#avatar-rigging

1 messages · Page 164 of 1

astral warren
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Just looking at the avatar, i feel like an usually large part of the torso is controlled by the hip bone, in fact the torso looks like it’s only two bones instead of three, can you highlight the spine and chest bones, respectively?

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Something doesn’t look right in blender

ashen radish
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Sorry bit of an ugly cross-sectional but this is spine and chest

astral warren
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Yeah I can’t say it’s wrong but it is unusual to see the spine and chest bones start so high up. It’s usually 1/4 hip, 1/4 spine, then 1/2 chest. Unless there’s an upperchest, then 1/4 for all four

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Yours looks half hip, 1/4 spine, 1/4 chest

ashen radish
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I'll try to play around with that, shrink the hips more

astral warren
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Just be careful moving bones around in edit mode. It formally means the avatar needs to be reweighted or it will deform wrong

ashen radish
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that did it! Shrunk hips and moved them down, shrunk spine and made chest a bit bigger and the model doesn't freak out anymore. You're the best, thank you for all the help!

sweet badge
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What blender do you guys use? I'm new to making avatars so I wanted to know my best options

merry raft
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@sweet badge use blender version 2.79

sweet badge
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Thanks

crisp tendon
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@sweet badge You should be using Blender's latest version

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No reason to go backwards

sweet badge
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Blender 2.8?

gentle prawn
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yea

astral warren
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Latest is 2.83 as of today. If you use steam, install steams version. It auto updates

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Regular doesn’t

warm iris
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hey peeps, this model's mesh got weird deformations after i removed seemingly unnecessary bones on the elbows in blender. the upper and lower arms are connected and the armature hierarchy seems fine too, i cant figure out the problem. It looks fine in game view.

astral warren
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Old versions, especially 2.79, will put you at a major disadvantage, because no tutorials will match up, you will get bugs that were fixed years ago, and worst of all, you will need to learn old blender which was much harder to use, the only reason anyone recommends it is because they already put in the time and don’t want to relearn the better one.

warm iris
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sry to break in

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i use blender 2.79 should i change too?

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aahhh

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welp

astral warren
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It will take a few weeks to catch up but I find it far superior, especially the material system, but it’s ultimately your call. They remade it with many quality of life improvements and it behaves more like a strand add Windows program. Less blender weirdness

warm iris
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i run into strange bone placements when importing mmd models and quick fixing them

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i can still use the same addons right?

astral warren
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Nah plugins are all gonna be the same

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Same bugs with them too

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Since it’s external code

warm iris
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Just be careful moving bones around in edit mode. It formally means the avatar needs to be reweighted or it will deform wrong
@astral warren what exactly does this mean?

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i removed small bones that seemed to be placed between joints with no reason

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could it fuck up the entire model?

astral warren
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The normal process for making rigged models is to make the Armature first and then weight it. if you move the Armature bones after it’s already been weighted, you have invalidated your weights as they were for a slightly different Armature

warm iris
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how do i re-weight it?

astral warren
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Small movements will result in small discrepancies.

warm iris
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i removed i think, 14 small bones

astral warren
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If you don’t notice problems, don’t worry about it, they are probably too small to notice an issue

warm iris
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around finger joint size

astral warren
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Removing bones is fine

warm iris
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then i dont understand why the mesh deforms now

astral warren
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You just don’t want to move them

warm iris
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thing is, when i had those small bones

astral warren
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How did you remove them did you just out right delete them because then you’ll have part of the model that has no bone associated with it

warm iris
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the elbow was all grossly twisted

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i had to do something

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na the hierachy is fine

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upper arm, then lower arm connects right to it

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the bones where inbetween

astral warren
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The correct way to remove a bone is to add all of the weights on that bone to its parent and then delete it. Cats plugin has a button to do that automatically with one press

warm iris
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so whats the solution for me now? reimport the model into blender, this time make sure to add the weights to its parent.

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or can i still fix the model ive edited?

amber kestrel
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Is there a rule of thumb for weight painting shoulders that have extra clothes on them? Like for example, I have a scarf and a hood resting on the shoulder, it's very hard to make movement look natural

crisp tendon
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Weight paint projection SataniaThumbsUp

amber kestrel
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@crisp tendon can you explain?

astral warren
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if the cloth touches or is near a surface that is weighted, it should have the same weight.

modern gyro
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Can someone help me fixing this problem? Idon't know why this happen, but it's only on the left leg

coral canopy
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Weight painting

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tbh thats what it looks like at least

modern gyro
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how can i fix it?

blissful current
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That or you managed to click on a polygon that was not part of the knee

coral canopy
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^

blissful current
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control z

modern gyro
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yeah and than?

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i need the bone to move with the bone like the other leg

coral canopy
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move the other leg real quick

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might be able to mirror

modern gyro
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just one leg have this problem

coral canopy
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Make sure when you enter pose mode it does the same thing

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move the leg in pose mode

modern gyro
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it is in pose mode

coral canopy
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Weight painting then?

modern gyro
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idk..

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what i need to do?

fervent hornet
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Weight paint the leg back to it's bone, you removed it at some point by accident

coral canopy
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ill dm a video if you dont know how to weight

robust crescent
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Leg might have wrong name and not using a vertex group, id check for weight paintings and see if it has any in the leg, if it has you can put that on the leg bone

steel horizon
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I think I know, just Im still a 2.78 user so not sure it works on 2.80

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first, in pose mode, select the right(not broken) leg's bone and look at the vertex list, your Right Thigh bone's vertex name should be highlighted.

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copy that vertex weight in the list, it should be added at the bottom of the list , something like "Right Thigh _copy"

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now, you may have already deleted the left bone's vertex from this list.
if you know the right bone's name, all you need to do is just set the cursor to "Right Thigh_copy" press"Mirror" ( or topology mirror if it doesn't work) and, re-name the "Right" to Left

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if the "Left thigh bone" has a "_001" at the end, that means, you already have the bone but the vertex weight is broken, in that case, delete the first "Left thigh bone" and rename the new "Left thigh bone_001" to "Left thigh bone".

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in case you don't know the original name , or has deleted the bone and the model turns into pink weight, just paint somewhere on the model, and the name of the vetex weigh(set to that bone) will be added in the list. copy that name, delete that vertex weight map, and after you mirror-dupplicate-copied the proper leg/arm's weight to the other side, paste the name to that bone's vertex so that it will work correctly

tame skiff
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@modern gyro I'm late, but it looks like some other bone has weights painted onto the distorted thigh verts. If it were me, I'd check all the other bones in weight paint mode to see if there's any heat outside their areas

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And now I have a question. My character's shoulders are sloped downward in-game in VR when I have my arms to my side. Wat iz problum? Hoew 2 fix?

astral warren
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I’d just delete the bad leg and mirror the good one

manic marsh
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i say, 1 legged avatar

turbid spear
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Not too hard but takes a few more steps than if you were to port it from mmd

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Sometimes the same models are available for mmd as well

knotty fiber
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Hi so i have a issue where the way my model shows to me is different from other people an example is on 1 of my models my shoulders look bad for me but perfect for any1 else ive been told to reset rotation on the bones but it didnt help. I would love any other idea

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Id give me guess its rigging based

amber kestrel
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How can my arm be so damn long and yet still be too short when I extend it forward

tight musk
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Maybe your height in settings?

amber kestrel
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Does anything seem glaringly weird about the upper body armature? I've always thought it was a little weird that the shoulder bones are so small

fervent hornet
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For a male character the shoulders are a bit small but that should not be causing the issue you stated, as when your arms are by your side they seem to be proportioned correctly

amber kestrel
fervent hornet
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Maybe a little, but the hand should be around the center of the thigh when standing up so its not that far off

amber kestrel
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Also I have to set my height low to prevent my legs from bending for whatever reason

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I've never quite figured out how to prevent or control that

astral warren
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Once something is in blender it’s all the same steps. The hard part with source models is getting them in blender in the first place

