#avatar-rigging

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tranquil plank
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I ended up fixing my model from earlier, mixamo did the trick

warm chasm
prisma chasm
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could someone tell me if this looks good or not? i've got a feeling it's super janky but i'm not sure

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just a note: when i switch into edit mode, the armature for the tail changes places to be in-line with the tail. idk why it shows down in object mode

crisp tendon
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You have to apply pose as rest pose with Cats

sleek isle
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vroid have the leg in v position. that not good

prisma chasm
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how do i merge my armatures to be one whole armature?

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i want to get all of the blue to be part of the red, if that's possible

crisp tendon
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With Cats

prisma chasm
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i don't really know how to do it though

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oh, i got it

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it's down to 2 armatures now but i get an error when i try to merge them

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nevermind again ๐Ÿ˜Ž

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i have the bones set in the ears and tail, but when i test posing it gets all kind of janky

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it's like it isn't recognizing the ears/tail and i don't know how to fix that

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also when i move the eyes, the bottoms of the ears move

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correction: when i move the left eye, the bottoms of the ears move

tepid spade
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Wow u got also my problem

crisp tendon
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That's just weight painting

tepid spade
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I think you need to do it yourself actually

rough cairn
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Is there a simple way to make the wheel bones follow head movement left/right?

warm chasm
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humanoid need to be like this @warm chasm
@sleek isle aight thank you

rough cairn
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That's where I'm getting stuck at, too. When I apply a constraint in blender, it applies the constraint to the entire armature instead of the selected bones, and the constraint doesn't work regardless.

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This is the first time I'm using constraints and I don't understand them, most tutorials I found are using them for something entirely different like inverse kinematics.

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Thanks for the help though! I didn't think about shrinking down an entire rig, I was just creating a bone named Head and trying to parent off of that.

warm chasm
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is there any way to edit the bones in unity?

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or does it have to be in blender

naive tree
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@rough cairn you need to use constraints in unity

amber kestrel
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Yeah just constrain in unity with just one rotation axis, easy

rough cairn
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Is this correct? When I rotate the head bone it still moves in all directions.

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@naive tree or @amber kestrel

amber kestrel
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Are they rigged to the head in the model?

rough cairn
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I have the wheels rigged to RWheelBone and LWheelBone, and those two wheel bones parented to the Head bone. I should be rigging them directly to the head bone?

amber kestrel
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Why are you trying to rig them to your head and also constrain them to your head?

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Constraints are for things that aren't parented to the constraint source

oblique latch
tepid spade
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you can fix it on unity

rough cairn
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Why are you trying to rig them to your head and also constrain them to your head?
I'm not trying to constrain them to my head. I'm trying to get them to move only in one axis when my head moves. i.e. I look left, the wheels rotate left. I just don't know how constraints works, which is why I was asking.

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So I just need to unparent it and the constraint will work properly?

oblique latch
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I tried fixing the hand in unity that is still looked the same

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I tried messing with the finger settings in the unity but they didn't do anything is still looked bent

rough cairn
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Got it unrigged and unparented. It's rotating with the head correctly, but still not locking on an axis.

tepid spade
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@oblique latch did you try manually ?

oblique latch
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yes I moved the bones so they looked normal but they messed up I can't work out how to fix them

gentle grail
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If I make a model with no feet, would I just go about deleting the 'toes' on a rig and keep the legs otherwise, or would that create issues in vrc?

crisp tendon
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you need feet bones

gentle grail
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Hmm. Shrink em and stuff them in the leg?

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Last time the feet portion kind of just did a 180 twist in vrc

crisp tendon
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doesn't matter, they just need to exist

gentle grail
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kay, gonna experiment a bit

undone jewel
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I have an avatar on unity with dynamic bones that works in unity when i click on play, but when i try it out in vrchat it doesnt work. LIke the hair and clothing dont move. Any reasons for this?

gentle grail
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Do you have dynamic bones turned on in vrc?

undone jewel
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thank you, its fixed now

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๐Ÿ˜

gentle grail
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np, I just learned bout that myself

amber kestrel
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Not turned on/off, limited

boreal marlin
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I want to go a weight paint transfer in Blender 2.8 Can anyone help? I have this blue rigged simple avatar and I want the more complex roboboy to be set like it

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I cant seem to get this weight transfer to work plz help

crisp tendon
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Better in what way ?

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If you can use blender 2.83 i'd suggest it

amber kestrel
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what's wrong with a little footsie every now and then?

crisp tendon
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or apply all transforms before doing anything

oblique latch
crisp tendon
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If you don't have any additional bones in your hand then youlld need to get them in blender, if you do then just map them in the configuration

oblique latch
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would that not mess up hand tracking if people have that

crisp tendon
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Well, missing a phalanx would mess up hand tracking too, up to you

oblique latch
mint sierra
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try to rotate the end bones for the fingers in the humanoid editor in unity

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If that doesn't work you have to fix the rotated bones in blender

oblique latch
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i did but they do not go to the end of the finger bone and i did test and rotated bones in blender but still f up

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oh nv that works

mint sierra
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if it is still broken then you would have to weight paint

oblique latch
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it f up the 4 finger on the two hands

mint sierra
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I've seen that happen to me before, my fingers were mapped wrong

mystic crest
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@oblique latch have you tried clicking the Pose button at the bottom right and selecting Reset?

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that usually fixes issues for me

mystic crest
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to fix that you can click on Pose again and Force TPose

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or whatever that option was called

mystic crest
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๐Ÿ˜•

oblique latch
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i may have to do it by hand

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so it has to be in a TPose

mystic crest
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i generally have issues with feet when i edit the bones, but doing those steps usually fixes it for me, sorry i couldn't be more helpful

oblique latch
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thats ok i will work it out in time xd

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it just sucks as thats the last part o need for it to work

mystic crest
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are there bones for the ends of the fingers?

mystic crest
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are they connected in the bone list on the right?

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oh i guess they are, looked at your previous screenshot

mystic crest
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did you try entering pose mode in blender on the rig and reset all the translation / rotation settings before exporting it?

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in pose mode, select all bones and press alt+g, alt+r, alt+s to reset them

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alt+s may not be needed

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unsure if it'll help at all

oblique latch
mystic crest
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When you import you can select some options to fix bone orientation

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In blender

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Under animation dropdown thing i think?

oblique latch
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yep i did all of that

mystic crest
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Hm

oblique latch
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like it works just not in the right place in unity xd

mystic crest
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Yeah strange

oblique latch
mystic crest
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Do you have the cats plugin for blender?

oblique latch
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yep

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i use that

mystic crest
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I think the warning means the bones aren't parented correctly

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Did you try the fix button in cats?

oblique latch
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the part on the faces for mouth moving

mystic crest
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I wonder if you'd be better off just generating a new rig

oblique latch
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I tried that but the bones were acting up when I also generated a rig when I moved the arms in VR chat they moved really weird

mystic crest
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What did you use to make a new rig?

oblique latch
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that website thing auto generates a rig and ads animation Mixamo

mystic crest
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ah yeah that's what i was going to suggest

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i guess you have tried everything haha

oblique latch
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so i fixed it with the auto rig @mystic crest are you good at lip sync

mystic crest
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for the viseme stuff?

