#avatar-rigging

1 messages · Page 160 of 1

limpid apex
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well just checking the hierarchy i guess now

vital root
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I was looking at the wrong place, I guess...
How come these visames work in unity but they have no effect in VRChat?

crisp tendon
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Is that the correct body mesh ?

vital root
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yeah, I dragged the one with functioning visemes to the mesh box

crisp tendon
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Make sure the upload went through correctly, but otherwise it should work

vital root
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I'll attempt another upload, thanks~

ancient trellis
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My avatar works fine in blender and unity

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ingame it does..

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this..

fervent hornet
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Are you the spaghetti?

ancient trellis
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apparently :/

fervent hornet
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In the rig configuration menu, click reset, and then enforce your tpose again

ancient trellis
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@fervent hornet I have my avatar set to 0.5 scale, does my mesh also have to be 0.5..?

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its just my hoodie thats broken

fervent hornet
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Does it look fine in the rig configuration menu?

ancient trellis
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watch the gif

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it also looks fine during the animation in unity

fervent hornet
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Your mesh should always be scaled 1, as if you scale your armature the body follows

ancient trellis
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The hierarchy is right isnt it?

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this is the bounding box for my mesh

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set it back to center..

fervent hornet
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Yeah everything seems fine, the stretching occurs when you apply a rig at scale 1 and then export over at a different scale without resetting the armature. But since your rig config seems fine Im not sure

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That bounding box is 100% shady so I would investigate that

ancient trellis
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"Active Model" is 0.5

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Armature scale is 1

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Body mesh is 1

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unity? @fervent wharf

fervent hornet
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I dunno what to tell you then Squallz, uploading that should work. If it doesnt try redoing it on a clean export

ancient trellis
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just dont know if I somehow messed up weight painting or something but even that wouldnt break that much I dont think.

fervent hornet
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Weight painting would be seen in editor. You are dealing with specific unity->vrchat issue

ancient trellis
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tf

fervent hornet
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Does it still happen without the animations?

ancient trellis
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checking that now

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This same idle animation works fine on other avatars but im gonna check

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Yup broken with default idle even

fervent hornet
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Have you tried exporting a clean version and just uploading that?

ancient trellis
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going back through and checking weight painting crap..then gonna re join meshes and re export

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Well. the hair and tongue were weight painted to parts of the hoodie but I really doubt that had anything to do with it

fervent hornet
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Spaghettification like that is usually due to exportation and scaling issues, but they dont seem evident for you where they should be so I'm unsure what your problem is

ripe stratus
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Is neck fix still required to keep FBT viewpoints in place while laying/sitting or is that obsolete now?

fervent hornet
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Obsolete, you should not be making any sort of rig hacks to get FBT working

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If your view point is drifting, try to rescale bones like the chest and spine

ripe stratus
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Thank you

fervent hornet
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Have you watched the recent video from Kung? Goes over a metric ton of FBT things

ancient trellis
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I figured it out omfg

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my clothing had shape keys..

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so when I blinked and shit it went WHOOP

fervent hornet
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That explains the bad bounding box

ancient trellis
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Yup

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@fervent hornet How can you export a mask with a pbx?

fervent hornet
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What mask? All textures are separate

ancient trellis
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I have a mask on the skin part of my vertices so only the hands/face are showing

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I made it that way so that I dont have to delete the skin, cause if I do that thennnn I cant auto weight new clothes

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if I export it as an fbx and put it into unity, the mask doesnt work so the skin clips through the clothes

dense stump
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Don’t think unity understands masks. Or at least it doesnt seem to. Id recommend just saving a blend that does have the skin under so u can do ur weighting thing (however ur doin that). Then making a second diff save and deleting the skin under the clothes and exporting that jnto vrc. That way u have a version that u can do ur weighting thing on, and a version that doesnt clip in vrc

ancient trellis
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Yeah I ended up doing that @dense stump

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Any ideas why my hair with dynamic bones does that..?

fierce carbon
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Does anyone know if models with eyebones will automatically Eye Track or do you need to have a model setup with the Vertex groups and do the whole thing with Cats

fierce carbon
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(solved)

fading verge
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how do I solve these warnings

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Do I edit the instance in the scene or the model itself in the rigging tab

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In other words, will editing the rig in the fbx file update into the scene

azure dust
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the 2nd one doesnt matter, unless u have full body

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the top one u just reorganize the bones

fading verge
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You'll break the prefab if you change it in unity, technically it's not a problem but it'll make updating the model in the future a slight pain in the ass.

azure dust
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i mean changing that.... won't cause that much of any issues in the future

fading verge
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what's "full body?" My character doesnt have fingers so it says its disabled anyway

azure dust
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than ur good

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just rearrange the bones on the left tin the order it wants

fading verge
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can I just edit the armerature for the first warning then

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or do I have to go back into blender

azure dust
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just edit it in unity

fading verge
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aight thanks.
one more thing, will a blinking animation get blocked by safety settings

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Depends, is it a custom blinking animation or the default

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it swaps materials out for 2d blinking

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I made it myself if that's what you're asking, so no, I don't think it's default

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Probably not a big deal, pretty sure animations are on by default by the time you hit user

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It'll probably get blocked unless you're a green user then

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Yeah no big deal, out of curiosity what's the default blink animation? couldn't find it anywhere

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I don't think it's compatible with my rig but for the future ig

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As in the idle blinking animation that you setup through cats. Just make the first four shape keys related to blinking and it'll work.

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ah I don't have cats so that would explain

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Everyone uses CATS. It's basically the standard

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i just use blender to join meshes together into an fbx and use unity for everything else

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I'm not a modeler I just like porting obscure wii games to vrchat

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But I'll look into cats

sleek isle
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Puy more weight where there a crease

foggy bough
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@sleek isle i did 1 weight and even made the bone bigger...

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its less but still busted

sleek isle
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Weigh paint

stray schooner
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i think it might have to do with the fact that i put no weights on the feet

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but the feet were so tiny i didnt think it mattered

sleek isle
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you need the thumb index and middle assign

stray schooner
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oh for some reason the thumbs parents were the arm instead of the hand

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thanks

rigid steeple
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will rigging my model destroy the shape keys?

stray schooner
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what are you doing it in?

rigid steeple
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blender

stray schooner
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ok

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so

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if a mesh is assigned an armature the armature cannot be applied if there are shape keys

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so its better to do shapes last if you plan on posing the mesh for fixes

rigid steeple
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I just started making the visemes and thought about that

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good to know

stray schooner
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if not and you dont plan to ever have to apply the armature youre fine

rigid steeple
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so rig first, visemes last

stray schooner
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yes

rigid steeple
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thanks

stray schooner
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np

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also be careful to make sure nothing happens to the baisis shape key

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if that gets deleted somehow you get nightmare fuel from your model

rigid steeple
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ha, thanks I'll be careful

stray schooner
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im trying to release a model with a few different clothes options but for some reason it keeps updating the same one instead of making a new avatar? how do i do this right?

frail wagon
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Is there anything else I could be missing when Unity complains that my avatar "is humanoid but the feet and upper arms aren't specified and that the head/hands/feet bones aren't mapped? Nothing looks wrong. Everything's green in the rig mapping. This is the same rig that worked yesterday. Is it a naming convention issue? I can't find anything wrong and google's answers are incredibly unspecific.

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oh my god, it was the avatar descriptor not being in the hierarchy root.

rapid mauve
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@rigid steeple if you have facial shapekeys created then separate the head - work on body then join meshes again - preserving any shapekeys

compact cedar
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anyone know how to fix this issue? Im assuming its something that has to be done in blender

crisp tendon
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that's not an issue

compact cedar
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I wanna set the model up for full body and when I get in game the hips are displaced

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unlike other models

fading verge
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Im having an issue with blender corrupting a file whenever I merge two avatars together. It doesn't matter if the head or body is different. When I try to upload the .fbx file to unity ,it crashes. I sent the .fbx file to another person and it crashed for them as well. I basically imported the head which is a .fbx file, and the body which is a .pmx file, used cats on both to fix the models, fitted the head onto the neck of the body avatar, and merged the bones. Do note that the body avatar had a head I edited out(deleted the vertices, ect). But yeah that's all I did and it somehow corrupts the file no matter what the body or head is.

fading verge
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NVM forget this part with the pictures. This alone will upload if you delete the neck bones. Problem im having is once the head and body are merged. The bones are merged with cats. But still causes the files to corrupt

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oops wrong feed

pallid sun
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I'm having a noob issue. I am receiving an error where the chest is not mapped correctly under the spine when it is. I have tried mapping the chest in other ways, but cannot find a way to fix it.

austere holly
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@stray schooner you have to detach the pipeline manager blueprint ID. if an avatar has the same ID it will update the same avatar. if it has a different ID it wont

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@compact cedar i dunno if it's going to "fix" your avatar, but that's what VRC means by that,

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@foggy bough if weightpaints don't help, you may have weightpainted that vertex too much to another bone, so they're pulling in opposite directions, check all the bones in that area. that might have paint on the thumb

compact cedar
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Thank you for the explanation I appreciate it!

naive tree
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@compact cedar most likely your bones are not straight from front view

fading verge
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what do I do when my model doesn't have a neck. CATS said the model was incompatible but I was able to map everything else in unity.

