#avatar-rigging

1 messages · Page 165 of 1

crisp tendon
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What issue are you having ?

turbid ocean
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Same thing as before

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missing eye

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tried everything, even remade the eyes in maya, reexported the whole model

crisp tendon
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Is it correct on your basis shapekey ?

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Did you apply all transforms

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is there a modifier on it

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symmetrized but weight painted on the wrong bone

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tons of things could be wrong

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but it's maya so taurishrug

pseudo mural
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I can't find an easy answer, where in unity is the place to re-order blendshapes?

crisp tendon
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in blender

turbid ocean
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I can't find an easy answer, where in unity is the place to re-order blendshapes?
@pseudo mural You can't really do that in blender

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in unity**

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you gotta go back to blender

pseudo mural
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oh in blender ok, no wonder things in google weren't pulling back results

turbid ocean
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symmetrized but weight painted on the wrong bone
@crisp tendon I set the bones to each eye individually

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Did you apply all transforms
@crisp tendon whaddoya mean?

crisp tendon
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All your meshes are merged ?

turbid ocean
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I mean, no, but the right and left eye are

crisp tendon
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Merge everything and try again

glossy mesa
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does anyone have any clue on how to merge the armature to this model without the moving of the bones altering the shape of the model?

turbid ocean
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Hey man, yo'ure the guy with no experience in rigging, right?

glossy mesa
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a lil bit

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im understanding it more

turbid ocean
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Ok so

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Every vertex is affected by a bone with a certain strength

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you just gotta make the armature, and set every vertex's influence from it to zero

glossy mesa
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where do i change the influence?

turbid ocean
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@crisp tendon did that

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no luck

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@glossy mesa in blender i'm not sure

glossy mesa
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ah

crisp tendon
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@turbid ocean Is the eye gone in Unity too ?

turbid ocean
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Nope

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even when i go to select the avatar the eye's tehre

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yet this shows up when i move to set avatar
@turbid ocean as you may see here

crisp tendon
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Can you select your eye bone in unity and screenshot ?

turbid ocean
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one sec, i'm exporting without jaw movement to see if it's anything with that, i'm desperate at this point

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i'll just let unity finish that and send you

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but this is what shows up in the avatar selector

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asking other people didn't help either

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as in: the eye is also missing for them

crisp tendon
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yeah that's a new one

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not a lot of maya users here so it's usually very specific issues

turbid ocean
crisp tendon
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could i see the right screen too ?

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Did you assign the eye bones in the humanoid configuration ?

turbid ocean
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everything's in humanoid

crisp tendon
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unmap the eye bones in this case

turbid ocean
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won't that make eyetracking impossible?

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Ok

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i might've found the problem

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and if that's actually the problem i will be commiting the secular art of sudoku

glossy mesa
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@turbid ocean i set all the weights to 0 and i still have the same issue

turbid ocean
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oh yeah

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do you actually want the arm to bend?

glossy mesa
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no

turbid ocean
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do you gotta set either the forearm or the arm bone influente to 0 in the actual mesh of the arm

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only one of those should affect the arm

vagrant elk
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POG

turbid ocean
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@crisp tendon for some reason in unity the rotation of the left eye bone is 180

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so there's that

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i chagne the rotation in unity, nothing changes

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the rotation in maya is 0 as well

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so uh what the fuck

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i change the rotation in unity, it seems to go back to 180 when exporting to vrchat

crisp tendon
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do -180 in maya on export then ?

turbid ocean
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straight up deleted the bone and rerigged it

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rotation seemed to be fix in unity

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exporting right now

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yeeeeeee

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it worked

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jawflaps aren't really working on the mirror tho

true sonnet
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hi I'm super new to this so I think I might be running into something stupid

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so I have everything in one mesh and started testing my bones to see if they work

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everything else works but the ears move like this - how do you....anchor it down? thank you

turbid ocean
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what do you mean anchor it down?

true sonnet
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idk, or do whatever so it moves/gets deformed normally like...everything else

crisp tendon
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well, they move depending on their rotation point

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the bone you're moving there shouldn't move the ears

turbid ocean
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i think you attatched the ears to the headtop

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you gotta attatch it to the head

true sonnet
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OH so one bone down?

amber kestrel
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Well it's not necessarily a bad thing if that bone is under your head bone anyways. Just an extra bone that doesn't need to be there. It wouldn't affect much though

true sonnet
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I dissolved the extra bone - thank you! I was like....why is it not following the rest of the head

glossy mesa
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im so close to getting my model to work

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can someone explain spine hierarchy because im confused

sour brook
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would my bone structure have anything to do fact my eye's don't track even with the proper blendshapes, and causing the mouth to be open even when the bind pose is closed and there is zero rotation info on the mouth.

sour brook
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after some trouble shooting I can confirm it has an effect on the mouth being open in vrchat but not on the eye tracking

crisp tendon
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What's your blendshape list ?

sour brook
crisp tendon
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"causing the mouth to be open even when the bind pose is closed" not sure what you mean by that

sour brook
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the bind pose is the pose the skeleton was in when skin was bound

crisp tendon
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In that case you may not need to map the jaw bone at all in the configuration

sour brook
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hm sweet that worked

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now it's just the eye tracking

crisp tendon
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If the eyes are mapped in the configuration and are straight up in the rigw it should work

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Name them Eye_L and _R for good measure

trim cedar
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Looking for someone to rig this scary dude (will be paying) he has 4 arms but planning to remove 1 and make one of them be a physics object

turbid spear
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looks rigged to me

glossy mesa
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^

fervent hornet
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Job done

vernal onyx
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Anybody know how to fix an issue where fullbody tracking causes the butt of the avatar to jut way out?

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Pretty sure it's a simple rigging issue but the bones from hips and all the way up look fine, and are mostly straight up

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bones look like this

astral warren
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In my experience the bones must be exactly named, case sensitive, or eye tracking is disabled. The names are Hip, Spine, Chest, Neck, Head, LeftEye, RightEye

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Biggest feature wishlist is to let us use Upper Chest with eye tracking

vernal onyx
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Perhaps with Avatars 3.0

turbid ocean
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what is this

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avatars 3.0 thee speek of?

turbid spear
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an upcoming update to avatars

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which is coming soon™️

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they've talked about it on the last dev stream

turbid ocean
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Did they talk about improvements?

turbid spear
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Yes

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Lots of improvements, including customizing the animation controller

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Which would give a lot of customizability without clunky workarounds for everything

astral warren
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Shorthand for “avatar support for SDK3” but it includes a redo of the avatar components in unity along with new feature sets

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Just as worlds got udon in SDK3, avatars will have new shiny as well

glossy mesa
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does anyone know how to fix "spine hierarchy missing elements?"

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It says I need to map the neck shoulders and chest but those are optional it said

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and my model doesn't have a neck, shoulders, and chest

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any recommendations?

fading verge
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Just because it's optional for the unity rig configuration does not mean it's optional for the VRCSDK

glossy mesa
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damn

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rigging has caused a lot more pain than anticipated lol

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is there a way to change the texture map when your model is talking?

fading verge
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Texture map when your model is talking?

glossy mesa
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yeah

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my model doesn't really have a mouth

fading verge
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Can you explain more what you mean. Do you mean like 2d visemes?

glossy mesa
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kinda

fading verge
astral warren
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For VRChat, toes and upper chest, jaws, and eyes are optional. As well as all fingers except the base of index, middle, and thumb (if you do have real fingers you want at least two on each finger though)

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Everything else is required for VR

sleek isle
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I try to limit the rotation with a constraint on an axis but the leg flip. what I do wrong here

brave wind
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I'm trying to rig a character using 3DS Max for a game that isn't quite VR chat. I've gotten the bones in the right place, but they don't quite move the right things. I think it has to do with "weight" or something. The red that appears when I try to make bones control something. Idk, rigging is hard.

