#avatar-rigging

1 messages · Page 169 of 1

tame coral
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adding the symmetrical oppsite side doesn't seem to fix the scewedness and its a problem that non of the rigging tutorials ive seen ever mention so was hoping someones experienced the same and figured a sollution

ashen blade
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@tame coral Chain length 0, it means it will track IK until its out of bones

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set it to 2

tame coral
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omg thank you

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glad there's people out here who spot this stuff right away cuz ive already spent most of the day tryna figure it out on my own oof

fading verge
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hey guys I need help with a riggin issue

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know what could cause it ?

finite silo
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is your hip bone aligned with your leg bones?

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if so, you'll want to raise it

fading verge
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hold on I'll post a picture of my armature real quick

finite silo
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you want to raise the ball of the hip as far as possible

fading verge
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let me check and thank you

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you're right

finite silo
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it should be better, but from what i've experienced

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if it's even close to being aligned, the hip issue will be watered down, but still slightly abnormal

fading verge
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alright does it matter how small my hip bone is ?

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or would that introduce other issues

finite silo
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i dont believe a small hipbone will cause issues, just might look weird inside Blender

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i would move the ball of the spine to where the belly button would be

fading verge
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alright thanks I'll make it as small as possible un moved the spine tail a little

finite silo
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that should be fine

fading verge
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alright sweet thanks man

finite silo
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let me know how it turns out

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hope it helped

fading verge
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will do thank you

naive tree
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small hip bone does cause issues, and it doesn't need to be small, just above your legs

fading verge
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alright thanks also anyone know what causes being bow legged in desktop ?

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@finite silo It worked thank you so much

still tartan
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hey guys, i asked this a few days ago already but we couldn't really figure it out, and i still havent till this day. does anyone reading this have an idea what could cause this "neck snapping in place" when going from movement to stillstand? example video below

fading verge
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do you have a different walk cycle?

still tartan
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no, all default right now

rapid mauve
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Did you add anything to the original models head in unity?

still tartan
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no, everything is as basic as it can be

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only avatar descriptor on the model right now

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i noticed this on many models tho, its not just mine.

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the IK seems to align something forcefully

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and uses the neck for that

rapid mauve
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What’s strange is the head looks so static on the body - looking at the ears the head does not move with them like it should

still tartan
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well the head is the master bone in desktop mode i assume

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funny enough, i tried this with the example rig that comes with the SDK

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and it does the same exact thing with the neck

fading verge
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might be something caused by a new update because I had the same issue with one of my model where I made a custom walk cycle and the head stays in place

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when moving that is

rapid mauve
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In the vid you hold up your arm before moving / that’s not a standard animation is it ?

fading verge
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thought they were picking a prop up

rapid mauve
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Yeah that’s possible

still tartan
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yeah picked up a prop by accident

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does maybe anyone of you have a rig laying around that doesnt do that? that i could maybe use to try and figure out what is causing it?

rapid mauve
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I’d love to play with this model / is it custom ?

still tartan
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yeah its my character from another game

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but i'm kinda stuck, since i dont really wanna continue with doing clothes etc before i figured out the neck thingy

rapid mauve
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That’s understandable - if you figure out the problem please don’t keep it to yourself -

tepid spade
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ok so i checked in blender , and all the vertex groups decided to go somewhere

opal aurora
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Did you by any chance apply the armature modifier?

tepid spade
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nvm i figured out

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the model was fucked

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i just used one my backup file

old mantle
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Is there a way to rig multiple models to one armiture?

tepid spade
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in game , my view is too much higher that it should , the hand position are like 30° more

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and the lip anim is awful

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@old mantle wdym

tame skiff
stark jetty
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Hey so im working on weight painting the rigs etc, is there anything i should look for what certain bends etc

fading verge
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alright, i've ran into a very annoying issue, so i've gotten this lol model. fully rigged and is humanoid all parts seem fine, but whenever i give it a a anim in unity the head and body just spins 180 degrees, why is that?