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Can I just map the head as the neck

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The avatar is cartoonish and physically doesn't have a neck in the first place

fading verge
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ok but how do I add a neck if he doesn't have one

crisp tendon
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create a new bone from the chest and make it the parent of the head bone

fading verge
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it looks like I need to "split" the head bone in half, can't do it in blender or unity though...

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(that upper bone is actually the mouth believe it or not, because the mouth movements are like a puppet. so that's not part of the equation here.)

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does anyone know how to split this head bone in half to make a neck?

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In either blender or unity will work.
CATS refuses to touch the model, claiming it to be "incompatible"

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W - subdivide.

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You'll have to deal with weight painting issues though

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in blender or unity?

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and wdym by weight painting

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also, W doesn't work, at least in the default Layout view of blender

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Blender.
You should probably start with easier models to work with if you're this early in the game.

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Do it in bone edit mode.

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yeah, probably, but literally everything else was basically drag'n'drop so it seems wrong to give up this easily

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but I might have to take that advice if I can't knock it in a few hours.

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it ended up subdividing exactly in the correct position anyway so I guess I'll see how it looks ingame. Thanks!

fading verge
fading verge
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ehhh... it looks weird in unity but still functions like in blender. nvm

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It's probably because the bone has no weights on it.

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it works fine in-game so no worries.... probably.
The only issue left now is figuring out how to stop the head from clipping the first person view. Thanks for all your help

gray steppe
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Rigging is my worst part for vrc, have a bug ive never delt with, someone willing to call and help? Its a hand n twist issue FBT

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Nvm fixed the shoulders

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Hands r still messed up

gray steppe
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I cannot figure these hands out, adjusted the bones, re-wait painted... idk if anyone can help dm me

sleek isle
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Hard to know

inland lintel
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Tldr, my arms look perfectly fine before bringing them into vrchat, but as soon as I bring them into vrchat the arms get extremely close to the body, practically inside of it.

tulip root
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Hello! Guestion on how to merge those weird circles at the end of bones together?

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Im trying to join fingers to a wrist and arm

crisp tendon
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These are not meant to be merged

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The finger head bone should be where the bone rotates

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If your fingers rotate in your palm i suggest you go see a doctor quickly

tulip root
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Thats a wrist

inland lintel
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But yeah, rigging some pointed teeth and a long tongue, fixing the fluff of my coat, and fixing the arm issue are the last things I need to do.

tulip root
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This is my first time doing 3d stuff btw 😄

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Ive already made a character and now I need to make the skeleton because apparently the skeleton flipped up during making

crisp tendon
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Yeah, your finger bones are not attached to your wrist

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They just need to be parented

tulip root
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oh ok

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So I leave them unlinked from the arm?

crisp tendon
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Wait, those 5 bones are fingers or hand/wrist ?

tulip root
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ye

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Im redoing it now because I flipped up somewhere since the body wasnt following anymore XD

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Can you guys imagine that I literally downloaded Blender two days ago and ive spent almost that entire 2 days in it learning this stuff? 🙂

inland lintel
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I mean, I can easily imagine it tbh. Most people spend a lot of time in blender when they first get it so they can get ahold of the ropes.

tulip root
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I see 🙂

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No... If I add the weights now then this happens..

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I dont understand what im doing wrong XD

tulip root
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What does loop in parents mean?

tulip root
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Any skilled riggers whos willing to help me rig my character? XD

crisp tendon
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Remove those 4 bones inside the hand

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you need one for the whole hand, and first finger bone to be parented to it

languid briar
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many women have called me a skilled rigger over the years but if you stay active there are many people here who can use blender and unity

tulip root
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Okay so I got the old skeleton to work after a few modifications but now I have yet another issue.

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Feet aint following the leg and I already got to know that its not parented to something but what isnt it parented on

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I also tried to add a new skeleton that has been simplified by the cats plugin which worked wonders on the very first model where this one is based on but once I moved it to the one that is ready the flesh aint following any of the bones

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Heres the same position on each model with the same skeleton

crisp tendon
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If you just imported the mesh then yes the other armature won't make the new one move

tulip root
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So I just fixed the old skeleton with cats once more and now it seems to have made a skeleton that moved the head, legs and arms

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Im happy with that... Now to figure out how to activate weight temperature thingy to make the boobs move XD

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The boobs are stuck and I have no idea where to find that temperature weight thingy

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Im using the newest version of blender

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Im pretty sure that if i tried to recreate this skeleton I would not know how to... Ive been clicking so many things for the past 7 hours that ive been trying to make this work

sleek isle
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delete the boobs since they are under clothing and cant be see

tulip root
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You can see them from above

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I havent put the top skin tight

crisp tendon
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Are there bones there even ?

tulip root
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It has the normal womans open cleavage. No bones

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A person said I need to "weight paint" them

crisp tendon
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Then you need to do automatic weight paint in the chest and spine

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Plenty of video tutorials for that, 2.79 or 2.8

tulip root
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I cant find that option in the new blender. The person who told me this showed me the old one and then the youtube ones are not for the new one

crisp tendon
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It's exactly the same thing in the new blender

tulip root
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But its not where its supposed to be :C

crisp tendon
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If you go into weight paint mode it's still in the weight menu

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So it didn't move

tulip root
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But I cant find the weight paint mode XD

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Im such a noob right now...

crisp tendon
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Hence the video tutorials

tulip root
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The tutorials say its in pose mode and lower right corner but its not there

crisp tendon
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Weight paint mode is different, you can switch mode from the same drop-down menu

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Starting in object mode, you click the armature and shift click the mesh

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Then go into weight paint mode

tulip root
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omg...I just found it.... So I just need to paint the boob and spine area red?

crisp tendon
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No, use automatic weight paint, don't do it yourself

tulip root
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yee i propably cant do it myself..

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Now to find where to activate the automatic thing...

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This is getting worse and worse in difficulty by the minute XD

crisp tendon
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Suggesting it again, but there's a lot of video tutorials on this

tulip root
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Im on it XD

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Do you happen to know how exactly im supposed to make this automatic paint stay in one spot if I wanna color other bones too? The tutorial said nothing about it and websites just tell you how to do it but not how to keep it....

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It says that I need to select the bone and then it paints it but if I click another bone its like nope on me and paints that one instead. it also mentioned space but that does nothing.

crisp tendon
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are you right clicking or left clicking ?

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space is probably F3 for you

tulip root
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its not f3 either. in right clicking

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and left clicking

mild stratus
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ctrl+l click to slect bones in weight painting for 2.8+

tulip root
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oh

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nope

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I really dont understand this shit...

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I mean I started from nothing 3 days ago so I gotta admit I have gotten far already

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It has now automatically selected them from the ctrl+ i BUT its not painting XD

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I am so stupid right now.... I know I am

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It still paints like one area

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and thats it XD

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Now im checking the online manual and I still dont get it. This fancy english computer language....