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But I ended up with this:

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All ended up fine except the arms. I've got no clue what happened

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Does anyone know where I can go to figure out how to properly get my good bones to work with the body?

astral warren
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I’m going to guess the issue is it is not weighted to the specifications of the unnamed game you are referring to. Without knowing details it’s a little impossible to say what the issue could be.

brave wind
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What details do you need? I can probably provide them. But I have no idea what details are important at my current stage. I used to just use mixamo to rig for me but now I'm having to use a very strict skeleton that already exists

astral warren
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Well I’m just going to have to be very generic but you say you moved bones around, then the weighting is no longer valid. It needs to be weighted to the new armature you’ve modified.

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Though the channel is specifically for VRChat and the advice for other games probably isn’t going to correlate 100%. Every game is different.

brave wind
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I'm not allowed to move any of the bones around, else the unmentionable game will panic. Though, I didn't move any of the weighting around on the new model because to be honest, I have no idea how to do that.

Should I probably try to find a More general 3ds max community to ask these questions, since it's most likely just me not knowing how to rig properly? I don't think the unmentionable game has an active community so I can't really try that.

astral warren
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The best I can say is you are asking for help on an official discord for a game about help for an entirely different game, there are absolutely better places to get your answers.

terse spire
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I've run into a new problem. I rigged and weight painted the fingers on my model but the fingers aren't fully moving to match the bones

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But that problem isn't happening with the rest of the model

astral warren
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The top picture looks like the fingertip is weighted to both the fingertip bone and the middle bone at the same time. Make sure it’s only weighted to the end bone

terse spire
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I found some weight mapped to the opposite hand

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And it works perfect now. Didn't think i had screwed the painting that bad but thank you for telling me to check

turbid ocean
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anyone has any idea how expressions work?

crisp tendon
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you're looking for gestures tutorials

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plenty on youtube

turbid ocean
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ty

turbid ocean
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@crisp tendon soooo

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i theoretically did the thing

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if you happen to be there, you got any idea how to toggle gesture on vrchat itself?

crisp tendon
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You create a two keyframe animation

turbid ocean
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already did the whole thing, theoretically the avatar has it ingame

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but i don't really know how to

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test it?

crisp tendon
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are you in vr or desktop ?

turbid ocean
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desktop

crisp tendon
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then it's shift + F1/F2 etc

turbid ocean
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Even for the ones that go EMOTE1, EMOTE2, etc?

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is there a way to configure that?

fading verge
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no clue if those can be triggered via shortcut, but you can find them if you press esc to open the menu and click on "emotes"

turbid ocean
fading verge
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1 is top left, 8 is bottom right, try em? ¯\_(ツ)_/¯

sonic lava
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In Unity, how do you bind controller gestures to shape keys? Like if I do Down-Left on my vive's d-pad, how do I make the eyes_closed shape key slide to 1.0?

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oh, haha, is that what's being discussed right now?

turbid ocean
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@fading verge no luck

fading verge
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did you add the overwrite controller to the descriptor and set it up properly?

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fox, you either need to overwrite a hand gesture to do that or a emote slot

sonic lava
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Ah, I'll overwrite a hand gesture. Trying to find a video now

turbid ocean
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@fading verge is this what you mean?

fading verge
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yeah you need to drag it into "custom standing anims" and potentially "custom sitting anims" if you want it to overwrite sitting stuff as well

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in the descriptor

turbid ocean
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aw shit

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my bad

fading verge
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i love your avatars file name lol

turbid ocean
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bruh

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you've got no idea

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this is my fbx list

fading verge
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haha

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sounds about right

turbid ocean
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@fading verge when i set it to one of the emotes, it does the crouch dippy thing and backs to default

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when i change it to a hand gesture it seems to work nicely

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i'm just gonna set it to the hand gesture, but is there any way to make it work as an emote?

fading verge
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no clue

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think for emotes you need to have full animations set

turbid ocean
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jesus the lord

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yeah i'm not going near that anytime soon

sonic lava
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If you override one animation, do you lose all the other default ones?

Like with the default avatar animation overrider I got all the finger gestures for free; I could point, make a fist, etc. But if I make my own animation overrider, I have to drag animation clips into the slots

fading verge
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you need to only override the ones you want to replace

sonic lava
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Sweet

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I love how I can just tell a Unity crash is coming, and know to expect it

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Ah, another question. What determines what the avatar's default expression will be? Is it the basis shape key?

fading verge
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yeah

sonic lava
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ah, thanks, @fading verge

fading verge
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sure why not

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no

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check if the legs are properly setup like this:
from the front: straight down, no bend or rotation
from the side make sure that they're bent a bit forward:
/
\

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the general rig setup, so blender and unity

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vrchat uses the bend direction of the leg bones to determine in which direction they should bend in, and if you haven't done them correctly then they bend in some weird way like shown on the screenshot

true sonnet
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ummmmmmmm

crisp tendon
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select everything that isn't affected by your shapekeys and do "shape propagate"

true sonnet
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will try tomorrow, thank you

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👌

astral warren
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On desktop the avatar will stand with their knees bent a little bit that’s just the game, it won’t happen in VR.

fading verge
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Does anybody know how to do dynamic bones for chains I.e handcuffs

astral warren
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Yes. A chain has two end points. The start of the bone chain should be the space between the two end points. And the end of the bone chain should be the middle of the chain.

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Then just use the normal dynamic bone script. Default settings are fine once the model is rigged that way.

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The center chain should have full weight. Then taper off to nothing at the ends

amber kestrel
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I've got an empty humanoid rig that I use to control an avatar with my hand, and for some reason I can't quite reach the floor. Anyone know why that might be the case? As far as I can tell, my armature is on the origin, and the one poly I'm using to make sure the armature doesn't sink into the ground is at the origin as well

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With every other avatar I can reach the floor just fine

fervent hornet
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Not being able to reach the floor is usually caused by your arms being too short compared to the legs. This is usually a problem with anime models as they have quite long legs.
You can probably fix your problem by adjusting the proportions

amber kestrel
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Even if i'm laying down? Weird

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I can try it out I guess, but all I really did was scale an armature for another avatar I made. I think that one also reaches the ground just fine

fervent hornet
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If you watch Kung's video on full body tracking there is a section on how vrchat determines your floor. That occurs if you don't have FBT as well

astral warren
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VRChat doesn't particularly care where the VR floor is. It just wants your avatar's wingspan to match your real life wingspan. If it has to make the floor higher or lower to make that happen, it will.

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If you want it to line up, you must use an avatar that has the same height-to-wingspan ratio as your real life body. Overall size doesn't matter, just the ratios.

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And yes Kung's videos are a blessing

amber kestrel
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And by height, it's referring to full avatar height? Or view height?

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Yeah that video is insanely informative

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Would this also explain knee bend? Where in that case the floor is being set too low because my body is too tall for my arms?

astral warren
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Knee bend, like slightly crouching, at least on desktop, is normal for properly configured avatars. it's just something the game does

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VR will do the same in sitting mode

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Trying to avoid it means setting avatars up incorrectly which may cause other problems, but you can try if it bothers you

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I would just let public avatars do it, so if VRC changes the behavior, they don't break

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my personal avatars always have all sorts of rig hax though

amber kestrel
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How does unity default map humanoid bones? I have a semi humanoid rig joined with a full humanoid rig and the mapping is all kinds of messed up by default

astral warren
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The auto mapper is dumb. Just clear it and bind them manually

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I use the terms Hip, Spine, Chest, Neck, Head, Shoulder, Arm, Elbow, Hand, Leg, Knee, Foot, Toe, Thumb, Index, Middle, Ring, Pinky. It will still assume any child bones of the Head are eyes and jaw, no matter what you name them, so always fix them. For left and right stuff, I just add .L or .R

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Usually gets auto detected correctly

amber kestrel
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It thinks the head of the inner semi humanoid is the hips so i'm automatically screwed there 😂

upbeat ore
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how does gravity affect dynamic bones, what value should i put in there, for say an end of a carrot?

amber kestrel
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Don't use gravity, use force. As for the value, play around with it. It varies depending on the use case. You can simulate the dynamics by playing the scene and moving the object around

upbeat ore
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ah yeah, seems to simulate when i use force, nice one!

