#avatar-rigging

1 messages · Page 159 of 1

fading verge
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Okay, so, I think it's the "anchor" points (what the tube is suppose to connect to) that's messing things up.

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I removed those so I could focus on just the tube and this is what happened.

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However, I want the tube to "swing" from the top anchor and for the bottom one to move with the tube so now I need to figure out how to do that.

crisp tendon
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your bones need to be placed correctly too

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the head of the bone needs to be at the same height as the top edge loop

thick pike
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i mean, my tail isn't moving while i play any custom animation in VRChat, but it's have 5 bones already

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is this inactive, or what? ._.

fading verge
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Ninja, chill. You aren't entitled to an immediate answer, people help if they want to.

manic marsh
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wait, your tail is parented to the armature? you have to parent it to the hips

thick pike
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wut? i just described the situation more precisely so that they could help me solve it faster!

manic marsh
thick pike
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i move it to hips and try to test it again .-.

manic marsh
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👌

fading verge
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Top picture is with anchor weight paint (the black disks) and bottom is without anchor weights. Bottom has the tube flexing as intended but the tube's seams aren't staying with their respective halves.

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What would be the proper weighting to have the tube flex + have the seams stay anchored at the correct points?

thick pike
thick pike
sweet topaz
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Not sure how to handle rigging the hands.

fading verge
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There's a few programs which can rig up humanoid skeletons pretty well, though may have to make some adjustments depending on the geometry complexity/style of the model itself.

robust sparrow
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hello?

fading verge
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Replies/answers happen when they do. May get one instantly, in a few minutes, or several hours later.

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Just check back every so often to see if you've gotten one.

sweet topaz
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I can rig her myself. What hangs me up is how to properly parents the fingers to the hand bone.

fading verge
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I think you can parent specific vertices via vertex groups IIRC.

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But I'm relatively inexperienced with Blender so not sure what's the best path for doing that sort of stuff.

crisp tendon
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@sweet topaz What issue are you having ?

fading verge
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So I've gotten everything to work properly except the part where both halves of the tube meet now.

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The currently visible weight paint is for the lower half's connection to the black cap.

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So I've probably got conflicting weight paints which're competing for the lower tube's upper vertices.

sweet topaz
fervent hornet
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Those bone positions look fine? I'm unsure what youre trying to fix

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When you set parent you can keep the offset

sweet topaz
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Well that's good. I just don't know how to parent them.

fading verge
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Select the mesh, shift-click the desired bone, CTRL-P

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You can select automatic weights but results may vary.

fervent hornet
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He's just talking about bone to bone relationships, not weighting IIRC. If anything you still want CTRL-P

sweet topaz
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Right

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Got a little dotted line connecting them. That must be good.

fervent hornet
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Yep, that shows parent-child connections on displaced relationships

sweet topaz
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Cool. If that's acceptable, I'll take it, but with the armature there, I could see my fingers need a bit of work.

fervent hornet
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Acceptable isnt quite the right word as its the only way to do it. Wrists in video games are always 1 bone so you couldnt really connect it up to each actual finger

sweet topaz
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Ah, then that's better. It's nice whenever there's only one right way to do things.

crisp tendon
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If you want the best deformation, one trick i learned is to move the 3D cursor in between the selected edge loop around the bone tail

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then to snap the bone tail to the position of the 3D cursor

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that way it'll rotate around the best point possible

sweet topaz
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I got an idea on it. I model just fine.

sweet topaz
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I'm using the latest version of blender because it helps me adapt better. (Maya user) I'll bring it down to 2.79 to prepare it for VRC

crisp tendon
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why ?

sweet topaz
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I have an easier time with the UI.

last nest
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I thought I had fixed my knees (VRoid model) by aligning the knee joints with the hips and ankle (so that they just slightly bend forward at rest, and not forward and inside), but I guess not https://puu.sh/Ftpvl/6fe7b3e408.png

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Anything else I could be doing wrong?

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(Also any way for me to test out IK on the rig without having to upload the avatar?)

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(This is without FBT btw)

fleet widget
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(Also any way for me to test out IK on the rig without having to upload the avatar?)
@last nest check your unity "avatar" setup on the fbx(where you need to tell unity what bone is what). You kight want to add or remove the optional "feet". That fixes it for me most of the time.

last nest
inland lintel
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Basically, brought this model from mmd and it clips like crazy, as well as the ring just floating in the air beside it

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@last nest are they perfectly straight from the front? Vroid knees are notoriously bad for not being properly set up from the beginning

last nest
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@inland lintel I made sure they are in Blender yeah

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I mean I aligned them, and made sure they're slightly bent forward

inland lintel
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Maybe try to reduce the bend a bit? That's all I can think of

last nest
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I've tried playing around with the bend, but I don't understand why the IK wants really

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Is there a way to test this out in Unity? Uploading it every time and going in VR to try it takes a lot of time 😕

inland lintel
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Not that I know of

last nest
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😦

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I really just don't know what the IK expects

inland lintel
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Sometimes you just gotta take the L if you want a model

last nest
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I can't take the L if I don't understand what I have to do though lol, this model is really simple afaik, if I can't get this one to work I can't spend days working on my own and then having the same issue 😕

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I know some people talked about adding extra bones to fix the IK, but I couldn't find any example or explanation online either

inland lintel
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But yeah, I need some help properly rigging the clothing to stay on the body instead of clipping right throug

sleek isle
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@last nest you need to have the leg like this in front view if you want less issue

last nest
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Exact same problem

sleek isle
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you have to reaply the humanoid rig

last nest
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I've even tried really overexaggerating it, bending the knee joint quite a lot forward to make sure the IK picks up on it, same exact issue

sleek isle
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clear roll too

last nest
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@sleek isle Reapply it?

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I can't seem to apply anything the rig configuration menu unless I make a change

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(and I only make the changes in Blender, i assume only the mapping matters right?)

sleek isle
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you change the rig so apply generic and re apply humanoid

last nest
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@sleek isle What are we talking about, in Unity or Blender?

sleek isle
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unity

last nest
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@sleek isle Oh I hear you, I'll try that thanks

inland lintel
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Any tips on how to rig clothes to an avatar?

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To where they don't clip

last nest
rain frost
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learn this and then, observe your model structure

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paint where its supposed to be painted so that Your jacket or things can move with your body

inland lintel
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So like, copy my model structure onto my clothing?

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Body weight paint, I mean

rain frost
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yes

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that would be correct if you are gonna throw your jacket onto your character's body

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it would use the Body for the clothings too if you want it moved along with your body

inland lintel
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Hoo boy

rain frost
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@inland lintel However If the jacket was already rigged you can do some short cut keys to automatically apply it to your model

inland lintel
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Oh

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My coat has no weight painting at all

rain frost
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welp

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the hard way it is. Unfortunately.

inland lintel
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kill me

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the biggest part of my entire model

rain frost
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it will be worth it

inland lintel
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I know

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Still gonna suck tho

rain frost
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you'll be fine

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everything is not perfect so you'll have to come back and check it each time

last nest
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You mean you have a coat that isn't weight painted, and you want it to match the body?

inland lintel
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why does god despise me

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a single shin with weight paint

last nest
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You can transfer all the weights from the base model

inland lintel
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how so?

last nest
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Also you can automatically rig parts of it, and just do the cleanup manually

rain frost
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Thats Only if the jacket is rigged.

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not sure if you can do it the other way though

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also future reference. Alt + Prnt Screen > Ctrl + V here in this chat will ask for you to upload a screenshot of your application for easier screenshot explanation.

fading verge
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Fooni do you have a video you like for rigging from scratch

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I think nows the time for me

inland lintel
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wait what the hell

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it copied the weight painting underneath it onto the coat upon exporting from mmd but it still clips like crazy

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Both the coat and the arm underneath it are weight painted

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I unintentionally engaged hard mode with this coat ngl

sweet topaz
crisp tendon
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are you sure it's your hip bone ?

sweet topaz
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It's supposed to be. I'm looking around for guides.

