#avatar-rigging
1 messages · Page 165 of 1
Same thing as before
missing eye
tried everything, even remade the eyes in maya, reexported the whole model
Is it correct on your basis shapekey ?
Did you apply all transforms
is there a modifier on it
symmetrized but weight painted on the wrong bone
tons of things could be wrong
but it's maya so 
I can't find an easy answer, where in unity is the place to re-order blendshapes?
in blender
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
in unity**
you gotta go back to blender
oh in blender ok, no wonder things in google weren't pulling back results
symmetrized but weight painted on the wrong bone
@crisp tendon I set the bones to each eye individually
Did you apply all transforms
@crisp tendon whaddoya mean?
All your meshes are merged ?
I mean, no, but the right and left eye are
Merge everything and try again
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?
Hey man, yo'ure the guy with no experience in rigging, right?
Ok so
Every vertex is affected by a bone with a certain strength
you just gotta make the armature, and set every vertex's influence from it to zero
where do i change the influence?
ah
@turbid ocean Is the eye gone in Unity too ?
Nope
even when i go to select the avatar the eye's tehre
yet this shows up when i move to set avatar
@turbid ocean as you may see here
Can you select your eye bone in unity and screenshot ?
one sec, i'm exporting without jaw movement to see if it's anything with that, i'm desperate at this point
i'll just let unity finish that and send you
but this is what shows up in the avatar selector
and this in the mirror
asking other people didn't help either
as in: the eye is also missing for them
yeah that's a new one
not a lot of maya users here so it's usually very specific issues
could i see the right screen too ?
Did you assign the eye bones in the humanoid configuration ?
everything's in humanoid
unmap the eye bones in this case
won't that make eyetracking impossible?
Ok
i might've found the problem
and if that's actually the problem i will be commiting the secular art of sudoku
@turbid ocean i set all the weights to 0 and i still have the same issue
and by that i mean this
no
do you gotta set either the forearm or the arm bone influente to 0 in the actual mesh of the arm
only one of those should affect the arm
POG
@crisp tendon for some reason in unity the rotation of the left eye bone is 180
so there's that
i chagne the rotation in unity, nothing changes
the rotation in maya is 0 as well
so uh what the fuck
i change the rotation in unity, it seems to go back to 180 when exporting to vrchat
do -180 in maya on export then ?
straight up deleted the bone and rerigged it
rotation seemed to be fix in unity
exporting right now
yeeeeeee
it worked
jawflaps aren't really working on the mirror tho
hi I'm super new to this so I think I might be running into something stupid
so I have everything in one mesh and started testing my bones to see if they work
everything else works but the ears move like this - how do you....anchor it down? thank you
what do you mean anchor it down?
idk, or do whatever so it moves/gets deformed normally like...everything else
well, they move depending on their rotation point
the bone you're moving there shouldn't move the ears
OH so one bone down?
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
I dissolved the extra bone - thank you! I was like....why is it not following the rest of the head
im so close to getting my model to work
can someone explain spine hierarchy because im confused
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.
after some trouble shooting I can confirm it has an effect on the mouth being open in vrchat but not on the eye tracking
What's your blendshape list ?
"causing the mouth to be open even when the bind pose is closed" not sure what you mean by that
In that case you may not need to map the jaw bone at all in the configuration
If the eyes are mapped in the configuration and are straight up in the rigw it should work
Name them Eye_L and _R for good measure
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
looks rigged to me
^
Job done
Anybody know how to fix an issue where fullbody tracking causes the butt of the avatar to jut way out?
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
bones look like this
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
Biggest feature wishlist is to let us use Upper Chest with eye tracking
Perhaps with Avatars 3.0
an upcoming update to avatars
which is coming soon™️
they've talked about it on the last dev stream
Did they talk about improvements?
Yes
Lots of improvements, including customizing the animation controller
Which would give a lot of customizability without clunky workarounds for everything
Shorthand for “avatar support for SDK3” but it includes a redo of the avatar components in unity along with new feature sets
Just as worlds got udon in SDK3, avatars will have new shiny as well
does anyone know how to fix "spine hierarchy missing elements?"