amber kestrel
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It's pretty fuckin misleading, gravity doesn't do anything and ignores colliders

manic marsh
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well gravity does do things, but very weirdly, cant find any good use for it

rapid mauve
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does a FBT rig need all 5 fingers inc 3 digits per finger - i'm trying to work out why a model with only 3 finger digits turns into a block pile on the floor with FBT but it's ok in VR / DT

fervent hornet
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You can have FBT with the minimum finger requirement (3 fingers with one joint each)

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You should post an image of your rig, the problem is somewhere else

sharp lily
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hmm

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can someone please help me with this constricting of rotation stuff?

fervent hornet
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It's just like how rigid bodies worked

sharp lily
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for some reason when i go into the game its self it doesn't seem to have transfered over.

sharp lily
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;-;

fervent hornet
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Constraints working in editor will work in game, what bone are you trying to constrain?

sharp lily
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head rotation on the x and z axis and the plunger/ cane movement on all axisis

fervent hornet
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You cant have a rotation constraint on a humanoid bone, as its probably overridden by VRC scripts, you should have the head of the dalek be weighted to a fake head (still child of the neck) and then have that rotation constrained to your real head

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What are the settings of your constraints?

sharp lily
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this?

fervent hornet
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Yes, however you should be only using rotation constraints, using a parent constraint will drag them to their targets

sharp lily
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oh

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so i should make a fake bone weighted to the head

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or neck i mean

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what should i do about the bobbing movement

fervent hornet
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Like the default run animation? You should make a new one or just make most of the dalek weighted to the root bone

sharp lily
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okay

sharp lily
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still seems to wobble about

astral warren
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Honestly would be better to just make it generic instead of humanoid. The type of animation you want is not humanoid.

sharp lily
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would you be able to help me with that?

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But how would i get the light animations to go off when i am speaking @astral warren if its a generic rig?#

astral warren
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I suppose you need humanoid then, but you will need to deal with the hip wobble

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Otherwise you need to edit the armature and weight in blender

amber kestrel
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On the topic of non-humanoid rigs with some necessities from humanoid rigs, how would I go about rigging jaw movement on a model that I move with my hand? I'm thinking I'd have to somehow constrain a humanoid jaw to the model jaw, but if I just rotation constrain one to the other, it would probably rotate with respect to the humanoid jaw right?

amber kestrel
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Also, I tried normalizing weights on my model with the understanding that the weights would sum to 1, but when I locked one group to normalize the rest to it, all the other weights dropped to 0 even though the group I locked doesn't have 1 weight vertices. How do I normalize weights properly?

fading verge
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Got this off of a website and i was wondering i want to make this into a none humanoid avatar and I was wondering whats a good website to rig non humanoid avatars

amber kestrel
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You don't even need to rig it, you can just bring it in as a mesh, but you should feed a humanoid rig into your upload so you can actually move around

fading verge
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Well it will say on the thing i think where i need

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Well how do people put rigs

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On non humanoid objects

amber kestrel
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The way I do it is, I made an empty humanoid rig in blender (with a single poly at the origin so it doesn't fall into the ground), and import that into unity, then import the mesh with or without rigging and put it where I want to into the blank armature

fading verge
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Nvm found it

amber kestrel
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In your case, I would just put it under the base object

fading verge
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Was under generic

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I think

amber kestrel
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Generic works for most non humanoids

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You should also refrain from asking the same question in multiple channels in such a short interval of time

fading verge
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Ah sorry

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I just first time realized

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I posted first in the wrong channel

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Was trying to move it over

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Usually not good at reading channel names before posting

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actually quick question

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how do you see where the view point is

amber kestrel
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When you select your base avatar, a grey ball appears. That's the view point

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You move it by adjusting the values in the avatar descriptor

fading verge
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i mean on the avatar descriptor itself

amber kestrel
fading verge
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thank you

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in vrchat the avatar appears sideways

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why is that ? how do i fix that

amber kestrel
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Is your avatar upright with respect to the empty rig?

fading verge
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um how do i check

amber kestrel
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You could just check the locations of the bones, or put an object under the head with 0 translation and see where it ends up

fading verge
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then this happens

amber kestrel
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Also, where is your avatar in that rig's hierarchy?

fading verge
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i put the thing as generic

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without a rig

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but still managed to move with my left oculus touch controller

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just the fact its stuck like

amber kestrel
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AFAIK you still need a humanoid rig to serve as the avatar

fading verge
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how? but when i tried to put into mixamo it wont rig it

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says its not valid for it or that

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well. idk

amber kestrel
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but like I described before, you just make that one empty with a single poly at the bottom, then put your actual avatar under the base object of it

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Well no shit dude your can isn't a humanoid

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When I say "empty rig" I mean a separate rig entirely

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So VRChat knows what to move

fading verge
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well how do i make a custom rig for non humanoid characters then

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because if i were to use a rig from another avatar or something

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im telling u if i accidently do like a hand gesture or something it might break it idk

amber kestrel
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No, you wouldn't break it unless you very explicitly set gesture overrides on an animator controller in the avatar descriptor. It's legit impossible to accidentally do that

mild stratus
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You don't need a humanoid rig

amber kestrel
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I think there's a generic humanoid rig somewhere in the VRC sdk but i'm not sure

fading verge
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then how do i fix it being rotated like that

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like its on its side in vrchat

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instead of it being upright like it should

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nvm somehow it let me rig it into mixamo

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unless do you think i should spread it apart a bit more

amber kestrel
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You don't need to rig it

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@mild stratus you piped up my dawg, come thru with some wisdom unless you're not a real one

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Anyways, it doesn't hurt to get into the practice of having an empty humanoid rig handy. You can just download any mmd model from deviantart and delete the mesh and any unnecessary bones

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But make sure there's a single poly at the origin, otherwise it will fall through the ground

fading verge
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the rig is bigger then the can itself

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how can i fix that

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*bigger then

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how can i fix

woeful galleon
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ok folks i am really lost with my avatar atm...right now i have set up Rigidbody and Fixed joint componantes to make this jojo like stand avatar work however when i go in i keep seeing the avatar kind of twitch like in the video here and i have no clue what is cuaing it...i didnt have the problem before at all and now suddenly it is happening

fading verge
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what the flying heck

amber kestrel
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Doesn't matter how big the rig is. Also don't rig it to your can

fading verge
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what why

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how am i suppose to import it then

amber kestrel
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Import them separately

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The rig on its own with its single poly and the can as a mesh without a rig

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Then put the rig into your scene

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Then put the mesh under the base object of your rig

fading verge
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then onto the can itself?

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okay?

amber kestrel
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In unity

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@woeful galleon use parent and rotation constraints, don't use rigidbodies. Your copy should constrain each bone to its corresponding bone in your avatar rig

fading verge
amber kestrel
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Also, constraints tend to twitch in mirrors. That's a VRChat thing, don't worry too much about it unless it affects something like dynamic bone movement

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Put can in rig

fading verge
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where it says natsuki_arm is the armature btw

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oh ok

woeful galleon
#

i am not familiar with using parent and rotation constrants @amber kestrel are they kind of the same thing?

amber kestrel
#

You can put it under the base object and it'll move static with your model position

fading verge
#

Um wtf

#

oh dont tell me its because

#

oooo

amber kestrel
#

@woeful galleon they're easier to use and don't put any unnecessary physics in your model

fading verge
#

except um

#

nothing showed up tho wtf

woeful galleon
#

ah ok

amber kestrel
#

@fading verge explain?

fading verge
#

like

#

no bones nothing would show up

#

i put it onto the base object thats the rig

#

should i just try putting the rig in the can then?

amber kestrel
#

No, that's as designed

woeful galleon
#

@amber kestrel do i put the rotation and parent constrats on jsut the avatar behind me?

amber kestrel
#

Bones in unity are really just empty objects at the position of the joint heads that are jointed to their parent and child bones

fading verge
#

Um what should i do then

#

how am i to make it to where

#

I am confused

amber kestrel
#

Your rig is the avatar. Your can should be within the avatar. If both those are true, congratulations, you made a can avatar

#

@woeful galleon well yeah, logically that makes sense right? You're constraining the clone to move the way you're moving, you're not constraining yourself to it

fading verge
#

problem still

#

just..

woeful galleon
#

true...sry im jsut more familiar with rigid body so was jsut making sure...thank you for the input @amber kestrel !

fading verge
#

"does not contain an animator"

#

.....