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i haven't tried it yet, i will get to it eventually

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i know the general idea though

oblique latch
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the og rig had things for the face this one is a lot harder to make the shapes with

mystic crest
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you could possibly do it without a face rig, it might be harder though

oblique latch
mystic crest
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i think so

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you will need to do the pose reset thing in unity

oblique latch
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nope that did not fix it lol

crystal star
fervent hornet
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The top one should be a child of the bottom one, the bottom one is your hip

oblique latch
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I still can't work out what's causing the problem with the feet to be on tippy toes all the time

tepid spade
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does anyone know how to fix the " no humanoid target found " error with mae ?

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my avatar is already set on it

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kinda stucked rn

lost narwhal
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@oblique latch I'm not a pro but shouldn't you only have max two feet bones and have them placed differently?

oblique latch
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that's what the automated bone thing gave me strange

lost narwhal
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well in unity you only have ankle and toe

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where do you wanna put the 3rd one?

oblique latch
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so do I just delete the one in the front then stretched one behind it a bit further forward

lost narwhal
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combine the last with the second one to not lose weight paint

oblique latch
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? can you rephrase that better

lost narwhal
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if you delete bones you also delete the weight paint. combine the left bone with the middle bone to be one toe bone

oblique latch
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oh so the front bone and the middle bone combined together

lost narwhal
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yes

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idk how but google how to combine bones

oblique latch
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so do you think that will stop the tippy toes thing

lost narwhal
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not really

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you may also need to place the bones correctly

oblique latch
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oh ok

warm chasm
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might seem like a dumb question but how can I find these when using a vrm model? Looked in the normal place and they aint there

astral warren
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I still can't work out what's causing the problem with the feet to be on tippy toes all the time
@oblique latch combination of view position / real life height / floor position configured incorrectly

prisma hatch
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whenever i do shapekeys for blinking, my eyes squint a bit before it blinks sometimes why is that??? it looks weird when avatars already have small eyes and they start squinting

crisp tendon
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What did you do for your lowerlid shapekeys ?

prisma hatch
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left it at basis

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blink left is blinking

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everything else is basis @crisp tendon

crisp tendon
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?

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You're supposed to have a list of shapekeys in a specific order

prisma hatch
crisp tendon
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yeah that doesn't work

prisma hatch
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it lets it blink

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but the squint thing happens

crisp tendon
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You need
Basis
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right

prisma hatch
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the model doesn't blink with those though, i have to make it because i imported from a game

gentle grail
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Is it possible to isolate mesh pieces for weight painting? Like if the body is made up of a few separate pieces and I want to paint just one piece at a time?

crisp tendon
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Yeah, you select those pieces in edit mode, switch over to weight paint mode and enable vertex selection masking

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@gentle grail

gentle grail
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When I hide it in edit mode, it pops back in weight mode

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Gonna test that

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Hmm, odd. I got parts that are as dark blue as others, but they still move

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I tried that, but there's still something weird going on

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Could be perhaps one of the digits has weight on leg now that I thinkg about it

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Is there a way to remove weight from all bones so I can do it from base up?

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Once I reset them and used edit mode + vertex groups it works fine, thank for the tips. @mortal lichen

oblique latch
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@astral warren how would i go about fixing that

oblique latch
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my floor position is set correctly

oblique latch
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if i bend the legs in vr chat the feet looks good if i sand they f up

sonic lava
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Is it possible to make an emote that changes a blendshape or moves a bone, and have it NOT revert once the emote finishes? Like, emote starts and scales a bone to 1.0, then the emote stopes but the bone is still 1.0

compact pecan
tepid spade
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I think yeah, perhaps

sonic lava
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@compact pecan according to the screenshot the parenting on the bones is wrong, and/or you've selected the wrong bones for the slots it expects

tepid spade
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But u rlly dk how

compact pecan
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uhhhhhh

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ok

tepid spade
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Maybe if u do something g tricky perhaps

sonic lava
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How do people normally have props show up and such with emotes? Have it enable an item, and the item just stays enabled?

tepid spade
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But like, my knowledge is shit so I can't help

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Idk man

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There is some tutorials on yt maybe u can do the same thing

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But with a bone scale

sonic lava
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ye I sort of tried that. I'd like to know if someone has done it, maybe someone else can chime in when they read this

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I'll keep experimenting to try and figure it out

compact pecan
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can someone help me fix this I have no idea

crisp tendon
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Assign the bones properly in the correct order

compact pecan
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I don't know the order ;c

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how do I figure out da order

crisp tendon
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first parent bone on each finger goes first

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then the next, and the next, etc

compact pecan
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uhhhhhh

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I wish I could just share my screen and someone showed me

amber kestrel
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They're literally numbered dude

crisp tendon
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the opposite of that but yeah ^

primal sequoia
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Does anyone know if it's possible to re-order blend shapes somehow? I have them in the correct order in my C4D project, but when I import the FBX into unity they're in a different order and it's breaking the blinking function...

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I believe these need to be up here, I just can't seem to make them change order at all.

primal sequoia
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SOLUTION: Seems like it's a limitation of C4D's FBX implementation, I managed to open the .FBX in blender and change the order of the blendshapes there.

sleek isle
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yes

tepid spade
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does anyone know why my mae editor's sayin that there is no humanoid target found ? (yes my avatar is already set on humanoid)

oblique latch
light glen
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What is the best/easiest tool to rig a basic humanoid? Mixamo?

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(Model made in Blender)

gentle grail
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Any idea why a part of mesh might be a bit floaty in vrc but work fine in blender and unity?

amber kestrel
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If by floaty you mean separating from other parts, it's possible you haven't tested enough in pose mode and have it weight painted to an unwanted bone

gentle grail
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That's what I assumed, so I detached every piece from bone then redid them from scratch. Could it be related to my avatar being at a 90 angle when I drag him into unity scene?

crisp tendon
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@gentle grail Apply all transforms before exporting

gentle grail
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How do i do that?

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Haven't needed to do it before

crisp tendon
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select everything and ctrl + A in object mode

gentle grail
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Gonna test that ๐Ÿ˜„

gentle grail
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Didn't work

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This avatar is cursed

glass panther
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Is there a way to properly align/center a model to the blender grid to avoid viewpoint issues in unity? My model is not centered on the origin point.

crisp tendon
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Select two symmetrical point at the bottom of your feet, set cursor to selected, object mode, set origin of your armature to 3D cursor, snap cursor to world origin, snap selected armature to 3d cursor

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shift + s for snap menu

restive schooner
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I gave up. ty anyways.

crisp tendon
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Check it in blender !

gentle grail
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Any experience with avatar being fine at 0.0.0 location in blender/unity but sinking in vrc?

sleek isle
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unity move your avatar in the ground a little sometime. lift the hip bone and apply

gentle grail
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Is it possible to bind a mesh to a rig in blender but have it be 0 weights on everything?

sudden citrus
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i need a bit of help with a custom avatar im making, its my first time ever doing this so i already know that im missing quite a few things

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its already rigged and set to humanoid, but i ran into these errors when i went to publish, what should I do

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fyi it was made in blender and exported to unity

gentle grail
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I believe the top one can be solved by going into assets > select the avatar > rig > configure, then make sure the called out bones are actually attached: Like I always have to add on "Chest" manually, and in my last model, I also had to add "Spine" manually

sudden citrus
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ok, thx

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ok so

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everything was correctly configured to begin with

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and i double checked to make sure, but im still running into teh error

olive kestrel
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how far back can shoulders go in the ik?

open anvil
crisp tendon
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that's just weight painting

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you're missing finger bones ?

open anvil
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i checked all of the weights

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all of the fingers have 3 bones

crisp tendon
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yeah, not in the correct places though

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you have finger bones in the middle of the hand no ?

open anvil
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no thoes are the palm bone peaces

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would they get in the way?