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Maybe I could grab any MMD model and look at how the armature's built. Work off that.

sleek isle
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yes

sweet topaz
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This model of Len shows the hip bone separated from the spine.

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Seems okay though.

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Yeah if I have any issues, I'll be able to fix it.

drowsy wharf
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@sweet topaz The small end of the bone is where the child should be connected to, yes. The head of those leg bones is probably too high, and the hip is DEFINITELY too low. The Head of a bone (the large end) is where it rotates around.
Your hip should also be above the leg bones for things to work properly, not below them.

sweet topaz
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Okay, this is good info. I have more work to do then.

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The rigging process is going to be the most difficult part since my classes barely covered it.

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We just used Mixamo and went straight to animating.

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That'll sort it. Thanks! I also saw somewhere that it's better to make sure the hip, spine and chest bones are completely straight.

fading verge
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m\

inland lintel
drowsy wharf
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@inland lintel isyour leg completely straight on the Y axis? (depth)

inland lintel
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i'll check

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how do i check?

drowsy wharf
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it should be straight on X axis (left/right), but should have a small bend at the knee in the correct direction.

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You can compare the numbers of head/tail of the upper and lower legs.
Hitting numpad 5 will toggle orthographic, and num3 will look from the side too

covert heart
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ok which performs better blender 2.8 or blender 2.79?

sweet topaz
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Have you messed with Maya before?

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Blender 2.82, what I have right now, really works for me because I have prior Maya experience. They made the ui more industry friendly, but if you haven't used blender before, it wouldn't matter too much?

To keep with the channel's theme, I've found it easier to rig my model in 2.82 than in 2.79.

fervent hornet
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You should only use 2.79 if you've previously used it. If you are new to the scene you should use 2.8x

sweet topaz
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Correct.

sweet topaz
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I don't seem to get local, global, and normal rotation.

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Ah, alright.

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Hang on. In pose mode, I use local orientation and it looks straight.

sweet topaz
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Okay, so far the thumb rotates correctly on the Z axis, while the fingers are on the X axis. Should they rotate on the same axis?

plucky thicket
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would it be possible to rig my model that doesnt have a jaw currently to have one?

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for lip sync

plucky thicket
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and if so are there any good tutorials

ionic sinew
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Does anyone know whats going on with the rig here? Would it work in VRCHAT? I have a model I'm trying to get working with a Poncho, and found this while looking for references to stop the poncho from clipping on her arms.

leaden ether
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hey does anyone here know how i can avoid this? i've never had any avatars fuck up their legs like that
i also tried fixing/moving/rotating the bones in blender manually, rotating them in unity, moving them and everything else i could think of that wouldnt require me to remake the whole rig from scratch

fervent hornet
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@leaden ether Show orthographic images from the front and side in blender to show rigging

leaden ether
fervent hornet
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The legs cannot be bent backwards like that, the leg bone should be straight down and then the knees bend forward

leaden ether
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ah ok, thanks a lot ill try to do it and see how it goes

fervent hornet
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Also this is helpful if you didn't know about it https://docs.vrchat.com/docs/full-body-tracking

sweet topaz
crisp tendon
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you have local and global rotation

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and 3D cursor based rotation

plucky thicket
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Anyone know a guide to help me rig the jaw of my character

sweet topaz
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I know that, but wouldn't it be better if the fingers curled on the X axis rather than the Z axis? Does that matter too much?

fading verge
crisp tendon
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Nah just look at the fbx import settings for bones

sweet topaz
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Oof

fading verge
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@crisp tendon

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no like

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the original rig is fine

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but it dont work

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with vrchat

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i can dm you the file if you wanna check it out

crisp tendon
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you just need to merge bones to end up with the correct armature

plucky thicket
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so im guessing i just have to figure out mouth rigging myself

last nest
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How do I prevent Cat's plugin from deleting my bones?

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I have some extra bones (no weight, and seem redundant) just to simplify dynamic bones, but when I fix model it deletes them, even if I turn off "Connect Bones" and "Remove Zero Weight Bones" in the settings

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(Same if I enable "Keep End Bones")

steel dragon
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nooblet question; "This avatar is not imported as a humanoid rig and will not play vrchat's provided animation set" I remember switching it from generic to humanoid once on another model just a few minutes ago but the drop down menu is suddenly gone, how TF to i find it??

last nest
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FBX asset in Project folder, Tab "Rig" under Inspector

steel dragon
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:?

last nest
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Click on the asset, then under inspector there's a rig tab

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If it's not there for you send a screenshot maybe

steel dragon
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yea theres no rig section

last nest
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Well Unity just decided to die on me in a similar way just 5 minutes ago, maybe try WIndow -> Layout -> Default and see if it's there

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You're selecting the scene actor

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You want to select the actual asset

steel dragon
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well i selected something and everything disappeared blargggg, i dont know if i can do this

last nest
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Click on the "Untitled" asset at the bottom

undone quarry
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"this avatar does not contain an animator " can someone pls help me with what i am ment to do

dense stump
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Idk if u figured it out yet buuut-
@undone quarry Click on your avatar root in the hierarchy (its the name of the avatar usually, with armature and body under it), in the right on the inspector, click add component. Type in animator. Click it when it pops up. Bada bing bada boom

undone quarry
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thanks i will do that when i get the free time

onyx hatch
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So i'm having this issue, that my right leg somehow randomly twists around. I guess this has something to do with rigging, but cant figure it out. Do you guys have an idea why this might be happening?

onyx hatch
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fixed already

undone quarry
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ok so im having problems with my avatar that it is not able to use vrchat animations like walking anyone know what i did wrong

deep heart
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Delete that upper chest bone

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It says neck should be neck, but you have neck as upper chest

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I think you should consider opening this model in blender and use CATS plugin

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It will tend to fix hierarchy issues like what you ran into

undone quarry
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ok thanks

willow flame
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Howdy, the control panel states that I need to have my head, feet and hands bones mapped before I can export; but I already have them mapped. Any ideas?

mild stratus
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Map your chest.

willow flame
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The model sadly does not have a chest bone, just spine and shoulders

mild stratus
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You'll have to add one.

willow flame
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alright, thanks

fading verge
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how do i adjust bone length?

mild stratus
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Scaling.

fading verge
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scaling?

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where do i do that?

mild stratus
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In blender, the 's' key.

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You will need to be in 'edit' mode.

fading verge
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ty

fading verge
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what does one do when it tells them that the angle of the thigh and pelvis bone is around 90 but should be 180?

mild stratus
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You can mostly ignore it.

true cipher
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Quick question.

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I export my MMD avatar from blender 2.79 as an FBX and it never had any bones when rigging in unity

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ive re-installed etc

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Ive often resorted to simply saving the .blend file and rigging from that in unity, which worked

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but the new 2018 blender requirement doesnt let me rig the .blend files like 2017 did

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and since I can export FBXs properly I cant rig at all

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I would like to know why my blender cocks up when attempting to export FBX mmd models.

wild crater
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Hello people. So my avatars arms continue to clip in the body if they point directly downwards, so I was wondering if there would be a way to limit the angle in which my arms can rotate downwards.

fervent hornet
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You should just change the idle animation. An example (and default) can be found in Assets/VRCSDK/Examples2/Animation

wild crater
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Oh. Never thought of that. Thank you

topaz dagger
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Heyy queen

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So basically i might need you to hop in a call with me so i can explain it fast i don't want to waste your time

rain frost
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Hm.....

topaz dagger
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I mean i'm not forcing you

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It would just be so much easier for me

rain frost
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its fine i will

fading verge
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Struggling with this again

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Which of these do I need to adjust so the the tube flexes properly?

turbid eagle
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probably the first line of vertex should unpaint it leaving it blue i guess

fading verge
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Okay, think I got the tube 100% working as intended now!