#

bots amirite

amber kestrel
#

Show me the components of the object with the avatar descriptor

fading verge
amber kestrel
#

And the prefab of Generic Rig?

fading verge
#

this?

amber kestrel
#

The prefab is the asset on which an object is based. Think of it like an object specification. Like when you "break a prefab", that's essentially breaking the structure of a predefined definition.

#

Anyways, yes, the one in your project folder

fading verge
#

ok so now what do i do

amber kestrel
#

click on it and show me the inspector

fading verge
#

oops not that

#

oh wait i think that was the prefab

amber kestrel
fading verge
#

was i suppose to delete the other thing in blender thats not the rig

#

o

amber kestrel
#

Configure that rig as humanoid

fading verge
#

okay i did just now

amber kestrel
#

Make life easier for yourself and translate the bone names in blender

#

Under CATS > Model Options > Translate > All

fading verge
#

oh rip i gotta go back and..

#

i might ve accidently deleted finger bones

#

didnt i

amber kestrel
#

Potentially, unity's automatic mapping isn't amazing so it also could've just missed them

fading verge
#

how do i translate the bones

amber kestrel
#

I literally just

#

Maybe that doesn't translate bones, idk

#

That's always the first thing I do whenever I work on a model

fading verge
amber kestrel
#

Because I work on 2.79 and you work on 2.83

fading verge
woeful galleon
#

other then avtivating them of course

amber kestrel
#

well no, parent constraint constrains both the position and the rotation. You only care about parent constraining the base of the armature, the rest is rotation constrained

woeful galleon
#

ah ok so i only want the parent constrat on the armature part adn then rotion on the rest then?

fading verge
#

"not rigged as humanoid" thingy

woeful galleon
amber kestrel
#

yeah, seems right

woeful galleon
#

awesome

amber kestrel
#

@fading verge well is it rigged as a humanoid?

fading verge
#

ys

amber kestrel
#

show me

fading verge
#

i think that error was there ffrom before

#

when i had that one error from that one time

amber kestrel
#

And you have everything configured now?

fading verge
#

oh i think i realized i mightve deleted the eye bones

#

didnt think it would be necessary

amber kestrel
#

eye bones don't matter

fading verge
#

yeah im checking it as i already had uploaded it

#

um i think somehow avatars a bit too big

#

and i might have to redo the view thingy

amber kestrel
#

you could just move the can further forward, moving the view back might make some unwanted camera movement

#

Up to you though, you can mess with all that

#

our boy doge gamer failed to come thru with the boundless wisdom of the ages, smh my head

fading verge
#

to me?

#

okay i fixed the avatar size but i might have to like

#

go a bit more farther and maybe a bit more downward

amber kestrel
#

Rig it like a humanoid, rig the hands like normal, don't weight paint any vertices to upper/lower arms

#

Keep in mind your avatar height is based on your wingspan, so you don't want them to be too short

tame skiff
#

Does VRChat force toes to touch the floor, or does it keep them as far above the floor as the rest position does?

vagrant spoke
#

Heya – I'm facing a problem with an avatar an artist is currently working on for me (I'm using full body tracking):

When standing on the floor and leaning forward, the feet somewhat raise into the air. I have the same problem on some other avatars as well, but not as prominent.

The main problem though is that when I try to touch the bottom of my feet with my hand, the hand goes through the avatar foot to slightly above it. The artist already shortened the legs, but without much luck. On another avatar I'm currently using it's perfectly fine, and with the same torso height (matching my torso), those avatar legs are actually longer than on my new avatar, which is really puzzling to me.

astral warren
#

Sounds like your view position is too high up above the avatar, or your real life height is set lower than your real height, or possibly your floor height isn't configured correctly in steam

vagrant spoke
#

My view position is about on eye level, same as with the Rexouium avatar I use (where everything is fine) – and my real user height is set to my actual height, which, as I said, works with the other avatar 🙂

#

I should probably note that for both avatars, my VR torso is matching my real torso

#

@astral warren If the floor height wouldn't be configured correctly, shouldn't that affect other avatars (and games) as well?

astral warren
#

Yes, floor height would effect everything

#

From your screenshot the view position looks too far forward.

Try this: in non-fullbody, place your left hand on top of your right shoulder. Your avatar should do the same if the view position is correctly lined up. If there’s a misalignment, move the view position in the direction your hand should shift to make it correct

vagrant spoke
#

Why specifically in non-fullbody?

astral warren
#

Because in full body the calibration won’t let this type of test give meaningful results

#

The view position relative to the avatar’s eyes is a little irrelevant. You need the view offset relative to your shoulders to match real life. Hence my recommendation

vagrant spoke
#

Ah, I understand now! 🙂

#

I meant in regards to "too far forward"

#

Gonna try your test

astral warren
#

Yes view position most likely has to go much backward. The position should ignore things like a big cartoon head and put where the human eyes would be relative to the shoulders

#

Do the shoulder test and see

vagrant spoke
#

Wow…

#

I never used the avatar without full-body… it spawns into the ground

astral warren
#

That’s a different issue altogether... probably fix that one first haha

#

I’ve never seen an avatar that only works in fullbody

vagrant spoke
#

Now you have 😄

#

Any idea what this could be?

#

The hands seem to be in the "correct" position, just the rest of the body decided to go downhill

astral warren
#

Do you have a custom idle override

vagrant spoke
#

I do

astral warren
#

Try removing it to see if the problem goes away. If it does, something is up with the anim

vagrant spoke
#

Seems to be it: When i move, the body position is correct

#

oh, i wonder if the artist swapped the idle animation for standing and sitting accideitnly

astral warren
#

To do a custom idle you actually need a copy of the default idle and add to it you can’t remove the humanoid stuff and just just animate custom bones, or the avatar will collapse from not being animated

vagrant spoke
#

Oh

#

The artist did the idle animation in blender though

#

But that's useful information – disabling the idling for now and testing the shoulder

astral warren
#

It doesn’t collapse in full body because in full body you animate the hips yourself

vagrant spoke
#

Thanks for the tip, going non-full-body actually shows this problem – which I have actually already seen in that one-hour youtube video describing some fixes 🙂

#

I guess that might be the root of the problem?

#

I guess I need the hip tilt fix there

#

@astral warren So basically this is the custom idling animation assigned to the controller

#

Which was exported from Blender – you are saying that this is useless?

astral warren
#

No it’s fine - it animates a bunch of things that aren’t humanoid. But you either need to place it on its own animator, or, if it’s going to be your idle, you need to join it with the default idle animation (at least if you want it to work in non-fullbody)

#

But none of that is the cause of your leg issue

#

If you don’t care that it doesn’t work in non-full body, you don’t have to change anything with the idle.

vagrant spoke
#

Alright ty – Yeah, I'll come to the leg issue once the hip issue is fixed so I can do the shoulder test 🙂

#

@astral warren How would I join that animation with the default idle?

#

(So yeah, I want it to work with non-fullbody, since the trackers might some time die ;))

astral warren
#

You can generally just select all the key frames with box select and copy paste

vagrant spoke
#

Ah, so where do I find the default idle animation though? 🙂

astral warren
#

Good question I just randomly found it in an avatar someone sent me. I can send it

vagrant spoke
#

That'd be great ❤️

pale quarry
#

Sup

#

I have a problem with bones (at least i think what problem with bones)

#

In short, my legs twisted inwards when i use idle animation or crouch (like on this image)

#

and how i should fix this through the blender and without losing all the components of the finished avatar

sleek isle
#

overwrite directly the .fbx in the unity project when exporting from blender

#

@pale quarry

pale quarry
#

Thx yo, that was very helpful

finite silo
#

any helpful thumb info, tips, or tricks to make them less crooked?