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i found the problem

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i am...

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slow

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i am back

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agan

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its telling me the upper arms are not specified but they are

carmine halo
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is there a palm bone? I'm making a model and wanna make sure I have everything required

open anvil
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na you dont need them

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you only need a hand bone and finger bones

amber kestrel
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There is a wrist bone that kinda covers the palm

carmine halo
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k so ngl I have no clue what i'm doing. I think this rig should work. How would I actually make this work with my model. Also, my model is made up of a bunch of different peices, do I have to combine them for the rig to work?

restive schooner
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So uh

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Dumb question: In blender the rigging looks perfect

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And ingame I become spaghetti

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(Rigged it properly in unity aswell)

forest pasture
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how do i weight something?

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in the latest version of blender

carmine halo
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I was messing around with blender's auto rigging and cant seem to get rid of the remnants on the rig, any way i can fix that?

tepid spade
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u could do ctrl + j

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but don't do it if u didn't mde the vertex groups first

carmine halo
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I fixed it

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another thing tho

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Any way i can link those two bones?

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Like the other bones in the arm are linked

simple gorge
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you can create a shoulder bone that goes horizontally and joins the two together @carmine halo

carmine halo
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Figured it out yeah

open anvil
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i usally use the rigify function

lost comet
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You also wanna merge the mesh into one if you have the CATS plugin @carmine halo

rose sequoia
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any one have any idea as to why my avatar ends up saying that the lower up is not parented to the upper arm when i end up attaching bracers to it in blender and than put it in to unity even though the item clearly is parented?

open anvil
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can someone help me out with a spine hierarchy problem? ive been tring to get this figured out for 2 days now

oblique latch
dark thunder
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Sorry if this is an obvious question, but I've tried importing an FBX into blender and this happened.

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Anybody know why this ends up happening?

crisp tendon
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@dark thunder When importing the fbx, select the automatic bone orientation option in the armature settings bottom right of the window

fading verge
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How do I use my cats blender addon?

crisp tendon
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What do you mean ?@fading verge

fading verge
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I legit cannot find out how to get my blender addons to work.

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I was told user preference, thats not an option.

crisp tendon
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the video at the top of the cats github page shows how to install

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that's a menu

fading verge
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I'm looking at the github page i got it off and theres no video.

crisp tendon
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are you using a different blender version ?

fading verge
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No, just the 2.83.

crisp tendon
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yeah it's a different one from the gif, user preferences are under the Edit menu

fading verge
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Okay thanks.

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Last thing. I can't find the plugin even though I've installed the file into blender, and I need to activate the file in order to use it right?

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Correct me if im wrong, but it should be showing up as "3D View: Cats Blender Plugin" right?

crisp tendon
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you installed the zip file right ?

fading verge
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Yeah.

crisp tendon
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And you're showing the community tab too ?

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sometimes it takes a few attempts

fading verge
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No all i have up is the blender app and the Blender Preference page.

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What's the community tab?

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Sorry im new at this XD

crisp tendon
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community tab is inside the addon list at the top of it

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it shows non native plugins

fading verge
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Yeah I have that open.

crisp tendon
fading verge
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okay

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thx

dark thunder
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thank you Ruuubick, just now got back to this, and it seems to have worked

brazen geyser
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can anyone help

brazen geyser
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i need to add a hip bone

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as well as rig the tail

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apparently i need a hip bone

teal badge
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When I select Weights > Clean and change the threshold, Blender changes the vertex group it's cleaning. Why?

vagrant spoke
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Heya โ€“ I restarted my progress on my own avatar, and I keep running into that one issue which I'm simply not able to get fixed. Yeah, I watched the entire full body fixes video, but nothing there seems to really address that problem:

No matter what I do with the arms (making them shorter), whenever I'm in VRChat, the virtual arms are shorter than my real ones, and I'm unable to fully extend my virtual arms. I also tried moving the view point, up or down, but that doesn't seem to have any effect on this.

So from what I gathered is that VRChat does some funky calculations based on your entered real height, your head bone and the distance to your wrist bones in order to scale the world, but I'm not sure what's the correct anchor point here to change. It kinda feels wrong that lying about the real user height is the correct solution, but so far this was the only setting properly affecting the arm length.

wind osprey
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@vagrant spoke I haven't tried this, but a thought I've just had is to try setting your user height in vrc, not to your height, but to your armspan. While often very very close, they're rarely exactly the same. My armspan and height are about 4-5cm off from each other.

vagrant spoke
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@wind osprey from which to which point do you measure your arm span? fingertip to fingertip?

wind osprey
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That's what I did. If I went wrist to wrist it'd be much further off from my height.

vagrant spoke
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well, fingertip to fingertip i reach 176cm (6cm more than my real height, and I actually have to decrease my real user height to get to a comfortable arm stretch)

vagrant spoke
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So if I see it correctly, the order of operations to get the avatar to match:

  1. Change real user height until stretched out arms match virtual arms
  2. Adjust arm length in blender until the torso matches real torso
  3. Adjust view position so that virtual shoulder lines up with real shoulder
  4. Adjust leg length in blender to match real leg length

(?)

fierce mountain
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I may have messed the eyes up a bit. They are rotating instead of moving after I created eye tracking with CATS. I gave the eye bones full weight for each eye, and that's all I did to them before starting with CATS. Someone know what I did wrong?

amber kestrel
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Eye movement is done by rotation of the eye bone, so they're going to rotate

zealous cypress
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i somehow made the sword move the bones in left arm/elbow/wrist, to location of the sword..
When i try to move it under wrist, the position/rotation of arm/elbow/wrist stay the same but the box moves and when i try to rotate any of them the rotate point is from the sword and not their correct locations..
anyone know what may cause this?
tried unpacking prefab but issue still persist

astral warren
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How do I make 2.83 weight paint only visible? i'm painting the other side of the model accidentally

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i have x-ray off

amber kestrel
astral warren
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Yeah I have that off. I'm still painting the other side of the model

amber kestrel
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You're supposed to have it on to limit selection to visible

astral warren
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that's not what it says for me

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it happens regardless of if that's on or off but it's not called Limit Selection to visible for me it's just called Toggle Xray

amber kestrel
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2.8 bad, 2.79 good ๐Ÿ™‚

astral warren
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Your screenshot is not 2.79

amber kestrel
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I found that one with a quick google search, I use 2.79

astral warren
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2.79 is even more of insane UI

amber kestrel
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laughs in limit selection to visible

astral warren
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this lets you paint front faces only while having xray on :P

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There is no defending 2.79 lol

amber kestrel
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Yeah it's independent of render mode. I can display wireframe and limit to visible faces. Not that I usually do, I'd rather see the geometry

polar fox
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Only one of the ears came through properly?? I'm not sure why when I rigged them the same

elder plank
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having an issue where when binding into fbt my right leg crouches down and causes my hip to sag to the right and down

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im testing a base so i cant post the video of the issue here if anyone would be willing to help in dms ;-;

sleek isle
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If you use twist bone. The ik get funky after a while if the humanoรฏd bone are not first child

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Do you get that error in unity sdk?

sleek isle
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neck too strait as well

hoary mulch
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Soooo i was reading that if you use custom walks animatios de visems stop working, so there is no fix for this??

still tartan
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hey guys. i dont know if this is the right channel to ask this, but i hope so. if not please point me to the correct one.
I have the following "issue" with my character in Desktop mode:
- when transitioning from movement to still stand, her neck snaps to move the body forward.
here's a video of it, pay attention to the collar:

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i tried different rotations on the neckbone but nothing really seems to make a difference.

