#avatar-rigging
1 messages · Page 160 of 1
I was looking at the wrong place, I guess...
How come these visames work in unity but they have no effect in VRChat?
Visemes seem to be tagged properly
Is that the correct body mesh ?
yeah, I dragged the one with functioning visemes to the mesh box
Make sure the upload went through correctly, but otherwise it should work
I'll attempt another upload, thanks~
Are you the spaghetti?
apparently :/
In the rig configuration menu, click reset, and then enforce your tpose again
@fervent hornet I have my avatar set to 0.5 scale, does my mesh also have to be 0.5..?
its just my hoodie thats broken
Does it look fine in the rig configuration menu?
Your mesh should always be scaled 1, as if you scale your armature the body follows
The hierarchy is right isnt it?
this is the bounding box for my mesh
set it back to center..
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
That bounding box is 100% shady so I would investigate that
"Active Model" is 0.5
Armature scale is 1
Body mesh is 1
unity? @fervent wharf
I dunno what to tell you then Squallz, uploading that should work. If it doesnt try redoing it on a clean export
just dont know if I somehow messed up weight painting or something but even that wouldnt break that much I dont think.
Weight painting would be seen in editor. You are dealing with specific unity->vrchat issue
Does it still happen without the animations?
checking that now
This same idle animation works fine on other avatars but im gonna check
Yup broken with default idle even
Have you tried exporting a clean version and just uploading that?
going back through and checking weight painting crap..then gonna re join meshes and re export
Well. the hair and tongue were weight painted to parts of the hoodie but I really doubt that had anything to do with it
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
Is neck fix still required to keep FBT viewpoints in place while laying/sitting or is that obsolete now?
Obsolete, you should not be making any sort of rig hacks to get FBT working
If your view point is drifting, try to rescale bones like the chest and spine
Thank you
Have you watched the recent video from Kung? Goes over a metric ton of FBT things
I figured it out omfg
my clothing had shape keys..
so when I blinked and shit it went WHOOP
That explains the bad bounding box
What mask? All textures are separate
I have a mask on the skin part of my vertices so only the hands/face are showing
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
if I export it as an fbx and put it into unity, the mask doesnt work so the skin clips through the clothes
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
Yeah I ended up doing that @dense stump
Any ideas why my hair with dynamic bones does that..?
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
(solved)
how do I solve these warnings
Do I edit the instance in the scene or the model itself in the rigging tab
In other words, will editing the rig in the fbx file update into the scene
the 2nd one doesnt matter, unless u have full body
the top one u just reorganize the bones
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.
i mean changing that.... won't cause that much of any issues in the future
what's "full body?" My character doesnt have fingers so it says its disabled anyway
can I just edit the armerature for the first warning then
or do I have to go back into blender
just edit it in unity
aight thanks.
one more thing, will a blinking animation get blocked by safety settings
Depends, is it a custom blinking animation or the default
it swaps materials out for 2d blinking
I made it myself if that's what you're asking, so no, I don't think it's default
Probably not a big deal, pretty sure animations are on by default by the time you hit user
It'll probably get blocked unless you're a green user then
Yeah no big deal, out of curiosity what's the default blink animation? couldn't find it anywhere
I don't think it's compatible with my rig but for the future ig
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.
ah I don't have cats so that would explain
Everyone uses CATS. It's basically the standard
i just use blender to join meshes together into an fbx and use unity for everything else
I'm not a modeler I just like porting obscure wii games to vrchat
But I'll look into cats
Puy more weight where there a crease
@sleek isle i did 1 weight and even made the bone bigger...
its less but still busted
Weigh paint
does anyone know why this happens when i crouch?
i think it might have to do with the fact that i put no weights on the feet
but the feet were so tiny i didnt think it mattered
you need the thumb index and middle assign
will rigging my model destroy the shape keys?
what are you doing it in?
blender
ok
so
if a mesh is assigned an armature the armature cannot be applied if there are shape keys
so its better to do shapes last if you plan on posing the mesh for fixes
if not and you dont plan to ever have to apply the armature youre fine
so rig first, visemes last
yes
thanks
np
also be careful to make sure nothing happens to the baisis shape key
if that gets deleted somehow you get nightmare fuel from your model
ha, thanks I'll be careful
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?