#

knuckle controllers

finite silo
#

big bump

sour brook
#

question how does the afk lamp work? Noticed its one of the few quadrapeds in the game

manic marsh
#

not sure how the lamp works exactly, but i do have some quadruped models myself

manic marsh
#

Do you want to make your own quadrupeds ? @sour brook 👀

sharp lily
#

i'm still having tons of problems with this dam model 😕

#

no matter what i do i can't get the head to only rotate on the x axis.

amber kestrel
#

well you can't force your own head to stick to the x axis. input will always supercede animations

#

you have to rig yourself to an empty armature and constrain that armature to your avatar's armature

#

then you can lock the rotation of whatever axes you want in that constraint

sharp lily
#

okay

#

so i've got a humanoid armature inside the model that is not rigged to anything is this correct.

sharp lily
amber kestrel
#

No, you need to rig your avatar somehow so it actually moves. But you need to move yourself as a humanoid so you can move your head, so you create a blank rig for yourself to move (one poly at the floor so you don't sink) and constrain your avatar to jt

sharp lily
#

ok parent constrain or rotation constrain or position constrain

amber kestrel
#

Up to whatever you're going for. Most likely rotation

sharp lily
#

ok

#

so the human avatar have a blank polygon attached to it so it doesn't sink?

amber kestrel
#

Essentially yeah. It's useful to have an empty rig lying around

sharp lily
#

the dalek its self having bones rigged to it seperatly?

#

like the head guns and eye stalk?

amber kestrel
#

Yeah, the empty rig and the dalek would be 2 entirely separate models

#

You rig the dalek however you want to rig it

#

Moving parts and shit

sharp lily
#

so this would work (using a plane for the human rig and the stalk gun and dalek attached to another bone inside?

#

should i have them completely seperate not connected bones (the dalek and the human rig)

true pier
manic marsh
#

seems about right to me

slim ember
#

yeah, keep it that way

#

add a 2nd avatar with the normal arms and then have that one separate

vagrant spoke
#

Okay, by now i'm extremely confused. I did the hip bone fix, but it did not solve this problem

astral warren
#

You’re a raptor now

vagrant spoke
#

:>

astral warren
#

The back bone is tilted too far back.

#

Disconnect it from chest and move the tip of chest bone forward so the bone points straight up. Don’t need to pose model. Should not change model as long as you don’t move base end of bones

vagrant spoke
#

So that's responsible for that… harsh bent?

astral warren
#

Yes . Should have generated a warning in unity, actually

vagrant spoke
#

on the configure rigging inspector?

#

or where?

astral warren
#

Something something about angle between hip and spine

hot plaza
#

Sorry to bust in, does anyone know where i can find a base character model that i can edit?

astral warren
#

That depends hugely on what you want the base to look like

vagrant spoke
#

@astral warren i'm surprised that this model doesn't suffer the problem 🙂

hot plaza
#

but i cant find a male version

astral warren
#

That one isn’t tilting backwards

vagrant spoke
#

oh

vagrant spoke
fervent hornet
#

Hip is upside down, you shouldnt use outdated FBT fixes: https://docs.vrchat.com/docs/full-body-tracking

vernal pulsar
#

Hey there @fervent hornet Thanks for the heads up! But Rex still works with the old way... shouldn't Thylacine work too?

#

I'm the person that is making the Thylacine by the way 🙂

fervent hornet
#

Yes the old way still works usually, but it is better practice to do the new way as listed in the docs

#

New way works more frequently in my experience

vernal pulsar
#

Got it! Will do so, thanks!

sleek isle
finite silo
#

Thank you

#

I did manage to just tweak the bones in Blender to get a good result

sleek isle
sour brook
#

@manic marsh I already have a quadruped model I could put in but I'm more curious than anything since a friend is trying to put one into vr chat

#

I do character and creature modeling my self haha so I have a few I could import if I really wanted to haha

manic marsh
#

Ah, I was more referring about the technical aspect of it, the system used to make it walk procedurally

astral warren
#

Hi blender

manic marsh
#

👀

astral warren
#

Your logo is a hand doing the circle thing can’t unsee.

manic marsh
#

please dont make me see it

sour brook
#

if you had any links to info on that would be awesome

manic marsh
#

i do you one better, how about an entire server?

#

👀

#

full of dedicated people making cool multi legged avatars

fading verge
#

hey anbody can help me with changin the bone type in blender from speheres to normal

sleek isle
fading verge
#

the rig is

#

it has a Tera rig, but not a joints rig
has have disconnected parts, and to move it will have to be through spheres or nulls

#

how i change that up into normal bones

amber kestrel
#

If you guys haven't weight painted in poses and used the blur tool, you haven't lived

#

Levels up your joint rigging game x1000

olive river
#

Solis, I can't agree more. Blender 2.8's blur is a saint.

#

Also, Display As.

amber kestrel
#

I'm on 2.79 but I feel like those 2 things alone, along with the Z key, took me from being afraid of hands to rigging them both pretty damn well within like 15-20 minutes

hot plaza
#

Oh god is that like several bones in his chest

#

cursed

olive river
#

Beautiful flappy arm bones

#

Blursed

crisp tendon
#

It's the jellyfish dance from spongebob, nothing wrong here

olive river
#

You're not wrong.

light kindle
#

can anyone help? i have a extra finger bone and i have no idea what to do. very new to this

crisp tendon
#

it's a leaf bone, they don't do anything

light kindle
#

its messing up the fingers though, is there a way to delete it or something?

merry estuary
#

In export options uncheck "Add leaf bones"

light kindle
#

i fixed that problem but i have another

#

i found out the reason the fingers were webbing was because the weight was all off so i trimmed it to the corresponding finger but now their all over the show

#

some bones were out of place and i rearanged them but to no avail

#

also where is export options?

turbid spear
#

in blender

light kindle
#

i just found the bones

#

the button i mena

#

hol up, gonna see if it fix's my problem

#

it worked! thankyou!

vernal pulsar
#

I have a dificult doubpt 🙂 When I CTRL+D the blender animations ( so I can edit them ) I obtain diferent results if I extract them with the Avatar in Humanoid or Generic mode. The thing is that on Humanoid mode, on the animation preview, I don't see non supported bones animations (like the tail) and on Generic I do see all the animations but the avtatar preview show it on the ground... Which seems to later happen in VRchat also.... Anyone has knowledge about this?

#

As you can see on the screens, same animation... two diferent results once Ctrl+D from Blender

#

and none seems to work at 100% 🙂

#

Is there a way to copy the tail animations from the Generic to the Humanoid version?

vernal pulsar
#

Another issue reported by @vagrant spoke "By default, my view position is on the nose-level now (this fixed the feet problem). When I kneel down, my view position goes onto chest level. From what I know, this is due to a too long neck-bone" Is this true?

lean wolf
#

I feel like I'm asking a basic question but my google fu and youtube searching has just been leading me in circles on this issue and has had me stymied for the last couple of days trying to rig my avatar. Should I exactly match where the joints with bones on my avatar even though the resting pose has the legs slightly bent or as is okay? Avatar is without fullbody at the time if that makes a difference

vernal pulsar
#

@lean wolf It doesn't need to follow the geometry specificly, but the knee joint is probably a bit too low.

lean wolf
#

@vernal pulsar Thanks, I'll adjust that upwards.

true nymph
manic marsh
#

you will have to rotate the tip bones in blender to be along the finger direction

#

from that image it looks like they were pointing up and got rotated 90 to conform to unity's tpose

true nymph
#

yeah i never even noticed it until i finaly got my model to show up in vrchat i know i could just edit the valuse of the fingers but with the challenge of finding a good camera angle in unity and the fact that the values arent relative to the bone it feels like this is something that is going to take forever and i just want to know if there is an easier way that wont take me forever. this is pretty much my first time doing any kind of modeling and its someting really far out of my comfort zone and there is only so much you can learn from youtube videos.

brazen marsh
#

What would I have to do to make it possible to use shape keys to change textures or hide/unhide objects for lip syncing instead of trying to change the mesh of the mouth?

dry hinge
#

ok so i've spent over 5-6 hours just trying to get the bones set up for my avatar in unity, and i'm at my limit. it's all in japanese (the bones) and so i spent way too much time translating everything and then configuring it to the correct places, only for all that work to go to waste when i click "done." even after saving the project. i lose all the translations i just renamed, and all the structure i just placed. and upon reloading a backup, i can no longer find out how to get to the bone configuration menu

#

before today i've had zero experience with 3d modeling in Unity or blender. I didn't make the model, i bought from BOOTH, and it came with the fbx and unity package and whatnot

#

but i have no idea what to do here

#

and i can't find a video with the answer

#

or a post

#

whatever i click in the assets menu or elsewhere, this is all that shows

brazen marsh
#

Having troubles trying to configure your avatar basically? i can try to look at it if you want since i'm kinda lost on my particular problem mentioned above.

