#avatar-rigging
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yo why his legs bending like that tho
could someone tell me if this looks good or not? i've got a feeling it's super janky but i'm not sure
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
You have to apply pose as rest pose with Cats
vroid have the leg in v position. that not good
humanoid need to be like this @warm chasm
how do i merge my armatures to be one whole armature?
i want to get all of the blue to be part of the red, if that's possible
With Cats
i don't really know how to do it though
oh, i got it
it's down to 2 armatures now but i get an error when i try to merge them
nevermind again ๐
i have the bones set in the ears and tail, but when i test posing it gets all kind of janky
it's like it isn't recognizing the ears/tail and i don't know how to fix that
also when i move the eyes, the bottoms of the ears move
correction: when i move the left eye, the bottoms of the ears move
Wow u got also my problem
That's just weight painting
I think you need to do it yourself actually
humanoid need to be like this @warm chasm
@sleek isle aight thank you
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.
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.
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.
@rough cairn you need to use constraints in unity
Yeah just constrain in unity with just one rotation axis, easy
Is this correct? When I rotate the head bone it still moves in all directions.
@naive tree or @amber kestrel
Are they rigged to the head in the model?
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?
Why are you trying to rig them to your head and also constrain them to your head?
Constraints are for things that aren't parented to the constraint source
so what would be the best way to fix this the original file bone structure isn't normal like a typical model
you can fix it on unity
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.
So I just need to unparent it and the constraint will work properly?
I tried fixing the hand in unity that is still looked the same
I tried messing with the finger settings in the unity but they didn't do anything is still looked bent
Got it unrigged and unparented. It's rotating with the head correctly, but still not locking on an axis.
@oblique latch did you try manually ?
yes I moved the bones so they looked normal but they messed up I can't work out how to fix them
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?
you need feet bones
Hmm. Shrink em and stuff them in the leg?
Gonna test something like dis.
Last time the feet portion kind of just did a 180 twist in vrc
doesn't matter, they just need to exist
kay, gonna experiment a bit
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?
Do you have dynamic bones turned on in vrc?
np, I just learned bout that myself
Not turned on/off, limited
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
I cant seem to get this weight transfer to work plz help
nvm I am big brain
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what's wrong with a little footsie every now and then?
or apply all transforms before doing anything
so what would i need to do in unity to fix this
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
would that not mess up hand tracking if people have that
Well, missing a phalanx would mess up hand tracking too, up to you
oh and in blender it looks like this this is a export from gta 5 with its bones
try to rotate the end bones for the fingers in the humanoid editor in unity
If that doesn't work you have to fix the rotated bones in blender
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
oh nv that works
if it is still broken then you would have to weight paint
I've seen that happen to me before, my fingers were mapped wrong
@oblique latch have you tried clicking the Pose button at the bottom right and selecting Reset?
that usually fixes issues for me
it worked but all red
to fix that you can click on Pose again and Force TPose
or whatever that option was called
๐
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
thats ok i will work it out in time xd
it just sucks as thats the last part o need for it to work
are there bones for the ends of the fingers?
yes the dot parts move the finger
are they connected in the bone list on the right?
oh i guess they are, looked at your previous screenshot
yep
did you try entering pose mode in blender on the rig and reset all the translation / rotation settings before exporting it?
in pose mode, select all bones and press alt+g, alt+r, alt+s to reset them
alt+s may not be needed
unsure if it'll help at all
it may have to do with how the bones work in gta 5 and not working well in blender and unity from the import
When you import you can select some options to fix bone orientation
In blender
Under animation dropdown thing i think?
yep i did all of that
Hm
like it works just not in the right place in unity xd
Yeah strange
there is this may this be it ?
Do you have the cats plugin for blender?
I think the warning means the bones aren't parented correctly
Did you try the fix button in cats?