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"Annutate" "polygon" I dont even know what those are XD For crying out loud XD

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So I just clicked the "assign automatic from bones" option but that did nothing. Am I gonna assume that my bones weight nothing? DX

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Ehh im going to sleep.. Perhaps me sleeping during the night for once is gonna help.

merry wharf
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hey i realize this is probably the most common question by far but can someone link me the Updated And Correct Bone Parenting Structure

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screenshot of a bone hierarchy would be the best but

crystal vector
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@merry wharf This question isn't really common at all since Cats takes care of this for most users^^ Also there has been no updates to the bone structure
This image shows you the correct bone structure. And if you have eyes, they have to be parented to the head: https://pbs.twimg.com/media/DSGA_iRVQAAs4Ia.jpg

merry wharf
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!! thank u

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i have cats so i can probably just run it thru that and verify after

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last time i made an avatar was 2 years ago when cats didnt handle it properly or something my b

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do u also know if theres proper ratios between different bone positions, every avatar i make just physically cant touch the ground

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like the ground irl is set 2 feet above where the ground ingame is

crystal vector
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@merry wharf To fix that I think you can just move the hip bone down in the Unity bone mapper. But I'm not quite sure

merry wharf
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thank uu

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i was tryin to fix it in blender for so long

sleek isle
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If we want to keep twist bone we have to not use the fix in cats or they will probably be merge. Do you have plan in the future to try to keep those in some way ?. @crystal vector

rancid osprey
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Hi, i have a model that i would like to import into vrchat, i created the model on blender. i was wondering if someone could aid me? (Ping me)

crystal vector
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@sleek isle I have already added an option for that in the development version of cats. Currently it just checks if the bone name contains "twist" but I'm not sure if that's enough. Please give it a try and let me know what you think. You can update to the development version of cats via the build-in updater

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@rancid osprey there are tons of tutorials on youtube, just search for Vrchat avatar tutorial

sleek isle
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seem to work perfectly. nice work @crystal vector faster workflow with that feature.

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But one thing. why cats dont have automatic bone rotation by default when using the import model. So end bone is not 90 degree off

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not everyone with know that they can change it

crystal vector
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@sleek isle This was enabled once, but it caused some issues and has been disabled since. But the vast majority of bone rotations in blender (in edit mode) are completely irrelevant so this should not be a big issue. Only the eyes and hips rotations are important and Fix Model takes care of those

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also thanks for the feedback

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There are some twist bones that have no weight on them and currently they still get deleted, but I'm not sure if they should be kept or not

sleek isle
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Could you guys add Clavicle as shoulder bone. I have to rename it shoulder or it get delete

stable sparrow
crystal vector
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@sleek isle Clavicle is added as a shoulderbone, but your name is probably different. What exact name do the shoulders have?

sleek isle
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Bip001 L Clavicle

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the twist bone for the elbow have shoulder in the name. So it might confuse cats

stable sparrow
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if the blue highlighted part (and up) were to be the left and right part, and the red highlighted part would be the up and down part, how would rigging go?

stable sparrow
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ok

lethal lark
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Hey all, is it possible to merge two armatures while retaining the weight painting and stuff? I have a set of wings that are already rigged and just wanna attach them to my main armature. Normally in the past I haven't needed to keep armatures. I'm still using 2.79 btw lol

fading verge
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Custom model creation merge all bones I'm pretty sure

Or you can do a manual join which has a high chance of fucking up

lethal lark
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ah I've never used the custom model creation thing, looks exactly like what I need 😄 I'll try it now

stable sparrow
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how do I rig a rover

tulip root
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Hello once again. I have a problem with rigging my avatar. Its made with the same materials as the previous model so the armament should work but for some reason it doesnt. Could someone explain why it doesnt when in the other model it works fine?

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I tried using envelope parenting too but that just makes some of the skin follow the body as the rest stay still. Also I still have problems opening the automatic bone weight painting mode. I dont know how I got it to open last time.

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Only thing different is the outfit

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The base is the same

tulip root
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Just made a new rig and now it works but still cant get certain objects to follow. I have no idea what im doing wrong. I do everything that is said in tutorial yet I cant get the weight paint mode where you paint on bones to work

crisp tendon
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@tulip root Any picture/gif would help us

tulip root
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I just dont get it

crisp tendon
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Select the shoes in edit mode, and apply the weight paint on the foot bone vertex group directly

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it's on the right

tulip root
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Thats the problem though... I cant get the bone to be selected...

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I dont understand how I did it with the last model since I clicked literally everything

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How did I reset the position of the character again?

crisp tendon
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it's not per bone for this

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you can ctrl+ Z

tulip root
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What if I saved on this wonky position? 😄

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Went through the select thing and got it returned back

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So if I need to do this that way then how do I separate those shoes?

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I cant put them on left and right leg right in its just one object kinda

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btw how do I get those vertex things visible? My thing doesnt have the vertex group one

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like its missing the assign buttons

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Found a tutorial and hope that works. If not ill be back

crisp tendon
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In edit mode are you sure ?

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@tulip root You shouldn't have to separate anything, hopefully it's already merged though

tulip root
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Basically the shoes are one object but the vertex groups has a group for right and left leg.

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So I need to somehow seperate the shoes? The tutorial says that first I need to make everything into one mesh and then do some wonky stuff to get those assign options. Ill try figure it out through the tutorial but if it doesnt work im gonna cry because I WANT PUSHEEN SHOES 😂

crisp tendon
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Yeah, merge that in the main model

tulip root
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So this isnt like the boob thing where I needed to weight paint the boobs by selecting the chest bone?

crisp tendon
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this time you weight paint a value directly

tulip root
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It seems like a completely different process but its doing the exact same boob glitch thing

crisp tendon
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they don't need a gradient

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so you just give them 1

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which is red

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but through the vertex group menu

tulip root
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Ok gonna do that tomorrow. :) thanks again 😂

meager turtle
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Sorry if I've posted about this before, but I've had this really aggravating issue while in full body where my viewpoint doesn't actually align with my eyes when lying down or doing certain movements. Example of such in this gif and these two pics: https://gfycat.com/tautnastyhart

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And additionally as you see in that gif, when I lie down, I end up seeing my neck or my viewpoint ends up clipping into my body, and it feels really awkward and weird.

sleek isle
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you have to transfer the weight of the neck to the head bone and make the neck bone smaller. small note. If you dont look at yourself in the mirror during play time the view point is in your mouth or your eyebrows. wont matter,

meager turtle
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small note. If you dont look at yourself in the mirror during play time the view point is in your mouth or your eyebrows. wont matter,
Huh? This part has me confused. As for the bones, I'll take a screenshot of what they look like in a few moments when I'm able to.

grand mirage
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When ever i try to move the jaw bone in pose mode the teeth move out of sync with the jaw

dense stump
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Check the other bones to see if they are also weightpainted to the teeth!

meager turtle
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Sorry for such a late response @sleek isle , but here's what the bones look like:

deft snow
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Hey guys! Does anyone know what exactly cat's blender tool does when it creates eye tracking. Like what part of the armature is it modifying and why? 🤔

fading verge
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https://docs.google.com/document/d/1BvX_OdEilbJ7wEcvd5MRA1g29NGCAp3G3nHGp73t_CQ/edit
VRChat has very specific requirements when it comes to eye tracking, you can find them here.

deft snow
#

What I found to be odd is I deleted the "fake" eye bones and the eye look script still worked.

fading verge
#

What fake eye bones, the old ones? Of course it would still work you aren’t using them anymore.
What eye look script

deft snow
#

The doc says. "Create FAKE eye bones, named LeftEye, and RightEye. These are the bones that will be handled by VRChat"

fading verge
#

That's for if you have a specific bug

#

Since, it matters what you have mapped in avatar rig configuration

deft snow
#

Ah, okay. It doesn't mention anything about radius. I noticed it changes when cat's modifies it.

tulip root
#

Back again. So I have now weight painted the bone but the garter is not following 100%. Its like delayed or somthing and if I stop moving the leg it just stops moving here

#

Like that is the distance it has chosen to be in even though it has been parented to the bone and it should follow the bone.

#

I mean it does follow the bone but it starts delayed with the following which makes it stay right there

#

Also apparently this one garter follows the other leg too. I have no idea why it does that when those garters are separate objects

crisp tendon
#

@tulip root you need to use the same technique again in edit mode

#

to add or remove

tulip root
#

I did it with both legs but it doesnt work

#

Im gonna try delete this faulty garter and remake it

#

If that doesnt work then I have no idea what the flip is going on because theyre separate objects

crisp tendon
#

Did you remove the other leg from each too ?

tulip root
#

the leg has nothing to do with it. It works fine. Its just that this one garter is messing with me. It did it again...

#

It just doesnt work

#

I literally just deleted the garter and readded it

#

Now its unparented and it doesnt follow but immediately when I parent it to the right leg it just decides like it has a mind of its own to follow both legs.

crisp tendon
#

Did you also remove all for left leg ?

tulip root
#

Already got the pusheens to work so I dont know what is so different about this garter

#

Why would i remove the leg when the pusheens work on it?