It says I need to map the neck shoulders and chest but those are optional it said
and my model doesn't have a neck, shoulders, and chest
any recommendations?
Just because it's optional for the unity rig configuration does not mean it's optional for the VRCSDK
damn
rigging has caused a lot more pain than anticipated lol
is there a way to change the texture map when your model is talking?
Texture map when your model is talking?
Can you explain more what you mean. Do you mean like 2d visemes?
kinda
https://youtu.be/ZB2aXKkwXuA
This is one method if I'm following what you want to do
EDIT: If you are using an MMD model please read below!
In this video I will show you how to make your 2D eyes/mouth type avatar have a blinking animation and mouth movements for VRChat!
The process is different for MMD model...
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)
Everything else is required for VR
I try to limit the rotation with a constraint on an axis but the leg flip. what I do wrong here
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.
But I ended up with this:
All ended up fine except the arms. I've got no clue what happened
Does anyone know where I can go to figure out how to properly get my good bones to work with the body?
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.
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
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.
Though the channel is specifically for VRChat and the advice for other games probably isn’t going to correlate 100%. Every game is different.
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.
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.
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
But that problem isn't happening with the rest of the model
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
I found some weight mapped to the opposite hand
And it works perfect now. Didn't think i had screwed the painting that bad but thank you for telling me to check
anyone has any idea how expressions work?
ty
@crisp tendon soooo
i theoretically did the thing
if you happen to be there, you got any idea how to toggle gesture on vrchat itself?
You create a two keyframe animation
already did the whole thing, theoretically the avatar has it ingame
but i don't really know how to
test it?
are you in vr or desktop ?
desktop
then it's shift + F1/F2 etc
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"
where tho
1 is top left, 8 is bottom right, try em? ¯\_(ツ)_/¯
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?
oh, haha, is that what's being discussed right now?
@fading verge no luck
did you add the overwrite controller to the descriptor and set it up properly?
fox, you either need to overwrite a hand gesture to do that or a emote slot
Ah, I'll overwrite a hand gesture. Trying to find a video now
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
in the descriptor
i love your avatars file name lol
@fading verge when i set it to one of the emotes, it does the crouch dippy thing and backs to default
when i change it to a hand gesture it seems to work nicely
i'm just gonna set it to the hand gesture, but is there any way to make it work as an emote?
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
you need to only override the ones you want to replace
Sweet
I love how I can just tell a Unity crash is coming, and know to expect it
Ah, another question. What determines what the avatar's default expression will be? Is it the basis shape key?
yeah
ah, thanks, @fading verge
sure why not
no
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:
/
\
the general rig setup, so blender and unity
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
select everything that isn't affected by your shapekeys and do "shape propagate"
On desktop the avatar will stand with their knees bent a little bit that’s just the game, it won’t happen in VR.
Does anybody know how to do dynamic bones for chains I.e handcuffs
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.
Then just use the normal dynamic bone script. Default settings are fine once the model is rigged that way.
The center chain should have full weight. Then taper off to nothing at the ends
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
With every other avatar I can reach the floor just fine
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
Even if i'm laying down? Weird
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
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
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.
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.
And yes Kung's videos are a blessing
And by height, it's referring to full avatar height? Or view height?
Yeah that video is insanely informative
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?
Knee bend, like slightly crouching, at least on desktop, is normal for properly configured avatars. it's just something the game does
VR will do the same in sitting mode
Trying to avoid it means setting avatars up incorrectly which may cause other problems, but you can try if it bothers you
I would just let public avatars do it, so if VRC changes the behavior, they don't break
my personal avatars always have all sorts of rig hax though
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
The auto mapper is dumb. Just clear it and bind them manually
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
Usually gets auto detected correctly
It thinks the head of the inner semi humanoid is the hips so i'm automatically screwed there 😂
how does gravity affect dynamic bones, what value should i put in there, for say an end of a carrot?
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
ah yeah, seems to simulate when i use force, nice one!
It's pretty fuckin misleading, gravity doesn't do anything and ignores colliders
well gravity does do things, but very weirdly, cant find any good use for it
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
You can have FBT with the minimum finger requirement (3 fingers with one joint each)
You should post an image of your rig, the problem is somewhere else
It's just like how rigid bodies worked
for some reason when i go into the game its self it doesn't seem to have transfered over.