I wonder if you'd be better off just generating a new rig
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
What did you use to make a new rig?
that website thing auto generates a rig and ads animation Mixamo
so i fixed it with the auto rig @mystic crest are you good at lip sync
for the viseme stuff?
i haven't tried it yet, i will get to it eventually
i know the general idea though
the og rig had things for the face this one is a lot harder to make the shapes with
you could possibly do it without a face rig, it might be harder though
so in vr chat it looks like this are the feet f up when i am standing it is like that not flat
i re did them to this would that fix it
nope that did not fix it lol
Isn't this basically the same bone? which one should I make "Hips"?
The top one should be a child of the bottom one, the bottom one is your hip
I still can't work out what's causing the problem with the feet to be on tippy toes all the time
does anyone know how to fix the " no humanoid target found " error with mae ?
my avatar is already set on it
kinda stucked rn
@oblique latch I'm not a pro but shouldn't you only have max two feet bones and have them placed differently?
that's what the automated bone thing gave me strange
so do I just delete the one in the front then stretched one behind it a bit further forward
combine the last with the second one to not lose weight paint
? can you rephrase that better
if you delete bones you also delete the weight paint. combine the left bone with the middle bone to be one toe bone
oh so the front bone and the middle bone combined together
so do you think that will stop the tippy toes thing
oh ok
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
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
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
What did you do for your lowerlid shapekeys ?
yeah that doesn't work
You need
Basis
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right
the model doesn't blink with those though, i have to make it because i imported from a game
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?
Yeah, you select those pieces in edit mode, switch over to weight paint mode and enable vertex selection masking
@gentle grail
When I hide it in edit mode, it pops back in weight mode
Gonna test that
Hmm, odd. I got parts that are as dark blue as others, but they still move
I tried that, but there's still something weird going on
For the moment, I made just the joint thing have strength to Left Elbow
but when I move Left Elbow, the whole left part of leg moves as well
Could be perhaps one of the digits has weight on leg now that I thinkg about it
Is there a way to remove weight from all bones so I can do it from base up?
Once I reset them and used edit mode + vertex groups it works fine, thank for the tips. @mortal lichen
@astral warren how would i go about fixing that
my floor position is set correctly
if i bend the legs in vr chat the feet looks good if i sand they f up
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
I think yeah, perhaps
@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
But u rlly dk how
Maybe if u do something g tricky perhaps
How do people normally have props show up and such with emotes? Have it enable an item, and the item just stays enabled?
But like, my knowledge is shit so I can't help
Idk man
There is some tutorials on yt maybe u can do the same thing
But with a bone scale
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
I'll keep experimenting to try and figure it out
can someone help me fix this I have no idea
Assign the bones properly in the correct order
They're literally numbered dude
the opposite of that but yeah ^
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...
I believe these need to be up here, I just can't seem to make them change order at all.
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.
yes
does anyone know why my mae editor's sayin that there is no humanoid target found ? (yes my avatar is already set on humanoid)
she is still f and i can not fix it legs are not on the ground and now the arm its to my side like the right one
What is the best/easiest tool to rig a basic humanoid? Mixamo?
(Model made in Blender)
Any idea why a part of mesh might be a bit floaty in vrc but work fine in blender and unity?
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
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?
I moved every bone in unity and nothing floats either, it was the toe claws in vrc that were an issue.
@gentle grail Apply all transforms before exporting
select everything and ctrl + A in object mode
Gonna test that ๐
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.
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
shift + s for snap menu
I gave up. ty anyways.
Check it in blender !
Any experience with avatar being fine at 0.0.0 location in blender/unity but sinking in vrc?
unity move your avatar in the ground a little sometime. lift the hip bone and apply
Is it possible to bind a mesh to a rig in blender but have it be 0 weights on everything?
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
its already rigged and set to humanoid, but i ran into these errors when i went to publish, what should I do
fyi it was made in blender and exported to unity
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
ok, thx
ok so
everything was correctly configured to begin with
and i double checked to make sure, but im still running into teh error
how far back can shoulders go in the ik?
i have a very intresting problem, i cant seem to figure this one out
yeah, not in the correct places though
you have finger bones in the middle of the hand no ?
no thoes are the palm bone peaces
would they get in the way?
i found the problem
i am...
slow
i am back
agan
its telling me the upper arms are not specified but they are
is there a palm bone? I'm making a model and wanna make sure I have everything required
There is a wrist bone that kinda covers the palm
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?