#

I really dont understand how this could be about the leg

crisp tendon
#

delete the right garter and symmetrize the left one in edit mode

tulip root
#

symmetrize? what does that mean?

#

How do I do that?

crisp tendon
#

hopefully you know what symmetry means

#

you select the left left garter in edit mode, you open the search menu and type symmetrize

tulip root
#

I know that yes but isnt that easy to just copy paste the garter and mirror x it to the other leg like I have already done?

crisp tendon
#

doing it via symmetry should also symmetrize weight paint

tulip root
#

ohhh ok

#

Im gonna try that out now

#

Do i first weight paint the other garter into the body or do I do this symmetry thing before that?

crisp tendon
#

are they not joined meshes ?

tulip root
#

no

#

The leg is not part of the garter

crisp tendon
tulip root
#

the garter is separate from everything

crisp tendon
#

i thought i said to join meshes when you did that last time

tulip root
#

Im sorry ok XD

crisp tendon
#

join meshes and then symmetrize

tulip root
#

but wouldnt it then create a new body too?

#

I mean the leg is a part of the base im using

crisp tendon
#

click on the garter then shift click on the body then ctrl + j

#

make sure your visemes are still there

tulip root
#

ye thats done now

#

now I find the search menu?

crisp tendon
#

yeah, same as before, F3 or space

#

probably F3 for you

tulip root
#

theres no such thing in here as symmetri whatever

#

XD

#

To imagine that im frustrating a vr chat dev here with my idiocy XD

#

What am I supposed to do now? XD Just forget the other garter?

crisp tendon
tulip root
#

found it!

#

Now what? what did it do? Did it do anything? Nothing changed XD

#

ohhhh

#

ohhhh

#

ok

crisp tendon
#

Try moving the legs in pose mode

quick temple
#

sorry if I'm interrupting, but is there someone here I can commission to rig a model?

crisp tendon
tulip root
#

I clicked the weird x things but it literally did nothing

quick temple
#

thanks

crisp tendon
#

You have to select the correct axis

#

@tulip root If you're too frustrated, feel free to export the garter fbx here and i'll do it

#

you'll just have to apply weight for each leg

tulip root
#

No no I wanna learn this 😄 Im not frustrated. Im just embarassed that im this stupid. XD

crisp tendon
#

you're not stupid, just a beginner, blender is tough at first

#

another way you can try is to select the garter, to then scale it by -1 on the X axis

tulip root
#

Its not in the right position and theyre literally attached

crisp tendon
#

are your legs symmetrical ?

tulip root
#

they should be since its an mmd base

#

If only my artist that I asked to make an avatar for me wouldnt have bailed out on me XD

#

Well to think of this in a positive way im learning to make my own avatar

crisp tendon
#

self reliance is good !

#

if you're able to record gifs of your screen it would help a bit to understand what's going on

#

hopefully the pose of the model is reset

tulip root
#

Look... Im that office lady the it people have to help all the time. Literally the profession I studied for

crisp tendon
#

Try pressing 1 on your num pad

tulip root
#

XD You cant expect me to know how to make gifs

crisp tendon
#

Can't fault me for trying AkkoShrug

tulip root
#

XD So I pressed one on num pad and nothing happen

#

even tried with and without numlock

crisp tendon
#

with your cursor next to your model

tulip root
crisp tendon
#

yeah that's good

#

so yeah it's symmetrical but not centered as you can see

tulip root
#

So how do I separate those garters from one another if I need to weight paint them to different legs?

crisp tendon
#

it's just a matter of weight painting, don't worry about it

tulip root
#

Do I just need to move my character to the center?

crisp tendon
#

mmh no, one sec

tulip root
#

ye ill wait

crisp tendon
#

to move the character up only it's G + Z

tulip root
#

did you press the world origin one too?

crisp tendon
#

the first one yes

#

it moves the 3D cursor to it

tulip root
#

ok.... lets see if I can keep up with that video.

#

ok so you went edit mode and chose the entire character... then f3 and world origin...

crisp tendon
#

yup

tulip root
crisp tendon
#

Wow you made an angel

tulip root
#

Now im an airplane

#

XD For crying out loud

#

What did i do wrong

crisp tendon
#

alright, well, make sure to select all when moving up

#

If some things don't move it's because they're not part of the character or not weight painted correctly

tulip root
#

Now I did but the armament or those strange lines aint following

#

I thought I had already put the armament to the body

#

I mean it did move the body

#

when in posemode

#

Should I do something about this or just press g and z and go up?

crisp tendon
#

oh wait i see

#

new gif coming up

tulip root
#

ok

crisp tendon
#

actually i don't even know if it'll help since the armature is also off-centered

#

anime models sweat

#

If you're in edit mode, are you able to select everything and move it ?

#

if so, go back to the gif from earlier and do that for both the body and the armature

tulip root
#

I can do that yes but now its not accepting me moving the body down to the armature XD

#

This is what popped up with the snap to thingy you asked me to do when moving the body

thorn hawk
#

My avatar has mapped head, arm, and feet bones, but the SDK still does not recognize that it does. What should I do?

tulip root
#

And here I was thinking that me not doing too many changes to the body of the avatar would make me have less issues but apparently not

crisp tendon
#

@thorn hawk Reimport it !

#

@tulip root The body is good, does it not work for the armature ?

#

make sure to press 1 to get the correct view

tulip root
#

It does. Now I just cant get the body to go down to the armature and then move it up to the spot

crisp tendon
#

oh no, move the armature up in edit mode

tulip root
#

yea but the body didnt do the same move to cursor thingy as the armature

#

It just refuces to mov

#

move

#

should I manually move it over the armature?

crisp tendon
#

Sure, a bit odd though

tulip root
#

Now its like this

crisp tendon
#

alright, top left menu of blender, file, recover, auto save, and chose one from earlier today lol

#

going to try something else

tulip root
#

Why is this so broken XD

#

I just want an avatar for when I get vr XD

crisp tendon
#

alright, press 1 and zoom in a lot on the hips

#

You'll want to do G + X

#

amd move it so that the center of your model is riiiight in the middle

tulip root
#

ok lets see

#

but it should be on the center of the crotch now the blue line I mean

#

should I save now?

crisp tendon
#

zoom in even more

tulip root
crisp tendon
#

Use the leg lines for reference too

#

you can also press Z for wireframe mode

#

and move your view up to your head

tulip root
#

how do I move it there?

crisp tendon
#

shift right click ?

tulip root
#

ah 7

crisp tendon
#

shift middle mouse sorry

tulip root
#

The move uyour view to my head thing

crisp tendon
#

ah no, press 1 but then move as your normally would rotate

tulip root
#

so you want me to zoom to the head?

crisp tendon
#

yeah, the head should be also symmetrical

#

hopefully

tulip root
#

I dunno how to tell you this but the head is from another character so it might not be centered when I joined the head armament into the base armament

crisp tendon
tulip root
#

Im just trying my best ok?! XD

crisp tendon
#

Well, do the belly then

#

maybe that's symmetrical

tulip root
#

The base is everything except the head

#

so if it needs to be symmetrical to the legs then yes

#

but I dont see a line going through the belly

crisp tendon
#

you might need to select a few parts and make them hidden

#

apparently blender only makes the blue line appear through one layer of mesh

#

not sure why

tulip root
#

and does it matter if its not 100% because can I not just drag the parts of the garter that are inside the body to come out?

crisp tendon
#

If you think it's good enough, then in object mode, select all and do ctrl + A

#

and apply all transforms

#

And then try to symmetrize the garter again

tulip root
#

and I needed to join the garter to the body yes before symmetzing it?

crisp tendon
#

yes mam

tulip root
#

ok so I clicked the thingy and now the garter vanished

crisp tendon
#

did you change the axis too ?

tulip root
#

a what? XD

#

the y x and whatever thing?

crisp tendon
#

bottom right, +X to -X

tulip root
#

it didnt let me

crisp tendon
#

bottom left*

tulip root
#

it just vanished

crisp tendon
#

ctrl + Z and try again

tulip root
#

nope

#

vanished

#

i dont understand XD

#

this garter is making so much trouble

#

can I do an obs video here? Does that work?

crisp tendon
#

Sure you can drop an mp4 if you want

#

or stream if it you're on twitch

tulip root
crisp tendon
#

yeah so when you clikck symmetrize, there's a tiny window that appears in the bottom left