;-;
Constraints working in editor will work in game, what bone are you trying to constrain?
head rotation on the x and z axis and the plunger/ cane movement on all axisis
cause right now it looks like this
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
What are the settings of your constraints?
Yes, however you should be only using rotation constraints, using a parent constraint will drag them to their targets
oh
so i should make a fake bone weighted to the head
or neck i mean
what should i do about the bobbing movement
Like the default run animation? You should make a new one or just make most of the dalek weighted to the root bone
okay
still seems to wobble about
Honestly would be better to just make it generic instead of humanoid. The type of animation you want is not humanoid.
would you be able to help me with that?
But how would i get the light animations to go off when i am speaking @astral warren if its a generic rig?#
I suppose you need humanoid then, but you will need to deal with the hip wobble
Otherwise you need to edit the armature and weight in blender
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?
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?
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
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
Well it will say on the thing i think where i need
Well how do people put rigs
On non humanoid objects
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
Nvm found it
In your case, I would just put it under the base object
Generic works for most non humanoids
You should also refrain from asking the same question in multiple channels in such a short interval of time
Ah sorry
I just first time realized
I posted first in the wrong channel
Was trying to move it over
Usually not good at reading channel names before posting
thanks for the help
actually quick question
how do you see where the view point is
When you select your base avatar, a grey ball appears. That's the view point
You move it by adjusting the values in the avatar descriptor
i mean on the avatar descriptor itself
Is your avatar upright with respect to the empty rig?
um how do i check
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
Also, where is your avatar in that rig's hierarchy?
i put the thing as generic
without a rig
but still managed to move with my left oculus touch controller
just the fact its stuck like
AFAIK you still need a humanoid rig to serve as the avatar
how? but when i tried to put into mixamo it wont rig it
says its not valid for it or that
well. idk
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
Well no shit dude your can isn't a humanoid
When I say "empty rig" I mean a separate rig entirely
So VRChat knows what to move
well how do i make a custom rig for non humanoid characters then
because if i were to use a rig from another avatar or something
im telling u if i accidently do like a hand gesture or something it might break it idk
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
You don't need a humanoid rig
I think there's a generic humanoid rig somewhere in the VRC sdk but i'm not sure
then how do i fix it being rotated like that
like its on its side in vrchat
instead of it being upright like it should
nvm somehow it let me rig it into mixamo
unless do you think i should spread it apart a bit more
You don't need to rig it
@mild stratus you piped up my dawg, come thru with some wisdom unless you're not a real one
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
But make sure there's a single poly at the origin, otherwise it will fall through the ground
apparently um
the rig is bigger then the can itself
how can i fix that
*bigger then
how can i fix
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
Doesn't matter how big the rig is. Also don't rig it to your can
Import them separately
The rig on its own with its single poly and the can as a mesh without a rig
Then put the rig into your scene
Then put the mesh under the base object of your rig
In unity
@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
okay i did so now what
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
Put can in rig
i am not familiar with using parent and rotation constrants @amber kestrel are they kind of the same thing?
You can put it under the base object and it'll move static with your model position
@woeful galleon they're easier to use and don't put any unnecessary physics in your model
ah ok
@fading verge explain?
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?
No, that's as designed
@amber kestrel do i put the rotation and parent constrats on jsut the avatar behind me?
Bones in unity are really just empty objects at the position of the joint heads that are jointed to their parent and child bones
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
true...sry im jsut more familiar with rigid body so was jsut making sure...thank you for the input @amber kestrel !
Show me the components of the object with the avatar descriptor
And the prefab of Generic Rig?