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Which I have no knowledge of. But I have worked on models imported into blender for me, they had nothing particularly crazy with them. Just usual optimization for vrc

distant patrol
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the chest bone is too long

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the hip bone is also very short

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i belive the arm length is mainly connected to the chest bone length

astral warren
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It’s not the arms specifically. The entire avatar is super tall compared to the head

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Super long legs and long torso mean you either need long arms to match, or your arms won’t reach as low as normal person

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You can also just try enlarging the head, or maybe making the arms thicker so they won’t seem so long

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But really I think it’s the long legs throwing everything else off

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But it’s also just an art style, if you ignore how you feel it will look fine to everyone else

amber kestrel
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That makes sense. Strange that those proportions would affect hand positioning though

fringe root
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I've been having this issue on almost every model, some more some less. My hands are in the same position on my body (resting on my shoulder/in front of my hips) but when I sit down, my hip somehow sinks way lower than it should

amber kestrel
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What part of this is the problem? I can't tell if the hand position or the hip position is the problem, or if your hand position is intentional, or anything

fringe root
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on my actual body, the hands are in the same position. When I sit down, it somehow shoves the hips down (my actual hips are where my left hand is)

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on the picture it looks like I moved my hand up, but I didn't

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my arms are the same length apart in both pictures, but when I sit down it somehow scales it differently

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...basically, when I squat or sit, my hip drops way lower than it should

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do I make sense? ^^'

amber kestrel
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Oh so you put your hands there to showcase the issue, ok

chilly edge
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Does anybody have good tips or a really good tutorial on making eye tracking and lip syncing? I have a Xnalara file and imported it into Blender, but the only thing it doesn't have are those two things and I want to learn how

amber kestrel
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Is there a particular reason why my avatar's knees bend when I set my height correctly and stand up straight? I've got the view ball right up between the eyes, but I have to set my height at least 4" shorter, which fucks up my arms

rapid mauve
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@chilly edge

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eyes depend on your model - if eye same mesh as face - tracking is near impossible - is best to make new eyes for the model

green dragon
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is there a way that I can copy and paste my right arm to get the same for the left?

fading verge
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In blender? What are you doing? Bone edit more? Edit mode? Pose mode?

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Not enough context to go off of yet

green dragon
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I'm thinking about separate the mesh of the whole arm to keep the right shape that I just built and flip it and removing the left one which have the default shape and basically weight paint it manually

fading verge
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I'm still not exactly following.

green dragon
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blender, I got the bones weightpainted already for each side

fading verge
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Okay and? You want to pose one arm and paste it to the other side?

distant patrol
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if its mesh and armature you can use mirror

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if its repositioning bones you can use symetrize

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but itll only work if bones are named with _L _R

green dragon
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yeah I'm just gonna save, separate it by selection, save that arm as fbx, get on the previous save and remove the default arm and import the modified one and flip the imported one to connect it to the left spot

green dragon
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nice it worked but in pose mode the mesh detach from the arm when moving the bones, nice !

distant patrol
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its probably weighted to an additional bone still which causes the odd behaviour

green dragon
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I fixed it, I had to merge one armature with an arm and the bones name _L to the original armature which I had remove bones and the default arm from it and attach it to the left shoulder bone

distant patrol
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nice! it can be weird sometimes but i also do it on occasion.

regal dagger
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hey guys im just looking for a bit of help, i have been messing with an avatar i have imported and all the bones seem fine in blender and unity, but when i go ingame one of the legs just kinda https://i.gyazo.com/b4241c13b152cda865f50e1c97990745.gif, does anyone have any tips on how i can get around this?

fading verge
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yeah make sure that both leg bones are completely straight when you look at it from the front

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and make sure that they are a bit bent when you look at it from the side, like this:

/
\

regal dagger
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ohhh right, it is pretty much standing upright straight in unity, so i just need to bend the legs a little?

fading verge
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yeah in blender

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that's so vrchat knows in which direction they should bend

regal dagger
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alright thanks

regal dagger
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i hate this model

amber kestrel
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Is there a common reason that some avatars might require different height settings to stand up without bent knees, even though the viewpoint is between the eyes?

fading verge
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Hey guys, I'm just about to put some shoes onto my avatar, how would I rig them?

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Also, I'm using blender

crisp tendon
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you just weight paint them to your foot bones

fading verge
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How would I do that? Sorry, I've not been using blender for very long

crisp tendon
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Join your meshes, then select the left shoe in edit mode, select the corresponding vertex group in the list and assign it the maximum, do the same for the other side, then try it in armature pose mode

magic sonnet
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ah i see you are working with the transformers devastation models, yeah, those rigs suck

jagged badger
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anyone got any solutions for keeping a dynamic leg bone from clipping through a dress or tunic

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i have used colliders but typically the bone kind of slides off to the side from the sphere shape

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nvm i probably have an unoptomized setup

astral warren
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I ask every so often but I don’t seem to ever get an answer what is the intended direction the tail of toe bones should point for correct toe IK in VRC?

jagged badger
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usually if the bone is facing forward in the rig it should work

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if it isn't when you're in the rig menu you can manually bend them back into place, i sometimes have to do this for fingers.

astral warren
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What would cause hand spread to be backwards on one hand?

sleek isle
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try to symmetrize the good hand in blender

mystic lichen
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is there any fix to stop VRChat from twisting the upper body? when you bend over backwards to much, or do a handstand

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its **really **annoying

umbral lichen
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any tips for weightpainting fingers?

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a model i have only has two finger bones in each finger, i wanna make a third finger bone but weightpainting weird and i'm not really sure how to get around it

amber kestrel
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Nothing unlike regular weight painting honestly.

umbral lichen
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You're talking to someone who.. only uses weightpainting to fix slight clipping issues

unreal harness
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uh i'm kinda lost here with the rigging, any recommendations on how to do it

distant patrol
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you can try use the data transfer modifier

unreal harness
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whus that

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these are the only two affecting it

fading verge
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if nothing you try fixes it you could just delete the torso parts

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so that it's just the shirt and not the body under it

distant patrol
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basically whats described here

unreal harness
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i need to have it

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the body underneath

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@distant patrol 5- Add the ''Data transfer'' modifier (anywhere in the stack) then within the modifier:

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what's that step

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and do i need to delete on groups on the top first?

distant patrol
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you seperate the top to be a seperate object

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then in the modifier panel, the green wrench on the side, add the data transfer modifiuer

unreal harness
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do i need to delete the groups on the top

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before all this

distant patrol
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no

unreal harness
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im at the stage i sent, is it here?

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i'm using 2.7

distant patrol
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idk where the modifiers at 2.7 are tbh

unreal harness
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it's not this? @distant patrol

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oh wait

distant patrol
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that add modifier thing, yes

unreal harness
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whut do i select here

distant patrol
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data transfer

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click on add modifier

unreal harness
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uh now wut

distant patrol
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follow the steps for the tutorial! XD

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select source object, then tick vertex data

unreal harness
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oh

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seems to be the same idk if i did it wrong

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is it cuz of that

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so i tried different ways and the only result was that the top would stop moving with the armature, i had to rejoin it and everything's still the same

astral warren
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@mystic lichen Do you have a picture of what you describe

fading verge
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can someone tell me what this is and how to get rid of it? I think its apart of the bone system... xD, I'm trying to rebuild it after a catastrophe failure

fierce grail
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Looks like a line that shows parenting of bones.

fading verge
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hmmmmm, but I removed all bones? could there be still some hidden factor I didn't account for?