#

you need to open it and change the axis

tulip root
#

ok got it but now its just for that one garter

#

where did I get the other garter XD

crisp tendon
#

Well, if it's symmetrized on +x to -x then it should appear on the other leg

tulip root
#

only one garter appeared

crisp tendon
#

Ok, let's go for another solution

#

last step is S + X + -1

tulip root
#

how do I do -1?

crisp tendon
#

numpad AYAYA

tulip root
#

I cant keep up with the pace in your video gotta rewatch it again XD

crisp tendon
#

i could record a slower video with me explaining each step, but then at that point i might as well make a two hour tutorial lmao

tulip root
#

Like I dont get the pop up you get when using the 3d cursor thingy

crisp tendon
#

It's just a mode to switch into

#

in edit mode, change from individual origin to 3D cursor

tulip root
#

i did that

#

didnt get the pop up

crisp tendon
#

screenshot ?

tulip root
crisp tendon
#

yeah it means it's good

tulip root
#

so i dont need the pop up?

crisp tendon
#

i guess not, as long as the icon is correct

tulip root
#

I dont get it now I pressed s x and - and 1 and nothing happen DX

#

What is wrong with this garter

crisp tendon
#

Can i try ?

tulip root
#

how do I send the asset to you?

#

like I made changes to it so it fits the leg

crisp tendon
#

select the garter, press P, then export and chose Select Objects

#

it'll export only the garter

#

and you can drop the file here

#

P in edit mode to separate the object

tulip root
#

where do I find the export?

#

vid tutorial plz XD

crisp tendon
tulip root
#

ah

real fog
#

ok so how do i rig a unityproject avatar

crisp tendon
#

@real fog Check mixamo

tulip root
#

It gave the entire avatar... Plz delete once you see this. I dont want people copycatting my broken work XD

crisp tendon
#

yep it is lmao

tulip root
#

thanks

#

Also whats wrong with the panties and the mask? Its pink now...

#

What have I done XD

crisp tendon
#

holy you have so many meshes

tulip root
#

I dont understand what im doing ok?! XD

#

I dont know what I need and what I dont need.

#

I just do

#

Its not even clothed enough... I just want to add those things first so i can continue clothing it. I dont want people looking up my skirt and complaining that theres no panties etc. That has happen before on some of the ready avatars in some worlds and im scarred

crisp tendon
#

i'll send it to you fixed

real fog
#

@crisp tendon put the unity package into mixamo lol

#

didn’t work

#

I should just pay you to teach me tbh

#

u should make a fiverr

crisp tendon
#

it needs an obj

#

your mesh without bones

fading verge
#

i need help i got this mmd loona model on deviantart and rigged it into blender and i can't seem to find vismes

crisp tendon
#

Select the mesh

real fog
#

LUNA

formal temple
#

@fading verge Just making sure you know this already exists right?

fading verge
#

yeah on deviantart

#

wait wut

#

Have you figured out your issue yet by Ruubick's advice?

#

no not really i barely came back

#

You have to have your mesh selected to get the object data menu (the menu with shapekeys) to pop up

#

oh

#

@formal temple this already exist in vrchat if so can u send me the world link please

formal temple
#

Just search around vrchat furry avatars or ask people in Furhub, sorry I'm a bit busy

#

@fading verge

fading verge
#

ah it's okay

lofty fog
#

Because some characters (avatar) look like this, they don't load, in safety I have everything activated. I have a graph gtx 750 ti

thorn hawk
#

Hello, I am once again having the problem of the SDK not recognizing that the head, hands, and feet bones are mapped. I tried reimporting, but it didn't work.

lofty void
#

i realize we're both in the wrong channel holdon

lofty fog
#

In which channel should we say it

#

@lofty voidIn which channel should we say it

thorn hawk
#

Can someone please help me

steady bridge
#

not sure if right area but im trying not to use rigged bodies for optimization dose any one know how the new parent constraints work?

fading verge
#

Why would you not use rigged bodies? I'm confused

noble linden
#

Is it possible to rig this clothing so it drops down in some way?

#

Or is cloth the only option?

#

(ignore the extra bone there, I was experimenting)

fading verge
#

Could try dynamic bone's force option to keep it moving downwards

noble linden
#

Really would like to avoid using dynamic bones to do it. 😦

#

Wonder if there's a way to control the angle of one bone with another.

#

But offset.

fading verge
#

There's the new constraints system you can look into

noble linden
#

(but without that bone moving like above)

#

Is that in Blender or Unity?*

fading verge
#

Unity

noble linden
#

Not very good with Unity yet 😦

noble linden
#

Ugh. Well I wondered if corrective shape keys could work but no luck so far... It seems to clash with any weight painting.

#

I'll try cloth or dynamic bones in Unity.

#

Might have to just re-think the clothing if that doesn't work.

#

I wonder if anyone has ever had success making an avatar with anything similar to this, like a kimono or yukata kind of thing.

#

Making a skimpy avatar seems a lot easier. 🧐

drowsy wharf
#

@noble linden if you want it based on gravity instead of the model you'll HAVE to use dynamic bone or cloth...that's the only way to communicate which way it should move.
Dynamic bones require a bone and a root, cloth requires a separate mesh (preferably as low poly as you can have, the higher the less performant)

And yes, skimpy avatars are generally easier just because you're moving the skin primarily instead of baggy cloth that doesn't move like it's directly attached to a bone and bends at a joint...(because it isn't obviously)

noble linden
#

Which would you recommend?

drowsy wharf
#

skimpy avatars are also usually higher in poly counts since people want high detail...

noble linden
#

I did buy dynamic bones a while ago (but i'm not very experienced).

drowsy wharf
#

If it's low poly, go cloth, it'll look a lot better flowing like actual cloth

#

if it's high poly, go dynbone, you'll have to make several bones and weight them however

#

dynbone is better for a chain of bones, something like a rope connected at one end, a tail, animal ears, etc
Cloth is MUCH better for smooth flow as well as for things connected at multiple points (baggy pants, kimono sleeves, etc)

noble linden
#

I'm making the model from scratch so it can kinda be either.

#

I'll try cloth first then.

#

Is it possible to adjust the weight of the cloth and how smoothed the movement is?

jolly wyvern
#

I'm attempting to port ffxiv avatar to vrchat but, need help with some stuff

#

(I already have the meshes combined)

arctic jacinth
#

@drowsy wharf high polycount Is exclusively due to incompetence. Most people dont even know how to render a normal map from high poly onto low so they just upload their high poly like idiots.

drowsy wharf
#

I mean I agree, that or laziness. Just saying commonly higher poly not that it's needed.

#

@noble linden that makes it easier, cloth will look far better, and if you keep the poly count fairly low it'll be more performant as well.

jolly wyvern
astral vale
#

Whelp, I think I need some outside assistance. I'm currently using Blender in order to create a model using a mix of different parts from DeviantArt. Upon getting all of the clothes into place and accurately conforming to the body, I realized that the clothes don't 'follow' the movements of the base model. I've browsed some YouTube videos on ways to fix this but it's still quite unclear. Any and all help would be appreciated.

jolly wyvern
crisp tendon
#

@astral vale Merge your meshes and use mixamo webstie/automatic weight paint in blender

thorn hawk
#

I'm still getting errors about the mapping of bones, even though the mapping is correct for everything. I really need an answer.

fading verge
#

Sometimes the sdk glitches and thinks things aren't mapped right.
I just remind it by going into the rig config and hitting done and usually it lets me upload again

thorn hawk
#

That only cleared one of the three errors

jolly wyvern
astral vale
#

@crisp tendon Thanks for the response, I'll try it out

jolly wyvern
#

nvm, think imma just do a commission

fading verge
#

Assign the bones to the correct slot to get the rig configured.

jolly wyvern
#

one bone though is

#

going to space

#

:p

fading verge
#

Probably because something in your rig is fucked. Most likely that one bone going to space.

jolly wyvern
#

sigh

#

welp rip ffxiv avatar

burnt goblet
#

@astral vale yeah select the armature in blender and then hold shift and select the clothes and hit Ctrl+P and parent bones with automatic weights and you might get a positive result , if not you might get to do the fun process of fixing some errors manually in weight painting mode !

rancid jolt
#

yo, im thinking of coming back into vrchat and decided to have a new avatar since the prev one has attracted unwanted attention, i managed to port my model from vroid into vrchat fine, but there seems to be the usual problem of the character lowering and bending their legs (plus clothes clipping, but its another issue), can anyone help with it?