#

@dry hinge

dry hinge
#

yea i'd really like that

brazen marsh
#

aight let's move to DMs

noble sedge
#

So

#

And I've been using Autorig to do so

#

The issue comes when I am parenting the rig to the model with automatic weights

#

Blender is unable to find a solution for one or more bones

#

This process can fail if there's multiple intersecting meshes or if there are vertices in the same position that haven't been merged

#

I was wondering if anyone here knows how I would be able to solve that issue

ocean bison
#

hello, I'm not sure where to ask. but I tried importing an avatar into the game and it looks like all the trackers are moved upwards. the avatar looks like standing on its toes. with hands bend and slightly in the air. is this a problem with my rig?

true nymph
#

try adjusting your height in game

ocean bison
#

I tried that and it didn't seem to affect the avatar. 😕 it helped in some way...like if I touched my head then the avatar touched the head as well. but was still on its toes.

noble sedge
#

Have you tried lowering your foot bones?

ocean bison
#

I can try

noble sedge
#

Mhm

amber kestrel
#

On VR, my idle hand has my thumb sit up right next to the index finger. How do I push that out a little?

noble sedge
#

You wanna push it out?

#

You'd have to modify the mesh I think

ocean bison
#

lowering the feet bones helped. now she stands on her feet.

amber kestrel
#

Oh possibly also important, thumb bones have nonzero roll. Maybe that's the problem?

noble sedge
#

I don't think so

#

Maybe normalize the roll

#

Just in case

#

You need to edit the resting pose of the bones I think

unreal harness
#

i need tips for putting clothes on a model that are toggleable

#

i'm usually stuck with clothes that are a little too close to the body. body easily clips through and i don't think i'm fixing it the right ways

#

is there a good way to put a clothing piece on and easily prevent the body from clipping through?

native swan
#

use transfer weights

amber kestrel
#

^ that, and there are a lot of models that don't have skin polys under their clothes. Reduces the poly count too

native swan
#

I used to just delete the skin underneath the clothes, but if you have clothes that are kinda complex or whatever, using transfer weights is really good

noble sedge
#

can I repost my problem from earlier?

native swan
#

separate the main body mesh and the clothing you want to transfer the weights to, then click the armature, go into pose mode and hit A, then click the main body mesh, and then shift + click the clothing, then go into weightpaint mode and then click tools on the side, click "transfer weights" and then change the two sections that I have circled

#

and it shouldn't clip anything 90% of the time

noble sedge
#

Can I

#

Repost my question from earlier

noble sedge
#

I've been trying to rig up a model
And I've been using Autorig to do so
The issue comes when I am parenting the rig to the model with automatic weights
Blender is unable to find a solution for one or more bones.
(This process can fail if there's multiple intersecting meshes or if there are vertices in the same position that haven't been merged)
I was wondering if anyone here knows how I would be able to solve that issue

crisp tendon
#

It's super easy if the model itself is symmetrical, but doesn't look like it in your case

#

unless you're fine manually fixing the UVs

#

Then you select everything but the hair/head, separate into its own mesh, remove shapekeys, select a vertex in the middle of the mesh, select side of active, delete faces, apply a mirror modifier and done

fading verge
fading verge
#

yeah\

#

its just easier to see the messed up part shaded flat

tranquil wing
#

hey i got kinda a weird situation with my rig? it seems as if the hands are rotating in a larger radius than they should? like the center point is the palm and part of the wrist rotates as well so the arm gets weird twists? anyone have any ideas?

amber kestrel
#

You can move the joint head up a bit? And adjust the weight painting on that bone?

fading verge
#

LGBTQK

sleek isle
fading verge
#

die

sleek isle
#

that will fix everything

tranquil wing
#

weight paint mmmmm

manic marsh
#

the weight paint seems fine, its the bone placement thats wrong

unreal harness
#

@native swan thank you!

fading verge
#

are bone constraints possible with the vrchat IK?

manic marsh
#

You mean combining constrains with vrik component?

worthy spire
#

how can I make the props on my avatar move, or how can i move them?
in unity

astral warren
#

@tranquil wing someone must have moved the wrist bones, you can try to put them back to the location they were originally weight painted for, or weight paint it for their current location

keen tiger
#

Those are skinned meshes @worthy spire, you can't move them in unity because they're being driven by whichever bone they're weighted to. You'll either have to move the bone or change the mesh's position in a modelling program like blender.

fading verge
#

hi, anyone knows how to rig aa chracter with heels ?

#

I don't imagine it'd be much different from rigging a character in a shoe. Unless you're gonna make a toe bone but even then that seems pretty easy to do.

#

What's the weight painting and the bone placement look like in blender?

#

where would that be i've never used weight paint before

#

And you're asking about rigging? Weight painting is a vital part of rigging

#

i mean, i didn't have any use for it before so that's why

#

i'm still pretty new to all of this 😅

calm bramble
#

it looks like you should be fine just by lowering the tip of your toe/ankle bone down and back a little, by the looks of things that would give you the proper heel look and straighten out the heel, itself if the weights are done properly that is, might be wrong, not very knowledgeable about rigging.

fading verge
#

thanks 🙂

dark matrix
#

so i converted a .mdl from gmod, should i mount the animations for it in blender or unity?

#

o wait im in rigging oops

noble sedge
#

So

#

There's different aesthetic options for bones

fading verge
worthy spire
#

@keen tiger how can i remove or move the avatars bones?

vagrant spoke
#

Another issue reported by @vagrant spoke "By default, my view position is on the nose-level now (this fixed the feet problem). When I kneel down, my view position goes onto chest level. From what I know, this is due to a too long neck-bone" Is this true?
@vernal pulsar Anybody got an idea about this one?

fading verge
#

Hello guys, i've been having a problem with the shoulders of this avatar, whenever its in T-Pose or i put my hands on my hips, this happens:

#

Is there a way to fix this?

manic marsh
#

looks like not so great weightpaint

fading verge
amber kestrel
#

Should probably weigh that area more on the shoulders, the arm has a lot of influence there since they're about equal weight

silent compass
#

Please help me here

#

I created a rigg for this object but when bend it this happens

#

How can i make it not crack

#

Btw it cracks at the edges of the tringles making it up

fervent hornet
#

In blender, select all vertices and "remove doubles"

silent compass
#

I am new at blender elaborate all verteces

#

Vertices

manic marsh
#

that looks pretty cool actually

fervent hornet
#

Vertices are the corners of the triangles, or polygons. In edit mode they are the points you can select, press A to select them all and then spacebar to search, then type remove doubles

silent compass
#

spacebar is play for me =I

vagrant spoke
#

@fervent hornet do you happen to know about above's problem i mentioned? 🙂

fervent hornet
#

Do you have FBT?

silent compass
#

@fervent hornet I cant find the remove doubles tool/option

vagrant spoke
#

@fervent hornet i do

fervent hornet
#

@silent compass You're going to have to look it up, I'm talking from blender 2.79 so it's different if you have a different version. You can search up "remove doubles" for a more detailed guide

silent compass
#

ok

fervent hornet
#

@vagrant spoke View point shifting in FBT is usually due to the chest and spine bones being a different proportion from you IRL. Honestly, I usually just make small changes to them and see how it effects it in game until its fixed or acceptable

vagrant spoke
#

so it's not a too long neck bone?

fervent hornet
#

Unless your neck is insane, no not really

vagrant spoke
fervent hornet
#

But it's all a mimicry game, your armature needs to be as accurate to you IRL while also being close to the baseline of FBT (X/Y bot)

vagrant spoke
#

i see

silent compass
#

@fervent hornet Ok i got it ot work Ty 😄

fervent hornet
#

Looks fine, but unity bones are misleading so you should post blender screenshots if you want to show references

vagrant spoke
#

My artist was facing one problem btw: each time he makes changes to the bones, he has to do the entire unity setup process all over again, because unity seems to screw up each time – any way to ease that?

fervent hornet
#

If an avatar is humanoid, and you make a bone change and export over, you need to reset and apply the tpose again

#

If the model is Generic, the change will happen automatically, making it humanoid gives it metadata that you need to replace by reapplying the rig

silent compass
#

I know that cats is a used plugin when making VRC Avatrs BUt whe ni try to Fix model

#

Can i select wi´hic bone is head?