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i figured it out, it was not a bone parent connection

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it was the "Set origin" orange dot thing

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I just had to move it back

rapid mauve
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looks like your mesh is overlapping the weighted part

unreal harness
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@rapid mauve any idea whut i shud do

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i tried data transfer thingy but idk if i did it right because it did nothing

rapid mauve
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in edit mode just pull the verts out a biit

unreal harness
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leave some gap between body and top u mean?

rapid mauve
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yes that will work

unreal harness
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uhh i hate to pull quite a lot to make it not clip or clip a little

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looks weird that way tho

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isn't that something i could fix with the painting?

rapid mauve
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most of the time ppl remove what's under other mesh

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if you dont need the mesh data under the clothing - remove it

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or flip the normals

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you can also push the skin inward - so many ways rly

unreal harness
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i'll probably do that but i can't figure out the chest-spine combo to make it help a little too

rapid mauve
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thats looking much better / toggle the skin mesh and you will see where you need tidy up

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you can rotate and move the bone you are weighting / see how interacion works

deft snow
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Probably a simple fix? I noticed my avatar's legs bend at an odd angle when crouching. I checked bone rolls in blender and bone mapping in unity already, everything seems to be in order but still no cigar.vrcThinking

rapid mauve
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your leg bones need be parallel from front and slight knee bend forwards / can you show rig picture (skeleton) in blender side and front

fading verge
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/
\

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bent like this from the side ^

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just slightly

deft snow
rapid mauve
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that looks good ? - perhaps someone knows why - can you show both legs front

deft snow
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Could the 'view dot' location cause this?

rapid mauve
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perhaps for FBT - everything looks fine in your image - in blender / pose mode it's fine i guess ?

deft snow
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I'll throw my headset on and see maybe the view is off.

clever eagle
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how do i do it?

velvet copper
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drag the bone into the slot

clever eagle
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I know but what bone

deft snow
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Okay, Seems a bit odd the tracker balls are way too high.

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Spine2

clever eagle
rapid mauve
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@deft snow open VR advanced settings

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this will allow you to setup FBT correctly

deft snow
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I actually followed Kung's tutorial. I wonder if the lower leg bone is too long.

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@clever eagle Perhaps try Torso3/4?

clever eagle
rapid mauve
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get the balls placed correctly then make your decision - i setup double click the top controller button to adjust them for my fbt setup

clever eagle
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who are you talking to

deft snow
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@rapid mauve Okay, I'll try a few things you gave me a few ideas. I really do appreciate your help. Thank you!

rapid mauve
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the floor fix is rly important

main belfry
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Can I change the neck of an avatar head into a new material then connect the verts to the neck of a body to preserve the blendshapes?

gleaming yacht
fervent hornet
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Yes, its quite easy with constraints

gleaming yacht
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Phew, cool

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As in, constraints from the actual rig? Or in Unity?

amber kestrel
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You can rig the moving parts under one of the leg bones (looks like upper) and animate their translation

west pasture
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hola

amber kestrel
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And by that I mean rig it to a bone that's under the upper leg, not to the leg itself

gleaming yacht
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I see!

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So then I constrain said animation to play when (in the case of the knee piston) the knee bends?

amber kestrel
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I mean, that's up to you. The rigging just sets you up to animate it whenever you want

gleaming yacht
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You've lost me

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xD

amber kestrel
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Rig the pupils. That's pretty much it

astral warren
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VRChat's eye tracking is intended for spherical eyes, or irises that can rotate around a pivot point. For flat eyes, or non-spherical ones in your case, you'll want to disable VRChat's eye tracking and use shader-based eye tracking system instead

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Most shader based eye tracking works by animating the texture offset parameter based on viewing angle

crisp tendon
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nope, that's for spheres

jade lynx
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has anyone experienced issues with an avatar sinking into the ground in full body?

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it's just this one avatar

fading verge
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you have missing bones probably, what warnings does the sdk show?

jade lynx
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none

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there's no missing bones, the mechanim is completely filled out and it works fine in normal vr

crisp tendon
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@jade lynx what does the armature look like ?

jade lynx
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bit hard to tell

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the middle bones in the legs are twist bones

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this is just that new ayanami booth model

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the base one in the package works perfectly, but the legs are absurdly long so I just scaled them down a bit and re-exported

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so something to do with scaling the legs completely broke it somehow

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for reference

crisp tendon
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None of your hips>head bones seem to be connected, are they at the same height ?

jade lynx
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they aren't connected in the normal rig either

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but that works fine

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the whole model works totally fine in non-fullbody as well

crisp tendon
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when you say sink into the ground you mean at hips level right ?

jade lynx
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yeah, below ground

crisp tendon
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What's the bone below the hip for ?

jade lynx
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just the skirt

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it's not even used though, I went with cloth

crisp tendon
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i'd suggest doing a clear roll on everything and then applying transforms to armature and mesh in object mode

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checking names too

jade lynx
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what does clear roll do?

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I've applied transforms and that had no effect, clearing rotation didn't seem to change anything either

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took some screenshots

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top is the model from the package, bottom is mine

crisp tendon
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The hip may have had inherent - rotation, clearing all and applying may fix it

jade lynx
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is that the same as clearing rotation?

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if so, I did do that already

crisp tendon
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both are good

jade lynx
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WAIT

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WUT

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no it's not sinking into the ground... it thinks my hip is my right foot

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but only this avatar

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I'm so confused

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it's something to do with the blender import/export process, because just dropping the basic model in and exporting it as-is also yields the same result

crisp tendon
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Did you assign your trackers for feet and hip ?

jade lynx
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Yeah, you can see it in the screenshots right there

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works fine in the top model

crisp tendon
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The two screenshots are in fbt ?

jade lynx
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yes

crisp tendon
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If so then it's up to you to see what the difference is between the two, because it should hopefully be a bit more obvious than blind guessing lulw

jade lynx
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I mean yeah, I've put both rigs into blender and looked at them side by side

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only difference is the scaled legs

unreal jay
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you guys know how to set up Eye Tracking so it uses the Bone's Location instead of it's rotation?

jade lynx
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but it's the act of importing and exporting that breaks it

crisp tendon
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The issue you have is just a result of exporting the model you got ? Did you do a cats fix ? Maybe check your export settings

jade lynx
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nope, in testing I just did the blender import/export

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never touched cats

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all default settings

crisp tendon
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Maybe you should give it a try then

jade lynx
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i did

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I tried basically everything I could think of before asking here

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I mostly hoped someone recognized the issue and knew the fix right away

celest rock
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@jade lynx Quick question. Did you overwrite the FBX in the project? If so then you'll need to re-do the bone configuration in unity by setting to none then back to humanoid. It'll mess up a lot of stuff (even if it says it has no errors)

jade lynx
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no, I went through multiple fresh imports

celest rock
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And I assume you checked in bone config

clever eagle
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how do I parent a bone

clever eagle
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wut

shadow osprey
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Got a question for everyone; I made my Avatar from scratch, but I am having issues with the shoulders, when my hands are just above my rib cage the shoulders looks good; but when I put my hands down at my sides, my shoulders kinda collapse, which I pictured.. there seems to be a pinch point at the upper chest.

Ive tried adjusting in game height, but that didnt work/help..

fading verge
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I think Kung's fullbody avatar tutorial had a section about the sagging shoulders problem

shadow osprey
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Is that one with the Peridot Model?

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The thing is, the only time this happens is when Im in VR, it looks fine in Desktop Mode

fading verge
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Yeah that makes sense.

shadow osprey
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Ive followed the "Peridot" tutorial, but it didnt do anything 😦

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unless I did it wrong

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if worst comes to worst, I can delete the Armature and start over ><

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@fading verge do you think it could be because the shoulder bone is attached to the Upper arm?

fading verge
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Shoulder bone attached to upper arm?

shadow osprey
fading verge
#

That generally seems fine to me

shadow osprey
#

Is there a way to 'lock' the motion?

#

like, in the armature, to lock the shoulder bone?

fading verge
#

What?
I mean, you can freeze axis of rotation and transform in blender but I don't know if that transfers into unity. And I don't think it'd look that good

astral warren
#

You can permanently lock a bone by transferring it’s weights to it’s parent, and then moving it’s location to its child.

#

But it will seriously impact iK by having one less joint of freedom

shadow osprey
#

I decided to redo the entire armature;

#

Doing up IK in Blender shouldn't affect VRChat too much, right?