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.
oh my god, it was the avatar descriptor not being in the hierarchy root.
@rigid steeple if you have facial shapekeys created then separate the head - work on body then join meshes again - preserving any shapekeys
anyone know how to fix this issue? Im assuming its something that has to be done in blender
that's not an issue
I wanna set the model up for full body and when I get in game the hips are displaced
unlike other models
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.
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
oops wrong feed
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.
@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
@compact cedar i dunno if it's going to "fix" your avatar, but that's what VRC means by that,
@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
Thank you for the explanation I appreciate it!
@compact cedar most likely your bones are not straight from front view
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.
Can I just map the head as the neck
The avatar is cartoonish and physically doesn't have a neck in the first place
ok but how do I add a neck if he doesn't have one
create a new bone from the chest and make it the parent of the head bone
it looks like I need to "split" the head bone in half, can't do it in blender or unity though...
(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.)
does anyone know how to split this head bone in half to make a neck?
In either blender or unity will work.
CATS refuses to touch the model, claiming it to be "incompatible"
W - subdivide.
You'll have to deal with weight painting issues though
in blender or unity?
and wdym by weight painting
also, W doesn't work, at least in the default Layout view of blender
Blender.
You should probably start with easier models to work with if you're this early in the game.
Do it in bone edit mode.
yeah, probably, but literally everything else was basically drag'n'drop so it seems wrong to give up this easily
but I might have to take that advice if I can't knock it in a few hours.
it ended up subdividing exactly in the correct position anyway so I guess I'll see how it looks ingame. Thanks!
ehhh... it looks weird in unity but still functions like in blender. nvm
It's probably because the bone has no weights on it.
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
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
Nvm fixed the shoulders
Hands r still messed up
I cannot figure these hands out, adjusted the bones, re-wait painted... idk if anyone can help dm me
Hard to know
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.
Hello! Guestion on how to merge those weird circles at the end of bones together?
Im trying to join fingers to a wrist and arm
Like these balls. How to make it only one big ball
These are not meant to be merged
The finger head bone should be where the bone rotates
If your fingers rotate in your palm i suggest you go see a doctor quickly
Thats a wrist
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.
This is my first time doing 3d stuff btw 😄
Ive already made a character and now I need to make the skeleton because apparently the skeleton flipped up during making
Yeah, your finger bones are not attached to your wrist
They just need to be parented
Wait, those 5 bones are fingers or hand/wrist ?
ye
Im redoing it now because I flipped up somewhere since the body wasnt following anymore XD
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? 🙂
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.
I see 🙂
So I just leave it like this?
No... If I add the weights now then this happens..
I dont understand what im doing wrong XD
What does loop in parents mean?
Any skilled riggers whos willing to help me rig my character? XD
Remove those 4 bones inside the hand
you need one for the whole hand, and first finger bone to be parented to it
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
Okay so I got the old skeleton to work after a few modifications but now I have yet another issue.
Feet aint following the leg and I already got to know that its not parented to something but what isnt it parented on
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
Heres the same position on each model with the same skeleton
If you just imported the mesh then yes the other armature won't make the new one move
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
Im happy with that... Now to figure out how to activate weight temperature thingy to make the boobs move XD
The boobs are stuck and I have no idea where to find that temperature weight thingy
Im using the newest version of blender
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
delete the boobs since they are under clothing and cant be see
Are there bones there even ?
It has the normal womans open cleavage. No bones
A person said I need to "weight paint" them
Then you need to do automatic weight paint in the chest and spine
Plenty of video tutorials for that, 2.79 or 2.8
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
It's exactly the same thing in the new blender
But its not where its supposed to be :C
Hence the video tutorials
The tutorials say its in pose mode and lower right corner but its not there
Weight paint mode is different, you can switch mode from the same drop-down menu
Starting in object mode, you click the armature and shift click the mesh
Then go into weight paint mode
omg...I just found it.... So I just need to paint the boob and spine area red?