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But now I have this issue

turbid eagle
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can you zoom out a litle to see more?

fading verge
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I'm wanting the bottom-most section to stick to the tube.

crisp tendon
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Is it modeled that way ?

turbid eagle
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@fading verge
1-Unpaint the bottom vertex of the bone showed on your first image.
2-Select the next-down bone, select the previously unpainted vertex and paint it again.
hope this works

fading verge
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Think I need to do something with the actual shell segment now.

turbid eagle
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do you manage to solve the rig problem?

fading verge
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I think so?

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I just need the bottom-most part to stick to the tube but the tube itself seems solid now.

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I know I'm close to figuring out how.

turbid eagle
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if something happens, @ me

fading verge
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I think it's something involving the lower tube's weight painting. The shell bone seems to fine.

fleet compass
fervent hornet
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I would straighten your thigh bones and delete the toe bones

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Also your spine is really small so you should normalize it compared to the chest

fading verge
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I've heard that moving the knees forward and the ankles back can help with that issue.

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And maybe wanna fix the toes bones or remove them entirely.

fleet compass
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im gonna remove them, as they arent needed

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yeah the rig was... terrible before

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hip was below the thighs and sideways

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i tried to fix it as best as i can

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ill do both of what yall said, ill let you know if it fixes it

fading verge
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Well, think I finally fixed the issue after a total shot-in-the-dark.

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That's all I had to do.

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Other two layers are left as I had them before. Shell doesn't have any paint for the tube itself.

mortal epoch
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can anyone help me with a leg problem with an avatar?

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im trying to get into the avatar making thing, and I started with a Rainbow Six model, but the legs keep going bow legged when i crouch

sleek isle
static blade
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Do the fingers on the rig have to be completely straight for Unity to consider the rig to be in a T-pose?

eager geyser
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even if they're not you can hit the enforce t pose button and it might just do the job itself

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@fringe citrus thanks a lot for your rigging video. I had a question about the armature if you don't mind me asking

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are all bones from hip to head supposed to be perfectly vertically alligned? something like this?

static blade
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(Ah thank you that worked quite well)

fringe citrus
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@eager geyser I can't say for sure, but I'd recommend having a slight backward corner between the spine and chest bone

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That's the configuration in tpose-new.fbx in the sdk. I tried doing testing with it both ways, and couldn't get a 100% fix for the issue that it would make sense if it improved (which would be your chest sometimes snapping around strangely when you spin around)

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It's also possible that it would influence the "kink" in the spine there when it needs to compress under IK, you'd probably want it to bulge to the back rather than the front to avoid the chest puffing up too much

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But yeah, dunno for sure. Also not perfectly straight would probably make sense so it maybe doesn't break down when it tries to compress under IK. I don't have any testing examples to back that up though 🤷 just would makes sense that it could cause a problem

eager geyser
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yeah I sorta have this issue in fbt in which when I lay down the chest feels like it's higher than it should be

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looking at the tpose-new.fbx in blender I notice that the neck is also tilted forward, do you think I should do the same in my avatar or keep it perfectly vertically aligned with the head and chest? @fringe citrus

fringe citrus
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@eager geyser I'd have it tilted forward (the neck) I basically go when in doubt go with the relative orientations from tpose-new.fbx

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an exception being the hip to thigh alignment

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hip should be closer to straight above

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the alignment in tpose-new.fbx actually causes a slight tilt

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but still advisable to be very slightly behind for the reasons above

eager geyser
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you mean this one right?

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oh

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nvm

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default armature was something like this

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you mean it should be even more slightly behind?

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like

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yeah just rewatched the video

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nvm thanks

fringe citrus
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@eager geyser I was afk yeah I mean above it and slightly behind the vertical line that would extend up from the thighs*

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You want the line you'd draw from the thighs to the hip to basically point straight up, but be mathematically behind, could be imperceptibly so visually

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could be .0001 behind or something if you wanted

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and even then I'm not sure, but rather than recommend exactly above I'm recommending the same relative direction as tpose-new.fbx just because I wouldn't recommend differing from that unless I've uploaded test avatars to confirm you should

sleek isle
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the top of the thigh to the bottom of the chest are all mathematically on the same value. dont think they have issue

fringe citrus
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but having the hip bone that far back causes a hip tilt. I've tested with avatars to confirm that, but otherwise unless I could test a reason not to I'd recommend keeping the same relative offsets as in there

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but it's kind of an "if you want my recommendation" thing there. If you're not specifically trying to fix something, and you don't end up with issues with it being mathematically straight for the spine chain, go for it

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and actually if you think you ended up with more issues from it being straight I'd want to hear about it. I just don't* wanna go recommending something without a basis/evidence/tests. So if you want my advice, stick with tpose-new.fbx relative offsets except get the hips much closer to directly above thighs

fading verge
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are there any extra bones to be added for better full body tracking performance? by that i mean like extra bones in the arm for example that are weight painted to a specific part of the arm. ive messed with some rigs and meshes like that but im not sure if it actually affects anything.

fringe citrus
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you can add twist bones

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that's not specific to fbt though

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I'm in the middle of updating my stuff for that now that vrc supports it

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pretty exciting and apparently the constraints that give this support are really low performance impact too

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I'm wondering if you could make like a 3 bone (1 per axis) setup like in your head, and then constraint weight a bunch of different hair parts to rotate various amounts inheriting a bit from each axis from the 3 bones as appropriate

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as long as they didn't need to be in long chains, you could get a lot of usage out of just 3 dynamic bones

fading verge
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but does the extra twist bones actually benefit or look better or something?

fringe citrus
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oh yeah

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much better under certain rotations

fading verge
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ah. gonna start rigging my mesh from scratch so was wondering about that. idk how i would do the weight painting for the extra twist bones so im just startin with the basic ones.

fringe citrus
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basically you need for example your arm to be moving solidly with your bone when you raise your arm or it'll bend like a noodle, but when you twist your arm it should have a smooth falloff

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you can either use vertex masking and paint a gradient, or do a hard chop of the usual weights for that part of the arm and give half of it to the twist bone, then use the blur tool to smooth it out trying to make it look how a twisted muscle would look

chilly acorn
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Hey, I'm new to making avatars, and this has probably been asked 1000+ times. But one of the ears on my avatar isn't staying on the head when I turn it, and I have no idea how to use blender. Any suggestions?

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The ear isn't attached to the head bone, but no matter what I do, it wont attach.

fringe citrus
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it's likely the ear isn't weight painted to the head

chilly acorn
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the whole ear is blue, I'm guessing that means no

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(in weight painting mode)

sleek isle
fringe citrus
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@sleek isle DRR... DRR... DRR...

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@chilly acorn in edit mode select the ear

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all the vertices of it

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then under "Vertex Groups" in the data tab of your body mesh (looks like a little triangle)

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find the vertex group for head

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and while still in edit mode with the ear selected click "Assign"

chilly acorn
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The vertex groups tab is empty

fringe citrus
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oh

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uh is it a separate object?

chilly acorn
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Yeah, both ears are

fringe citrus
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but one moves with it?

chilly acorn
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yeah

fringe citrus
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does your other ear have vertex groups?

chilly acorn
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Yeah it has the head group

fringe citrus
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If the nonmoving ear mesh is parented to your armature just like the moving one, you can click the little + on the vertex groups tab

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(on the nonmoving ear)

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and make a vertex group exactly named the same as your head bone

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and then assign while in edit mode

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to that

chilly acorn
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That worked!

fringe citrus
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👍 nice

chilly acorn
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Thank you so much

fringe citrus
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no problem

thick pike
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any ways to copy one part of weight paint weights and past it in over side of model?

vivid temple
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Mirror weight painting to another side?

thick pike
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yeah, but i have weight already on the one side

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can i just copypast it for another one? ._.

vivid temple
#

I don't know if there is a way.