#

like, if I do my own IK?

shadow osprey
#

New problem!

astral warren
#

Unity will import the Ik bones, so best to delete them before export. Otherwise it’s harmless

cloud whale
#

hello! wondering if this might be a good place to ask about rigging issues and avatars malfunctioning with full body

heavy raft
#

hey guys, i'm trying to rig a non-humanoid character for vrchat, more specifically an avatar with no legs, how can i rig him without having to use a generic skeleton?

fading verge
#

You'll want to have a standard humanoid rig that works anyways and just have the legs be weighted to nothing to make him "float", you might have to add a tiny piece of geometry at the foot of the legs so it doesn't sink down into the floor. That way you can use IK and animations.
Otherwise you'd be stuck with using a generic rig and only have your idle animation work and t-pose everywhere.

heavy raft
high nova
#

@heavy raft copy a default rig and just create unweighted bones for the legs

heavy raft
#

ohh, alright lemme try

sour isle
#

does anyone have a clue why sometimes spine doesn't get recognized in vrchat and in tilts slightly to the side

tawny silo
#

the tilt to the side has been a really odd thing and i have not figured out the cause, i've tried many things to fix it, (bone roll spine length, Leg spacing, hip to leg gap, everything)

#

@sour isle

#

the only fix right now is to manually offset the hips the counter direction to what you want it to do

#

i am starting to think it has to do with hips being -89.89 and stuff

#

a fault with exporting with blender to unity

#

i doubt it is it but i was going to look into exporting with maya and seeing if i notice the same problem

#

blender works with the X axis being up and it might be linked to that perhaps but there is a lot of things i can only guess could be causing this problem

sour isle
#

problem is it's not just the tilt

#

it's that the spine also stops working completely

#

i tryed so many things as well nothing helps

#

i did fix it on previous model by importing my other skeleton from other model

#

but it was literally same

#

like no changes whatso ever

#

it's so frustrating

#

@tawny silo boop

tawny silo
#

hmm

#

i'm sure you looked over the weights

#

bone roll could be doing something

#

i wish i knew what is going wrong

#

you could try editing the idle animation

sour isle
#

like i said i already fixed it once but it was unintentional mostly

#

i just used other armature which was technically speaking same but

#

it worked ?

#

asdjlasjdals it's actually anoying

#

it has to do with vrchat not recognizing spine

tawny silo
#

yeah something goes wrong with the spine not being accounted for

#

any models uploaded before 2018.4.20 didn't have these issue

sour isle
#

@vocal quiver halp

crisp tendon
#

Please don't ping the team for avatar questions killme

sour isle
#

sorry

#

ruubick since i see you in 3d channel all the time

crisp tendon
#

Also Kung explains the fix in his video

sour isle
#

did u have this kind of issue

#

or do u know anything about it ?

#

yea but it still doesn't fix the issue with spine not being recognized

crisp tendon
#

Either the name is wrong, the order is wrong, there's no weight paint etc

#

Unity looks for the same things every time

sour isle
#

can i slide into your dms ?

#

if not totally fine

tawny silo
crisp tendon
#

For a rigging issue that doesn't seem necessary lol

#

just post pics of your armature and stuff

sour isle
#

like i've been doing this for 2 years now and this is a recent thing

#

i just don't know a good way to explain that i do have experience in this

crisp tendon
#

Do you use the cats fix ?

sour isle
#

and this is totally new

pine topaz
crisp tendon
#

i'd suggest shortening the chest bone

pine topaz
#

Side view

crisp tendon
#

it should start around at breast level

pine topaz
#

Like this? @crisp tendon

crisp tendon
#

Yeah, give it a try

pine topaz
#

Will update once I upload

sour isle
#

i'm getting to the bottom of this

#

just used a different armature that i used on other model

#

without touching it

#

seems like it's working

#

now gotta figure out what's the differences

#

this is how the main bones look on working armature

#

p.s. it's just main bones rest is not included

tawny silo
#

tf

#

ah

#

well

#

i can see that your spine is going way to low

#

think of the spine bone as a support

#

it's not fully meant to carry weight

#

it's used to help smooth the transition between the hips and chest

sour isle
#

on the model mesh itself it's in right place

#

it's just hips are a bit high

#

ooooooooooooh

#

bruuuuuh

#

i fixed it

#

holy shit

#

if fucking fixed it

tawny silo
#

how so?

#

or was it magic

sour isle
#

nope

#

i deliberately made spine bone bigger than chest

#

and made chest a bit smaller

pine topaz
#

worked, thanks

sour isle
#

while not affecting bends

#

so i guess it does have to do with length of chest and spine bone

#

at some point vrchat just stops recognizing spine bone cuz it's too small

#

or maybe chest bone is too big

crisp tendon
#

I don't think that's the issue in this case

sour isle
#

i'd do both for good measure

crisp tendon
#

The chest bone was so big that it made the spine bone negative length

sour isle
#

maybe ?

#

i could just guess

#

we both can but ultimatelly making chest smaller and spine bigger a bit

crisp tendon
#

The only errors are for spine rotation or spine length zero, not less than zero

sour isle
#

fixed it

tawny silo
#

nice glad you were able to fix it

crisp tendon
#

It's not so much a fix as it is making a normal armature lol

sour isle
#

okay dude look

tawny silo
#

true xd

#

This is how i normally do my rig and spine weight

sour isle
tawny silo
#

The spine should be connecting to the hip bone though? right?

sour isle
#

i don't think i could fucked this up

#

and proportions are not bad

fervent hornet
#

The spine bone should be the stomach area usually

#

If not higher

tawny silo
#

the way you currently have it's like hips are the root bone

#

and only used for positioning

#

while spine and chest are your only real bones

sour isle
#

well yeah

tawny silo
#

it can lead to weird movment

sour isle
#

that's how u rig for vrchat

#

what's your point

tawny silo
#

with the hip area

#

i just never seen anyone do it this way

#

it's worth looking into is all

sour isle
#

for vrchat hips is your root

#

for whole armature

tawny silo
#

yeah but like not with any real weight

#

or very very little

sour isle
#

either i'm an idiot or you

fervent hornet
#

Your hip should have a lot of weight, to make it so things dont pull the hips too much

tawny silo
#

with spine being a support bone between chest and hips

sour isle
#

look if u want

#

i can get u in call

#

and show u how it works

#

and u tell me what's wrong

tawny silo
#

i'm down. i'm intrigued with how you've done it

languid zealot
#

hey there! can any blender folks help me figure out how to fix this weighting smear? there are no weighted bones outside of the arm so I'm stumped

fading verge
#

Looks like it could be redundant weights trying to make the arm stay in place

languid zealot
#

any tips on remedying that? i'm new to blender

fading verge
#

Go to weight paint mode and check the vertex groups and make sure there aren't redundant weights on the arm that shouldn't be there

languid zealot
#

I'm not seeing anything : /

#

i deleted all of the non-hand vertex groups and it's still happening

fading verge
#

Did you go through them all?
Why would you do that?
How do the arm and hand vertex groups look?

languid zealot
fading verge
#

Huh. Why did you delete all the other vertex groups?

languid zealot
#

just to see if it would fix it for some reason. i undid the deletion after i saw id didnt fix it

fading verge
#

Would you be comfortable with sending me the blend file for closer inspection? I wanna see if I can figure out what's up

languid zealot
#

i'm also new to this community so i'm unsure where to place my trust. I appreciate your volunteering though!