#

and neck

fervent hornet
#

If you actually have those bones then you can probably ignore the error, but you need those bones for it be humanoid

silent compass
#

Ye but it says it "couldnt be fixed"

#

I have bones that can act like heead and neck

fervent hornet
#

Should be fine then, there's an official CATs discord where you can get better help on it. I stopped using the automatic stuff with CATs since it expects things that arnt always right'

silent compass
#

Oh ok

fervent hornet
#

Looks like youve got all the bones you need for basic unity humanoid though

silent compass
#

Ill try withotu the plugin

#

If that dont work the ni guess ill resort to something else

fervent hornet
#

Youve actually got too many bones, but you can skip bones when setting up the armature in unity

novel aurora
#

if you name the neck and head bones “Neck” and “Head”, it’ll stop whining at you

silent compass
#

Ye that whas what i asked for how to do when i have already made the rigged body

novel aurora
#

then don’t worry about it if it’s upset you don’t have the bones, it corrected everything else it could do

silent compass
#

When i have already Parented*

#

OK then

vernal pulsar
fervent hornet
#

Overall, the scaling is fine. You just need to adjust scaling proportions in the spine, hip, and chest to more match the user who is using it ( since everyone is different)

#

Something simple like make the chest 10% larger towards the spine (making the spine smaller) and see if the problem gets better or worse

vernal pulsar
#

Thanks for the feedback! Ok, will do that.

vagrant spoke
#

@vernal pulsar you saw his comment about updating the model after changing bones?

vernal pulsar
#

Yes I did... indeed that was something I never attempted, because I had no idea that would solve the problem, but I'll do that next

vagrant spoke
#

@fervent hornet thanks for your wisdom 🙂

fervent hornet
#

You're welcome, if you make it generic to make quick changes youll still need to apply humanoid before uploading it for it to work obviously

vagrant spoke
#

@fervent hornet may I PM you for a second?

fading verge
fervent hornet
#

@vagrant spoke Sure

silent compass
#

In unity whe ni press The Vrchat tab

fervent hornet
#

Get a new SDK from the website or check for console errors

silent compass
#

May that be it?

fervent hornet
#

You're not using the correct version of unity. We are on 2018.4.20f1. The error is probably caused because you have a 2018 SDK in 2017

silent compass
#

😦

#

I followed a tutuorial =I

fervent hornet
#

Yeah tutorials fall out of date unfortunetely

silent compass
#

=/

fervent hornet
#

Besides the unity version everything is the same really

silent compass
#

ok

#

I guess tahts another 10 minutes of downloading =p

fervent hornet
#

Good news is there are no plans to upgrade unity versions for a while

silent compass
#

XP

#

Ehm no

#

stil ldont work =/

fervent hornet
#

No console errors?

silent compass
#

Ill just make a new project 😛

fervent hornet
#

Yeah make a new 2018.4.20f1 project and import a clean VRCSDK

#

Then drag you avatar over

silent compass
#

ye

#

NOw

#

@fervent hornet

fervent hornet
#

Do what it says, your shoulders and neck need to be children of the chest

silent compass
#

In blender?

novel aurora
#

go to your model’s rig tab in unity and then hit “Configure...” under the “Humanoid” box

silent compass
#

Ye i am alread ythere

novel aurora
#

drag-drop the bones from the left into the correct places on the configuration on the right

silent compass
#

Idk whats correct thgou =/

#

I gotlike 3 neck bones

novel aurora
#

your shoulders and neck need to be children of the chest, aka they need to be— ah

#

use either of those bones then

#

probably the lowest on the body/immediate child of the chest bone

silent compass
#

I think i got soemthing that "works"

#

XP

#

i can publish now atleast thx

dusty pine
#

Hey Guys, can u tell me how i delete Shapekeys from my Legs. Its wiggling like crazy when i blink

crisp tendon
#

select the leg, shape propagate

onyx orbit
#

@dusty pine edit mode, select leg, seperate, remove all the shapekeys from the leg, join materials again, done

dry hinge
#

I'm so confused, and maybe this is the wrong tab, but i reimported a model into blender (that i've already created into an avatar in VRChat) and for some reason it added extra "_end" bones to all my bone chains, including, tails, ears, toes, and fingers. I have no idea if this is from blender or some wonky interaction created by unity through some of the editing i've done there. Does anyone have any ideas?

#

for example, it added bones like TailEnd_end_end to TailEnd_end which was part of a chain already ended by TailEnd

#

maybe dynamic bones?

wind osprey
#

@dry hinge Those are leaf bones. Blender is fairly uncommon as it stores bone length. Most other 3D applications only store bones as a joint, with the bone length being implicit. For end bones (often fingers) leaf bones are created to assist with orientation, as otherwise the last bone is just a joint with no easily identifiable orientation.

dry hinge
#

so was this created by Unity for things to work properly? like dynamic bones and such? do you know if it's gonna keep infinitely adding end bones if i keep updating the avatar?

wind osprey
#

It's possible to end up with stacked leaf bones, yeah. As long as you make sure to clean the rig up when you export from blender you should be okay.

dry hinge
#

ok

#

thanks!

#

one more thing, and on a completely different note, can anyone show me/point me to a resource to figure out how to add a jaw bone for my model? the model itself has a mouth, and the texture atlas even has it colored and everything so you can see it if you clip into the model in Unity, but I guess the armature may have been incomplete, so i have to do it manually.

dusty pine
#

Another Question :3 - How many Polygons can a Quest User see? +20k?

wind osprey
#

@dry hinge To add a jaw bone, select the rig, enter edit mode, extrude a bone e key from the tip of the head bone, select that new bone, press alt+p and select disconnect bone, then move it to where it needs to be.

dry hinge
#

Don't i also have to mess with vertex groups or something in order to get it to move the mouth?

wind osprey
#

Yes.

dry hinge
#

@wind osprey in terms of moving the new bone, is there a way to type in the position so as to make is symmetrical in the position of the body?

frigid shell
#

fuck

wind osprey
#

@dry hinge In the 3d viewport, press n to bring up the right panel.