#

ive tried some of the suggestions here except the one adjusting the legs, since im pretty horrible at blender and unity :'v

crisp tendon
#

Legs need to be bent forward slightly in blender

rancid jolt
sleek isle
#

Oh. For that you need to have the legs strait in front view.

rancid jolt
sleek isle
#

yes

rancid jolt
#

thanks, ill finish uploading to vrchat and will check it out

rancid jolt
#

its fixed! ill probably need to get rid of the skin texture beneath the hoodie so he doesnt look like he has those nips 👀 ;

#

unless its possible to change how the sleeve moves,,,

#

i did remove the skin for everything but visible areas but it seemed to come right back in unity...

lofty void
#

you can try doing some manual rigging but that can be confusing if you've never done it

#

and by removing the skin, what do you mean exactly?

rancid jolt
#

i have almost 0 experience otherthan porting and an attempted sculpt to learn ahead of my college years xd

lofty void
#

ah

rancid jolt
#

i took out the body part where you dont normally see

#

like the torso

#

maybe i should decimate it in blender?

lofty void
#

you don't need to decimate for something like that

#

that's just to lower the overall polygon count

rancid jolt
#

ah, right, wrong term

lofty void
#

you can just select what you don't want in blender and delete it but watch out for your shape keys

rancid jolt
#

alright, ill try

#

how can i seperate and remove the model's hoodie?

#

was it ungrouping

lofty void
#

In blender, if you want to split a mesh into a different object, you can select all the polygons you want and hit the p key and split by selected

#

i don't recommend doing it in unity as it can probably mess something up if the hoodie is on its own object

#

if it isn't you have to do it in blender anyway

rancid jolt
#

ah, alright, thanks

#

im gonna try picking the clothes off with my single working braincell

lofty void
#

gl

rancid jolt
#

which i actually just did but i forgot how to select,

lofty void
#

hopefully that braincell will serve you well lmao

#

ufsfsjgzj

rancid jolt
#

ill google it myself so dw

#

xafkgergh

lofty void
#

gg

rancid jolt
#

i got it, but im now extremely intimidated by his missing limbs, it wouldnt affect the armature, right

#

bones and all

lofty void
#

...wdym missing limbs

rancid jolt
lofty void
#

did you accidentally delete this man's arms

rancid jolt
#

y

#

yes. hes an amputee now

lofty void
#

damn 😔

rancid jolt
#

it wouldnt,,, affect anything right

lofty void
#

well he wont have any arms anymore but it wont affect the rig

rancid jolt
#

ah good

lofty void
#

you have some floating vertices there though

rancid jolt
#

i was literally about to cry because the soon triple amputee is scaring me

#

im gonna sweep the floating boys clean once i stop freaking out

lofty void
#

thats fair lmao

#

it'll be fine though, if smthn happens undo exists

rancid jolt
#

yeah

#

thank god for undo,

lofty void
#

ikr

twilit aurora
#

need help rigging an avatar on mixamo

lofty void
#

is it erroring out or smthn

#

i dont use mixamo that much

twilit aurora
#

just not sure where to place elbow

#

on the model

lofty void
#

does it not have a normal elbow?

#

it should be around the middle of the arm

fading verge
#

hey guys! I tried to rig this model in mixamo and it worked (sort of), it dosent have any fingers and the shoulder is kinda fucked. If someone can add some fingers on this model and try to fix the shoulders abit, that would be greatly apreciated.

lofty void
#

i can take a shot at it but no guarantee

fading verge
#

thank you very much

#

i wanted fingers so it would work on full body

lofty void
#

my rigging skills are somewhat limited but i kinda know my way around blender

#

ah, yeah

fading verge
#

and could you try to see what is wrong with the shoulders while ur at it?

lofty void
#

i'll check it out

rancid jolt
#

i am Very afraid that i just created my paralysis demon

lofty void
#

oh no

fading verge
#

thank you

rancid jolt
#

cRAP his hand is now off center

twilit aurora
rancid jolt
#

wait it goes off center when i press edit mode

lofty void
#

ok i have like 0 braincells w rigging rn

fading verge
#

how did it go tho?

lofty void
#

im no good at rigging things with so much overlapping geometry jfdvh

fading verge
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do u know anyone that could help me if you are unable to?

lofty void
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not really, sorry

sleek isle
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@rancid jolt delete the skin under the clothing. you dont see it and it wont clip since it dont exist

rancid jolt
#

yeah, i just finished clipping the ones not visible and freaked out about my almost limbless boy

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ah. i am very the stupid. i forgot to keep the leg changes lmao

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but its gone and i can do the rest so thanks

rancid jolt
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i am now afraid that the meshes split and im confused

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would it be ok if i leave it like that or will something combust

gray steppe
#

I need both these bones (on dif hands) to deform the same...

They are bone'd the same...
Weight painted the same...
Same settings...
They have the same deform settings

Idk why one hand's mesh deforms fully with the bone like its supposed too, and one doesn't...

I make my body base's, rig and weight paint manually, and have never seen or had this issue before, maybe im missing something...

This is an update to my last body sculpt, I re-sculpted my base from hand and need this stupid IK to work, every physical bone works perfectly, his toes, legs, arms, all hand rigged and painted, and work perfectly... including his left hand (bottom photo)

But for some gosh-darn reason, his Right Hand ( top photo ) doesn't deform like literally every single other bone

Typically id assume it was just a weight paint issue but, its painted the same, and is literally painted all red from the joint down (I only use 2 bones in my fingers since I dont do a lot of complex hand gestures)....

Any idea's? Am I missing something basic here? This is like my 15th model using my own rigs and sculpted bases but, this is the first time ive ever had a rigging issue ;-;

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It deadass is not the weight painting, so idk why this is... well happening, literally making models for years and I swear every time I hit an issue I have never seen previously lol, but this is the only one I haven't been able to fix in like... 15 minutes of effort, this shit just won't work idk

fervent hornet
#

The top finger is weighted to another bone than the finger, hence the finger only bending one half the distance. You can either select a vertex on the finger and see which vertex groups it is in or use autonormalize to repaint the finger to the correct bone with a weight of 1

golden zenith
#

ok so do I need a spine and chest bone or will it be fine to just have one of them

fervent hornet
#

You cant set it as humanoid without them, but they can be tiny and unweighted

golden zenith
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so should I have an unweighted spine there or does it matter if its not listed in the rig in unity

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so if the spine was missing

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would it matter

fading verge
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I’m pretty sure they’re necessary to upload a humanoid avatar

gray steppe
#

@fervent hornet hmmm... see originally the finger bones had 3 per finger, I erased the weight painting and deleted the 3rd finger... perhaps I forgot to do 1 of the 2 hands... I was gonna say I checked every bone... I was rigging all day, easily possibly I forgot to do so... but with the bone gone I can't remove the weight?

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Rigging isn't my strongest category... much better at sculpting

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Like, rigging is pretty easy, but annoyingly tedious for me so I kinda zone out and forget to do 1 smaaaaall thing and it fucks me.

So since the bones I thing are painted, are gone, can you fix that? Or did I kinda screw myself

sudden pewter
#

Technically you actually can leave some bones unassigned in Unity's humanoid rig I think? The only real requirement is that you have your rig type set to "humanoid" on import in Unity. Probably worth trying it out and then clicking on "Configure" to see what Unity does with it.

fervent hornet
#

@gray steppe You can always just delete the bad hand and mirror the good one over

gray steppe
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That was my idea actually @fervent hornet lol

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See I figured it was weight painting. But SWORE I deleted the painting when I removed my old IK rig (I was re-using my old IK to save time)... but I guess I forgot to do it on the other hand and just deleted the bones

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Now I have confirmation my ass forgot to remove paint, I know how to fix it, wasn't sure if there was something I wasn't doing... again never had this issue before...

All started with: my old IK, didn't auto paint very well with blender, no shocker there... and so I had to re-paint and edit like half the IK

modern wraith
#

Hey all, I'm having this issue where my skeleton looks fine in Blender and unity's rig editor, but whenever I apply an idle animation to it the chest bone stretches up, and the leg bones stretch down. I've tried rebuilding the rig in Unity after making changes in blender, so it's not the rig being stretched to fit the first build

fervent hornet
#

You should post an image of your skeleton in blender

sudden pewter
#

Anyone have experience using Final IK for a VRChat avatar?
I'm looking at the whitelisted avatar components and I see the "VRIK" component from Final IK is listed, but there's a warning that says "using this script on a humanoid avatar will break it".
Does this mean I need to mark my character as "Generic" in the import settings? How does setting up the IK targets work, does the VRChat client handle setting up head & hand targets on my behalf for this script?