crisp tendon
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@tame skiff Weight paint tools addon has the project weight function

heavy tinsel
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@fading verge Your not supposed to discuss content ripped from other games. Rule 13.

fading verge
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Yes Police officer, sorry vrcAevSip

amber kestrel
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Would you rather a community member warn you, or a mod strike you down?

north wadi
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Yu

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Ty

oblique latch
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@tepid spade force t pose in unity maybe that will fix it

tepid spade
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ye i did it this morning and it worked

torn hatch
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Despite my view position being perfect, my model is offput waaaay to the right. Anyone know how to fix this (bonus points for also telling me how to fix what i like to call "the stanky leg". See the right calf.)

wheat tulip
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Ur view point ball is offset

balmy solstice
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Um

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question

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when i parented my armature to the mesh, with weight painting, the waist bone wasn't included, and attempting to weight paint one doesn't work

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Do I need to now make an extra bone just so I can edit the weight paints of the waist?

opal aurora
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Is the bone part of the same armature?

balmy solstice
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Yes

opal aurora
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Odd...

balmy solstice
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it does move the model when I parent to the mesh with weight paints applied, and all other bones are able to have their weight painting edited

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It's just the waist

opal aurora
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You're applying automatic weights right?

balmy solstice
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the waist doesn't appear in the vertex groups, and attempting to add it in does absolutely nothing, and yes I am

opal aurora
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For something like that to happen it either isn't part of the armature, or it was somehow told to not get weights relevant to it

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I forgot the exact process to allow automatic weights on specific bones, but you could remove that one and extrude a new one

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That should fix it

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Afterwards you can just re-weight the whole mesh

balmy solstice
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attempting to make another bone in the same spot as the original waist, causes that other bone to banish itself into oblivion

opal aurora
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How?

balmy solstice
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nvm got it

opal aurora
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Like, does it stretch to oblivion, vanish from existence, disappear in the exact same spot (it's just hidden at that point)

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Ah alright

balmy solstice
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my first attempt to replace the bone caused the bone itself to vanish from existence

opal aurora
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Well hopefully it works, if it doesn't, i'm sadly out of ideas

balmy solstice
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it did

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so this model has two seperate textures, one for clothes and eyes, and one for the non covered up parts, which unfortunately produces results like the pic

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is there a way to connect the meshes without screwing up the texture files?

turbid spear
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just join the vertices

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select 2 then press M and at center

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Textures shouldn't be affected as it will just stretch them a bit

balmy solstice
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anyway to have the mesh maintain it's pose so I know which spots to connect?

turbid spear
torn hatch
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@sleek isle How do i check/change my origin point?

balmy solstice
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Question, How would the eye "Bones" be set up on a head?

turbid spear
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Look at how other models have them setup

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They're usually just poking through the middle of the eye

balmy solstice
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um... is there like an image I can use for reference, so I don't feel stupid ._.

turbid spear
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Well, I think it depends on the model

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on my current one they look like this

balmy solstice
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because I'm unclear what one means by that, I mean, like are the bones angled or are they straight forward?

turbid spear
balmy solstice
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Ah

turbid spear
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The bottom part of the bone is usually the pivot

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I don't think it matters which way the bone is pointing

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But the eyes will pivot around the bottom of the bone

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Cats creates these extra bones for you that it lets you change the range of

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Which essentially moves them further and closer away from the eye

glad bluff
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Hello! I’m looking for someone who can rig this model my friend made for me. I can offer art and/or character designs. I don’t need any special animations or anything, I just want him to be able to walk around and having the mouth move when I talk. If you can help, hit me up! ❤️

astral warren
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the root of the eye bones should be the point in space eye will rotate around. The tail should be directly above that point so the bone points directly up

torn hatch
crisp tendon
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You'd have to remove that bone in blender

opal aurora
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Consider parenting the bone to the head, if it has weights on the head

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Though that is very weird

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(And i mean the bone that's around the head area that's apparently parented to the leg or vice-versa)

torn hatch
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Ok, so something very odd, but that bone IS the head

opal aurora
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Make sure the head is parented to the neck, and that all the leg and feet bones are parented to their respective parents

torn hatch
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Does that mean the head is in the neck, or the neck is in the head?