#

does the hand need more than one bone if there's so jointing necessary? i remember watching a tutorial that said to leave both the pinkie and index for mittens

crisp tendon
#

In edit mode you can select a vertex, click the Item menu on the right (above Cats) and you'll see which vertex groups it's part of

languid zealot
#

Cats?

crisp tendon
#

the main blender addon for avatar making

languid zealot
#

whelp that just might be my problem

#

its says the problem vertexes are only part of the hand and forearm vertex groups

#

well it's working now

#

I attatched the mesh to a blank armature via CATS then did a regular parent with auto weighting

#

it's odd considering that when I tried doing it without the cats step it had the same problem

fading verge
#

Just don't forget if you want to use the humanoid rig you'll need three fingers (they can be fake fingers) on each hand

languid zealot
#

for general rigging of for vrchat specifically?

fading verge
#

For VRChat if you want to use the humanoid rig and animations. Otherwise you'll be stuck with generic and msot likely t-pose everywhere with no hands

languid zealot
#

is there a way to mirror weights?

fading verge
#

There's a couple

languid zealot
#

yeah but that sounds like it would destroy UVs

#

my problem with that is that i'll get to the uv part and realize a modeling or rigging mistake and have to backpedal the pipeline

languid zealot
#

figured it out! thank goodness for the mirror modifier

languid zealot
#

hey, if i'm just using head and arm tracking, is rigging legs necessary?

crisp tendon
#

you need the bones

keen tiger
#

Yeah I was about to say, If you don't have at least Thigh, Knee, Ankle for both legs vrc can't assign it's locomotion to your avatar and you'll be stuck in t-pose.

unreal jay
#

I'm a bit lost on how to fix this issue, can someone help me out?

fading verge
#

flip it

unreal jay
#

flip the pelvis bone?

fading verge
#

yeah

unreal jay
#

ok

fading verge
#

here's how it should look like w/ directions

languid zealot
#

does eyetracking work by automatically tracking eyes to other players or is it based on a peripheral?

fading verge
#

automatically

languid zealot
#

thank you! is it the kind of thing that will break the character if you dont have it set?

fading verge
#

no

#

then it just started into the distance

languid zealot
#

I have picture eyes not physical ones so eyetracking isnt practical

unreal jay
#

Do I need atleast 2 bones in a chain for dynamic bones to work?

fading verge
#

Yes

naive tree
#

no, you can use End length

fading verge
#

can anyone send me an example rig? for a humanoid

amber kestrel
#

@fading verge download any humanoid model and delete the mesh. Just grab a free one from deviantart

fading verge
#

ok Solis

#

thanks

#

@amber kestrel what do you recommend me searching?

amber kestrel
#

doesn't matter, just look for an mmd

fading verge
#

@fading verge There's a example rig included in the sdk

#

im rigging in blender

#

Well yeah

#

You can import that one

#

i cant see the bones

amber kestrel
#

show us what you're looking at

fading verge
fervent hornet
#

Its probably because you're in the sculpting tab, but I'm not sure how those presets are set up

fading verge
#

why cant i see the ground

#

oh ok

#

nvm

fading verge
#

is that?

thorny matrix
#

hey guys and gals. I was trying to rig an ''avatar'' that i have made in blender to be just a floating headset with the controllers as hands, but had some problems with the rigging system in unity and i don't know how to propperly do it. So if there is someone that knows how to do something like this, please shoot me a message, i would love to see the avatar work in game.

fading verge
#

What's the problem?

crisp tendon
#

Weight paint each part to their respective bone and you're good

thorny matrix
#

if i try to rig this model in unity, the armature does not take the shape of the armature that i added in blender. and Ruuubick, thanks for the tip, i'll definitely try that

fading verge
#

The armature does not take the shape of the armature in blender?
Is the armature set as an armature, is the mesh parented to the armature and does the mesh have an armature modifier on it?

#

i dont even know how many bones are needed for the humanoid

grand mirage
#

When making abnormal legs is there a particular angle that works best? Also should i keep the spine strait or keep it in line with the mesh?

fading verge
#

can anyone send me a humanoid rig example?

#

I sent you one if you scroll up a bit

fervent hornet
#

@grand mirage That rig looks fine IMO, you can see if it freaks out in game but I've used ones that are similar to that
Make sure you line up the heads of the legs to the hips though, may only matter for FBT

unreal jay
#

should I move the View Position more into the head if my VR arms dont reach as far as my REAL arms?

fading verge
#

Kung's fullbody avatar tutorial has a good visual of how the arm length and stuff effects world scaling and stuff
But otherwise you can just try changing your ingame height to change the worldscale to hopefully fit better

#

is there a fullbody avatar tutorial?

#

yeah that pic looks like a normal humanoid bone structure

fervent hornet
#

Yeah bone tails are fucked but the layout is correct

fading verge
#

i do not know what to do

amber kestrel
#

@fading verge you can google that kind of question

#

Plus, it was answered literally the message before you asked

fading verge
#

can you name the bones however you want?

crisp tendon
#
fading verge
#

is that a right rig or does it need more bones

#

can anyone send me an example rig?

amber kestrel
#

We already sent you an example rig

#

And a team member just sent you rig reqs

fading verge
#

but the bone tails are messed up

amber kestrel
#

I also told you another way to get an example rig

fading verge
#

yes and i tried to scale it to my avatar but

astral warren
#

@grand mirage in usually ignore the geometry and just make a bone going from knee to toes (where feet would be on a human)

Totally ignore the giant ankle, and make the toes the humanoid ankle.

#

In your case it’s not so much a giant ankle (like on animals) as you actually have a knee, a second backwards knee, and then a ankle, but same idea

#

Just skip the second backwards knee and go from first knee to ankle

#

No need to follow the geometry

#

Bones can bridge outside the model

placid scarab
#

I want a Avatar for my YT Channel

#

Who can make Avatars?

#

ping If interest

fading verge
#

im stuck

#

I dont know what to do now

#

i rigged the fbx model

#

i put it in unity and did everything

#

And now its transparent

#

it wont let me edit the main map

#

click on the fbx in the project panel -> right side in the inspector on materials -> extract materials

#

and then you can give it a directory they get extracted to and then you can edit them

#

uuh

#

i still dont get it

#

im new to unity

#

i just started today

#

im using this tutorial

robust crescent
#

yikes

sour isle
#

"create"

astral warren
#

“How to steal models from the internet and put them on VRChat where you can say you made them”

fading verge
#

Im using a gamecube model of star fox from smash melee

#

also i finished it

#

I can now be melee fox

celest rock
#

Adeon, that just sounds like art theft with extra steps.

ripe stag
#

Hey fellas, so I'm essentially new at Blender, and I'm just wondering how one would go about rigging a cloak/poncho
I'm assuming you'd have to go about it the same way you'd rig a skirt, with dynamic bones and weight painting or whatever :V
I haven't done anything to the cloak yet, but I've been checking out this vid
https://www.youtube.com/watch?v=SimRLR_lRcA

Join my Discord for help or meeting like-minded people: https://discord[dot GG]/uSEvuVw or scan my QR Code: https://media.discordapp.net/attachments/626502922120724480/626522415794618399/qr-code-Shanie-Discord.png
This is a Bob Ross-style video where you work alongside me to m...

▶ Play video
sour brook
#

hey there I'm trying to add eye tracking on this model and was curious how to go about doing so with sphere eyes? most of the videos I can find seem to only talk in regards to the fake shadeless 2d eyes

crisp tendon
#

it's much easier with spheres, bottom of bone needs to be at center of the sphere

sour brook
#

like this then?

crisp tendon
#

nope, eye bone straight up

sour brook
#

huh weird but okay

crisp tendon
#

it's pretty standard

sour brook
#

I'm just used to normal rigging and such so everything I know about that tells me to have the end of the bone point where you want it and you use a tool to make sure the joints are oriented although for eyes you just constrain them to a controller to my understanding

#

any particular distance up I need to go? I assume not but figured I should still ask

amber kestrel
#

You could also throw a child bone toward the eye under the controlling eye bone if it makes you feel better

crisp tendon
#

it doesn't matter

sour brook
#

noted

sour brook
#

What do the lower lid left and right blend shapes/shapekeys do?