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i would be very thankful for ideas/suggestions.

fervent hornet
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You should post a side orthographic view of your armature

still tartan
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those 2 screenshots above is how i have it right now

crisp tendon
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Your neck bone should be connected

still tartan
#

to the chest?

crisp tendon
#

but in this case you should move the head of the chest bone to the tail of the neck bone

fading verge
crisp tendon
#

yes, i don't think the IK likes having space inbetween the bones like that

#

@fading verge It looks fine, do a cats fix

fading verge
#

I never used cats before

#

isn't it literally a button that says

#

"fix model"

crisp tendon
#

yes

fading verge
#

thanks Ruuubick a help like always

still tartan
#

@crisp tendon i tried to stick to the example rig that came with VRC as close as i could, and there the neck and chest are not connected. but i will try that suggestion of yours

crisp tendon
#

Make sure the hip bone is completely straight too

still tartan
#

hip is 100% straight and right in line with the legs

#

is it ok to post screenshots where there are boobs on them? (untextured)

crisp tendon
#

you can post the wireframe lulw

still tartan
#

(shoulders and arms hidden for visibility)

crisp tendon
#

yeah, i think the y difference between end of chest and start of neck causes that issue to some extent

#

And if that isn't enough you can also try making the spine straight

still tartan
#

thats a very good tip, maybe the IK tries to straighten that out (or the chest).

#

Thank you

#

is there a doc about the IK solver that vrc uses? might be interesting

crisp tendon
#

final ik SataniaThumbsUp

still tartan
#

i'll look that up, thank you

fading verge
#

cats seems to have completely destroyed the weight painting ๐Ÿค”

#

but otherwise the bones looks fine

#

I'll just repaint

hoary mulch
#

what is the correct tutorial for putting a chair on the avatar i have try several and cant get it to work....

crisp tendon
#

@fading verge There's options for the fix model button btw

fading verge
#

I end up with something like this with broken weight paint (I loose fingers and some other stuff while posing)

half shadow
#

Those are the one's you want to use by default in most cases

crisp tendon
#

I'm not sure how it would fuck up weight paint in this case, but that seems good

half shadow
#

yeah, i don't see any issues either, all finger bones seem to persist there too

#

neither i have ever seen cats mess with weight painting itself, so in most cases i honestly would expect that the model itself has not a very well done weight paint or something

fading verge
#

here's an example

crisp tendon
#

interesting, at least it's an easy fix

fading verge
#

so interesting

#

I re "fixed" the model a few times and now it's fine

#

it seems completely random if cats is gonna eat the painting

#

just thought that was interesting

fading verge
#

if I press "state pose mode" then fix model the weight painting is perfect

#

but it looks like one of the shape keys messed up or something ?

#

but all the shape keys are set to zero

half shadow
#

it's probably just a separate object with a material on it, and not an actual shapekey

fading verge
#

let me check

astral warren
#

cats pose mode sets shape keys to zero. it's normal.

#

you can use regular blender pose mode if you don't want that to happen

#

regular pose mode doesn't have a off button though, you'll have to reset bones yourself if you move them ๐Ÿ‘€

half grail
#

I'm using CATS to generate eye tracking, and the eyeballs just roll right or left instead of rotating right or left. any tips to fix this?

crisp tendon
#

You mean up and down instead of right or left ?

#

@half grail

half grail
#

As in when i use the left/right test slider, the eyes rotate around a horizontal axis instead of a vertical one

#

up/down works fine

crisp tendon
#

left and right is horizontal

half grail
#

let me record the problem, one sec

#

oops, mkv recordings don't embed ๐Ÿ™ƒ

rose mountain
#

I sit on my floor indian style (legs folder one over the other.) alot. I am having a weird issue with my hips only when I sit on my floor. It's not my tracking and I think my weights are good. idk looking for solutions.

#

Also I have used kungs tut

#

I have watched it 10 times this month making sure to be meticulous to not miss anything.

crisp tendon
#

@half grail That looks correct, how is the bone in your head and which settings did you use for the creation of the eye tracking ?

#

@rose mountain Your cheat bone is massive and your legs are super close

#

Cheat*

#

Ffs phone

rose mountain
crisp tendon
#

Chest**

half grail
#

I think I fixed it, the RightEye/LeftEye bones just needed to be rotated to compensate for the wrong direction.

#

Went into edit mode and that cleared it up for the most part

crisp tendon
#

@rose mountain also your neck bone is too far back

rose mountain
#

Move it forward????

robust crescent
#

should be a little more center of the neck, now its kinda nearly out of it

rose mountain
#

What does my neck have to do with my hips???

#

Just curious

#

I'll try it tho

#

@crisp tendon @robust crescent

#

What does the neck have to do with hips??? How would the angel of the neck affect the hips/thighs???

crisp tendon
#

Because it's a whole skeleton, a shift somewhere at the top creates the opposite shift at the bottom in most cases

#

also your chest bone is still way too big

#

should be half the size

rose mountain
#

Keep in mind that I used a vroid model as my base and then manipulated the mesh in blender to be my actual proportions.

#

In kungs tut he says to put it at about the bottom of your rib cage

#

I asume the sternum

#

so that about where the bottom of my sternum would be

#

@crisp tendon this better???

hoary mulch
#

Can someone poitn to me to a good tutorial for summoning objects to the world? and they stay fixed?

crisp tendon
#

@rose mountain That looks a lot better yep

#

Make sure your leg bones are also good

#

@hoary mulch this is a channel for avatar rigging

rose mountain
astral warren
#

Those are bent inward at the knees. They will bend sideways when bending down

#

Nevermind itโ€™s one of those optical illusions

#

Only with hips

crisp tendon
#

That's not really what's concerning to me, it's how close they actually are, hopefully that doesn't mess with the scale

astral warren
#

Oh, I didnโ€™t even know hip distance is taken into account

#

I do feel like theyโ€™d joint weird though

#

Would have been better to keep the joints at the correct locations they were weighted for, and poses the legs to be vertical

crisp tendon
#

definitely

crisp tendon
#

your legs need to be straight down from front view

#

also when you post screenshots like that try using orthographic view

#

key 5 on numpad

#

then 1 and 3 for views

vivid temple
#

or alt mouse3 if ur epic

crisp tendon
#

i can tell from the screenshot yeah

#

legs need to go straight down in front view

#

not side view

#

issue is idle pose to your model's pose and that makes your feet move

#

would be good to start with that lol

#

there are thousands of videos on how to edit armatures

vivid temple
#

could you reposition the legs in edit mode then the bones in edit mode?

crisp tendon
#

Nah, pose mode, or that'll be destructive

#

and then apply pose as rest post through cats

vivid temple
#

makes sense

rose mountain
#

That's not really what's concerning to me, it's how close they actually are, hopefully that doesn't mess with the scale
@crisp tendon I was worried about that as well but I am not sure how to position them and have them inside the model and be straight up and down except for the knee being microscopically foreward.