So uh
Dumb question: In blender the rigging looks perfect
And ingame I become spaghetti
(Rigged it properly in unity aswell)
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?
I fixed it
another thing tho
Any way i can link those two bones?
Like the other bones in the arm are linked
you can create a shoulder bone that goes horizontally and joins the two together @carmine halo
Figured it out yeah
i usally use the rigify function
You also wanna merge the mesh into one if you have the CATS plugin @carmine halo
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?
can someone help me out with a spine hierarchy problem? ive been tring to get this figured out for 2 days now
so i fixed the legs with the help from @turbid spear but i can not fix the left arm what's odd is its 1.1 to the right one
Sorry if this is an obvious question, but I've tried importing an FBX into blender and this happened.
Anybody know why this ends up happening?
@dark thunder When importing the fbx, select the automatic bone orientation option in the armature settings bottom right of the window
How do I use my cats blender addon?
What do you mean ?@fading verge
I legit cannot find out how to get my blender addons to work.
I was told user preference, thats not an option.
I'm looking at the github page i got it off and theres no video.
are you using a different blender version ?
No, just the 2.83.
yeah it's a different one from the gif, user preferences are under the Edit menu
Okay thanks.
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?
Correct me if im wrong, but it should be showing up as "3D View: Cats Blender Plugin" right?
you installed the zip file right ?
Yeah.
No all i have up is the blender app and the Blender Preference page.
What's the community tab?
Sorry im new at this XD
community tab is inside the addon list at the top of it
it shows non native plugins
Yeah I have that open.
then try reinstalling a few times and waiting, if that still doesn't work then https://discord.gg/XhrsEf
thank you Ruuubick, just now got back to this, and it seems to have worked
When I select Weights > Clean and change the threshold, Blender changes the vertex group it's cleaning. Why?
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.
@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.
@wind osprey from which to which point do you measure your arm span? fingertip to fingertip?
That's what I did. If I went wrist to wrist it'd be much further off from my height.
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)
So if I see it correctly, the order of operations to get the avatar to match:
- Change real user height until stretched out arms match virtual arms
- Adjust arm length in blender until the torso matches real torso
- Adjust view position so that virtual shoulder lines up with real shoulder
- Adjust leg length in blender to match real leg length
(?)
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?
Eye movement is done by rotation of the eye bone, so they're going to rotate
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
How do I make 2.83 weight paint only visible? i'm painting the other side of the model accidentally
i have x-ray off
Yeah I have that off. I'm still painting the other side of the model
You're supposed to have it on to limit selection to visible
that's not what it says for me
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
oof found it somewhere else it was here
2.8 bad, 2.79 good ๐
Your screenshot is not 2.79
I found that one with a quick google search, I use 2.79
2.79 is even more of insane UI
laughs in limit selection to visible
this lets you paint front faces only while having xray on :P
There is no defending 2.79 lol
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
Only one of the ears came through properly?? I'm not sure why when I rigged them the same
having an issue where when binding into fbt my right leg crouches down and causes my hip to sag to the right and down
im testing a base so i cant post the video of the issue here if anyone would be willing to help in dms ;-;
If you use twist bone. The ik get funky after a while if the humanoรฏd bone are not first child
Do you get that error in unity sdk?
neck too strait as well
Soooo i was reading that if you use custom walks animatios de visems stop working, so there is no fix for this??
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:
i tried different rotations on the neckbone but nothing really seems to make a difference.
i would be very thankful for ideas/suggestions.
You should post a side orthographic view of your armature
Your neck bone should be connected
to the chest?
but in this case you should move the head of the chest bone to the tail of the neck bone
this model came rigged like this but this doesn't look right, can someone tell me what to do to get this guy rigged for vrc
yes, i don't think the IK likes having space inbetween the bones like that
@fading verge It looks fine, do a cats fix
yes
thanks Ruuubick a help like always
@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
Make sure the hip bone is completely straight too
hip is 100% straight and right in line with the legs
is it ok to post screenshots where there are boobs on them? (untextured)
you can post the wireframe 
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
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
final ik 
i'll look that up, thank you
cats seems to have completely destroyed the weight painting ๐ค
but otherwise the bones looks fine
I'll just repaint
what is the correct tutorial for putting a chair on the avatar i have try several and cant get it to work....