amber kestrel
#

They might be used in conjunction with blink left/right for general eye movement and blinking, but I'm not sure at all. I've never used them myself

sour brook
#

well I can't seem to find much in regards to the needed blend shapes for eye tracking and how they exactly look. I mean blind is pretty self explanatory but not sure on what lower lid ones do and neither did my friend who sent me what all I need blendshape wise

amber kestrel
#

They're not necessary at all

#

As for blinks, either blink both with one shape key and set that to the left blink, or blink each in their own shape key and set them respectively

fading verge
#

They slightly raise the lower eyelids

sour brook
#

thanks this link is pretty helpful! confused why it's more detailed than what's found here but I greatly appreciate it! https://docs.vrchat.com/docs/creating-your-first-avatar

cosmic relic
#

Has anyone else had an issue where an avatars dynamic bones will just stop working out of nowhere? I uploaded a new version of an avatar and they stopped working for seemingly no reason. The bones work fine in unity, but not the game. I also reinstalled the SDK, twice, so I have no idea what could be causing it

amber kestrel
#

go into safety settings > advanced settings > dynamic bones or whatever the last option is called. there's a settings that disables dynamic bones on avatars if they exceed a value. disable that, or find the config file and edit the value. you can google how to do that

astral warren
#

I recommend having lower eyelid shape keys be blank. Unlike upper eyelid shape keys, lower ones are Boolean and not triggered smoothly. So I do exclusively upper eyelid blinks

#

Do actually have separate left and right blinks though, they are used separately when you look up and to the side

#

(Eyes Open up more when you look up)

#

Sounds bad but actually looks great

gritty latch
fading verge
#

You could potentially try to make it thicker? Also maybe weight painting?

gritty latch
#

will it help on a mesh that has unity cloth on it?

fervent hornet
#

Cloth should always be flat, if this situation you should not have skin under the dress that you would not see

fading verge
#

They want cloth with physics, therefore they need to have skin under it else it can't really deform since there's nothing

fervent hornet
#

Otherwise I would honestly lower the cut there, the dress should not be active around the stomach as that area of the dress is usually tight

#

Not technically, you can have colliders there, but you dont need a skinned mesh

fading verge
#

Oh right!

fervent hornet
#

Removing the skin would allow the dress more freedom to bend inwards without the issue of the skin clipping in front

gritty latch
#

Alright, thank you!

cosmic relic
#

I hope you dont mind if I @amber kestrel you but thats already off, the avatar worked perfectly fine before and then the bones stopped working after a new upload

amber kestrel
#

I can't help you with that amount of information. Check on whatever you changed, trace your steps

sour brook
#

should the mouth be closed or open in t-pose?

#

I've been told closed but wanted to make sure before I go and make blend shapes and the such

magic sonnet
#

the default look should have a closed mouth

sour brook
#

cool cool

tulip falcon
#

its auto rig yes, but that bone appears from nowhere

sour brook
#

dunno if this is the issue but it seems you lack a wrist bone for those finger bones to connect to

#

and the wrist bone would connect to the elbow bone

tulip falcon
#

@sour brook I re-rigged evrything

#

relax but thanks :P

#

now I have another problem

#

it says the spine hierarchy is incorrect

sour brook
#

do you have a bone in the upper chest?

#

like in the unity mapping thing

tight gust
tulip falcon
#

welp @sour brook Fixed

#

how?

sour brook
#

for some reason having a bone connect to the upper chest in there effects it. I dunno why myself but glad you got it working! @tulip falcon

crisp tendon
#

Fix your weight paint in blender

tulip falcon
#

Thank you so much

#

holy

#

shit

#

@crisp tendon I cant even beggin to thank you properly

#

Im so angry but so happy right now

tulip falcon
#

xD

#

I gotta fix that too

#

I recently uploaded

#

I gotta fix the hands and the chest

#

after correcting with weight paint I still dont know how to fix some parts

#

does anyone know a good tutorial about weight painting?

manic marsh
#

so optimizes you can see the individual tris, 10/10 my gpu would recommend again

tulip falcon
#

yes... thats... why.... I want a tutoria...

#

oh I can just use a subdivion surface modifier

manic marsh
#

Woow, hey there, no subdivision

#

Use shade smooth with autosmoothing

#

And I thought you had problems with weight painting 🤔

tulip falcon
#

You see if I shade smooth the whole model will look way worse than its now

#

if I use subdivision I can weight paint way more precise due to the increase of vertexes

manic marsh
#

well you can subdivide only the parts that bend, no need to do it on the whole avatar

celest rock
#
  1. If you want to do a subdivision modifier to do that. You're going to cause more trouble than it's worth.
  2. If you REALLY want to do that. Separate that part you want to subdivide or subdivide it manually.
  3. Just use edge loops for that instead. It gives better control, and less polygons.
astral warren
#

Shade the entire avatar smooth turn off auto smoothing and then Mark edges you want sharp as sharp

celest rock
#

If you just want to put more detail into the mesh, then the subdiv modifier would be worth it. But, I still recommend doing shade smooth and do what Adeon just said.

#

I put italics on worth since it's subjective.

tulip falcon
#

I mean Ive build my model with some contraints, I will do everything yall are saying

#

but my model currently is 1900 or so tris

#

subdividing will increase to about 12k

#

so its still playable on pretty much every system

#

but thanks anywas

tulip falcon
#

@celest rock @astral warren I surrendered

#

Just placed it on mixamo and let it do all the work

celest rock
#

It should work for the most part on mixamo. I'd go through and check neck, head, shoulders. It has the most troube with those places.

tulip falcon
#

The problem is that

#

as I said on other server

#

a knight versus a dragon the knight cant do shit but he still wants to do it

#

im not good at all with all of this stufff

astral warren
#

And I didn’t know blender or unity at all when I joined VRChat in May 2018. Can’t believe it’s been two years already. But anyone can learn this stuff, it’s not that hard. It doesn’t take years or anything, just maybe 3 or 4 days of working on stuff and finding the right tutorials. Once you get it, you get it.

#

(4 or 3 days for learning weighting specifically)

#

Not gloating, just saying, don’t be defeatist. 3D modeling is hard to teach, but you only need to learn the tool once.

#

I’d put it on the same level as solving a Rubik’s cube. everyone thinks it’s so complicated and you need to be so smart but really just spend two or three days on it and you’ve already mastered it.

celest rock
#

Learning weight painting vs using it good is a fine line though.

fading verge
#

until blender decides to update everything again x)

astral warren
#

That’s knowledge vs skill. Blender is more knowledge than skill. For the most part.

celest rock
#

That's true.

astral warren
#

You can learn something in a few days, then you know how to use the tool. The rest is skill, which develops over time. But just knowing how to use blender’s various tools gets you 80% of the way to mastery

#

Then it’s just practice

celest rock
#

True.

#

Though, there's also a point where you need to experiment to achieve your goal

#

But that usually comes after knowledge

crisp tendon
#

you can't remember everything either, it's pointless, there's tutorials for everything and multiple ways to do something correctly, same with shortcuts

covert jay
#

Hi everyone, just have a small issue. so this model has some of these hanging arm sleeve things. I had a weighpainting issue apon upload, on inspection the left sleeve is fine, looks fine in game, the right sleeve, I hypothesize that when I hit "fix model"in blender instead of putting the weights on the proper bones on the sleeves it put those weights on hair bones. these hair bones also have some weights in the back of the head. not sure what would be the best fix aside from time consuming subtracting from all the hair bones and redoing each sleeve bone which I am not sure if I am up to doing. Any tips on how to solve my issue faster? I know there is a way to mirror weights but can I duplicate the weights on another bone? then deleting the hair weights from the sleeves would be easy

fickle dawn
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someone requested me to make a real working Eva, so I'm going to do just that

crisp tendon
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@covert jay How many sleeve bones do you have ?