#

tbh it doesnt mess with scale

#

arm length does

#

see kungs vid in pins for details

#

"
User Real Height: It's world scale, and locked to your avatar's arm length.
"
-Kung 3/30/2020

crisp tendon
#

yeah it's just that the rotation is still happening where that bone is, i guess if it looks fine then that's ok

still tartan
#

@crisp tendon so i made this little guy around the armature that ships with the vrc sdk. completely untouched

#

the neck snapping even happens with that armature

#

just a bit less noticeable

#

i also went ahead an looked up final IK. but the resources to research stuff are pretty limited

#

but it really seems like the solver wants to line up the Head with some other bone, my guess would be the hip

crisp tendon
#

Yeah it also has to do with the idle animation that it snaps into after the end of locomotion

still tartan
#

that was one of my first guesses aswell, so i went ahead and made a custom idle animation and tried around with different neck and head tilts. it sadly did not seem to make a huge difference

upbeat hollow
#

hey, anyone know how to fix sideways hands?

still tartan
#

i think you need to describe your problem a bit better than that

#

@crisp tendon so stickman v2 still has the same problem, so it doesnt seem to be related to head - hip offset

#

it just struck me that it might be the view position of the avatar descriptor, i'll try that

#

bottlenecked by avatar uploadspeed right now ๐Ÿ˜ญ

#

nope, its not the view position

crisp tendon
#

Is it in-between your eyes ?

still tartan
#

well i usually put it a bit infront of the eyes

#

now i just tested it with Z = 0.05

#

but it seems the same as with 0.15

#

even with this setup it happens

#

so it doesnt seem to be related to the view position nor the rig

sharp hound
#

Question. The Avatar I made has a cape and it's not moving. I got a rig for the cape, but it doesn't move with the dynamic bone script.

#

How do I fix that?

#

Or does it only show up in VRchat?

glass panther
#

Did you weight paint the cape bones to the cape mesh at all?

#

Can you pose the cape in pose mode in blender?

grand mirage
#

I keep getting this issue every time i try to parent the mesh to the bones. bone heat weighting failed to find solution for bones

rapid mauve
#

^^ you have doubles in parts of your mesh - you need to make a copy - use merge by distance then try parent the mesh with auto weights

#

try 0.01 distance then if that does not help turn it up a bit at a time

#

@grand mirage ^^

grand mirage
#

Oh. Thank you!

tepid spade
#

does anyone know why my avatar switch position between object and edit mode ?

#

on edit , everything is good but when i go again to object , he is in the air at -90 on the x axe

still fossil
#

@tepid spade make sure you have fully stopped pose mode

tepid spade
#

it just put me back to object mode

#

there's my screen (just in case if i'm sayin shit)

still fossil
#

Hit start pose mode then stop in CATS. See if that helps @tepid spade

tepid spade
#

damn it worked , thx dude

still fossil
#

๐Ÿ‘

green shore
#

Can someone help me?

#

My birthday is in a few days and i have no money to ask someone to make me a avatar so i got a model and made it into an avatar i liked but its go things wrong so if someone can help thats great and id appreciate it very much

tepid spade
#

what was the issues with it ?

green shore
#

Its finger tips are pulling back and i think its lighting isnt working and also im trying to add animations but idk how to do that

#

I would love to have my own personal avatar but i have to use a model that hasnt been fixed for vrchat before and im trying my best

tepid spade
#

you can fix the fingers in unity

#

wait a sec

green shore
#

What about the lighting?

tepid spade
#

you just need a shader for that , and hop problem solved

#

but idk how to do that

green shore
#

Ok

tepid spade
#

no?

rapid mauve
#

yes but i wont

astral warren
#

did he really ask that on multiple channels

vital lake
astral warren
#

Create a new material on the material tab and hit Assign while you have those triangles selected

#

Wonโ€™t look like anything happened since you arenโ€™t showing textures right now

vital lake
#

Nah i wanna make it seperate, so i can give it transparrentsy in unity

rapid mauve
#

while it's selected press "p" key

vital lake
#

Danke ^-^

amber kestrel
#

You don't need to separate the mesh to give it a separate material

opal aurora
#

You can separate a mesh and then assign a new material to it, and then re-merge it, having them separated for the sole purpose of different materials is really not cost effective, you can also directly assign a material to selected polygons

amber kestrel
#

I mean you can, but there's literally no reason to separate the mesh in that scenario. It just allows for potential broken shape keys and such when separating/joining

opal aurora
#

As far as i'm aware shapekeys never break when a mesh is separated, as long as verts aren't moved or merged out of proper order, though there is reason for separation, mostly for better selection, one can select what they can see properly and separate, and then if they missed anything, they can separate the rest and merge with the others for a better selection

rapid mauve
#

i separate and join meshes all the time - over 150 avatars and never had a broken shape key

astral warren
#

You can make it a separate material without making it a separate object.

hoary mulch
#

@crisp tendon and yes i want to know how to rigg/setup that in unity

crisp tendon
#

You don't do that in unity

gentle plinth
#

i made a a new object, but it doesnt follow, how do i make it follow this part of body without deforming?

glass panther
#

Probably paint it to the chest bone?

gentle plinth
#

paint it?

glass panther
#

Weight painting?

crisp tendon
#

100 to chest bone

gentle plinth
#

100 to chest bone?

glass panther
#

Ruuubick summed it up better ๐Ÿ‘

#

Are you not familiar with weight painting?

gentle plinth
#

ive seen people parenting with empty groups then adding data transfer with vertex groups

#

but this deforms this mesh when body moves

glass panther
#

That sounds way too complicated for what your trying to attach to the models chest there. Get in weightpaint mode, with the chest bone selected you paint that entire mesh red (100)

gentle plinth
#

do i have to unparent the mesh now then?

#

since i did what i said above

#

i made it all red now

#

but chest bone wasnt selected

glass panther
#

You should select the chest bone to make sure it is painted to the bone. if it somehow is already go into pose mode and rotate the chest bone to see if the mesh moves with the rest of your model correctly.

gentle plinth
#

it never did

#

i cant select the chest bone

#

nope nvm i got it

#

like so?

#

oh alright, it moves ๐Ÿ˜„

#

let me check in unity

glass panther
#

If it is moving with your models chest it should be fine

gentle plinth
#

it, clips a bit

#

for some reason

#

but its working better then it did before, thanks for helping ๐Ÿ˜„

naive acorn
#

Can anyone help me with the problem that I have all the bones set up correctly but its still saying on SDK "Humanoid avatar must have head, hands, and feet bones

rose mountain
crisp tendon
#

Only depends on how it currently looks

rose mountain
#

Can you elaborate??? @crisp tendon

ashen radish
#

They distort oddly when the avatar walks and the legs themselves stay stiff

crisp tendon
#

@rose mountain What visual issue are you trying to fix ?

rose mountain
#

When I sit indian style the hips near my but don't look right. It only happens when I sit indian style or have my feet near my upper thighs. @crisp tendon I sit on the floor alot...

#

Also I knees dont seem to be in the right place. That doesnt bother me too much but not sure if its related. ๐Ÿคทโ€โ™€๏ธ

crisp tendon
#

any screenshot of it ?

#

and your weight paint on the upper leg/hip bone in blender

rose mountain
#

I thought I did have a screen shot. :/ Waiting on my trackers to charge.