No, use automatic weight paint, don't do it yourself
yee i propably cant do it myself..
Now to find where to activate the automatic thing...
This is getting worse and worse in difficulty by the minute XD
Suggesting it again, but there's a lot of video tutorials on this
Im on it XD
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....
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.
ctrl+l click to slect bones in weight painting for 2.8+
oh
nope
I really dont understand this shit...
I mean I started from nothing 3 days ago so I gotta admit I have gotten far already
It has now automatically selected them from the ctrl+ i BUT its not painting XD
I am so stupid right now.... I know I am
It still paints like one area
and thats it XD
Now im checking the online manual and I still dont get it. This fancy english computer language....
"Annutate" "polygon" I dont even know what those are XD For crying out loud XD
So I just clicked the "assign automatic from bones" option but that did nothing. Am I gonna assume that my bones weight nothing? DX
Ehh im going to sleep.. Perhaps me sleeping during the night for once is gonna help.
hey i realize this is probably the most common question by far but can someone link me the Updated And Correct Bone Parenting Structure
screenshot of a bone hierarchy would be the best but
@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
!! thank u
i have cats so i can probably just run it thru that and verify after
last time i made an avatar was 2 years ago when cats didnt handle it properly or something my b
do u also know if theres proper ratios between different bone positions, every avatar i make just physically cant touch the ground
like the ground irl is set 2 feet above where the ground ingame is
@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
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
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)
@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
@rancid osprey there are tons of tutorials on youtube, just search for Vrchat avatar tutorial
seem to work perfectly. nice work @crystal vector faster workflow with that feature.
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
not everyone with know that they can change it
@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
also thanks for the feedback
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
Could you guys add Clavicle as shoulder bone. I have to rename it shoulder or it get delete
say uh how would this work
@sleek isle Clavicle is added as a shoulderbone, but your name is probably different. What exact name do the shoulders have?
Bip001 L Clavicle
the twist bone for the elbow have shoulder in the name. So it might confuse cats
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?
ok
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
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
ah I've never used the custom model creation thing, looks exactly like what I need 😄 I'll try it now
how do I rig a rover
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?
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.
Only thing different is the outfit
The base is the same
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
@tulip root Any picture/gif would help us
Select the shoes in edit mode, and apply the weight paint on the foot bone vertex group directly
it's on the right
Thats the problem though... I cant get the bone to be selected...
I dont understand how I did it with the last model since I clicked literally everything
How did I reset the position of the character again?
What if I saved on this wonky position? 😄
Went through the select thing and got it returned back
So if I need to do this that way then how do I separate those shoes?
I cant put them on left and right leg right in its just one object kinda
btw how do I get those vertex things visible? My thing doesnt have the vertex group one
like its missing the assign buttons
Found a tutorial and hope that works. If not ill be back
In edit mode are you sure ?
@tulip root You shouldn't have to separate anything, hopefully it's already merged though
Basically the shoes are one object but the vertex groups has a group for right and left leg.
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 😂
Yeah, merge that in the main model
So this isnt like the boob thing where I needed to weight paint the boobs by selecting the chest bone?
this time you weight paint a value directly
It seems like a completely different process but its doing the exact same boob glitch thing
they don't need a gradient
so you just give them 1
which is red
but through the vertex group menu
Ok gonna do that tomorrow. :) thanks again 😂
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
Where my eyes actually are
versus my model's eyes
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.
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,
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.
When ever i try to move the jaw bone in pose mode the teeth move out of sync with the jaw
Check the other bones to see if they are also weightpainted to the teeth!
Sorry for such a late response @sleek isle , but here's what the bones look like:
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? 🤔
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.
What I found to be odd is I deleted the "fake" eye bones and the eye look script still worked.