@fading verge There's options for the fix model button btw
not too sure which ones I need?
I end up with something like this with broken weight paint (I loose fingers and some other stuff while posing)
Those are the one's you want to use by default in most cases
I'm not sure how it would fuck up weight paint in this case, but that seems good
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
interesting, at least it's an easy fix
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
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 ?
hitting start pose mode makes my model cry
but all the shape keys are set to zero
it's probably just a separate object with a material on it, and not an actual shapekey
let me check
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 ๐
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?
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
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.
@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
Chest**
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
@rose mountain also your neck bone is too far back
should be a little more center of the neck, now its kinda nearly out of it
What does my neck have to do with my hips???
Just curious
I'll try it tho
@crisp tendon @robust crescent
better???
What does the neck have to do with hips??? How would the angel of the neck affect the hips/thighs???
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
There I moved the head/tail up abit
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???
Can someone poitn to me to a good tutorial for summoning objects to the world? and they stay fixed?
@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
@crisp tendon
Those are bent inward at the knees. They will bend sideways when bending down
Nevermind itโs one of those optical illusions
Only with hips
That's not really what's concerning to me, it's how close they actually are, hopefully that doesn't mess with the scale
Oh, I didnโt even know hip distance is taken into account
I do feel like theyโd 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
definitely
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
or alt mouse3 if ur epic
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
#rules 13 pls
would be good to start with that lol
there are thousands of videos on how to edit armatures
could you reposition the legs in edit mode then the bones in edit mode?
Nah, pose mode, or that'll be destructive
and then apply pose as rest post through cats
makes sense
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
yeah it's just that the rotation is still happening where that bone is, i guess if it looks fine then that's ok
@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
Yeah it also has to do with the idle animation that it snaps into after the end of locomotion
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
hey, anyone know how to fix sideways hands?
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 ๐ญ
nope, its not the view position
Is it in-between your eyes ?
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
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?
Did you weight paint the cape bones to the cape mesh at all?
Can you pose the cape in pose mode in blender?
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
^^ 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 ^^
Oh. Thank you!
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
@tepid spade make sure you have fully stopped pose mode
it just put me back to object mode
there's my screen (just in case if i'm sayin shit)
Hit start pose mode then stop in CATS. See if that helps @tepid spade
damn it worked , thx dude
๐
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
what was the issues with it ?
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
What about the lighting?
Ok
no?
yes but i wont
did he really ask that on multiple channels
How can i seperate this, so it can have its own material?
Create a new material on the material tab and hit Assign while you have those triangles selected
Wonโt look like anything happened since you arenโt showing textures right now
Nah i wanna make it seperate, so i can give it transparrentsy in unity
while it's selected press "p" key
Danke ^-^
You don't need to separate the mesh to give it a separate material
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
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
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
i separate and join meshes all the time - over 150 avatars and never had a broken shape key
You can make it a separate material without making it a separate object.
@crisp tendon and yes i want to know how to rigg/setup that in unity
You don't do that in unity
i made a a new object, but it doesnt follow, how do i make it follow this part of body without deforming?
Probably paint it to the chest bone?
paint it?
Weight painting?
100 to chest bone
100 to chest bone?
ive seen people parenting with empty groups then adding data transfer with vertex groups
but this deforms this mesh when body moves
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)
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
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.
it never did
i cant select the chest bone
nope nvm i got it
like so?
oh alright, it moves ๐
let me check in unity
If it is moving with your models chest it should be fine
it, clips a bit
for some reason
but its working better then it did before, thanks for helping ๐
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
@crisp tendon What if I added correction bones and placed/weighted them to the outter thigh? Could that work or would it have adverse unforeseen side effects???https://discordapp.com/channels/189511567539306508/390924372782612480/734917355293114449
Only depends on how it currently looks
Can you elaborate??? @crisp tendon
Has anyone seen an avatar's feet distort like this? All the rigging on it seems correct.