opal aurora
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In terms of armature, head in neck

torn hatch
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yeah, all the parents are correct

opal aurora
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Hips
  |_Spine
      |_Chest
          |_Neck
              |_Head

To be precise

torn hatch
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yep

opal aurora
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What is the head bone going into then? o:

torn hatch
crisp tendon
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head has to be the first child

torn hatch
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How do i move it?

opal aurora
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Actually, talking about that, is there any way to reorder the bones without unpacking the prefab on 2018.4.20f1?

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That has been the bane of my existence since updating

sleek isle
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Have then in alphabet order. And preserve the order on import

solar mist
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hey guys! i was trying to edit an avatar to remove its legs and add armor instead, than reassign the bones to the armor
i added the right mesh to each bone and it even show that it works fine in blender. but when i use the same model in unity and use an animation it ignore a part of the armor. here are some photos for better understanding

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in blender it worked fine. and i assigned the right bones in unity. but the result show that it doesnt affect the upper part of the armor. does anyone know whats the problem and how to fix it?

crisp tendon
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omg pls remove some bones from this skirt, that's going to kill someone

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Did you reupload on top of something in Unity or was it a full reimport ?

solar mist
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yeah i didnt make all these bones for the skirt lol

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its a full reimport

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the same fbx file that i exported from blender

cunning pawn
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anyone know the bone effect limit for vrchat? is it just unity's max 32?

hasty scarab
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I'm having this weird issue in Blender 2.8 where I can't weight paint clothing meshes because even if I shift-click a bone it doesn't actually select it.. Not sure what to do

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I can weight paint the body mesh fine by selecting both the body mesh and the armature and going into weight paint mode (then shift clicking each bone), but for some weird reason I can't do this with any other mesh

crisp tendon
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@cunning pawn bone effect limit ?

cunning pawn
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how many bones can effect a given vertex

crisp tendon
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@hasty scarab Your meshes needs to be joined to the armature

cunning pawn
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in terms of influence for the skinning/binding anyways

crisp tendon
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oh, can't remember if that's 4 or something else

cunning pawn
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i'll just go with four, makes sense i suppose, thanks a bunch

crisp tendon
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But you're right the max is technically 32, but i think there's a much lower limit in place

cunning pawn
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i wouldn't put it past them to set a much lower limit, performance n' all

sleek isle
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Ban

solar mist
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so no body know how to fix it? :\

crisp tendon
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To me you did it correctly, so i'm not sure what the issue could be

solar mist
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yeah its pretty weird..

hasty scarab
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@crisp tendon how do I join a mesh to armature?

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found it, nvm thanks

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ctrl + p

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how do you check which armature a mesh is currently parented to?

crisp tendon
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i usually move the armature

hasty scarab
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hmm.. now the weight painting mode seems right and I can select bones, but after applying automatic weights, I can no longer edit the weights. I click to add and the color doesn't change

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wait.. I have to have the verticies selected in edit mode first?

crisp tendon
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If you use the vertex masking mode yes

astral warren
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That curtain of bones scares me

hasty scarab
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@Ruubick what is vertex masking mode

crisp tendon
wheat tulip
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Blender 2.8

crisp tendon
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it's great AYAYA

wheat tulip
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I'm gonna stick to 2.79 I'm no pro

heavy tinsel
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2.8 is just better than 2.79 in almost every way tho.

crisp tendon
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It's very lacking in VRChat tutorials for beginners still, hasn't been out for that long

wheat tulip
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ill move to 2.8 if i figure out how to change the white model mode to texture

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but idk how

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also im getting use to 2.79

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so its hard to make the change

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if i did make the change idk where where the tools are i dont even know how to install cats on blender 2.83

astral warren
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Current blender is much easier to learn. 2.79 will just lock you out of updates and eventually you won't find any tutorals for it anywhere.