What fake eye bones, the old ones? Of course it would still work you aren’t using them anymore.
What eye look script
The doc says. "Create FAKE eye bones, named LeftEye, and RightEye. These are the bones that will be handled by VRChat"
That's for if you have a specific bug
Since, it matters what you have mapped in avatar rig configuration
Ah, okay. It doesn't mention anything about radius. I noticed it changes when cat's modifies it.
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
This is how it automatically weight painted it
Also apparently this one garter follows the other leg too. I have no idea why it does that when those garters are separate objects
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
Did you remove the other leg from each too ?
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...
Both are parented to the right legs
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.
Now its parented to that leg...
And here you see that its a rebel
Did you also remove all for left leg ?
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
delete the right garter and symmetrize the left one in edit mode
hopefully you know what symmetry means
you select the left left garter in edit mode, you open the search menu and type symmetrize
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?
doing it via symmetry should also symmetrize weight paint
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?
are they not joined meshes ?

the garter is separate from everything
i thought i said to join meshes when you did that last time
Im sorry ok XD
join meshes and then symmetrize
but wouldnt it then create a new body too?
I mean the leg is a part of the base im using
click on the garter then shift click on the body then ctrl + j
make sure your visemes are still there
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?
found it!
Now what? what did it do? Did it do anything? Nothing changed XD
ohhhh
ohhhh
ok
sorry if I'm interrupting, but is there someone here I can commission to rig a model?
You can find people to commission in the VRCTraders discord in #community-servers-old
I clicked the weird x things but it literally did nothing
thanks
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
No no I wanna learn this 😄 Im not frustrated. Im just embarassed that im this stupid. XD
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
I got it to come but now...
Its not in the right position and theyre literally attached
are your legs symmetrical ?
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
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
Look... Im that office lady the it people have to help all the time. Literally the profession I studied for
Try pressing 1 on your num pad
XD You cant expect me to know how to make gifs
Can't fault me for trying 
XD So I pressed one on num pad and nothing happen
even tried with and without numlock
with your cursor next to your model
Only thing it moved was my camera
So how do I separate those garters from one another if I need to weight paint them to different legs?
it's just a matter of weight painting, don't worry about it
Do I just need to move my character to the center?
mmh no, one sec
ye ill wait
did you press the world origin one too?
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...
yup
It just made my character have wings the cursor step XD
Wow you made an angel
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
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?
ok
actually i don't even know if it'll help since the armature is also off-centered
anime models 
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
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
My avatar has mapped head, arm, and feet bones, but the SDK still does not recognize that it does. What should I do?
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
@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
It does. Now I just cant get the body to go down to the armature and then move it up to the spot
oh no, move the armature up in edit mode
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?
Sure, a bit odd though

alright, top left menu of blender, file, recover, auto save, and chose one from earlier today lol
going to try something else
Why is this so broken XD
I just want an avatar for when I get vr XD
Heres the save for the non symmetrized garters
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
ok lets see
Two dots appeared on the bottom
but it should be on the center of the crotch now the blue line I mean
should I save now?
zoom in even more
Use the leg lines for reference too
you can also press Z for wireframe mode
and move your view up to your head
how do I move it there?
shift right click ?
ah 7
shift middle mouse sorry
so you want me to zoom to the head?
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

Im just trying my best ok?! XD
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
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
I mean it looks centered
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?
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
and I needed to join the garter to the body yes before symmetzing it?
yes mam
ok so I clicked the thingy and now the garter vanished
did you change the axis too ?
bottom right, +X to -X
it didnt let me
bottom left*
it just vanished
ctrl + Z and try again
nope
vanished
i dont understand XD
this garter is making so much trouble
can I do an obs video here? Does that work?