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
ok so now what do i do
click on it and show me the inspector
Configure that rig as humanoid
Make life easier for yourself and translate the bone names in blender
Under CATS > Model Options > Translate > All
Potentially, unity's automatic mapping isn't amazing so it also could've just missed them
how do i translate the bones
I literally just
Maybe that doesn't translate bones, idk
That's always the first thing I do whenever I work on a model
why does yours look different then mine
Because I work on 2.79 and you work on 2.83
ok it translated it
@amber kestrel These setting look about right correct?
other then avtivating them of course
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
ah ok so i only want the parent constrat on the armature part adn then rotion on the rest then?
yeah, seems right
awesome
@fading verge well is it rigged as a humanoid?
ys
show me
i think that error was there ffrom before
when i had that one error from that one time
And you have everything configured now?
oh i think i realized i mightve deleted the eye bones
didnt think it would be necessary
eye bones don't matter
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
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
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
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
Does VRChat force toes to touch the floor, or does it keep them as far above the floor as the rest position does?
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.
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
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?
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
Why specifically in non-fullbody?
Regarding view position, here's a better view from the side
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
Ah, I understand now! 🙂
I meant in regards to "too far forward"
Gonna try your test
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
That’s a different issue altogether... probably fix that one first haha
I’ve never seen an avatar that only works in fullbody
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
Do you have a custom idle override
I do
Try removing it to see if the problem goes away. If it does, something is up with the anim
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
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
Oh
The artist did the idle animation in blender though
But that's useful information – disabling the idling for now and testing the shoulder
It doesn’t collapse in full body because in full body you animate the hips yourself
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?
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.
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 ;))
You can generally just select all the key frames with box select and copy paste
Ah, so where do I find the default idle animation though? 🙂
Good question I just randomly found it in an avatar someone sent me. I can send it
That'd be great ❤️
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
overwrite directly the .fbx in the unity project when exporting from blender
@pale quarry
Thx yo, that was very helpful
any helpful thumb info, tips, or tricks to make them less crooked?
knuckle controllers
big bump
question how does the afk lamp work? Noticed its one of the few quadrapeds in the game
not sure how the lamp works exactly, but i do have some quadruped models myself
Do you want to make your own quadrupeds ? @sour brook 👀
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.
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
okay
so i've got a humanoid armature inside the model that is not rigged to anything is this correct.
this doesn't seem right ....
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
ok parent constrain or rotation constrain or position constrain
Up to whatever you're going for. Most likely rotation
Essentially yeah. It's useful to have an empty rig lying around
the dalek its self having bones rigged to it seperatly?
like the head guns and eye stalk?
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
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)
This uhm, went a bit wrong.
seems about right to me
yeah, keep it that way
add a 2nd avatar with the normal arms and then have that one separate
Okay, by now i'm extremely confused. I did the hip bone fix, but it did not solve this problem
You’re a raptor now
:>
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
So that's responsible for that… harsh bent?
Yes . Should have generated a warning in unity, actually
Something something about angle between hip and spine
Sorry to bust in, does anyone know where i can find a base character model that i can edit?
That depends hugely on what you want the base to look like
@astral warren i'm surprised that this model doesn't suffer the problem 🙂
but i cant find a male version
That one isn’t tilting backwards
oh
@astral warren Does this look correct?
Hip is upside down, you shouldnt use outdated FBT fixes: https://docs.vrchat.com/docs/full-body-tracking
VRChat supports additional tracking points using the HTC Vive Trackers. These work with the Lighthouse ecosystem to permit these two additional modes of motion capture: Four-Point (4PT): Tracking headset, two controllers, and one hip trackerSix-Point (6PT): Tracking headset, ...
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 🙂
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
Got it! Will do so, thanks!
@finite silo unmap the distal bone and rotate both proximal one time when holding ctrl with rotation set to global. try that. its still not enough. rotate more or less. https://gyazo.com/0480aa313cb5556521b3079036be9076
armature for humanoid should normally be this.
@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
Ah, I was more referring about the technical aspect of it, the system used to make it walk procedurally
Hi blender
👀
Your logo is a hand doing the circle thing can’t unsee.
please dont make me see it
if you had any links to info on that would be awesome
i do you one better, how about an entire server?
👀
full of dedicated people making cool multi legged avatars
hey anbody can help me with changin the bone type in blender from speheres to normal
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
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
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
It's the jellyfish dance from spongebob, nothing wrong here
You're not wrong.
can anyone help? i have a extra finger bone and i have no idea what to do. very new to this
it's a leaf bone, they don't do anything
its messing up the fingers though, is there a way to delete it or something?