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You'll be forced to update eventually, might as well stay current now instead of wasting time learning something you eventually won't be able to use.

wheat tulip
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Hmm there's barely any video on blender 2.8

crisp tendon
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You can learn on the fly too

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and most things from 2.79 are there

wheat tulip
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Hmm

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You might need to guide me through some stuff such as adding cats and the zoom cam so I don't get stuck

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Also the transition to white mode to texture

crisp tendon
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Those tutorials exist lulw

burnt goblet
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Yes YouTube and random wiki websites are your friend when it comes to 2.8 you’ll get it down fast n easy in no time

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Also a recommendation is to literally click every button on the screen and or hover over it to read the description of what it does

sour brook
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Question, My model seems to cross eyed quite frequently and look down like this? Is this how the eye tracking just is or is there a way to make it look less jank?

wheat tulip
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Do have eye tracking?

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That might be blender

sour brook
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hmmm dunno what it would have to do with my rig from maya

turbid spear
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They mean you might take it back to blender to fix it, but since you're using Maya, to that

sour brook
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I did try to mess with the muscle settings in hope to reign in the cross eye

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but that seemed to have caused the desync on the eyes

crisp tendon
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Cross eye is a bone roll issue

sour brook
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interesting, I have my bone roll(I assume join orient in maya) all to zero for the eyes

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does the view position have any effect on if the player will cross eye or where they look?

crisp tendon
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nope

sour brook
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hmm

crisp tendon
sour brook
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from my understanding you can't freeze bone translations and rotation. I've tried unbinding the skin and freezing but maya isn't allowing that

crisp tendon
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Worth a trip in Blender city then

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in edit mode on all bones > Clear rolls

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and on everything in object mode > Ctrl + A > Apply all transforms

sour brook
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aren't rolls different than rotations and translations?

turbid spear
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They are

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at least in blender

sour brook
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okay so why would my translations and rotations have any effect, Also as far as I can tell joint orient which is seen in the joint tab is the maya equivalent to bone roll, and if I'm not mistaken that's just the rotation axis of a bone, correct?

crisp tendon
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I don't know what a joint is in Maya and it's equivalency in blender, but the transforms tab shows inherent rotation

wheat tulip
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Hmm

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If you assign eye bone in cats

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You can limit the movement

ionic sedge
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I'm having a particular issue with the hand bones. By default looks like that the model I imported needs some work on them, as noticed by testing ingame as well. I usually get some problems solved by using the CATS Fix Model option. However in this case, it appears that it actually fixes only the right hand, meanwhile the left one, as long as the rest of the body, gets totally screwed up. Is there a way to force this fix on only the hands and not on the entire model? Otherwise I was thinking about moving them manually, however I don't really know where to start and how to do that properly...

wheat tulip
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Wrong

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It's not connecting to the single bone

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Asko why is ur hand offset yo the arm

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One of the finger bones isn't even offset

ionic sedge
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This is the original bone structure of the model, I haven't touched it yet, not really having idea how they work

wheat tulip
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Well you'll need to do some work on it

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First thing first apply fix model

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So the bones are bigger

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. And easier to see

ionic sedge
wheat tulip
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You see those lines

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Where ur fingers connected to those are unwanted

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Lines

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What you need to do is disconnect the bones and properly reconnect them

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The thumb looks good

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The example in that picture is that they should look like the thumb

ionic sedge
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As you pointed out, except the thumb, the others doesn't seem to be properly connected.

wheat tulip
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Where's there's only on line connected to the had bone

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Yeah that bone isn't connected

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Select the two bones and offset them

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I think it is ctrl p

ionic sedge
wheat tulip
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Yeha there we go

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Now go in pose mode and see if it moves with the hand

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If the bones move together but body doesnt then I'ts weight paint missing

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If the bones arent moving together you need to connect it properly

ionic sedge
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Yeah I'm noticing the difference between offset and not

wheat tulip
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The offset thing basically connects ur bones

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I use if all the time

ionic sedge
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For this option is it suggested to do that with only the hand ones, or for the entire body?

wheat tulip
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?

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Wdym?