#

I'll post a screen shot after

#

In the mean time I am trying to think of theories as to why its doin it

ashen radish
#

Fixed my issue! If anyone in the future somehow comes across my message, there was some weight weight painting splitting going on across multiple bones. Just parent them onto the bone you want to have that paint and use the CATS merge weights to parent

plain crypt
#

Has anyone seen a problem like this before? When the mesh animates with the IK, the shoulder bone is moved inwards towards the neck instead of staying in place so those verts are stretched to the arm. It is not a weight-painting issue as the shoulder looks completely fine when moved into position manually

crisp tendon
#

is the shoulder bone backwards ?

plain crypt
#

nope, not backwards

crisp tendon
#

The clear bone rolls and apply transforms on everything

plain crypt
#

I've tried that, no luck

#

the vrchat ik is moving the position of the bone

crisp tendon
#

can you show your armature ?

#

the ik doesn't do that on its own

plain crypt
#

I got it working. I was using an outdated humanoid rig configuration by mistake x.x

#

I appreciate the help though ๐Ÿ™‚

mental hamlet
#

Hey, I have a problem with my eye balls. It was the first time that I needed to add eye bones + tracking myself. So far so good, but when I go into the game one of my eyes is floating out of my head.. As if it is anchored next to my head, anyone knows this kind of problem?

amber kestrel
#

Seems like it's weighed to another bone too. Maybe the neck/head. Check and make sure those bones' weights on the eyes are zero

#

Pose mode on everything just to be sure

mental hamlet
#

thanks man, got it working ๐Ÿ™‚

somber gale
#

are there any tutorials for rigging eyes?

crisp tendon
#

Yes, many

somber gale
#

I found this one

#

but it seems the eye bone starts from an already existing eye bone that i dont have @crisp tendon

crisp tendon
#

Just create one that starts from the center of the eye sphere or behind the eye mesh

somber gale
#

@crisp tendon im having further issues, can you help me fix this?

#

left and right eye clipping

#

up and down looks good though

crisp tendon
#

either move the eyes further back, or restrict the eye range

kind hamlet
#

Why eyetracking doesn't work on my avatar?
I created eyetracking using CATS and tested it succesfully
In Unity i attached LeftEye bone to left eye socket and the same with right eye.
Did i miss something?

opal aurora
#

Is your mesh named Body and your eyes directly parented to the bone named Head?

glacial anvil
#

I'm a bit new to Unity, and I'm trying to use a premade avatar. https://booth.pm/en/items/1691748

Only issue is his emotes (Gesture animations work fine). When I attempt to apply an emote, say "Tophat ENABLE" he just hovers in space for 1 second then back to neutral, with no change. I've used this emote successfully off of someone else, but I'm trying to upload my own version.

#

There seems to be 2 models, once with all emote items worn, and one without. am I to try and link the 2 model together somehow?

tepid spade
#

mh , i had the same issue

#

can't rlly help , but someone said to me to merge the 2 characters in blender

#

but i think it's possible to directly do that on unity

robust crescent
#

Potato have no scene to open , so you have to add the animations in gesture to toggle the inventory , the one with clothes have a bunch of stuff you can toggle

#

faster to redo the animations then putting them back in

glacial anvil
#

@robust crescent If I'm reading correctly, are you saying I should use the clothed model (right side in pic) and then applying animations to that one. And ignore the basic plain one (left) ?

robust crescent
#

yep, its the same, just one wear nothing, other have a bunch of clothes to toggle

glacial anvil
#

I guess where im stuck as a newbie, is If I use the clothed model, wouldn't the default state (when uploaded) be fully clothed, rather than emote/toggle creating the clothing?

robust crescent
#

You will need to set up gestures/animators/descriptor, i couldnt find a scene to open it fully set up

glacial anvil
#

ok, ill look into that some more. I did find that I had to create a descriptor as well, so you are right about that. I'll see if I can apply some gesture/animations to the clothed model then

robust crescent
#

but that one wont be out for awhile

glacial anvil
#

oh awesome thank you. I'll try this out

still tartan
#

does anyone know if its possible to constraint a bones local location to another bones local rotation ?

#

in unity

amber kestrel
#

@still tartan yes, but not if it overrides input. So for example, you can't constrain your rig's arms to each other because your movements influence those rotations. You can, however, constrain a copy rig to your actual rig and have any amount of freedom you want constraining that copy rig

still tartan
#

oh yeah sure, but the point of my question was more focused towards constraining one bones **location **to another bones rotation

#

the default constraints that were added with 2018 don't seem to be able to do that, or i'm blind

amber kestrel
#

Not sure I follow. Should be doable with a position/parent constraint

still tartan
#

hold on, i'll record an example, gimme a minute

#

@amber kestrel that video probably makes it more clear.

#

this is pretty much what i would like to happen, a bone's position thats based on another bones rotation

#

not done painting

amber kestrel
#

Oh yeah, a position constraint on a copy rig would probably do it for most cases other than this. Unfortunately, this example wouldn't work because the hip is a parent of the upper leg, so any translation to the hip also applies to the leg (and everything else for that matter)

still tartan
#

oh that bone that moves is not the hip

#

its just a completely random correction bone

#

not anywhere in the IK chain at all

rose wadi
#

It's a really small model with small arms/legs and i was wondering how much bones i should make

#

Would 1 be enough in each arm/leg?

robust crescent
#

must have humanoid bones or no IK (arm/leg) movement , and minimum 3 fingers (dont really have to have any weights)

#

you can run it through mixamo and get some bones set up then tweak em later

rose wadi
#

Mixamo? alright i'll check that out, do you have an image of how humanoid bones are in this?

#

like, how they look like

#

(in mixamo? i don't know what that is yet but i'll keep that in mind)

robust crescent
#

mixamo can auto rig for you

rose wadi
#

oh that's really cool! wow

#

thank you!

robust crescent
#

its not perfect but its a start ,

glacial anvil
#

I'm a bit stumped. I've tried to implement the emotes to enable clothing, 1 option to disable all clothing. After using VRCInvetory, applying it's scripted emotes to the controller template didn't do anything. I'm very novice with unity, is there something obvious I may have missed in this step?

rose wadi
#

rip , that image justin

glacial anvil
#

I made sure to not have clothing enabled on by default, but playing any of the animations within unity doesn't show any change with the emote/clothing items

robust crescent
#

right now you have everything enabled, only the one you want to show should set to enable when you create the script, then toggle the other ones on/off, ,but with multiple parts, you have to manually edit the anim file or you will toggle something like a hat, ontop of another hat

#

Potato wearing like 4 hats right now

glacial anvil
#

I think Im following. right, the current model already has them present, and animating the 'hidden' ones simply puts them on top

#

so should I... toggle their over all existence in the inspector?