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And what are the names of the bones, cats shouldn't have merged anything like that

covert jay
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I am sure I can combine a few to optimize it but on the base model just dropping it into cats and hitting fix model there are 6 on each sleeve half on the working arm and 5 on each half on the one that isnt working. it is the top most bone that is missing on the not working side which I haven't dropped it back in and hit fix model to check but it leads me to believe fix model is what is causing my issue considering the bones are there and the same weights exist as on the working side but the weights are just assigned to the wrong bones @crisp tendon

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really if I could just copy weights from one bone to another this is an easy fix, I just dunno how to do that

crisp tendon
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If it's a downward sleeve you could use a single bone with a gradient, especially if it's just for dynamic bones

vestal adder
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Hey I'm super new to making Vrchat avatars and I've run into an issue with the legs of the model. The legs bend in awkwardly like this when crouching and they bend backwards when you walk backwards. The model was a Vroid model then brought into blender to work further on. Any suggestions on how to fix this?

crisp tendon
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They're too straight, move the knee slightly forward

vestal adder
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Like move it forward or rotate it forward?

amber kestrel
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Move the joint forward

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Essentially this happens because VRC has no way of knowing which way your legs bend when they're perfectly straight in T pose

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A slight bend does the trick

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Also make sure the roll on your leg bones is 0

vestal adder
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Gotcha, thanks! I'll let you know if it does the trick!

vestal adder
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It still seems to be bending in on itself.

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Could it be a weight paint issue?

cedar basin
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Can anyone be willing to do 10 avatar riggings for VRChat?

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Each avatar has 4 pieces.

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Up to 100$ im willing to pay

keen sedge
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has anybody here boned hands before?

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just want this checked

crisp tendon
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Does the rotation look fine ?

amber kestrel
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A couple of the first finger bones go a little deep into the palm, but otherwise looks decent. Just line up the joints with the hand joints and you're good

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Weight painting is way more important

sonic lava
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My character's neck deforms correctly in Blender and Unity, but in VRChat it's pretty wonky and translates a lot from side to side. Is there something I'm doing wrong with the neck/head/chest bone placement or something else? Is there a better way to test than uploading it a million times after tweaks?

crisp tendon
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@sonic lava What does the weight painting look like ?

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@mortal lichen Breaks how ?

sonic lava
crisp tendon
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might want to try moving all the neck weight paint onto the head bone and reducing the size of the neck bone as shown in the Kung video pinned here

sonic lava
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Ah, thanks, let me watch that and try. I was copying a way the Hobkins did it

sonic lava
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Hmm, @crisp tendon if you're still around, I watched the video and changed the weight painting, but it didn't seem to help. I did notice something interesting, though. In both my old and new versions when I'd tilt my head side to side my entire character's body would move side to side. Could that indicate something?

crisp tendon
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well your hip is inverted and your legs aren't straight from the front

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Kung's video explains a few more of the requirements/fixes

sonic lava
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For the hip, I copied the Hobkins again, like this... Damn, it's not letting me upload another image. But the Hobkins fbx seems quite well done, I'd be surprised if that would stop the avatar from being fully functional, as there are a bunch of those running around. I also uploaded the Hobkins as-is and it worked properly

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I should fix the legs a bit, they are going inward, perhaps that'd affect walking

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but I suppose any variable should be eliminated

crisp tendon
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I have no idea what the hobkins is, I just go by all the requirements for final ik thumbsup

sonic lava
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I'd send a pic if I could. It's quite well done!
At ~46m I did miss a recommendation to move my VRC avatar descriptor's view height down, to reduce shoulder flop. That could be what I'm experiencing. I'll try that, and the hip and leg fix

astral warren
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Just a random aside but for that avatar specifically make sure you don’t move the ears down like that there are unity animations that depend on them being up in the neutral pose

celest rock
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An interesting thing is, that's the default pose for them. It's turned up in the prefab. I'm not entirely sure why.

astral warren
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FBX have a rest pose and posed pose.

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Rest pose determines where it points at zero rotations (and appears in edit mode, and then pose is after the armature deformation.) I don’t know what the point is myself, but that avatar uses it. Applying pose with the ears down (which is stupid easy to do by accident when editing) breaks all his animations so watch out lol

celest rock
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That's the default way it looks when you import it in blender and the default look when you use it in Unity without using a prefab

sleek isle
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what if you dont put animation on the ears

sonic lava
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Ah true about the ears

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I cannot get this character's head/neck rotation to not translate! arrrrrrrrg. When I simply rotate the bone in Unity/Blender it looks normal. So that has to mean that there's a significant X/Y translation component when moving the head in VRChat, to make it look more natural, but for some reason it's pivoting the neck like crazy. I made the head bone much smaller too

cedar basin
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Hey guys, I need someone to fully rig 10 avatars for me. Each avatar comes in 4 pieces and I need them boned, weight-painted, and whatever else you need to do. I'm willing to pay up to 150$
For this so if anyone can do it please let me know!

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Here are those avatars

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Each one is split up in a face, a body, legs, and hair

strong walrus
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Hello hello!

I've got an interesting question which I'm still testing out myself however-- I made a model for a friend of mine who noted that the model they were using, felt off. To clarify, apparently, they felt that they needed to move a bit more for example, to rotate their hip. One curious thing that another friend of their mentioned was that the size of the bone also dictates how much the hip would turn. That being said, is that actually true or is it because of the scale? The reason why I ask this as well is because the model is definitely a lot taller than the one they normally use which they happened to use as a reference which is shown in the picture below.

https://i.imgur.com/5t1DzHl.png

crisp tendon
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in FBT?

strong walrus
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Yes. Full body.

sonic lava
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I know that for neck movements, the height of the bone determines the degree to which a deformation is applied

strong walrus
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Interesting. Because yeah, I never knew this was an actual thing so I’ve been looking into it as of late.

fading verge
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In the way that I understand how rotations and transforms work, it's less about how big the bone is but there the origin of the bone (the head) is related to the weights that it is transforming.
Imagine a head with a bone in the middle of it (it's not usually in the middle it's a bit lower but for examples sake), obviously the head will move with the bone and appear to follow it exactly because it is pivoting around the center of the head. But if the bone is instead far outside the head, the pivot point becomes the origin of the bone and the head's movement is several magnitudes greater than it was before because its pivot is so far out of the actual pivot of the head and you'll get massive movements.

So what I say is, size doesn't matter as much as relation to the weighted area's pivot point.

But some people do say you technically want small hip bones and to adjust the size of the spine bone and all the sometimes which can help certain issues like rolling hips and such

crisp tendon
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@strong walrus Check the pinned video from Kung

fading verge
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So if you want to make a really fucked up model, just scale the armature without resizing the mesh and it'll make a monster

sonic lava
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@fading verge that explanation makes a lot of sense, and makes me wonder if you're aware of the cause of a specific issue I'm seeing. When I deform my head in VR, it feels like it's pivoting in the improper spot, like rotating my head side to side makes the entire head slide side to side and the neck deforms very strangely, and often leans off to one side. However, I've moved the tail of the head bone lower, tried to make it exactly centered over the neck and other bones, and haven't seen any improvement really.

Iv'e also tried to follow examples from the pinned video and another successful rig. It just seems like something else is a factor. Iv'e tried moving the view point around as well, in the avatar descriptor. I'm at a loss at the moment as to wtf is going on

fading verge
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From what I recall outside of blender the tail of bones don't really do much in unity, it's mostly about the head of the bone as the origin of the transforms and rotations. I might have some ideas about what the issue could be but nothing concrete to really say a gotcha! though without trying a bunch of things myself

keen tiger
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True, the position of the bone's tail doesn't really matter unless your bones are connected.

sonic lava
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Ah, I see. Though I moved the head as well, like I moved the whole bone down and changed its length

keen tiger
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I see, you moved it down. Did you do that to fix the deformation issues avatars usually have for fullbody users or was there another reason?

fading verge
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Like... To me that sounds like the head bone is moving down too low to where the neck is and because of IK and tracking it's like pivoting/rolling your head around is weird ways making for weird head movements and stuff.

sonic lava
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Sorry for the delay, I appreciate the help. I'm going to try and take a video showing the issue

true sonnet
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hi, so I got these ears model and was wondering how they connect with the rest of the bones - are the bottom two meant to be head / neck, or do I child them to the head/neck bones?