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It's just for connecting bones u don't need to do it if

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The amaatures working

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For example today my avatars arm won't move with bones

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So I weight painted it on

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As long as it moves with the bones

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When moving parts of the body

ionic sedge
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I mean that I noticed that with the offset option, moving a bone makes the connected one react. Checking the entire bone structure, every single bone seems disconnected from each other

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that's why I asked if it's better if I do this whole process on the entire avatar

wheat tulip
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if its disonnected then yeah sure go ahead

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but doubt all bones are broken

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if it moves it good

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u dont need to change anything

ionic sedge
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I guess might help for some situations

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Also on the twist bones?

wheat tulip
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for example

ionic sedge
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Doing a quick test right now, however the rest of the rig got entirely screwed up by the CATS fix

fallen jungle
tepid spade
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this looks good

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check if you got the neck

forest igloo
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See the pins

fallen jungle
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there a few for the neck

astral warren
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Jack seems to be missing a few bones and they might not be patented correctly

hasty scarab
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Does anybody know how to solve this?

For some reason, when I export my model from Blender (2.8) to Unity, it creates a hole in the mesh on the bottom of the torso. The hole does not appear to be there in Blender, and all of the normals appear to be fine. It looks as if one of the vertex faces off the bottom of the mesh gets deleted for some reason. Send help.

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助けて

crisp tendon
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enable wireframe mode ?

hasty scarab
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@crisp tendon yes, with the face orientation display, all of the normals appear to be outward (blue). But with the vector display for the normals, some of the normals appear to be rather parallel (rather than perpendicular) to the face.

crisp tendon
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Any chance the face on that texture is now on transparency ?

hasty scarab
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how would I check that? ❤️

crisp tendon
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Check the UVs in blender ?

hasty scarab
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I've never done that before :p

north wadi
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How can you get the muscle editor work on unity?

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Also what is good settings dyramatic bones for Kon ears and tail

hasty scarab
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I have something with no weights that still moves shit..

ripe talon
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damn

hasty scarab
ripe talon
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tf

fallen jungle
turbid spear
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Assign eye again in the configure menu for the humanoid rig @hasty scarab

fallen jungle
hasty scarab
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@turbid spear ty

gleaming arch
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This is more of a Blender question than a VRChat question, but maybe you guys can help me out. I have a bone structure more or less like this:

BoneA
|- FutureParent
BoneB
|- ProblemBone```
I need to make ProblemBone behave as if it was a child of FutureParent, and ignore BoneB entirely. I've had *some* success with the bone constraint "child of", but while that makes the ProblemBone somewhat follow FutureParent, it doesn't make it ignore BoneB entirely. Any idea of how I can achieve that without changing the bone tree?
amber kestrel
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I don't think that's doable in blender with the blender -> unity -> VRC workflow, but you can probably parent constraint it in a copy rig (can't do it in the avatar's rig because IK overrides pretty much everything movement-wise)

astral warren
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@gleaming arch a bone is going to be influenced by it’s parent no matter what. If you don’t want this it should be re-parented, what’s the reason for not wanting to?

gleaming arch
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@astral warren I can't change the animations I got, so I gotta do my best for it to work even as I reparent/rename bones to obey VRChat's restrictions lol. So basically I wanna reparent my bones but make them follow the parenting of the old ones where the animations are. I had success in Blender with the Constraints system, but I can't export that to Unity so I'm looking for a workaround now

astral warren
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I’m pretty sure you should be able to modify the animations

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But now there’s no way for at least to my understanding make a game object ignore the transforms of its parent. That’s the whole purpose of parenting.

fervent hornet
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Just use unity constraints with a negative value towards its parent

astral warren
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That would stabilize it and keep it stationary?

fervent hornet
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Testing rn to make sure im not talking out of nothing

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Yeah so if you have a child parent constrained to its parent with a weight of -1 and total weight of 0.5 it does half of a mirror of its parent which results in no movement

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Oh thats just location though rotation needs to be -1 total I think

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Unless you constrain it again to something else though itll be stuck in world space

gleaming arch
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But can you do that to the bone level?