#

and the animation will somehow bring them back? I have a feeling that wouldnt work, but im completely guessing

robust crescent
#

you can turn off the object under the Inv_xxxxx , the anim will enable them again long as you set the right one under emote, one turn it off one enable the object

#

right now it get abit confusing if you have more then 3 since on/off and all on/off takes up all the spots

glacial anvil
#

ok I'll give it a shot now, playing with the inv_TopHat for starters

rose wadi
#

weird, i exported my model as a .FBX, put it in mixamo, but there's no texture on the model

#

and this time i'm sure i did things right in blender

robust crescent
#

mixamo dont want the textures, it only want the model

#

you can add it after

glacial anvil
#

@robust crescent hey, just before I poke around. the default animator controller here, should I mess with that?

robust crescent
#

nah

glacial anvil
#

gotcha

rose wadi
#

It works, but it's a bit broken

robust crescent
#

oh yeh it will be odd, but you get the bones needed, gotto weightpaint or add more poly if you want to smoother, it ifs low it does odd things at joints

rose wadi
#

my character doesn't have elbow or knees to begin with i believe

#

oh

#

Ah so i can change it afterward, nice

#

oh do you mean weight paint on blender?

robust crescent
#

yeh

rose wadi
#

so i basically need to add more poly's to those parts

glacial anvil
#

I just can't figure out how to default disable clothing. I've just watched 2 more tutorials trying to figure out if I'm missing a step. I grabbed the default model, which was wearing all clothing items. I created an inventory with all 7 items. I applied the animations to the "New Animator Override controller".
Even trying emote 8, to disable all items globally has 0 effect. Is there an obvious toggle I've missed somewhere in the UI of Unity?

rose wadi
#

Overall decided to create an armature manually, but i just have a quick question, do these have to face up or face down?

amber kestrel
#

Depends on the bone. The root is the point of rotation, and the tail really just serves as a directional indicator

rose wadi
#

honestly there may be a lot more bones than needed for a simple model like that but unity needs stuff so

ionic sedge
#

Is there any guide or basic perfectly rigged avatar I could use? I'm having some issues with the bone structure of an avatar I'm making and I'm currently planning to fix that by working on both the bones and vertex groups, so I could use any reference to have an idea where they should be placed. Unfortunately CATS ends up fixing only my finger bones issue, but making the rest way worse.

late swift
#

Yo, a friend just made a model for me and I wanted to see how I would get it's body, arms, rigged for the game

low arrow
#

I made this Peridot Model and i need some help with this?

#

Anybody that can help?

#

if you can

#

DM me

fluid sand
#

Yo, a friend just made a model for me and I wanted to see how I would get it's body, arms, rigged for the game
@late swift
It looks like it just needs some leg bones, or arms if it's meant to levitate idk. Are you getting stuck at any particular part in the process, or do you just not know how to get started?

late swift
#

I don't really know where to start, new to 3D stuff

#

@fluid sand

fluid sand
#

@low arrow
Assuming your model is already rigged:
Within the Project tab click on your character model.
In the Inspector set Animation Type to Humanoid and click Configure.
In the Inspector drag any missing bones from the Hierarchy to their slot.
Leave the Upper Chest slot empty.
Once the rig is filled in, click Apply/Done.

neon lance
#

Isn't VRchat supposed to shrink the head bone so you don't see the inside of yourself? I made an avatar and I can see my hair, and the entirety of my head when I look down. Ive ultra triple checked that everything head related is painted and parented to the head bone, and assigned right in unity.

astral warren
#

In unity, select the head bone and set its scale to zero

#

Is it different than what you see in game?

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And no, vrc does not always shrink the head bone, only when you are within a certain distance of the head bone. If your current camera position is far from the head bone, it may not be shrunk.

neon lance
#

Ahhhh, I see. Thank you

#

Ill try both these things when I have time

worthy spire
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help plss xd

#

I cant seem to move my props away from my avatar....

old mantle
#

Does anyone know how to set it up so to meshes are rigged up to the same bone structure? If someone who does could shoot me a dm that would be amazing ;w;

mental hamlet
#

Hey i thought i am finally done with my avatar but now this

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every time when i raise my right arm the whole cloth pieces are going with it, could someone explain how to fix this pls or maybe send a tutorial? cause i really don't know how to find information for that ๐Ÿ˜ฆ

#

normally it should be like this

sleek isle
#

weightpaint

modest tiger
#

hey i need some help

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first time uploading an avatar

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i want this dog to walk on 4 legs, but when i press on rig - humanoid- apply, it stands up. obviously.

#

but you need to press the humanoid option to upload a avatar right?

#

so what do i do?

sleek isle
#

you have to use generic rig and custom animation or finalIK for humanoid

old mantle
#

I believe you need to use final IK or constraint rigging which is a bit different, I think that should be the solution to the problem I'm having myself but I'm not too sure how to fix

#

Ah okay so it is final ik

modest tiger
#

yeah you need to explain that

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i have no idea what that is

sleek isle
modest tiger
#

thanks

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wow thats alot of work

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๐Ÿ˜ฉ

mental hamlet
#

@sleek isle i was looking into some weight painting tutorials but the blue cloth from my character moves with my shoulder even if it isn't weight painted at all, the mesh is completely blue

sleek isle
#

select the shoulder bone vertex group

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if its the only group assign it only need to be . 0001 to 100% follow it

mental hamlet
#

alright i will try that out, thanks for helping ๐Ÿ™‚

rose wadi
#

Found the problem to the current problem i had, tho if someone is free rn there's something quick i'd like to ask

somber gale
#

can anyone help me weight paint? im stumped!

rose wadi
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i'm not good at all but like, your skin is clipping though the pants?

somber gale
#

yah

rose wadi
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are the pants not part of the same like, model?

somber gale
#

they arent weight painted with the base

rose wadi
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weird, but like what i meant is that is the pants attached to the body

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i know it's possible to extrude and make a look alike of that

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like tshirt or pants

somber gale
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sorry i didnt contextualize that

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thats in motion

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this is normal

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the pants arent weight painted correctly

rose wadi
#

As i said i'm a beginner myself, but it's weird to me that the pants would even behave differently

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if the legs are the pants themselves

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the bones should just behave with them like, any normal legs i guess?

somber gale
#

they would if they were weight painted correctly

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thats why im asking someone for help weight painting

still fossil
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If you have a full body underneath you can do something called data transfer which transfers the exact weights of the legs to the pants so they bend together perfectly

rose wadi
#

Okay maybe i'm not getting something, are the pants something on top of the legs?

still fossil
#

Or you could always delete the skin underneath the pants

rose wadi
#

also ye what Burritony said

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Like i was under the impression there was no actual 'skin leg'

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that the legs are just pants

somber gale
#

@still fossil how do i data transfer

still fossil
#

It's kind of a lot

somber gale
#

that seems like the easiest thing to do

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since i suck at weight painting

still fossil
#

Easiest is just deleting the legs underneath tbh and it saves on polygons

somber gale
#

the pants still have poor weight painting

mild stratus
#

Just remove the clipping tris, you solve the problem, and optimise in the process.

still fossil
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@mild stratus Their tris weren't just clipping but their weight paint wasn't bending correctly in the first place. Data transfer fixed it and after they deleted the tris underneath after

wheat tulip
#

Hmm how do I add skirt bones

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Properly

oblique latch
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arms will not go do the side in vr

exotic umbra
#

Anyone able to help with auto weight paint in blender. Ill do it but it doesnt apply paint

torn hatch
#

Can someone help me with this?

tepid spade
#

what the hell is this

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did you created this skin ?

torn hatch
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no, ported it from source

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then i did the auto rig

tepid spade
#

this isn't normal

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which game ?

torn hatch
#

source filmmaker's workshop

tepid spade
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a h

#

cats do rlly bad things with all source avatars

torn hatch
#

cats?

tepid spade
#

cats blender plugin

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wait you didn't used that ?

rose wadi
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I was sent 2 different structure type images and i wasn't quite sure wich one to go for

torn hatch
#

sorry for the wait. no, i did not use that plug in

tepid spade
#

you should

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even if sometimes it make weird stuffs

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it gonna fix your problem

torn hatch
tepid spade
#

looks like yeah*

#

check the hierarchy

torn hatch
#

How do i see the view position?