They distort oddly when the avatar walks and the legs themselves stay stiff
@rose mountain What visual issue are you trying to fix ?
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. ๐คทโโ๏ธ
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
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
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
is the shoulder bone backwards ?
nope, not backwards
The clear bone rolls and apply transforms on everything
I got it working. I was using an outdated humanoid rig configuration by mistake x.x
I appreciate the help though ๐
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?
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
thanks man, got it working ๐
are there any tutorials for rigging eyes?
Yes, many
I found this one
Creating Eye tracking for your Avatar in VRChat
Links:
Download Unity MMD rigging: https://www.mediafire.com/file/7awm878q43c1m7q/MMD_EYETRACKING.ht
Eyetracking by Zarniwoop: https://docs.google.com/document/d/16qShrTHu5dL-luirrnMqp4EpAXjTYS76hsc_9fBVJEE/edit
Mouthshapes a...
but it seems the eye bone starts from an already existing eye bone that i dont have @crisp tendon
Just create one that starts from the center of the eye sphere or behind the eye mesh
@crisp tendon im having further issues, can you help me fix this?
left and right eye clipping
up and down looks good though
either move the eyes further back, or restrict the eye range
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?
Is your mesh named Body and your eyes directly parented to the bone named Head?
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?
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
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
@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) ?
yep, its the same, just one wear nothing, other have a bunch of clothes to toggle
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?
You will need to set up gestures/animators/descriptor, i couldnt find a scene to open it fully set up
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
in 2.0 this one make toggling clothes easier https://github.com/Xiexe/VRCInventorySystem , 3.0beta can do this easier
but that one wont be out for awhile
oh awesome thank you. I'll try this out
does anyone know if its possible to constraint a bones local location to another bones local rotation ?
in unity
@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
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
Not sure I follow. Should be doable with a position/parent constraint
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
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)
oh that bone that moves is not the hip
its just a completely random correction bone
not anywhere in the IK chain at all
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?
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
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)
its not perfect but its a start ,
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?
rip , that image justin
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
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
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
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
ok I'll give it a shot now, playing with the inv_TopHat for starters
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 hey, just before I poke around. the default animator controller here, should I mess with that?
nah
gotcha
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
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?
yeh
so i basically need to add more poly's to those parts
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?
Overall decided to create an armature manually, but i just have a quick question, do these have to face up or face down?
Depends on the bone. The root is the point of rotation, and the tail really just serves as a directional indicator
Got it!
honestly there may be a lot more bones than needed for a simple model like that but unity needs stuff so
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.
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
I made this Peridot Model and i need some help with this?
Anybody that can help?
if you can
DM me
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
https://www.youtube.com/watch?v=JjwIfkbvwX0
This is a Blender tutorial in which I show how I rigged my Herbert monster character for the Game Erwin's Timewarp with automatic weights and auto IK enabled.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
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@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.
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.
In unity, select the head bone and set its scale to zero
Is it different than what you see in game?
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.
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;
Hey i thought i am finally done with my avatar but now this
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 ๐ฆ
normally it should be like this
weightpaint
hey i need some help
first time uploading an avatar
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?
you have to use generic rig and custom animation or finalIK for humanoid
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
In this video I talk about how to use a whitelisted component called Final IK to create an avatar where it's legs will use inverse kinematics to move. This system is more realistic than using animations or rigid body fixed joints to make the spider legs move.
Time stamps:
0:3...