astral warren
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Yeah after all that you then constrain it to the grandparent

gleaming arch
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I'm having some success on Blender with the "Bake Pose" function, it's adding the constraint data without breaking everything

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If it ends up not working in the end I'll try this plug in

astral warren
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Constraints don’t always perfectly import into unity

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Best to set them up in unity

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All unity constraints work in blender but blender has extra options that unity can’t do

gleaming arch
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Yeah I was reading about how most software can't read constraints from others

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But what the Bake Pose thing does is delete the constraints while incorporating what they do in the keyframes

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So that might work if it doesn't break all my animations lol

fading verge
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Im not sure if this is possible but Id like to be able to move many meshes with one rig (have the arm go up for all when I put up the arm or whatever) Ive only made a couple of vravatars before and this is a little confusing for me how it would work in blender and then in unity vrchat sdk

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I only want to have one rig since I want to be within the "good" performance category

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Considering I just read above that constraints do not transfer well.

ocean bison
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please. anyone has an idea what would be causing this and how can I fix that?

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the IK somehow moves the body to the front. I tried moving the bones around to no avail...

turbid spear
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did you move then in unity or blender

ocean bison
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blender

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seems the problem is primarily with the hip bone placement. 😕

lament shard
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Anyone can help me

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I need to equip and unequip

ocean bison
robust crescent
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try moving the neck bones more in the middle

ocean bison
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which bone should I move in order to straighten my avatar? I tried moving the hip bone around but it does not seem to have any effect.

crisp tendon
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in edit mode ?

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You can't do that in unity

ocean bison
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unity shows how my avatar looks in game when I upload.

crisp tendon
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Have you tried another idle animation ? Your spine is rotated forward and your neck is a bit too far back

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your legs might also be too straight

ocean bison
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thank you very much for the help!

meager mist
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Is there a way to animate the vrc avatar descriptor so that when you prone your view position moves up a bit?

turbid spear
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don't think so as the avatar descriptor is only used to set your avatar up, after that, you'd need to move the camera, which you can't as far as i know

meager mist
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thats what i mean

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with custome prone anims

turbid spear
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i don't think it's currently possible

half shadow
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Yeah - i don't think there is a way to do that the only thing you can do i think is move avatar back in the animation slightly so it doesn't cover your viewpoint, i don't think you can do anything with it apart from that

meager mist
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:c

turbid spear
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maybe with avatars 3.0 you will be able to have a crouch anim

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instead of prone being so high

half shadow
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Yeah, you can in AV3 - they provide an ability to change viewpoint position on the fly

meager mist
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i cant wait ;c

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it cant come any sooner

half shadow
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Yeah a lot of people who touched AV3SDK are stuck waiting including me, there is so much new stuff that i just don't want to go back to LIVE haha

astral warren
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At the risk of sounding like a broken record, 3.0 should be able to control at what point your prone animation triggers

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So that you can trigger prone sooner when you aren’t so close to the ground

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Desktop users still can’t fix that though since the set height is not defined by avatar

fair bluff
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Anyone know how to fix this?

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It does that with most avatars I try to make

astral warren
#

The game will decide which way the knees should bend by looking at which direction they are already slightly bending, and exaggerate it.

#

So the knees should be bend slightly backwards rather than slightly inward

fair bluff
#

And I have to go to blender to fix that I assume? No way to do anything about it in Unity?

sleek isle
#

eye ball the rig to look strait

astral warren
#

@fair bluff you can do it in unity

fair bluff
#

Didn't know I could mess with bones in unity

astral warren
#

You can’t mess with bones but you can pose the avatar and that’s all it’s looking at

fair bluff
#

Oh, sooooo where would I go to do that?