In export options uncheck "Add leaf bones"
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?
in blender
i just found the bones
the button i mena
hol up, gonna see if it fix's my problem
it worked! thankyou!
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?
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?
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
@lean wolf It doesn't need to follow the geometry specificly, but the knee joint is probably a bit too low.
@vernal pulsar Thanks, I'll adjust that upwards.
is there an easy fix for this
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
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.
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?
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
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
yea i'd really like that
aight let's move to DMs
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
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?
try adjusting your height in game
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.
does it look like it could work?
Have you tried lowering your foot bones?
I can try
Mhm
On VR, my idle hand has my thumb sit up right next to the index finger. How do I push that out a little?
Top view of the hand as-is
lowering the feet bones helped. now she stands on her feet.
It sits up real close like this
Oh possibly also important, thumb bones have nonzero roll. Maybe that's the problem?
I don't think so
Maybe normalize the roll
Just in case
You need to edit the resting pose of the bones I think
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?
use transfer weights
^ that, and there are a lot of models that don't have skin polys under their clothes. Reduces the poly count too
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
can I repost my problem from earlier?
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
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
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
I used a data transfer modifier to weight these shorts over the legs but the mesh looks a bit scuffed in this area. Is that just a weight paint problem that i should manually fix and fine tune? or is it a mesh problem that i should change? https://cdn.discordapp.com/attachments/402349592244649996/724103941629149184/unknown.png
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?
You can move the joint head up a bit? And adjust the weight painting on that bone?
LGBTQK
die
that will fix everything
weight paint mmmmm
@native swan thank you!
are bone constraints possible with the vrchat IK?
You mean combining constrains with vrik component?
@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
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.
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.
my rig is like that rn
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 😅
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.
thanks 🙂
so i converted a .mdl from gmod, should i mount the animations for it in blender or unity?
o wait im in rigging oops
are bones ment to look like this btw?
how does one fix this???
@keen tiger how can i remove or move the avatars bones?
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?
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:
When my arms are down it looks completely normal
Is there a way to fix this?
looks like not so great weightpaint
Should probably weigh that area more on the shoulders, the arm has a lot of influence there since they're about equal weight
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
In blender, select all vertices and "remove doubles"
that looks pretty cool actually
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
spacebar is play for me =I
@fervent hornet do you happen to know about above's problem i mentioned? 🙂
Do you have FBT?
@fervent hornet I cant find the remove doubles tool/option
@fervent hornet i do
@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
ok
@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
so it's not a too long neck bone?
Unless your neck is insane, no not really
how insane is this?
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)
i see
@fervent hornet Ok i got it ot work Ty 😄
Looks fine, but unity bones are misleading so you should post blender screenshots if you want to show references
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?
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
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
If you actually have those bones then you can probably ignore the error, but you need those bones for it be humanoid
Ye but it says it "couldnt be fixed"
I have bones that can act like heead and neck
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'
Oh ok
Looks like youve got all the bones you need for basic unity humanoid though
Ill try withotu the plugin
If that dont work the ni guess ill resort to something else
Youve actually got too many bones, but you can skip bones when setting up the armature in unity
if you name the neck and head bones “Neck” and “Head”, it’ll stop whining at you
Ye that whas what i asked for how to do when i have already made the rigged body
then don’t worry about it if it’s upset you don’t have the bones, it corrected everything else it could do
@fervent hornet Here are the Thylacine bones from Blender
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
Thanks for the feedback! Ok, will do that.
@vernal pulsar you saw his comment about updating the model after changing bones?
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
@fervent hornet thanks for your wisdom 🙂
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
@fervent hornet may I PM you for a second?
https://cdn.discordapp.com/attachments/521112661841149952/724651996996436158/unknown.png so the weight paint on the hip looks fine but if i acutally look at the weight paint table for the vertices, the weight paint to the hip is not exactly symmetrical. is there a way to make it exactly symmetrical?