Im too shy for streaming :3
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
Well, if it's symmetrized on +x to -x then it should appear on the other leg
how do I do -1?
numpad 
I cant keep up with the pace in your video gotta rewatch it again XD
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
Like I dont get the pop up you get when using the 3d cursor thingy
It's just a mode to switch into
in edit mode, change from individual origin to 3D cursor
screenshot ?
yeah it means it's good
so i dont need the pop up?
i guess not, as long as the icon is correct
I dont get it now I pressed s x and - and 1 and nothing happen DX
What is wrong with this garter
Can i try ?
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
ah
ok so how do i rig a unityproject avatar
@real fog Check mixamo
It gave the entire avatar... Plz delete once you see this. I dont want people copycatting my broken work XD
yep it is lmao
thanks
Also whats wrong with the panties and the mask? Its pink now...
What have I done XD
holy you have so many meshes
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
i'll send it to you fixed
@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
i need help i got this mmd loona model on deviantart and rigged it into blender and i can't seem to find vismes
Select the mesh
LUNA
@fading verge Just making sure you know this already exists right?
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
Just search around vrchat furry avatars or ask people in Furhub, sorry I'm a bit busy
@fading verge
ah it's okay
Because some characters (avatar) look like this, they don't load, in safety I have everything activated. I have a graph gtx 750 ti
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.
i realize we're both in the wrong channel holdon
Can someone please help me
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?
Why would you not use rigged bodies? I'm confused
Is it possible to rig this clothing so it drops down in some way?
Or is cloth the only option?
This is what it should do.
(ignore the extra bone there, I was experimenting)
Could try dynamic bone's force option to keep it moving downwards
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.
There's the new constraints system you can look into
Unity
Not very good with Unity yet 😦
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. 🧐
@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)
Which would you recommend?
skimpy avatars are also usually higher in poly counts since people want high detail...
I did buy dynamic bones a while ago (but i'm not very experienced).
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)
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?
I'm attempting to port ffxiv avatar to vrchat but, need help with some stuff
(I already have the meshes combined)
@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.
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.
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.
@astral vale Merge your meshes and use mixamo webstie/automatic weight paint in blender
I'm still getting errors about the mapping of bones, even though the mapping is correct for everything. I really need an answer.
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
That only cleared one of the three errors
@crisp tendon Thanks for the response, I'll try it out
Assign the bones to the correct slot to get the rig configured.
Probably because something in your rig is fucked. Most likely that one bone going to space.
@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 !
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
Legs need to be bent forward slightly in blender
which part of the bones should i move?
Oh. For that you need to have the legs strait in front view.
so like this?
yes
thanks, ill finish uploading to vrchat and will check it out
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...
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?
i have almost 0 experience otherthan porting and an attempted sculpt to learn ahead of my college years xd
ah
i took out the body part where you dont normally see
like the torso
maybe i should decimate it in blender?
you don't need to decimate for something like that
that's just to lower the overall polygon count
ah, right, wrong term
you can just select what you don't want in blender and delete it but watch out for your shape keys
alright, ill try
how can i seperate and remove the model's hoodie?
was it ungrouping
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
ah, alright, thanks
im gonna try picking the clothes off with my single working braincell
gl
which i actually just did but i forgot how to select,
gg
i got it, but im now extremely intimidated by his missing limbs, it wouldnt affect the armature, right
bones and all
...wdym missing limbs
did you accidentally delete this man's arms
damn 😔
it wouldnt,,, affect anything right
well he wont have any arms anymore but it wont affect the rig
ah good
you have some floating vertices there though
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
ikr
need help rigging an avatar on mixamo
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.
i can take a shot at it but no guarantee
my rigging skills are somewhat limited but i kinda know my way around blender
ah, yeah
and could you try to see what is wrong with the shoulders while ur at it?
i'll check it out
i am Very afraid that i just created my paralysis demon
oh no
thank you
cRAP his hand is now off center
https://gyazo.com/4702a88b1d5e359f822e96577fac890a that the issue not sure where put elbow
wait it goes off center when i press edit mode
ok i have like 0 braincells w rigging rn
how did it go tho?
im no good at rigging things with so much overlapping geometry jfdvh
do u know anyone that could help me if you are unable to?