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Mostly trying to see if I can get better control over the IK mapping.

fervent hornet
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You cant have FinalIK as a child of a humanoid armature. You should use constraints on your armature as targets for the VRIK

reef cave
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Hi, I'm having trouble rigging this hand :/ Whenever I try and move it kinda just bends the whole hand instead of the fingers. I'm not sure if this is a problem with my bones or if its a problem with the mesh. I've also got an issue where if I move my arms, it will deform my meshes body (I'll post that vid below)

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I'm using Blender btw

sleek isle
#

@modern wraith apply as rest pose and see if it fix itafter reapply humanoid rig

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In blender

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@reef cave automatic weightpaint is good for a base but we have to edit it after manually since the program cannot predict what should deform or not. It work with distance from the bone to the mesh sort off.

reef cave
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Ah, I see. So are my bones too big for the mesh, would shrinking them help fix this? Is there a way I can manually add a perimeter that the bone can control?

sleek isle
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If 3D was as easy with one click. Every one would will be 3D artist

reef cave
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This is my first time ever creating any kind of 3d model, or rigging etc so sorry for the questions

sleek isle
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Look at weightpaint documentation

reef cave
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Ok, thank you

fleet widget
#

When i sit in fullbody, the "camera" is lower(in the mouth) then standing. Is this influenced by the rig or is this just how VRC handles the camera(with wrong calculation)?

sleek isle
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that how it work

fading verge
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That's just how it works when you're dealing with anime models and their proportions.

fierce carbon
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Every other avatar including a different low poly avatar I made can do full body well but when trying it with one of my current avatars this happens. Tips anyone? What does it take to make for certain an avatar is Full body compatible and what is going on here?

crisp tendon
hallow parcel
#

Can I have some help fixing this?

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It's weight painting right but it's still clipping through each other.

fading verge
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Option 1, weight the offending vertices properly, you can do a weird setup to enable pose mode in weight paint mode so you can select and move bones and apply weights on them.

Option 2, delete the offending geometry and prevent them from clipping in the first place

Option 3, make the offending geometry have a transparent/hidden material to "disable" it from showing up.

lament ruin
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I wasn't sure of the best place to ask this but, I was trying to follow a weight painting tutorial to fix the neck of a model and had to stop because I couldn't click any of the bones. Even after clicking on the armature, going into pose mode, then clicking on the body mesh (which had to be done in a weird way as shown in the screenshots below) I can't select the bones at all. it just ends up re-selecting the "Body" and I'm not sure how to bypass this. I am currently using Blender 2.82.7 if that helps at all...

crisp tendon
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click the armature then shift click the mesh then ctrl + tab to switch to weight paint mode

lament ruin
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the ctrl + tab just shifts it from pose mode to object mode for me

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just clarifying, but when shift clicking the armature and mesh, would everything be selected? as in the armature, pose, the little green armature, and the body?

crisp tendon
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Set both to object mode, and then do the above steps

lament ruin
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it still only switches between object mode and pose mode, even if everything is set to object mode initially

crisp tendon
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Try it manually through the menu

lament ruin
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the dropdown menu only shows object, edit, and pose mode...
Here's a screenshot, I just want to make sure I'm selecting the armature and body correctly?

mild stratus
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select the armature first, then the model.

lament ruin
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I had to select it in the area where the model was, not from the hierarchy, and then use ctrl + tab. it seems to be working now though, thank you 😄

crisp tendon
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never use the hierarchy

gritty latch
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i was wondering if i can make a chain of bones follow a curve for easier hair rigging, so i aligned them along a curve using a Spline IK constraint, but is there any way to apply the position of these bones? kind of like an array modifier that makes toruses follow a curve to make a chain, only with bones. right now if i go to edit mode my bones are just standing straight up

crisp tendon
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you can apply pose

gritty latch
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😮 amazing, it worked! thank you so much!!!

vale dome
#

Hey so, anyone know how to fix this situation, It seems to be pretty common, but it doesn't seem to matter what I do to fix it, it does nothing

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I have gone back and checked the rigging

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And it goes in order

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Shoulder, arm, elbow, wrist

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So I have couldn't have a clue as to why it is doing that

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And It does cause my character to have this wrist twist stuff

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This is the complete rigging for my avatar's right shoulder

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Seriously, I'm not sure if I just need to remove the adj or what...

scenic flicker
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This is a curious question, is there a way to disable VRChat's default animations applied to an avatar when publishing it to your account?
Like having a Humanoid rigged avatar in Unity but you don't want it to play any walk/run animations, even with or without override walk/run animations. Just having it act as a generic avatar (Like those static moving Tpose avatars) but still be rigged as a humanoid avatar so that the visemes work.
(Mention me when you answer this, thank you in advance!!)

sleek isle
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@scenic flicker delete all the vertex group and manully assign the bone in unity

reef cave
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Is there a tutorial on putting in dynamic bones for a tail in Blender?

novel aurora
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pretty sure you apply D. Bones in Unity, not Blender

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also the way i did it was slap it on the "main"/"initial" bone in the line, then change the settings as wanted

fading verge
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@vale dome In Unity bones are ordered alphabetically in the same level hierarchy. Change the names of the bones to match this or break your prefab instance to reorder the bones

hexed plover
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how would i fix this weird rotation in the bones? im just trying to get it into a t-pose and i dont really want to have to repaint the weights, as im not terribly skilled at that, and would most likely end up breaking something rather than fixing it.

agile escarp
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@hexed plover I think you can just lift up arm bone more and make shoulder bone lower in edit mod, but it's hard to say

hexed plover
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ill try that and see what happens, others have said the same

agile escarp
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Question. I added model with mouth shape keys. v.sil was set right (with a few vertices moved. But in the game his mouth is always slightly opened. What the reason might be?

fading verge
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Do you have a jaw bone assigned?

agile escarp
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So should I just delete this?

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Because I made animation for jaws and tongue using shapes as well

fervent hornet
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Make sure the jaw bone isn't applied in the rig settings

fading verge
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Just unassign it in rig configuration

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i made an avatar and it works in desktop and vr, but when i try it out in full body the chest gets pushed forwards and and it looks like im pregnant. anyone know why that happens.

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other than full body it works

agile escarp
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Thanks!

fervent hornet
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@fading verge Watch Kungs video on FBT practices. You probably have something wrong with your hip/spine bone

undone token
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Hey guys, could anyone here rig and add dynamic bones to a model i have? I don't have my perms yet and it would be a big help

manic marsh
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you don't have your perms yet? what perms?

undone token
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to upload an avatar

spark sable
wary nest
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So I'm simulating hair on my character. I've got 15 bones around the hair to use Dynamic Bones on, + the root bone so that = 16; the max Dynamic Bones I can have to stay within the 'Good' Performance range. When I test it in Unity, the last bone of the chain doesn't rotate, so I set 'End Length' to 1, and it starts to work. Great! But now VRChat SDK is telling me I now have a Simulated Dynamic Bone Count of 21. What gives? I don't understand where it's getting the extra 5 bones from.
Nevermind. I did some research, searching up Dynamic Bone End/Offset etc, and finding the answer! 🙂

fading verge
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Odin, is the jaw bone assigned in the rig configuration? If so, unassign it, having a jaw bone assigned can cause the mouth to hang open.

spark sable
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How do I unassign the jaw bone? I'm on the latest version of Unity

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The Cowboy model that I linked in the Drive folder has full face animations - while these are really cool, I pretty much just want to have his mouth closed! I can figure out flapping jaw stuff later

fading verge
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You're on the wrong version of Unity for uploading to VRChat.
To go to rig configuration click the model's fbx and got to rig and hit configure.

spark sable
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The website said to use the latest version - is there a different version that I can use?

fading verge
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https://docs.vrchat.com/docs/current-unity-version
Where does it say to use the latest version, that will need to be fixed. VRChat has never used a latest release build for Unity

spark sable
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Ahh I see! I thought it said use Unity Hub to then download the most current one

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I'll scrap the old one and try again with the new one

spark sable
fading verge
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Yeah exactly

spark sable
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I actually have no idea how i got to that screen, weirdly

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Also, is there a way to stretch his forearm bone WITHOUT also stretching the mesh, to line up more with his wrist?

fading verge
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You can edit bone positions in blender, but in unity it'll take the mesh with. You don't want to edit the positions too much or you'll have weird pivot problems due to the weight painting

spark sable
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Ah, gotcha - I'll save that for another day! Is there a way to import this file into Blender with the textures? Or will I need to remap textures later?