#

Look it up on google

thick pike
#

so, i did something wrong, i think

vivid temple
thick pike
#

heh, it's for 2 same things, like arms, but i need to select half of the chest part and somehow to copy weights in mirror mode to another half part of chest...

inner cedar
#

Can anyone here help with Mixamo?

#

I made a symmetrical character, but it's deforming asymmetrically.

#

Only one side. So the left side looks normal, but the right side looks like a Resident Evil boss.

chilly acorn
#

Will it cause problems if while configuring in Unity, the bones aren't named things like Hips and Chest?

sullen sinew
#

i am having a issue with one of my models keep having this issue i cant seem to fix

hoary mulch
#

Will it cause problems if while configuring in Unity, the bones aren't named things like Hips and Chest?
@chilly acorn you can set up the bones manually buit thats a pain.

What i recomend is
Mixamo/Blender-Cats Fix model/ ExportFBX and then unity

#

that way it works, if you what the eye tracking and visems that would be before FBX export, dont know how advance your setup will be

kindred berry
#

Not really an avatar specifically but seems to be a rigging issue anyways
In unity 2 specific bones are not rotating on the proper axes when setting them in an animation (one of the bone transforms pictured, it's supposed to pivot outwards from the edges only), it rotates kind of in the desired direction at first but then goes off at an odd angle.
In blender the bones are set properly at 90 degree angles and the roll on the bones is not messed up to my knowledge so i'm at a loss for what I can do to fix the rotation without having to use all 3 axes to get it to rotate in a single direction

wise dove
crisp tendon
#

How does your armature look in blender ?

wise dove
crisp tendon
#

yeah there's too many bones

#

run the cats fix

wise dove
#

how?

#

semi new to this shit

crisp tendon
#

cats is a blender add-on, you install it and there's a fix model button

wise dove
#

aight

mystic mesa
#

I have a question, What would cause your leg's to twist inwards but you can only see this issue when you try to go in full body? Everyone else can't see what I see. No one see's my knee's and upper leg's like this, They say it look's normal for them. Like when I twist my own leg like this, they say it looks fine but for me as you can see that is not the case. I just want to know what would cause this?

fervent hornet
#

You should clear your bone rolls and maybe think about adding twist bones with the new constraints

eager geyser
#

@fringe citrus tried copying the hip/spine/chest bones from the vrchat t pose fbx but now it caused a new problem when not being in fbt

#

basically when I walk forward, after I stop, it's like my chest/spine bone tries to adjust itself leaning forward after I stop walking

#

was thinking if it could be because the spine is tilted backwards or the chest tilted forward

#

I've had this on other avatars but not this exagerated

hoary mulch
#

i just check again and now i see that in unity the shape keys are not working, they do work in blender and if i import the fbx to another blender file, but not in unity
am i missing an option somewhere importing or exporting?

raven folio
#

Not certain this is the right place, but apparently I can have proper ik legs for a multi-legged creature (eg a spider)?

hoary mulch
#

yes search for final ik tutorials

dense stump
fervent hornet
#

I have a discord about it if you have questions, linked in the video.

raven folio
#

Ah, thanks

median sentinel
#

Anyone able to offer some advice? I'm trying to give an avatar an idle animation in Unity (eye blinking to start with), but as soon as I do my avatar turns to the side and crouches up into the test position

#

To my knowledge I'm only creating keyframes on the eyelids but it breaks the whole avatar

dense stump
#

@median sentinel Unfortunatley the idle animates your entire avatar while idle. So if you look into the vrchat's default idle, it has it animated to stand. So when making an idle, it's easier to edit an idle that still has the avatar standing up. There's a base in the description of this video that ive used! https://www.youtube.com/watch?v=YzplHWQHGoc&t=403s

This will help you on your journey to make custom Idle Animations, so take it and stuff.

https://drive.google.com/file/d/1Fe_s2LSkKayGxFUWn7YCtcG13O1AyKLW/view?usp=sharing


I make stupid VRChat videos.

Discord:
Jade#0008

-----------------------...

▶ Play video
#

u basically just use the base and then add on whatever you want it to do. ezpz lemon sqzy. dont forget to set it to loop if u want the extra stuff to occur more than just once when ur avatar loads

median sentinel
#

Thank you, I'll take a look now 🙂

#

(Why does Greyhound have to have such an alluring voice?)

dense stump
#

(it adds to the learnin-)

median sentinel
#

Skipper (or perhaps is it Melon? 😉 ), was it deliberately set to an offset of 403s? The steps Jade / Greyhound goes through is exactly what I've been doing

#

I think it could be that my avatar doesn't have a base pose

#

(That could be bulls*** though, I'm a novice)

dense stump
#

(NICE) and wdym an offset of 403s?

median sentinel
#

The video link you provided starts part-way through at a part where she creates an animation controller and sets that as the idle animation

dense stump
#

Oh! No that wasn't on purpose, I had just pasted it from my browser. Apologies I didnt notice!

median sentinel
#

No worries, I'll watch the whole thing 😁

dense stump
#

but basically the idle animation she links in the description is basically the default vrc one. So it'll already have it standing. U can then download it, and just edit it to add onto it whatever you want

median sentinel
#

Oh. :derp:

median sentinel
#

Skipper, thank you bud, that's gotten me going 🙂

dense stump
#

Welcome! Glad to be of help!

#

Dont forget to set the animation to loop if you want it to repeat btw-

fringe citrus
#

@eager geyser That looks like tweening between the walk/run animation and your pose you've bound in full body. One thing I'd note is it looks like you copied the really really short chest bone from the tpose-new.fbx. It's hard to rig with a chest that short, when I was saying the relative offsets I meant what's in front of what etc... not to the point of getting all the bone lengths the same. I think your old bone lengths in the very first screenshot you showed me looked really good. Also is your neck bone pointed forward in the armature that causes the chest puffing video you showed? I should probably do more testing with exaggerated spine-chest joint angles to see better how things break. Anyway, this one looked really good: https://discordapp.com/channels/189511567539306508/390924372782612480/697739248106733618 I'd say try that with the tail of the chest bone / root of the neck moved back very slightly ( like .001 ) to have the neck point forward, and then have the tail of the spine bone / root of the chest moved back about double that amount (so like .002) to provide a very slight backwards corner there. If that still causes the chest puffing then you can try straight again, or possibly have the corner point forward. I'd be interested in your results if you try a bunch of configurations.

fresh granite
#

anyone know how to rig non-humanoid avatars? i'm new to this as a whole, including blender, so i need help with rigging this.

eager geyser
mossy talon
#

Who can rig my avatar for pay?

#

I need someone to rig my avatar'

formal temple
#

@mossy talon What kind of avatar is it?

mossy talon
#

@formal temple Rose head with a normal human body

formal temple
#

Is the model already made and everything?

#

Or are you asking for one to be created

mossy talon
#

@formal temple

formal temple
#

Oh yeah I can do that totally

mossy talon
#

How much?

formal temple
#

Wait lemme move this to the dm

#

I feel like we're filling the channel too much

eager tusk
#

Can anyone tell me if this is problem with vertex groups or something else? Feet keep clipping out of shoes whenever i turn to the side.

#

Should i cut knee vertext groups to the green line to fix this problem?

velvet copper
#

you've got a bunch of doubles

#

merge by distance on all and also try alt+J

marsh mango
#

my model moves up and down slightly when going in and out of sculpt mode for blendshapes - is this a rigging problem or a blender thing?

velvet copper
#

might just be that the viewport isn't identical in both modes, the centerpoint is different, it's normal

marsh mango
#

ok thanks

#

inner ocd in me is acting up

#

will it effect my visemes?