#

also, how can i place an object without it becoming a part of the avatar?

tepid spade
#

right of the screen

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what do you mean ?

torn hatch
#

Is there a way to see a physical manifestion on where the view will be

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Regarding the object, say i need a preview icon with a texture on in. But i dont need that icon with the avatar.

tepid spade
#

idk

amber kestrel
#

It's a little grey ball. You see it when the object with the avatar descriptor is selected

#

When you upload an avatar, only objects within the hierarchy of the object with the avatar descriptor will be uploaded. Anything outside that will be ignored. So you can add whatever in your scene as long as it's not under that

still fossil
#

@rose wadi ur missing a neck bone, should probably straighten the leg bones and make the hip bone higher. Legs only need 2 bones then the foot that sits horizontally

rose wadi
#

Oh ! The character itself doesn't have a neck and walk kinda like on his tippy toes (doesn't have fingers), but Unity needs a neck bone?

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I'll try doing what you said

still fossil
#

Yes

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Needs 3 finger bones too even though the mesh doesn't have any. Just make sure the bones are there but weight them to nothing

rose wadi
#

got it, thank you

rose wadi
#

i'm not going to put any weight to them but at least they are there

still fossil
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2 more on each bone

rose wadi
#

So 5 fingers alright

still fossil
#

Like each finger needs 3 bones total

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Extrude 2 more bones from each of those

sleek isle
#

no

rose wadi
#

also there's one small thing i was wondering if you may know about? before i added those fingers i exported the model as a FBX for testing, and somehow the FBX added bones by itself

#

this one for exemple

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it wasn't here before the export

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(there's one like that on each arm and legs, for some reasons)

#

this is before i did any of the edits you told me to

#

but either way, i'm gonna put the fbx aside and make more fingers as you said!

still fossil
#

No

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Like that except you only need the index thumb and middle

#
rose wadi
#

Ohhhh

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Thank you so much, i'm on it!

rose wadi
#

Alrighty Burritony! just need to remember how to link the bones to the main one and it should be good for the hands

sleek isle
#

you only need one thumb/index/middle bone

rose wadi
#

oh but Burritony told me to do like the image he sent

rose wadi
#

@still fossil I deleted what i said just now but there's something i'm not getting, you both told me that i only need one thumb, index and middle bone right, but earlier you also told me this

still fossil
#

Yeah no I just misunderstood my bad

rose wadi
#

I did the thumb/middle/index, and then extruded 2 more bones from each of them

#

o

still fossil
#

Sorry haha

rose wadi
#

It's cool lmao

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i'm not the best at this myself lol

still fossil
#

Yes

rose wadi
#

So what franada said also was about when i did 5 fingers, alright

still fossil
#

Yeah, what they said is what threw me off

rose wadi
#

I get ya yeah lol

#

Weight painting tuning is gonna be a pain later but needed still, but first i wanna make sure my bones are perfect for unity

still fossil
#

But still what they said is correct. One bone for the thumb, one for the middle, and one for the index is fine. I only told you to make 3 for each is because in the past I've had problems when I've only made one for each. So yeah, I was in the wrong there sorry for the confusion

rose wadi
#

It's cool it's cool! i'm super grateful that you've helped me here

#

like i wouldn't have known about making fingers if not for your help

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It's great too cause as you said it means less problems in the future as well

rose wadi
#

Added the fingers, straighened the legs, flatten the foots, Added a neck bone (wich is weight painted to the head) and put the hip bone higher

limber dust
#

Anyone got a working fb armature alone, wanna try get a reference for mine, thanks!

tepid spade
#

Hey i got a little problem with eyes rigging , so i did all the steps the same way that my previous avatars , but this time it didn't work

#

the eyes aren't moving

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i checked the name of the bones and the vertex groups of the eyes , there were the same

#

also checked the weight paint

#

everything was fine

#

the eyes were all red , i don't rlly know what i did wrong this time

#

but the only thing that i noticed and with wasn't on my previous avatars was this :

nimble gate
rapid mauve
#

Pose mode

#

then set as rest pose when you have it lined up

tepid spade
#

any idea for my problem btw ?

rapid mauve
#

do your eyes move when testing with cats both blink and move ?

nimble gate
#

@rapid mauve thank you

tepid spade
#

@rapid mauve sry i was ingame , the blink works but not the movement

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but the bones do

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not the mesh

rapid mauve
#

so in weight paint mode / selecting one eye bone and pressing r it does not move the eye ?

tepid spade
#

wa ?

#

you can't move bones on weight paint

rapid mauve
#

yes - you can

tepid spade
#

how ?

rapid mauve
#

select the bone and press r = move mouse

#

you can constrain movement with x,y,z

tepid spade
#

i just went into pose mode ,nothing moved

sudden citrus
#

i need some help big time

rapid mauve
#

if they dont move in pose mode then there not weighted - send me the model via DM

tepid spade
#

alright

#

thx

#

@sudden citrus that's the matter btw

sudden citrus
#

so im making an avatar in blender

#

and when i exported it to unity, this happened

tepid spade
#

lmao

sudden citrus
#

idk what to do and im kind freakin out a little XD

rapid mauve
#

looks like a broken shapekey

sudden citrus
#

oh

tepid spade
#

or the skeleton is fucked

sudden citrus
#

how would i fix that

#

oh

tepid spade
#

did u fixed it with cats ?

#

check on the vertex section

sudden citrus
#

basically this is what it looks like in bledner

#

*blender

tepid spade
#

take a pic in the layout section

sudden citrus
tepid spade
#

cuz here we can't see the ske..

#

o h

sudden citrus
#

if it is the skeleton then this would explain why

#

its a converged mix of bones and blips

tepid spade
#

yeah you didn't fixed it

#

there's no armature

sudden citrus
#

the main model and clothes work using blips, but the tail is made using bones

#

how would i fix that?

tepid spade
#

use cats

sudden citrus
#

?

tepid spade
#

omg

sudden citrus
#

sry, im still really new to all of this

tepid spade
#

you don't know what it is right ?

#

ah

#

welp its a plugin that fix most of the models for vrc

robust crescent
#

Handy tool for fixing/removing stuff vrchat dont need

sudden citrus
#

oh

tepid spade
#

you got 80/100 chance that it will work

sudden citrus
#

awesome

#

its a blender addon, right?

tepid spade
#

but pretty sure it will with yours

#

yes

sudden citrus
#

actually, i think i may already have it

#

nvm

#

where would i look to download it?

finite silo
#

shoulders

#

how do fix sag

tepid spade
#

wait i'll send you the files in mp , cuz it's kinda hard on the site

finite silo
#

what is the dumb solution for fixing these saggy shoulders?
my arm doesnt even fully extend before they sag down

#

they just sag before the arm gets fully extended or goes down

#

and i looked at my controllers when in calibration mode, my hands fit extactly to the models, the holographic Knuckles controller is perfectly in the palm before calibrating
so the arms aren't too short

sleek isle
#

have your character in a rest T pose

#

change your player high

#

soo oyu arm have a little bit more range

#

you can move your play space up a little as well

finite silo
#

changing my in-game height un-aligns my eyes

sleek isle
#

and

#

you have 8 of them

tame coral
#

does anyone know the reason why when i add inverse kinematics on my leg bones it scews the whole skeleton, have had many times where it's happened or not happened and i cant for the life of me figure out what variables are causing it