amber kestrel
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It looks like they're the head and neck to me

true sonnet
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👌 thank you !

turbid ocean
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Yo

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anyone on? i need some help figuring something out real quick

amber kestrel
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you could just explain your issue

turbid ocean
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Yeah sweet thanks

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i'm trying to figure out how to use blendshapes to change UVs for expressions and whatnot but i have no idea how to do it in maya, also don't seem to be finding any decent tutorial

amber kestrel
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You're much better off transitioning to blender for modeling, there's very little support for maya

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With that said, I googled that and found this

turbid ocean
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I mean i already use maya professionally so it's just way more convenient, tried that, no luck

amber kestrel
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Define "no luck"

turbid ocean
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did that, pulled the blendshape slider, nothing happens

amber kestrel
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You might have more luck in #3d-modeling. Otherwise, find some Maya tutorials or something. None of this is specific to VRC as far as I can tell, so I can't promise you any luck here

turbid ocean
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Alright, thanks anyway!

glossy mesa
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i have no experience rigging

turbid ocean
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if you have no experience in rigging that's gonna be a doozie

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watch basic rigging videos in blender and import the example vrchat avatar

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When i shove my model into vrchat, it squishes down the head for some weird ass reason, liek this:

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looks like this in unity

turbid spear
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post a screenshot of your armature in blender from the front and side

languid zealot
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can someone help me with lipsyncing visemes? i have them set up but when i use them in-game they barely work. they only activate in unity after 0.92 on the blendshapes sliders so i'm guessing that has something to do with it

proud prairie
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Hello, I need someone to fix the shoulder sag on one of the avatar I use, blender is too difficult for me and tutorials doesn't help

proud prairie
proud prairie
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I think I've fixed the avatar a little bit..

olive river
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You can try sculpting the shoulders

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Just inflate them a little

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(Make sure you save it as a copy, and have symmetry turned on)

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Zevbutt, do you have screenshots? Or any errors? And what are you using for exporting?

proud prairie
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(Make sure you save it as a copy, and have symmetry turned on)
@olive river I can't find the symmetry button

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also I changed the fbx, switched in unity with the new fbx but the avatar doesn't change..

sharp lily
proud prairie
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from what tupper said a long time ago on reddit "Yep, just drag/drop your exported FBX on top of the other one in Windows Explorer. Overwrite your old one.", it's the same thing as the video but it doesn't update the fbx

sharp lily
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?

proud prairie
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I was replying to my own comment

sleek isle
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use a humanoid rig but put 2 more bone for the arm on the front. Use rotation constraint to copy the elbow bone rotation to those one.

turbid ocean
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@turbid spear

inner tree
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is neck fix still a thing you need to do for fullbody?

crisp tendon
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Which one ?

inner tree
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so that the viewpoint doesnt mess up when sitting or laying down

turbid ocean
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oK SO

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I Disabled the mouth blendshape and it seems to work fine but

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as you might have geussed, i still want the mouth blendshape to work

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any idea what the problem might be?

crisp tendon
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What issue are you having ?

turbid ocean
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Char looks like this in vrchat

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with blendshaped on

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looks fine with blendshapes off

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for mouth movement

crisp tendon
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What does your blendshape list look like in blender ?

turbid ocean
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I'm

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using maya

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there's literally a single blendshape

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for the mouth

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is there any naming specificity i should be aware of?

inner tree
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So i remember before you'd move the necks weight to the head to fix the neck movement

turbid ocean
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Honestly the specificity VrChat requires to use properly is ridiculous

crisp tendon
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@inner tree Yeah that's still the correct way

inner tree
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aaah

crisp tendon
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@turbid ocean That's Oculus lipsync system

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nothing odd about it, same system for all similar uses in other software

polar bough
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I need some slight help with moving a model to VRchat. I commissioned it and it wasn't meant for the game, but I'm trying to convert it, it's a tiny bit everywhere though

fading verge
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What do you need help with specifically

reef plume
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can u guys help me i need a good anime avatar

polar bough
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I think some of the connections aren't up to specification, let me grab a picture

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Might have to find a visual help, one sec

manic marsh
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wait, why is your hand not parented to the arm?

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both of them actually

polar bough
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In my defence, I didn't do the rigging, I just fixed the names since a fair amount of them were named Upperthig.[number]

reef plume
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if ther is a site or something to get the avatar send PRV and thnx have good day

manic marsh
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your defence has been taken into account, and promptly dismissed

fading verge
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This is how it should look like

fervent hornet
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No excuses for bad rigging 😔

manic marsh
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well, no excuse for broken rigging, but there is for bad rigging

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(dont do this to me Scionzenos)

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😰

fervent hornet
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Just don't tell me about the bad rigging and it'll all be fine

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Now that we have constraints I want to see everyone with twist bones on every joint

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I'm being spoiled by game rips with all the twists in them

manic marsh
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smh game ripping

polar bough
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I just have to work out how to unclip the child, then clip it to new parents

fervent hornet
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Technically this last one was an extraction :))

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Select the hand, shift select the parent, Ctrl+p in edit mode

manic marsh
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select the bone and change this to the new parent

polar bough
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I've just realised the model has three sub sets and two of them haven't had their bone names changed

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I've gotta work shit out

manic marsh
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hmm, would a constrain based spine be worth the effort vrcThinking
aka instead of 2 bones have 4

polar bough
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Maybe? I wouldn't know

fading verge
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I'm using constraints to smooth out rotations in the hip area

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So yeah sure

manic marsh
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40 bones spine here we go

fading verge
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lol

polar bough
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First step is to go to the side models and label the bones correctly

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Left and Right are swapped as well, this is a minor nightmare, but the model is good for £25

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What are 'BezierCircle.[Number]'?

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NVM, turns out I've been deleting hair

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So now the modified copy is basically bald and useless, so I feel a touch silly

manic marsh
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use cats to fix most of the stuff, might even rename some of the bones for you

polar bough
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cats?

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Sorry, been a bit since I last did anything with models

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Oh, blender plug in

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How do I apply it? Downloaded it, but yeah

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Found video and did it

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And it's bald again

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Re-typing bone names, episode 6

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I need to keep the BezierCircles or else he goes bald

polar bough
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Alright, I got through renaming everything again, but I need to work out the bones and bald issue

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Used F3 and 'convert to: mesh from curve', does that help?

turbid ocean
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Anyone ever had a problem with blendshapes order?

fervent hornet
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Only time blendshape order matters is the top 4, need to be:
blink left
blink right
lowerlid left
lowerlid right

turbid ocean
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yeah

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when i rearrange the list in maya it still imports wrong in unity

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i had to reassign everything

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and now an eye is missing

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a fucking eye is missing all of a sudden

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with each passing day we stray further from god's light

pseudo mural
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Trying to optimize an avatar and after running it through cats and all that I've gotten it green and lip sync works. Problem is that my mouth blinks, not my eyes. Anyone have any suggestions on what to look at to fix this?

turbid ocean
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Check blendshape order in unity

turbid ocean
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can anyone help?

crisp tendon
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set avatar ?

turbid ocean
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m'bad, didn't really explain myself there

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when i open the avatar menu, go select that avatar for preview, it looks ok, like that

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when i change to that avatar, and look at the mirror, an eye is missing

fading verge
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things on the mirror sometimes does not display things correctly

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have you asked around?

turbid ocean
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i'll try that right now

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but anyone has any idea what might be causing that?

fading verge
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it could be a culling problem which im not so familiar with

turbid ocean
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Is there anyone yo'ud recommend talking to about his?

fading verge
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sadly no, i can try helping as much as i know

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is the face rigged?

turbid ocean
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everything's blendshapes

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only got the essential blendshapes + v_aaa for jaw opening

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yeah

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i'm also missing an eye for other people

crisp tendon
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Most likely due to blendshapes as well

turbid ocean
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well, life is a bitch

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iimma completly remake the eyes

turbid ocean
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i really

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like

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REALLY need help now

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i'm losing my mind over here