#

entering sculpting makes it crouch, so dont want blend shapes to act up with it

velvet copper
#

it's just the camera dude

marsh mango
#

k

crisp knoll
#

i need help to put cloths on my character

languid briar
#

i got my model fully uploaded and everything went find but when i used my headset i couldnt move my arms or head or anything using my actual body

#

halp

mild stratus
#

Make sure the rig is set to 'humanoid'

languid briar
#

it was

mild stratus
#

Also make sure there's no errors.

languid briar
#

errors wher

mild stratus
#

Click 'configure'

languid briar
#

all the muscles work

#

all the sliders from the muscles and settings slider work

mild stratus
#

I there anything in the SDK?

#

And are there custom anims?

languid briar
#

where do i check that

mild stratus
#

On the SDK panel.

languid briar
#

the vr chat sdk?

#

the tab on the top?

#

next to component and tools?

mild stratus
#

Ye

languid briar
#

all i see are

#

splash screen show control pannel utilities and help

mild stratus
#

Click 'show control panel'

languid briar
#

ok

mild stratus
#

Are there any errors or warnings

languid briar
#

nope

#

heres a closer look at the model

#

maybe the bones are weird?

mild stratus
#

They look fine

languid briar
#

like maybe it doesnt know what to do about the shoulder cloak

#

there doesnt seem to be a large bone inside the head

#

is that maybe it

#

but the arms dont do anything either

mild stratus
#

Make sure there is no dyna bone script on the arms, legs, head, etc. and make sure you have no custom idle anim

languid briar
#

is there a custom animations tab

mild stratus
#

No.

#

It'd be in the inspector.

languid briar
#

i dont see anything

#

i doubt it

#

it was just a pmx file

mild stratus
#

send a photo of the inspector.

languid briar
mild stratus
#

exit that and go to the scene.

#

The one where you uploaded the avatar.

languid briar
#

what

#

what do you mean exit

#

its just a menu

mild stratus
#

select the root of your avatar.

languid briar
#

this?

mild stratus
#

the parent of that.

languid briar
#

how do i get to the parent of that what does that mean

mild stratus
#

The one named 'untitled (clone)'

languid briar
#

oooh

fervent hornet
#

Where's the avatar descriptor?

mild stratus
#

There's no custom anim.

#

No, there is

#

I'm a noob

fervent hornet
#

No custom controller is fine IIRC

languid briar
#

did it not save i remember putting it in

#

ok i re added it @fervent hornet

fervent hornet
#

Check to see if that works then, everything else you posted looks fine.

mild stratus
#

There's an animator, that'd be the problem/

languid briar
#

the one that said male i just set it to none

fervent hornet
#

That's your problem then

languid briar
fervent hornet
#

We have a default male and female animation set, if you set none you have no animation set

languid briar
#

what

#

soooooo

fervent hornet
#

Just set male

languid briar
#

having the male set wasnt the issue?

fervent hornet
#

Was the problem arising when you had male set or none set?

languid briar
#

male

#

not sure if the vrc avatar descriptor even got saved

fervent hornet
#

I can promise you having set as male was not the issue so just leave it on that

languid briar
#

wwtf

#

i uploaded it and a red error appeared and then disapeared

#

like in the previous image liek the yellow exlamation point but it was red

fervent hornet
#

Just see if it works in game

languid briar
#

k gonna check

fading verge
#

how make skirt work

#

got now how make less floopy

warm smelt
#

I know I can probably get away with it in Unity by just clicking reset pose in the rig configure view, but like...

fervent hornet
#

Just move the tails of the bones to the tips of the fingers in edit mode

warm smelt
#

its not just the fingers

#

Its every end bone

#

Every end bone is rotated by 90 degrees in relation with the parent bone

fervent hornet
#

If you haven't made changes you can try reimporting it. There's an option in the import settings that helps with this iirc

warm smelt
#

so

fervent hornet
#

Main problem is a lot of programs don't have tails on their bones so blender guesses

warm smelt
#

I re-imported the original FBX on top but with automatic bone orientation enabled

#

deleted everything but the armature

#

deleted the current armature

#

and set the mesh' armature modifier to the new one and re-parented it

#

and that did it

fervent hornet
#

Oh so you're good now?

warm smelt
fervent hornet
#

Easier than manually fixing every bone, good luck with the avatar

warm smelt
#

thanks

hoary mulch
#

how they make the orb sphere /powers smooth follow the hand without the script??

#

i tried dynamic bones parenting but its not the same result

fervent hornet
#

You need to be more specific. Do you want an object to follow your hand?

#

Best way to do it now is via parent constraints

hoary mulch
#

no no that part i can do, my question is the delay follow, like its floating around

#

its easy to do with a script, but vr chat doesnt let you upload with custom made scripts, as far as i know

fervent hornet
#

Yeah no scripts. What object are you trying to do? If its some sort of energy/powers you can have a particle system in your hands where the particles are attracted to their home but are in world space

hoary mulch
#

that souns promising, can you link me a good tutorial or how should i search for it?

#

because i think you cant smooth follow complex prefabs at all

fervent hornet
#

For a complex prefab I would still recommend dynamic bones. Make a zig zag of empty game objects and set the elasticity lower so it drags behind. I dont know of any videos about this topic though

compact pagoda
#

hot question for anyone

#

i've already set-up the avatar for VRChat use but it's got some custom emotes/expressions (i presume) that i have yet to actually put in

#

how would i go about doing that

molten tulip
#

how to create separate roots for back hair bones and front hair bones?

#

instead of parenting them together in one root hair bone?

somber flicker
#

My buddy and I are working on this avatar and it seems like we're having issues with the rig, where his hand is the top of his head. Why would it be leaning forwards this much?

rapid mauve
#

@molten tulip create 2 new bones Hair rt_front & Hair rt_back - parent them to head - then reparent bones for hair to new root bones

rapid mauve
#

just the back

arctic elbow
#

Having issues with index thumbs up ect. Follower the rigging guide lines and it all looks perfectly fine in unity. But in game.. bleh. Any ideas and suggestions would be appreciated as I've ran out of ideas.

molten tulip
#

how to rig an avatar's foot with long heels/shoes? my avatar's high heel just sinks down to the ground

rapid mauve
#

@arctic elbow if you have intention for gesture with thumbs up you can edit there with Pavo Studio muscle editor - also vrchat default avatar hand bone group you can check with blender

arctic elbow
#

@rapid mauve 99.9% sure that the index controller ignores anything put in the override fields for hand related gestures and is locked to rigging. Correct me if im wrong.

rapid mauve
#

Ahh index / knuckles controllers - not have any exposure to them so idk

spare herald
#

drag the hip up in rigging window and use tpose override to see if its still sinking

#

@molten tulip

molten tulip
#

@spare herald is it in blender or unity? because I'm not so experienced using either software

spare herald
#

you can do it in unity

molten tulip
spare herald
#

yes

#

and drag the hip up to where the heels dont clip through the floor/grid

molten tulip
#

ah okay

fierce carbon
#

Does anyone have that reference sheet for how to properly name the bones for unity in VRChat and the requirements ?

sleek isle
#

@arctic elbow For the index what you can do is un assign the 3e bone. in the humanoid armature and manually rotate it

arctic elbow
#

If im getting you correctly you mean un assign the thumb distal or last bone in hierarchy then just tweak it a lil soo that bone basically gets ignored. Can probably even animation override it. Thanks for the help if so.

merry estuary
#

It's in pinned messages @fierce carbon

fierce carbon
#

thanks

fading verge
somber gale
#

someone please help

crisp tendon
#

@somber gale It means those vertices have weight paint of another bone on it

somber gale
#

thank you!

kindred hound
#

Good mornings ^-^
Was wondering how to add rigid body thingy to make move with head?
Has trieds to so far, and sort of moves with but will not look up or down along with head so is lil confuseds 😦

kindred hound
#

Ooh has got to works, needed to disable kinematic thingy :3

fading verge
#

Daily dumb question of the day, any idea why the bones of the tail dont appear?