@vagrant spoke Sure
Get a new SDK from the website or check for console errors
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
Yeah tutorials fall out of date unfortunetely
=/
Besides the unity version everything is the same really
Good news is there are no plans to upgrade unity versions for a while
No console errors?
Yeah make a new 2018.4.20f1 project and import a clean VRCSDK
Then drag you avatar over
Do what it says, your shoulders and neck need to be children of the chest
In blender?
go to your model’s rig tab in unity and then hit “Configure...” under the “Humanoid” box
Ye i am alread ythere
drag-drop the bones from the left into the correct places on the configuration on the right
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
Hey Guys, can u tell me how i delete Shapekeys from my Legs. Its wiggling like crazy when i blink
select the leg, shape propagate
@dusty pine edit mode, select leg, seperate, remove all the shapekeys from the leg, join materials again, done
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?
@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.
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?
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.
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.
Another Question :3 - How many Polygons can a Quest User see? +20k?
@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.
Don't i also have to mess with vertex groups or something in order to get it to move the mouth?
Yes.
@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?
fuck
@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.
awesome. thank you
@dusty pine max 10k polys, but 7,5k is recommended so that you can land within medium performance rating.
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
Did you set your visemes in the avatar descriptor?
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)
(InGame after calibration)
your shoulder bones should be horizontal
you can clear bone rolls, reduce chest bone size a bit too
@dim heron
Thank you 
Will try it out and see if it fixes it
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!
weight paint the hat to the head bone
Is that something I can do in blender? Or is that in unity? Sorry, this is my first avatar. 😅
how can I weight paint just the eye? I can't figure it out... 😦
@naive anvil blender
Thanks, Ill look it up on google!
@ocean bison select the eye vertices, and add to its vertex group on the right side
Update: Weight painting seems to have done the trick. Thanks @crisp tendon!
what did i do wrong? i cant get the texturs to load
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
When you have it set to use embedded materials, there is an Extract Materials button
Anyone know why this is happening when I move the pose? (just ignore the missing material lol).
you need weight paint
Is there a way to check or change the bone type? Because there isn't a vertex group.
you can apply all this part of the hips probably
you need to bring in your textures manualy
how. i cant find any tutarials that i understand
drag and drop from the folder on your computer
This video tutorial explains how to create materials in Unity so that you can change the colour of 3D objects. The video also explains how to use shaders and image textures textures in Unity.
Examples of materials, shaders, textures: http://codemahal.com/video/how-to-apply-ma...
Just set the colors yourself on the material. Colors themselves usually port well from blender, so you shouldn't have to do that
its like this. only one color
@gusty dock you've already got everything you need. Have fun!
but they are empty. they do not add colour
Yup, my problem is sorted. Thanks Ruuubick!
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 ?
I mean you could always go down the route of deleting the unnecessary geometry so there's nothing to clip
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
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
this kind of thing
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
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?
I think I see, I'll try that. I don't get the part about which vertex group is attached though, yet
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 thanks, giving it a try
@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
like this?
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
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.
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
^_^. 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.
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)?
your rig resembling this ?
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)
-ADDENDUM: For absolutely no discernable reason the issue has SOMEHOW resolved itself, no clue why-
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?
Hi, I used the CATS plugin to import an avatar and create visemes. In game however, the inside of the mouth sometimes becomes visible through the face, and while the lips move the face mesh tears. I have no idea what is causing this? If anyone has any ideas or has experienced it before id appreciate feedback.
https://cdn.discordapp.com/attachments/365977060046405643/725190644925988904/unknown.png
https://cdn.discordapp.com/attachments/365977060046405643/725190606544175134/unknown.png
outline usually look bad around mouth and eyes
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?
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
@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.
Or just choose a shader with culling off. No need to double up on polys
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
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
double check that you dont have those bones
also, you could always try assigning bones to see if they work
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
if they dont you can just remove them and use others
thing is there is nothing there x)
huh
sorry, idk what to do im barely able to throw duct tape at what im doing and getting it to work
i think the ones that are dotted circles arnt required
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. "
can you send shot of the list that comes up with all the bones?
uuh idk if know where that is lol
its the little dot to the right of where it says the bone name
small red one
click that
where i search up the "select transform" stuff ?