not really, sorry
@rancid jolt delete the skin under the clothing. you dont see it and it wont clip since it dont exist
yeah, i just finished clipping the ones not visible and freaked out about my almost limbless boy
ah. i am very the stupid. i forgot to keep the leg changes lmao
but its gone and i can do the rest so thanks
i am now afraid that the meshes split and im confused
before
now
would it be ok if i leave it like that or will something combust
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 ;-;
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
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
ok so do I need a spine and chest bone or will it be fine to just have one of them
like this
You cant set it as humanoid without them, but they can be tiny and unweighted
so should I have an unweighted spine there or does it matter if its not listed in the rig in unity
so if the spine was missing
would it matter
I’m pretty sure they’re necessary to upload a humanoid avatar
@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?
Rigging isn't my strongest category... much better at sculpting
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
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.
@gray steppe You can always just delete the bad hand and mirror the good one over
That was my idea actually @fervent hornet lol
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
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
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
You should post an image of your skeleton in blender
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?
Mostly trying to see if I can get better control over the IK mapping.
You cant have FinalIK as a child of a humanoid armature. You should use constraints on your armature as targets for the VRIK
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)
This is what the mesh looks like
I'm using Blender btw
@modern wraith apply as rest pose and see if it fix itafter reapply humanoid rig
In blender
@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.
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?
If 3D was as easy with one click. Every one would will be 3D artist
This is my first time ever creating any kind of 3d model, or rigging etc so sorry for the questions
Look at weightpaint documentation
Ok, thank you
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)?
that how it work
That's just how it works when you're dealing with anime models and their proportions.
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?
Timestamped Links (Right-click: Copy Link to share a stamp)
0:00 - Intro
1:00 - Visual Guide
2:53 - User Real Height
5:54 - Proportions
7:04 - OpenVR Advanced Settings
8:17 - Proportions cont'd (Blender Start)
10:20 - Shoulder Sag Fix
11:46 - Proportions cont'd (Scaling Limbs)...
Can I have some help fixing this?
It's weight painting right but it's still clipping through each other.
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.
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...
click the armature then shift click the mesh then ctrl + tab to switch to weight paint mode
the ctrl + tab just shifts it from pose mode to object mode for me
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?
Set both to object mode, and then do the above steps
it still only switches between object mode and pose mode, even if everything is set to object mode initially
Try it manually through the menu
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?
select the armature first, then the model.
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 😄
never use the hierarchy
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
you can apply pose
😮 amazing, it worked! thank you so much!!!
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
I have gone back and checked the rigging
And it goes in order
Shoulder, arm, elbow, wrist
So I have couldn't have a clue as to why it is doing that
And It does cause my character to have this wrist twist stuff
This is the complete rigging for my avatar's right shoulder
Seriously, I'm not sure if I just need to remove the adj or what...
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!!)
@scenic flicker delete all the vertex group and manully assign the bone in unity
Is there a tutorial on putting in dynamic bones for a tail in Blender?
pretty sure you apply D. Bones in Unity, not Blender
also the way i did it was slap it on the "main"/"initial" bone in the line, then change the settings as wanted
@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
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.
@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
ill try that and see what happens, others have said the same
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?
Do you have a jaw bone assigned?
actually yes
So should I just delete this?
Because I made animation for jaws and tongue using shapes as well
Make sure the jaw bone isn't applied in the rig settings
Just unassign it in rig configuration
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.
other than full body it works
Thanks!
@fading verge Watch Kungs video on FBT practices. You probably have something wrong with your hip/spine bone
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
you don't have your perms yet? what perms?
to upload an avatar
Would someone be able to help me with this Avatar model? It's fully rigged and textured, but whenever I upload it to LIV VR or VRCHAT for the avatar, his mouth is stuck wide open and his wrist bones seem to be located halfway up his forearms.
https://drive.google.com/drive/folders/1mGui_Sv6rGWPPmJKdwUYFcwOfi6U7-0p?usp=sharing
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! 🙂
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.
