail is ignored other than determining where to point the bone in a humanoid rig. (which is what often causes achy breaky fingers if not set up correctly)

crisp tendon
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yeah my bad, the connected part is irrelevant, it was purely about having tail/head of parented away from each other was that resulting that behavior

drowsy wharf
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that's what connected is, head of child attaches directly to tail of parent when "connected"

crisp tendon
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But it doesn't need to be connected to be in the same spot

drowsy wharf
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like at the knee in the image before, tail of upper leg was separated from lower leg's head.
Technically fine, hard to see IK angle though

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fair point

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if connection was required I'd imagine the shoulders causing problems on a lot of models, though I'm not really sure of the VRChat IK method to be fair

crisp tendon
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The issue i had for s super long time was that my knees would bend by default and couldn't figure out why, turned out my Neck tail was 10cm away from my Chest head bone, and so the armature shrunk to make up that difference which made my knees bend

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yeah if that was a requirement everything would go to hell

drowsy wharf
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really? the neck being a slight distance off broke it? Definitely keeping that in mind
I'm assuming it's a full body issue?

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so the IK is assuming connected even though it may not be the case and distance might be in a model, but not for hip>leg, or chest>shoulder
That's surprising

crisp tendon
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it doesn't assume connected, just at the same transform location

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afaik connected/inherit rotation or scale is irrelevant once it's exported

sweet moth
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@wild owl saw the picture thought wait I know that avatar thought someone have ripped it

wild owl
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nop it me~

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hiya

kindred roost
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id t-pose it but i dont know how to

fervent hornet
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You would probably need to rig it first to tpose it so it may be time to drop mixamo and rig it yourself

wild owl
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put it into blender

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go into edit mode

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select the arm vertices

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and just move them so its in t-pose

kindred roost
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ok