In blender 2.7x you can set the head & tail numerically under the transform section.
In 2.8x it's in the 'item' tab, and again, the transform section.

dry hinge
#

awesome. thank you

fierce grail
#

@dusty pine max 10k polys, but 7,5k is recommended so that you can land within medium performance rating.

carmine yew
#

I used the cat blender plugin for my avatar and it fixed the bones, the eye tracking works but the visemes won’t show up. Can Anyone help please

amber kestrel
#

Did you set your visemes in the avatar descriptor?

dim heron
#

Hey, I have the cursed hip tilt. I know of the workaround of just tilting the hip bone a little to account for whatever goes wrong in the game, but I anyway wanted to share and maybe someone more experienced can see something wrong :x
(I hid the bones from the hair, tail and tie because the would be in the way and shouldn't really affect it)

crisp tendon
#

your shoulder bones should be horizontal

#

you can clear bone rolls, reduce chest bone size a bit too

#

@dim heron

dim heron
#

Thank you vrcLove
Will try it out and see if it fixes it

naive anvil
#

Hi, I have a VRoid avatar that I changed the hair and added a hat to, in blender. I uploaded it into the game and neither the hat nor the hair animated with the head, so I'm trying to parent the hair and the hat to the "head" bone. This works until I use "Fix Model" in CATS. Then the hat doesn't follow the head anymore. Does anyone know the issue here? Thanks!

crisp tendon
#

weight paint the hat to the head bone

naive anvil
#

Is that something I can do in blender? Or is that in unity? Sorry, this is my first avatar. 😅

ocean bison
#

how can I weight paint just the eye? I can't figure it out... 😦

crisp tendon
#

@naive anvil blender

naive anvil
#

Thanks, Ill look it up on google!

crisp tendon
#

@ocean bison select the eye vertices, and add to its vertex group on the right side

naive anvil
#

Update: Weight painting seems to have done the trick. Thanks @crisp tendon!

gusty dock
amber kestrel
#

You gotta manually import them into unity. They don't export into fbx's. At least, not very well

#

Also what I do personally is set it to use embedded materials, then extract materials to a folder and assign them that way

gusty dock
#

how do i extract the materials? i am new to this

#

export*

amber kestrel
#

When you have it set to use embedded materials, there is an Extract Materials button

gusty dock
#

its greyed out

pine solar
#

Anyone know why this is happening when I move the pose? (just ignore the missing material lol).

crisp tendon
#

you need weight paint

pine solar
#

Is there a way to check or change the bone type? Because there isn't a vertex group.

crisp tendon
#

you can apply all this part of the hips probably

gusty dock
#

can someone help me?

crisp tendon
#

you need to bring in your textures manualy

gusty dock
#

how. i cant find any tutarials that i understand

crisp tendon
#

drag and drop from the folder on your computer

gusty dock
#

how do i do that with blender colours

#

?

amber kestrel
#

Just set the colors yourself on the material. Colors themselves usually port well from blender, so you shouldn't have to do that

gusty dock
amber kestrel
#

@gusty dock you've already got everything you need. Have fun!

gusty dock
#

but they are empty. they do not add colour

pine solar
#

Yup, my problem is sorted. Thanks Ruuubick!

brisk terrace
#

I need help from someone whose good at weight paint. I'm trying to fit an armor piece on the chest and spine but regardless of how it's weightpainted, i can't get the thing to bend without some major clipping. Can't anyone help me out here ?

fading verge
#

I mean you could always go down the route of deleting the unnecessary geometry so there's nothing to clip

brisk terrace
#

i can't really since a lot of the geometry is visible from below , smaller avatars will see all the wholes

#

but i think i fixed it. a weird issue happened when i combined the armatures. The model's hip bone got weight added to the armor piece that had tno hip bone on it

sonic lava
#

Does anyone know how I can make a shape key parent to a hand in Blender? So that I can make a gesture where it looks like my character is holding a prop. I already have a shape key that makes the object appear in the proepr location, and I weight painted it as much as I could, but it doesn't stay locked to the hand

sleek isle
#

dont make a shapekey

#

make a bone.parent to the hand

#

in unity scale that bone to 0

#

and in the animation scale it to 1 and move it if you need

#

to know what vertex group its attach. select one vertex and look there

#

then select all the vertex of the card and remove the wrong group

sonic lava
#

o, crazy. So I have to make a single bone in the prop, as a separate object? and when you say parent to the hand, do you mean parent it to the hand bone?

sleek isle
sonic lava
#

I think I see, I'll try that. I don't get the part about which vertex group is attached though, yet

ocean bison
#

does the placement of the white dot matter when uploading the avatar? (where should it be?)

#

I'm trying to figure out why my avatar seems to be leaning forward.

sleek isle
#

it can be all one mesh

sonic lava
#

@sleek isle thanks, giving it a try

winter sable
#

@ocean bison you mean the view location in unity? The little white/grey ball? It should be between the eyes sunk about half way into the nose bridge

ocean bison
winter sable
#

Yep, exactly

#

Basically it’s where it aligns your eyes/headset. If you get really close to a mirror and it looks too high or low you can adjust to compensate

ocean bison
#

I will upload the character and see if anything changed. thank you.

#

oh man, thank you. my avatar moves normally now.

#

I didn't try FBT yet but well. guess my rig works correctly to some extent.

winter sable
#

Yup, I did the same thing this morning. Forgot to place it and my avatar was trying to stretch almost double height. It was weird

ocean bison
#

^_^. I've been trying to fix my rig for few days now...and I just needed to place the dot correctly...oh well.

#

but at least I have eyes moving and lipsync now as well.

formal hare
#

I have an avatar that works perfectly fine normally, however when attempting to use it in fullbody, the entire avatar essentially just crumples into a ball on the ground. Any ideas on how to fix this (i've already gone back and tried messing with cats and changing the roll to 0 on multiple bones but theyve had either little effect, or just made it worse)?

sleek isle
formal hare
#

for the most part, granted theres more in the way of dynamic bones and the like but overall yea

#

i should also note, ive been using the model for sometime and it has worked perfectly in fullbody, its just for some reason this version ive done today is having these issues (and i havent changed the skeleton, at least not intentionally so i especially dont know why its happening)

formal hare
#

-ADDENDUM: For absolutely no discernable reason the issue has SOMEHOW resolved itself, no clue why-

amber kestrel
#

It's possible your full body had some sort of calibration issue, or maybe you added an animation that didn't have enough rig movement overrides?

jolly dust
sleek isle
#

outline usually look bad around mouth and eyes

winter sable
#

so, i was watching some tutorials on dynamic bones and came across something saying it's built into the vrc sdk (or something similar) anyone know of a tutorial or at least what it's called so i can look it up?

sleek isle
#

and what outline do is doubling the mesh and flip the normal.

#

so if the inside of the mouth go outside when using blendshape. this happen

#

make sure nothing go outside

#

dynamic bone need to be purchase in the unity store.

#

@winter sable

jolly dust
#

@sleek isle so the problem is that if i dont turn on outlines, then the inside of the hair, and inside of the sleeves becomes invisible.

sleek isle
#

select those plane and duplicate them

#

then flip the normal

jolly dust
#

ok

#

thank you

amber kestrel
#

Or just choose a shader with culling off. No need to double up on polys

chrome crest
#

Im trying to import a model that dosnt have legs (or leg bones)

#

is there anyway to get past the error that shows up saying its missing the bones?

#

nevermind

#

i found the extra bones in the model

elder glen
#

im having a similar problem , i wanna upload this model but i cant because the shoulder bones are missing from it

#

and the shoulders are the same as the upper arm

#

im HOURS new into avatar making etc so just messing around but still , i wanna upload x)

#

anyone know how i can get around this somehow ?

#

it wants me to map the shoulders but idk

chrome crest
#

double check that you dont have those bones

#

also, you could always try assigning bones to see if they work

elder glen
#

i dont have anything mapped to the shoulders as its showing in the rigging tab in unity, and if i try to add something there it says the upper arms are using them

chrome crest
#

if they dont you can just remove them and use others

elder glen
#

thing is there is nothing there x)

chrome crest
#

huh

#

sorry, idk what to do im barely able to throw duct tape at what im doing and getting it to work

elder glen
#

this is what it looks like if i try to put something in a shoulder

chrome crest
#

i think the ones that are dotted circles arnt required

elder glen
#

but it seems like they are when i wanna upload it thru the SDK thing in unity

#

literally says "Spine hierarchy missing elements, please map: Shoulders. "

chrome crest
#

can you send shot of the list that comes up with all the bones?

elder glen
#

uuh idk if know where that is lol

chrome crest
#

its the little dot to the right of where it says the bone name

#

small red one

#

click that

elder glen
#

where i search up the "select transform" stuff ?

chrome crest
#

yeah

#

i think

elder glen
#

like i said im like what 2-3h into using unity and making avatars so x)

#

just bought a few bases etc today that i like

chrome crest
#

same

#

i starting importing this gmod model last night