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As you can see, his wrist sits a few inches up into his forearm haha!

fading verge
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If the fbx is setup properly it should be fine, if not you'll have to assign the textures manually which isn't much effort. Just hit find missing files

spark sable
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Okay!! I'll give that a go later then. Time to test if the mouth is shut finally!

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HAHA! His mouth is closed!!! Thank you so much @fading verge !!!!

fading verge
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No problem

spark sable
fading verge
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Z - Wireframe

spark sable
fading verge
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No, you select the bones (the armature) and then go into edit mode and move the bone heads and tails around

spark sable
fading verge
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You'll have to export a fbx and put that into unity. I recommend using CATS plugin to do it since it sets the proper presets for you
It shouldn't be necessary to mess with blender materials here since you're just adjusting the bones

spark sable
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What's the CATS plugin?

fading verge
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A tool for blender most people on VRChat use, it standardizes a lot of the process of making models for VRChat

spark sable
fading verge
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Yep

spark sable
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Awesome!! I'll see if I can get it working, thank you!!

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Sorry to bug ya again, I installed the Plugin and it says there should be a "CATS" tab but I'm not seeing one - I'm on the latest version of Blender

fading verge
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Press n

spark sable
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Ahh! Thank you!

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Can I just attach the materials using the CATS plugin?

fading verge
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Attach materials?

spark sable
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Like, to paint him the correct colors again

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Or do I just export using CATS and then do that in Unity?

fading verge
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The materials should assign again if you put them in the same folder as the original fbx in unity. Their local location should stay the same

spark sable
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Okay, I'll give it a go!

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Should I have saved it as a separate .FBX or should I have overwritten the original?

fading verge
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Make a copy of the original then overwrite, that way the scene and prefabs stay intact

spark sable
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Okay! It went all red when I clicked the original FBX - does that mean it overwrote it?

fading verge
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You'll have to do a bit more work in rig configuration though

spark sable
fading verge
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Interesting

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Go to materials and drag the materials onto their proper sections

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Hopefully you didn't atlas or do anything with the model

spark sable
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Atlas?

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So I can color EITHER his body or his head

wild owl
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that looks like you accidently combined the head and body texture

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so now it can only take one texture

fading verge
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Did you do anything to combine the materials?

spark sable
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I don't think so, would that have been in Blender?

wild owl
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yep

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called atlas, or material combiner, or similiar

fading verge
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Do you still have the blender file open?

spark sable
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Yup!

fading verge
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Click on the mesh of the model and go to the materials tab for me in blender. It's one of the small circles in the right menu

spark sable
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My Blender seems to have crashed when I did that - I'll try to redo everything real quick

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Okay, I'm back to right before I hit CATS

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His forearms are fixed and he's T-Posing

fading verge
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Click pose at the bottom, hit reset pose, his enforce tpose

spark sable
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Got it - Thank you!!!

zealous cypress
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Been doing Kung's FBT guide and wondering if there is a way to make the torso smaller without destroying the arm and feet lenghts?
as i've kinda turned model into a dwarf with oversized middle part

wild owl
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sure just use pose mode and apply that as rest mode

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resize bones in pose mode

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it will resize arms and head too but you can scale them back up again after if you want

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resize chest bone

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O_O

rugged raven
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Hello! I'm attempting to do some optimization. I want to delete skirt bones and hair bones and transfer all of the weights to a single bone (Head and Hips bones, respectively). When I go to delete the bones, I'd like the weights to transfer to the parents. However, the weights are deleted entirely.

fervent hornet
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If you have CATs you can merge to parent or active. Pretty sure you can do it with base blender but CATs is much easier

fading verge
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Alright, I can help with this problem.
CATS lets you merge bones that are linked together, i.e. bone chains and stuff. That's useful since you can reduce it all to one bone per strand and save time.
Next we'll use a modifier located in base blender called vertex weight mix. Select vertex group A (a skirt bone) and group B (the bone you're trying to add weights to), set mix mode to add and mix set to all and then apply the modifier.
Vertex group A's weight painting should now be added onto vertex B's.
Now you can remove vertex group A.

The only problem with this method is that you have to do it for each individual bone

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@rugged raven

rugged raven
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Ok. I will try the vertex weight mix. Thats what forums online were saying. I'm not sure CATS is working right:

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I only see 4 strands

crystal vector
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@rugged raven In cats under Model Options you can find Merge Weights. You can merge to the active bone or to the bones respective parents

rugged raven
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@crystal vector Ah, yeah. That's what I'm looking for. Was looking under optimization. Nice and easy. Thanks!

fringe citrus
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@zealous cypress When you choose your user real height that you use for the reference screenshot, you can further reduce user real height a bit so that the avatar's torso is even smaller. You'll want to align the shoulder tops with your real body again, and you'll find that the avatar's crotch ends up slightly too high.

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Using that as the reference you can follow the rest of my guide as normal

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if you don't overdo it with the undersized torso you can still get pretty good body presences and end up with longer legs-torso ratio for more of that anime style... If you do overdo it though, having the arms fit your human proportions simultaneously will mean the arms look very long and lanky in relation to the smaller torso

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so you gotta find a balance.

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Also it looks like in your final result, the hips ended up proportionally a little wide. That might be adding to your dwarf-like look

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you can improve that by disabling inherit scale on the spine and both thighs, then scaling the hips on the x axis in pose mode (that way it limits the scale only to the hips and positions of the thigh bones)

zealous cypress
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using the Y scale from arm to resize torso while maintaining scale from feet as another value.
makes it look like a smaller version of startpoint.
i assume only the arm and feet lenght matters in the end or would torso/head affect this in any way?

fringe citrus
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How far up the head (bone) is will have a small effect on what user real height you end up with that allows you to straighten your arms

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The user real height to arm length scaling is determined by the distance between the head bone to the wrist bone

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Which is usually a diagonal line, if the head goes up higher, that distance will increase and the resulting avatar scale in game will be slightly smaller

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It's probably a negligible effect in your case though

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If you have a known good set of arm length and leg length proportions, you can duplicate your body mesh, and unparent the duplicate from the armature (alt + P in object mode)

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And use that as a reference for your known good proportions, then mess around with scale all over the torso, moving the crotch higher, narrowing the hips, possibly narrowing the chest (distance between shoulders) and the compensating arm length to get the hands back to where they were, all while comparing against that reference duplicate mesh

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once you get something that looks nice and not dwarf-ish if distance between wrists and distance down to feet remained the same it should still fit you in FBT

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though don't scale the head. It'll mess up your shapekeys, make sure you disable inherit scale and inherit rotation on your head

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Fixing scaled meshes with shapekeys is possible but tedious, fixing rotated meshes with shapekeys would be really hard, so whatever you do don't rotate your head

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If you do want a different head to body ratio, then start out with disabling the inherits on the head and keeping inherit on everything else and scale up the hip to make the whole body bigger relative to head

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oh also should note, if you make the distance between your shoulders too narrow, you might end up with the problem of when your arms are to the side they can straighten, but when you reach to the front or reach up the elbows stay bent

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that's because the rotation points don't match your real shoulders, it'll be another balancing thing because having really broad shoulders might not match your avatar's style

zealous cypress
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thanks for the input vrcLike

haughty palm
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Yo, trying to figure out why my avatar is in the ground on default. This is on desktop and doesn't have to do with full body tracking.

crystal vector
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@haughty palm In Unity in the bone mapping screen you can move the hips bone up, I think

haughty palm
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I'll try that when I can
Just made sure it's on 1028.4.2 and restarting set up just in case

haughty palm
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Raising the hips seems to not be the solution, along with any parent node above it

haughty palm
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Finally figured it out: Had to send my rig from Maya to 3DS Max and then export it for the root to register properly

fierce carbon
elder crescent
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@fierce carbon higher range value does not always equate to more range, have you tried using lower/different values?

upbeat ore
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i put some new hair on my avatar, but after i moved it around it changes back with all the other shape keys, any idea how to fix this?