fervent hornet
#

The configure menu only shows bone to bone relations, since tail bones dont exist in unity it cant show you where the bone is going

#

The _end bones are created by blender during export if you leave "create tail bones" checked

fading verge
#

Okay, thank you, so by making it not create that _end piece from the last bone it should work properly?

fervent hornet
#

It should work properly regardless

fading verge
#

Okay so no problem there, I guess my issue is when applying dynamic bone to the tail, the part where the bones aren't appearing dont move with the rest of it

fervent hornet
#

Like completely static? That sounds like a weight painting or parenting issue

fading verge
#

Okay thank you, Ill look into that

stable vessel
#

Hi everyone! I spent the last few hours (8) trying to make ADAM from Unity VRC compatible. I imported him into blender, decimated and optimized his meshes, and redid most of the rigging as it was in no way compatible with VRC or even FB IK. I then weight-painted the individual vertex groups, except for the arms and head, as I first wanted to see how the lower body and shoulders move. So I exported ADAM as .fbx and imported him with some basic materials into unity (2018.4.20f1, + VRC-SDK v.2019.09.18.12.05_Public). After I converted ADAM into a humanoid rig, I was greeted by this monster. Does anyone know what might be wrong? Is there a hidden offset in the bones? Wrong coordinate space? Tiny goblins who mess with his bones? Any help with this is very much appreciated! Thanks!

fervent hornet
#

Post your bone heirarchy as well

#

Does it tilt when you enforce tpose?

stable vessel
#

Gimme I second, I will try that 😄

#

Here`s the bone hierarchy

fervent hornet
#

No right shoulder either

fading verge
#

@fervent hornet Hey just wanna say thanks, turns out the toes and tip of the tail had no weight set vrcLike vrcLove

stable vessel
#

@fervent hornet Oh you're right! Hmm, thats odd. I'll check on it quickly

willow flame
#

Hello, my model throws me this error about bone hierarchy but Spine3 (the chest) is the parent bone, or am I missing something?

stable vessel
#

@fervent hornet Unity does not recognizue the upper arms. Maybe this is because I added "wrist-bones" which unity interprets as the forearms?

#

@willow flame I think you may have too many spine-bones. VRC needs 1x pelvis > 1x spine > 1x chest > 1x neck. But take my advice with a grain of salt sice I am struggling too rn ;D

fervent hornet
#

Wrist bones are fine, you know you can manually fix the bone selections in the configure menu right?

stable vessel
#

Yes, I tried to select the arm bones but unity just tells me that the arms are supposedly ntot parented to the shoulders. (I just checked in blender, they are correctly parented.)

fervent hornet
#

Show me your expanded hierarchy in blender

willow flame
#

I've worked on previous models with the same number of spine bones, so idk 🤷‍♂️

fervent hornet
#

You can have more than one spine bone but they are ignored when properly set

stable vessel
fervent hornet
#

Yeah dunno what to tell you dude it all looks fine. Maybe try on a fresh import

stable vessel
#

I'll try. Thanks a lot anyway!

#

fresh import, same result. It seems like unity is ingnoring the arm-bone. IDK why it is doint this. Maybe it is because of the missing weight-paint for this bone...

stable vessel
#

Fixed!

#

Got it. If anyone else ever has a similar issue: DO CHECK YOUR WEIGHT-PAINT. Unity ignores all bones that are not weight-painted

fervent hornet
#

Glad you found the issue. Generally thats a unity thing (for example blendshapes that do nothing are ignored) but I was unaware that it did it for the basic humanoid rigging

willow flame
stable vessel
#

Hmm, odd. Did you just import the model or are you editing the bones using other Programms?

willow flame
#

I imported the model but fixed the hierarchy issue I was having earlier but then it threw this at me

stable vessel
#

Ok, glad you got the heirarchy fixed but this looks odd. Maybe try to import the model into blender. You can then use CATs VRC plugin and fix the bones. All this does is that it checks for the correct parenting and renames the bones. I guess the VRC SDK is looking for somewhat specific names like "Left foot" and such.

willow flame
#

Alright I'll try that, thanks

stable vessel
#

np, good luck 😄

willow flame
#

That seems to have solved the issue, thanks! 👍

stable vessel
#

Nice! Have fun with your avatar

atomic nymph
atomic nymph
#

i rigged my avatar like this in blender but when i try to put it in the sdk the rigging is different when i set it to humanoid

#

Bruh ima sleep @ me if you have info for me

manic marsh
#

oh thtubehd you gotta add the fingers for the avatar to actually work

#

no need to weightpaint them, just have them there

atomic nymph
#

He dont got fingers though : /

#

He has mittens

manic marsh
#

yeah, but the vrc humanoid requires fingers to work

candid radish
#

Ugh Just randomly solved a frustrating issue. If your Inspector keeps getting stuck on "Configure avatar" screen. Its because it keeps locking the screen. Go to where you find debugger and uncheck the Lock tab, problem solved.

atomic nymph
#

i didnt model fingers. what am i gonna dooooo

manic marsh
#

just add the finger bones, no need to weight pain them

tidal musk
#

its an arm

fading verge
#

Is it possible to add additional bones to a completed FBX model? (Like for a tail or something so I can use dynamic bones)
And if so, whats the best way to go with this? Unfortunately I don't have alot of experience using blender

tidal musk
#

yes you can :D

#

on the bone that it'd be attached to, press e while in edit mode

#

from there on you'll have to weigh it

#

which is what im currently struggling w/ ;_;

#

but tails and stuff are pretty simple

fading verge
#

hmm I see where I press e and it stretches out another bone, but I have no idea where to put it or map it etc

#

lol

tidal musk
#

what do you mean? o:

fading verge
tidal musk
#

there's no video for me o:

fading verge
#

one sec

tidal musk
#

it should be a child of the hip

fading verge
#

Ok

tidal musk
#

yeah :D

fading verge
#

yay c:

tidal musk
#

did you weigh it?

fading verge
#

I did not

#

How would I do that?

tidal musk
#

so

#

uhh

#

i dont use blender 2.8 ;_;

#

i have no idea how to on there

#

if you have CATS then you can: go into pose mode, right click a bone, right click the mesh you want, and then click weight paint

#

its a mode

#

like object mode

#

but take what im saying as a grain of salt

#

i dont know how to use blender 2.8

fading verge
#

Yeah I see pose mode

#

would I just select the base tails or all of the childen of it?

tidal musk
#

you'd have to individually click each bone and then weigh the section that goes with it

#

for example

#

one second

fading verge
#

i gotcha

#

I have cats installed but I have no idea where they put it for 2.8 lol

tidal musk
#

oh

#

i was gonna say the arm is split into sections based on the bone

#

and u can see whats weighed

#

idk where either ._.

naive mantle
#

im running into a issue were my avatar i uploaded from 2017 unity works perfect in full body but my same base reimported into 2018 the full body now kinks the hips and bends the knees the rig was not changed in anyway just reimported to the new unity dunno what happend.

fading verge
#

may I ask (and if you know) what the normal way would be without cats?

tidal musk
#

sadly, i dont know

#

@naive mantle im pretty sure the version of unity VRChat based off of changed

#

so all old models are now scuffed

#

wait uhh

#

yeah

#

maybe?