How do I unassign the jaw bone? I'm on the latest version of Unity
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 Here's what the screen looks like when I click on the model
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.
The website said to use the latest version - is there a different version that I can use?
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
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use is Unity 2018.4.20f1. Unity Hub To install the cu...
Ahh I see! I thought it said use Unity Hub to then download the most current one
I'll scrap the old one and try again with the new one
@fading verge I think I did it! I just click on "Jaw" and set to "None", right?
Yeah exactly
I actually have no idea how i got to that screen, weirdly
Also, is there a way to stretch his forearm bone WITHOUT also stretching the mesh, to line up more with his wrist?
Click head here
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
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?
As you can see, his wrist sits a few inches up into his forearm haha!
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
Okay!! I'll give that a go later then. Time to test if the mouth is shut finally!
HAHA! His mouth is closed!!! Thank you so much @fading verge !!!!
No problem
Time to mess around in Blender - is there a way to wireframe the mesh?
Z - Wireframe
Ah, got it!! Do I just ungroup the model to move the forearm bones then?
No, you select the bones (the armature) and then go into edit mode and move the bone heads and tails around
Okay, I think I've got it - do I just save it and import back into Unity? Or do I apply the material meshes here?
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
What's the CATS plugin?
A tool for blender most people on VRChat use, it standardizes a lot of the process of making models for VRChat
Yep
Awesome!! I'll see if I can get it working, thank you!!
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
Press n
Attach materials?
Like, to paint him the correct colors again
Or do I just export using CATS and then do that in Unity?
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
Okay, I'll give it a go!
Should I have saved it as a separate .FBX or should I have overwritten the original?
Make a copy of the original then overwrite, that way the scene and prefabs stay intact
Okay! It went all red when I clicked the original FBX - does that mean it overwrote it?
You'll have to do a bit more work in rig configuration though
...oh no
Interesting
Go to materials and drag the materials onto their proper sections
Hopefully you didn't atlas or do anything with the model
that looks like you accidently combined the head and body texture
so now it can only take one texture
Did you do anything to combine the materials?
I don't think so, would that have been in Blender?
Do you still have the blender file open?
Yup!
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
My Blender seems to have crashed when I did that - I'll try to redo everything real quick
Okay, I'm back to right before I hit CATS
His forearms are fixed and he's T-Posing
AHA! I think I got it this time
@fading verge Everything seems to be working right EXCEPT for his thumbs?
Click pose at the bottom, hit reset pose, his enforce tpose
Got it - Thank you!!!
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
sure just use pose mode and apply that as rest mode
resize bones in pose mode
it will resize arms and head too but you can scale them back up again after if you want
resize chest bone
O_O
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.
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
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
@rugged raven
Ok. I will try the vertex weight mix. Thats what forums online were saying. I'm not sure CATS is working right:
I only see 4 strands
@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
@crystal vector Ah, yeah. That's what I'm looking for. Was looking under optimization. Nice and easy. Thanks!
@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.
Using that as the reference you can follow the rest of my guide as normal
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
so you gotta find a balance.
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
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)
like this:
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?
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
The user real height to arm length scaling is determined by the distance between the head bone to the wrist bone
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
It's probably a negligible effect in your case though
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)
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
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
though don't scale the head. It'll mess up your shapekeys, make sure you disable inherit scale and inherit rotation on your head
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
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
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
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
thanks for the input 
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.
@haughty palm In Unity in the bone mapping screen you can move the hips bone up, I think
I'll try that when I can
Just made sure it's on 1028.4.2 and restarting set up just in case
Raising the hips seems to not be the solution, along with any parent node above it
Finally figured it out: Had to send my rig from Maya to 3DS Max and then export it for the root to register properly
https://gyazo.com/a1189d48313e68ff929bc2e8bc71c6bf
trying to setup eye track with Cats, it works but the eyes dont move very much what could be wrong?
@fierce carbon higher range value does not always equate to more range, have you tried using lower/different values?