@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
select the shoulder bone vertex group
if its the only group assign it only need to be . 0001 to 100% follow it
alright i will try that out, thanks for helping ๐
Found the problem to the current problem i had, tho if someone is free rn there's something quick i'd like to ask
i'm not good at all but like, your skin is clipping though the pants?
yah
are the pants not part of the same like, model?
they arent weight painted with the base
weird, but like what i meant is that is the pants attached to the body
i know it's possible to extrude and make a look alike of that
like tshirt or pants
sorry i didnt contextualize that
thats in motion
this is normal
the pants arent weight painted correctly
As i said i'm a beginner myself, but it's weird to me that the pants would even behave differently
if the legs are the pants themselves
the bones should just behave with them like, any normal legs i guess?
they would if they were weight painted correctly
thats why im asking someone for help weight painting
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
Okay maybe i'm not getting something, are the pants something on top of the legs?
Or you could always delete the skin underneath the pants
also ye what Burritony said
Like i was under the impression there was no actual 'skin leg'
that the legs are just pants
@still fossil how do i data transfer
It's kind of a lot
Easiest is just deleting the legs underneath tbh and it saves on polygons
the pants still have poor weight painting
Just remove the clipping tris, you solve the problem, and optimise in the process.
@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
Anyone able to help with auto weight paint in blender. Ill do it but it doesnt apply paint
source filmmaker's workshop
cats?
Hello ! Let me ask real quick, is this a good bone structure to go for Unity?
I was sent 2 different structure type images and i wasn't quite sure wich one to go for
sorry for the wait. no, i did not use that plug in
I ran it through the fix model. Is it better now?
How do i see the view position?
also, how can i place an object without it becoming a part of the avatar?
Is there a way to see a physical manifestion on where the view will be
Regarding the object, say i need a preview icon with a texture on in. But i dont need that icon with the avatar.
idk
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
@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
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?
I'll try doing what you said
Yes
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
got it, thank you
@still fossil Do these look/are okay for finger bones?
i'm not going to put any weight to them but at least they are there
2 more on each bone
So 5 fingers alright
no
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
it wasn't here before the export
(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!
Alrighty, 5 fingers on each
No
Like that except you only need the index thumb and middle
Unity will flag your humanoid rig configuration if it does not meet the Mecanim requirements for a humanoid. Please read and be familiar with the Unity Documentation on configuring avatars. There are special considerations if you are using Full-Body tracking, ie. y...
Alrighty Burritony! just need to remember how to link the bones to the main one and it should be good for the hands
you only need one thumb/index/middle bone
oh but Burritony told me to do like the image he sent
@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
Yeah no I just misunderstood my bad
Sorry haha
It's cool lmao
i'm not the best at this myself lol
So just so i'm sure, is this good or not? https://media.discordapp.net/attachments/390924372782612480/736377143029792788/unknown.png
Yes
So what franada said also was about when i did 5 fingers, alright
Yeah, what they said is what threw me off
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
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
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
It's great too cause as you said it means less problems in the future as well
Alright, i did every changes you said to do Burritony!
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
Anyone got a working fb armature alone, wanna try get a reference for mine, thanks!
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
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 :
how do i move the shirt's arms up to fit the model?
any idea for my problem btw ?
do your eyes move when testing with cats both blink and move ?
@rapid mauve thank you
@rapid mauve sry i was ingame , the blink works but not the movement
but the bones do
not the mesh
so in weight paint mode / selecting one eye bone and pressing r it does not move the eye ?
yes - you can
how ?
i just went into pose mode ,nothing moved
i need some help big time
if they dont move in pose mode then there not weighted - send me the model via DM
so im making an avatar in blender
and when i exported it to unity, this happened
lmao
idk what to do and im kind freakin out a little XD
looks like a broken shapekey
oh
or the skeleton is fucked
take a pic in the layout section
if it is the skeleton then this would explain why
its a converged mix of bones and blips
the main model and clothes work using blips, but the tail is made using bones
how would i fix that?
use cats
?
omg
sry, im still really new to all of this
you don't know what it is right ?
ah
welp its a plugin that fix most of the models for vrc
Handy tool for fixing/removing stuff vrchat dont need
oh
you got 80/100 chance that it will work
actually, i think i may already have it
nvm
where would i look to download it?
wait i'll send you the files in mp , cuz it's kinda hard on the site
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
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
changing my in-game height un-aligns my eyes
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