#

im not too sure

naive mantle
#

its a fresh import to the new unity but if i copy pasted the old one and reuploaded it, it did work but the new but same fbx uploaded as a fresh fbx doesnt work someone told me its somthing with import settings for fresh fbx but i cant seem to find the info anywere on this

tidal musk
#

aah im sorry, im lost on this subject ;_;

atomic nymph
#

assuming i didnt model individual fingers is this good enough for hand rigging

crisp tendon
#

yes

atomic nymph
#

ok

tidal musk
fading verge
#

you could just use drivers and weight painting i think

#

not very familiar with all this rigging or weight stuff bc i've never done it before

tidal musk
#

whats a driver in terms of blender? o:

sleek isle
#

No

#

If the fishnet dont have nearly the same topology it will be hard to prevent clipping

stable vessel
#

@fading verge If you can seperate the net from the arms mesh, you could simply add the net as a cloth and work the shape out with collision constrains in unity.

tidal musk
#

ooo that'd work but it'd feel awkward having my sleeve move around a ton

#

since the mesh is supposed to be skin-tight

eager geyser
#

@fringe citrus do you know the reason and fix for the chest bone pointing up when trying to lay flat?

fringe citrus
#

@eager geyser that was mostly fixed in the Sept 2019 update as far as I know. The biggest remaining cause is if your hip is in front of your thighs you can get a tilted hip. If the angle is extreme enough it'll mean the chest has to get pulled up when it points to the hips while you lay flat

#

Oh, also if your vrc descriptor viewball is misaligned far enough down it can cause your entire head-chest to shift forward when you tilt your head down as if to look at your toes

#

When you lay flat it means the head chest would kind of try to "sit up" while you look down across your body

#

To fix that, raise the height of the viewball. But it shouldn't happen if the viewball is roughly aligned with your eye height. And it doesn't even happen for me when I use the righack to fix shoulder flop and position my viewball around my nose-height

#

In my testing It only happened if I put the viewball around as low as the neck or top of chest

eager geyser
#

roger, will play around with the viewball thanks @fringe citrus

fading verge
#

for some reason today, anytime I try to use the fill brush in blender, it crashes.....i9 9900k, 64gb ram, 2080ti, and it keeps crashing. Yesterday I had no issues. Restarted PC and problem is still there even with a new project file

#

cant be anything more frustrating than this

crisp tendon
#

You can assign weight to vertex groups in edit mode instead

cerulean garnet
#

Hey I'm currently having an issue with my avatar to where in-game, the avatar is behind where it's supposed to be. I have the avatar set to 0,0 in both Unity and Blender and it's still not centered. The view ball is right on the blind spot of the nose so I know it's not that. Basically what happens in-game is as I move my head around, the entire body of the avatar moved around me. It's like a weird 3rd person view of the avatar

crisp tendon
#

Make sure to apply those transforms in blender

inland lintel
#

Basically, I have weight painting on the fluff and everything connected to the head and it still refuses to move

crisp tendon
#

Looks like it's moving ?

inland lintel
#

Well, moves too much

#

i want it to move with the body but adjust around the head

crisp tendon
#

paint it with the chest too then

inland lintel
#

I tried, it didn't do anything

crisp tendon
#

Did you paint it at 1 on the head ?

inland lintel
#

1 on the head?

crisp tendon
#

where's your neck bone ?

inland lintel
#

neck bone?

crisp tendon
#

the thing between your head and chest

inland lintel
#

i didn't see one

#

it says it is there but i don't see one

#

well, the neck is there, it's just apparently a really big bone or something

#

when i move the neck bone the neck moves

crisp tendon
#

That might be useful to also have weight paint there for the fluff then

inland lintel
#

I weight painted the neck too. Nothing.

fading verge
#

anyone get the "hold on.." for a long time when you upload an avatar fbx to unity? Im not sure why its taking forever, I have a very beefy pc

crisp tendon
#

@inland lintel Can you show the vertex group values on one of the vertices of the fluff ?

inland lintel
crisp tendon
#

@inland lintel The menu you're looking for appears with the N key, under the Item panel, it shows the values on a single vertex of your mesh in edit mode

west moon
#

Hi, me and another person merged a necklace and glasses to the hip instead of their respective parts (neck & head) any way to undo that and fix it to their parts?

ancient trellis
#

click separate materials

#

in the cats plugin

#

Anyone have an idea on how to fix my weight painting?

west moon
#

@ancient trellis i did, there still needs to be 2 armatures it says in the "Custom Model Creation"\

ancient trellis
#

screenshot @west moon

west moon
ancient trellis
#

ok so click export model

#

it will say too many meshes

#

so click join

#

then go back

#

and under armature you should only have Body

#

@west moon

fallen oxide
#

someones making sexies

west moon
#

well.. its for my gf xD

fallen oxide
#

the undertit

#

sounds like some bad sex horror movie

west moon
#

@ancient trellis yeah, i only have body, but that just merged all the meshes, i still cant attach the certain mesh to the neck bone, currently the necklace is attached to the hips

ancient trellis
#

try clicking fix model

west moon
#

what would that solve? the parts needs 2 armatures to merge to the neck

west moon
#

@ancient trellis

inland lintel
fervent hornet
#

Pretty sure he means this menu, where it states what weights that vertex is affected by (may look different in 2.8)

inland lintel
#

Went in edit mode on the fluff and went into the item menu in N, and it doesn't show anything

fervent hornet
#

You have a vertex selected?

inland lintel
#

yep

#

NOPE

#

wait what is left toe doing there

fervent hornet
#

You can safely ignore the values that have 0

inland lintel
#

oh okay

crystal seal
#

soooo i uploaded my model into vrchat and her thumb and wrist do this... does anyone know how to fix it? 😅

stable vessel
#

I would suggest that you look into the wrist and elbow -bones again. Maybe even redo the weight painting. I believe Tupper also explained how to fix "twisting" issues here: https://youtu.be/LrCCl_F9XNs?t=1132

Here's a video on extremely common issues I see with bones and rigging setups, and ways to solve them. I cover:

  • Leaving Upper Chest Blank
  • Reparenting spine structure
  • Reparenting arm structure
  • Leaving Upper Chest Blank
  • Creating a new root bone for skirts/hair
  • Repar...
▶ Play video
#

I also have a question: I am currently optimizing my rigging and I have noticed the moving my head in VRC causes my torso to move a bit more than I am comfortable with. Does anyone know this problem and how to fix it?

real fog
#

i need some help with editing mine... specifically, adding different clothes to same models, and getting the textures to stick
whenever I rig in mixamo the skin textures go away

inland lintel
#

Yeah, I'm still having trouble making the fluff move with the coat. It moves whenever I join it to the rest of the coat, but then I can't put a texture on it.

fervent hornet
#

What do you mean you can't put a texture on it? It should have its own material and share the uvmap that the body uses

real fog
#

can someone help me rig my avatar?

crisp tendon
#

Try mixamo first @real fog

real fog
#

thats what i need help with -.-

#

read above messages

crisp tendon
#

Export the model with the new clothes and do mixamo again ?

real fog
#

not clothes, basic body textures

#

skin tone

#

i put it in mixamo, but mixamo registers it as purple

#

I put the file in blender, and when viewing in in everything except Shading mode, it appears as purple and green and such

#

and i tried to import the original zip file into mixamo, but mixamo says it can't read it correctly.

crisp tendon
#

Do you have a picture of the color issue ?

real fog
#

yeah ill do it again

#

it also forgets to include the hair of the char..

#

@crisp tendon

crisp tendon
#

Merge your meshes first then

real fog
crisp tendon
#

whatever you have in mixamo is what you have in blender

real fog
#

i uploaded the same files to blender and blender had it fine

crisp tendon
#

looks like maybe inverted normals on the hair

#

Define fine, because obviously that mesh has issues

real fog
#

it looked like a normal mesh

#

colors were right, hair was there

crisp tendon
#

Check normal orientation and the actual materials on the body

real fog
#

can i dm you

#

btw thats what its supposed to look like

crisp tendon
#

Ah, if the mesh is nude you can remove the NSFW parts, you shouldn't be uploading them with your model anyway

real fog
#

yes i know

crisp tendon
#

That's because it's using blender's node for shaders and materials

#

But it doesn't mean the mesh itself is correct

#

How many materials are there ?

real fog
#

looks like 13

crisp tendon
#

In edit mode, you can chose "select" under a material and see what part of the mesh is used by that material

real fog
#

im wrong sorry, actually there are 10 materials

#

ok so how to i make the texture appear in mixamo

crisp tendon
#

You can't

#

It's just meant for rigging

#

You get an automatic rig, you import it back into blender and then you check

#

Or you make your own in blender which isn't too difficult

real fog
#

oH

crisp tendon
#

Plenty of tutorials out there

real fog
#

giant facepalm

crisp tendon
#

But I'd be surprised if it wasn't already rigged in the file you have

real fog
#

but the hair tho

crisp tendon
#

Check face orientation mode, if not you need to merge the meshes

real fog
#

ye idk how to check if rigged

#

i just was gonna do it anyways

crisp tendon
#

No rig apparently from the hierarchy view since you only have meshes

#

You need to select one mesh, then click A twice then Ctrl + J

#

And export that to mixamo

real fog
#

ok that combines it?

crisp tendon
#

Yes

real fog
#

mk

#

ok, exported as .fbx, rigged, putting into unity.

#

yeah it's still purple and stuff, do I have to import the materials into unity?

#

c o n f u s i o n

crisp tendon
#

Yes

#

you have to use a shader and apply the textures there

gentle violet
#

Hey guys, is there a tutorial out there that someone would highly recommend? I’m just trying to improve what miximo has done and I’m having a nightmare!

crisp tendon
#

weight paint tutorials for humanoids

ancient trellis
#

Any idea on how to fix this and make it look right??

#

first was shoulder 2nd is arm

#

@ me if you have an idea

real fog
#

@crisp tendon show me sometime how to do the unity material thing

crisp tendon
bitter pewter
#

Eyy. I can't get the visemes to show up in Unity

#

The avatar I am working on had them working before

bitter pewter
bitter pewter
#

NVM I fixed this issue by updating my VRC unity stuff

atomic nymph
#

hey. the rigging for this looks fine right. apparently the shoulders are too short

lofty void
#

it doesnt look like you even have any shoulders tbh

#

unity renders bones weird and im not entirely sure but i'd have to see it in blender to actually say

atomic nymph
#

i had the shoulders go from the neck directly to the arms

lofty void
#

hm, not sure why it'd say they're too short, then

atomic nymph
#

its saying the minimum shoulder height is 20cms

#

they are clearly above 20cms

spice haven
#

Hi, I'm having some trouble. Trying to take 2 rigged models and swap pieces between them within Unity. They are ones that use Skinned Mesh Renderer. I move it to the other model, reassign the Root Bone. Then delete the model I took them from. It looks like it works fine at first, but once I upload, the mesh totally disappears.

#

as you can see, I intend it to look something like this before I have swapped any of the parts on it

#

and then I move the body components to the new model as you can see in the hierarchy, and assign the updated root node from the armature

#

yet the pieces are still attached to the original model.. if I move the new model, it doesn't move the pieces that should now be attached, and leads to some weird behavior

#

I'm working with SDK2 in Unity 2018.4.20f1

#

Anyone have any ideas regarding this issue? I confirmed with someone else who had the same problem as me

harsh stag
barren quarry
#

how do you edit finger bone positions, so it is straight and not like this. in blender

#

and all the other fingers

#

nvm worked it out

crisp tendon
#

Thumb index middle

#

At least one in each

bitter shuttle
#

can annyone help me with blender

turbid eagle
#

?

fading verge
#

Ask what you need

ancient trellis
#

My base came with a bunch of twist bones in the arm, are those needed?

#

or do they help?

#

Just has a bunch of "random" bones

jovial anvil
#

Question: When it comes to make the armature, how do I (In blender 2.8) do 2 things: name each bone and weight paint them?

fading verge
#

Looks like a generally pretty standard armature. Just check in pose mode if everything moves properly. You can follow the twist bone tutorial using unity if you want to make use of them.

ancient trellis
#

@fading verge What if I just want a "standard" model?

#

like that

fading verge
#

@jovial anvil You can name bones in this menu here in and out of edit mode.

jovial anvil
#

roger

#

Ah. I completely missed that.

fading verge
#

To go into weight paint mode you can go through this menu here or hit ctrl+tab and select weight paint

jovial anvil
#

its more that when Im in weight painting, I can't select any bones

ancient trellis
#

theres shoulder bones..would that help with making my mesh move more fluid?

fading verge
#

@ancient trellis If everything moves properly in pose mode, you're probably fine to have a "standard" model

ancient trellis
#

ctrl + left click the tail of a bone in weight paint mode or edit mode @jovial anvil

jovial anvil
#

Ohhhh

#

Gotchya

fading verge
#

You can select what vertex groups you want to weight paint here, just make sure they have the same name as your bones

jovial anvil
#

Ah

#

I forgot: which options is for making the bones appear over the model?

#

I again forget

jovial anvil
#

Hmm...I am still unable to select any of the rig bones in weight paint mode

#

I can paint, but I can't select the bones

fleet widget
#

I have not figured out that either. The way i do is go to pose mode, click bone and then go to the mesh and go waight painting..

jovial anvil
#

See, theres the problem

#

I can't select the mesh if I go into pose mode

#

Ya, I can't figure it out.

#

Also, it seems my model does not want to follow the rig after I parent it.

bitter sky
#

anyone know why mixamo wouldn't work for my model? :/

#

that's the model

crisp tendon
#

what didn't work ?

mild stratus
#

It's not in t-poseing enough

sleek isle
#

the no texture clown will visit you tonight

bitter sky
#

LOL it has textures I just have not added them yet

#

darn ok how could I tpose it enough for it to work?

#

@mild stratus

mild stratus
#

Use blender to move the arms into a t.

bitter sky
#

not sure if it will let me :/

sleek isle
#

everything possible

ancient trellis
#

Would anyone know why the mask on my skin doesnt work in unity but does in blender

#

it makes my skin clip through my clothes

sleek isle
#

the what

ancient trellis
#

? @sleek isle

merry estuary
#

@ancient trellis If you are talking about Mask modifier then I believe it will hide verticies in Blender and delete them after you export your model as long as you have Apply Modifiers selected in export settings

stable vessel
#

Hello, I am currently trying to minimize the movement of my avatars body when I am moving my head. Right now the entire body moves up and forward when I tilt my head up and vice versa. It just seems like the rotation of my neck is very limited. Can anyone tell me if my neck setup is wrong? On a side note: I am experiencing this with basically all avatars, no matter if I made them or if they are already in VRChat, but it is much more subtle there.

vital root
#

Any way of testing 2D visemes via unity? For me they work in blender but they refuse to work in unity/VRChat

velvet copper
#

look for blend shapes on the body, or whatever the visemes are on

vital root
#

they're properly selected on the whole "AA", "OO", "OH" stuff, but it doesn't move my mouth when I talk

#

I'll double check, thanks!

velvet copper
#

look for them in unity

#

it's under skinned mesh render

#

@vital root

vital root
#

Thanks for the input! Can't find that drop down menu here, though.
I thought that my blendshapes got deleted but they're still showing up in unity if I reopen the .fbx file

#

@velvet copper

velvet copper
#

did you do the import setting yet?

vital root
#

Yeah, rig is already humanoid, materials are ready and "import blendshapes" is checked

velvet copper
#

then idk, might be upon export that stuff is messing up

vital root
#

probably, go figure

#

I'll keep messing with it until it works, thank you!!

velvet copper
#

try at least changing the name when you export, therefore making a new version

limpid apex
#

whats a good rigging hirarchy supposed to look like? ive got weird names on my bones and the SDK doesnt like them

limpid apex
#

alright thanks thats a start

#

how about the feet? cuz thats the bones im having most trouble with

#

they are names Left_ankle and Right_ankle and the sdk says they are not linked to a parent

#

while in blender they certainly are

crisp tendon
#

Can you show it i edit mode ?

limpid apex
#

yes sure

#

oh now they have a parent