astral warren
#

Bend the knees backward a little so they bend backwards instead of inward

#

Regular unity view with the avatar

turbid spear
#

You sure? I thought that the default view pose doesn't matter and the pose in the rig does

astral warren
#

The regular scene pose decided knee movement alone. Anything else is probably works as well

fair bluff
#

Even then, I'm a bit of a dummy dumm and dunno how to "bend the knee backwards" like, I move it, or rotate it, or.. I'm confused. x)

astral warren
#

You rotate the knees

#

You have a bone list on the left to select them

#

Position rotate and scale buttons are top left

fair bluff
#

Yeah I'm on there, so I just drag the red circle to make the leg go back

astral warren
#

I’d use the numbers personally

#

Red is X

fair bluff
#

They look terrifying

astral warren
#

It’s just x y z

#

Red circle is X

fair bluff
#

Yeah Ik

astral warren
#

Add 3 to it or if it goes wrong way subtract 3

#

You can just add “+3” to the end of whatever number is there already

fair bluff
#

I don't gotta twist y at all since the legs were bending inwards?

astral warren
#

You can. I’d just tweek with numbers so you can be sure it’s a symmetrical edit

fair bluff
#

mhm mhm

#

Time to test now, sry that you had to hold my hand through this. x)

#

Hmmmm somehow made it worse. Welp, back to unity

gleaming arch
#

If I rename a bone in Blender, is there a way to automatically rename it in the animations where it shows up? So I don't end up with this

old quest
#

do I have to mess around in blender for the billionth time

#

how do I put the foot bones as childs of the shins

#

never mind fixed it

sleek isle
#

parent the foot to the shin

old quest
#

and now the feet are facing inward in unity

#

should I just delete the stupid IK controls

#

the tutorial I watched had the person making IKs and I feel like it's ruining this model

#

I think I had the poles or whatever facing the wrong way

sleek isle
#

reaply the humanoid

#

from none

old quest
#

it looks fine but I got the feet stretching so I guess my weight painting is bad

fair bluff
#

Im starting to think I cant fix the knees in unity

#

Am just confused

rose mountain
crisp tendon
#

when upside down ?

rose mountain
#

Doing hand stands in VR @crisp tendon

crisp tendon
#

yeah that's sadly a limitation of IK

#

nothing that can be done for now

rose mountain
#

:C T..T 😢

#

How about my rig??? does it look better??

#

@crisp tendon

crisp tendon
#

Chest bone is still very large

#

and neck bone is too far back

rose mountain
#

so chest too big spine too small??

crisp tendon
#

Yeah

rose mountain
#

ok thx

fading verge
#

Is there a way I can control multiple meshes with one rig in unison?

#

Like a bunch of clones with a constraint from blender to unity?

crisp tendon
#

a single constraint ? no, a lot of them ? maybe, but that's going to be a pain in the ass

fading verge
#

I had something going on in blender but the rotation was off, cant reproduce it right now

#

duplicating the mesh allows me to control it using the rig, but with major deformation

#

this gives a loose idea of what id like

rose mountain
crisp tendon
#

Much better

rose mountain
crisp tendon
#

maybe move the bottom of the head bone down a bit

#

for nicer rotations

#

and you're gucci

rose mountain
#

thx

crisp tendon
#

2

rose mountain
crisp tendon
#

I think so !

rose mountain
#

Thank you.

rigid narwhal
#

hello! i'm having trouble with assigning the eyes to the unity rig, and i'm not sure how to find where the issue is/fix it. moving the eyes under head in the armature hierarchy made the error go away but saving reverses it.

crisp tendon
#

You need to fix this in blender

rigid narwhal
#

ohh!! thank you so much!

amber trench
#

is there an easy way to add noodle arms and legs to a 3d model i made

still fossil
#

@amber trench You're probably gonna have to make them from scratch

haughty pilot
#

Howdy :) I'm having trouble with these bones :( 100% user error for sure. is there any way to "adjust" how much hold that "hoodie bone" has on the back of the helmet? the first iteration I had the helmet joined to the body mesh, but this time i did it as a separate object, thinking that hoodie bone wouldn't effect it. This is a poopoo kitbash of a vroid body and a helmet object I made.

#

Well, i deleted the hoodie bone, moved the helmet off the bones, and its still doing this slicing in posing 🤔

amber kestrel
#

Weight painting

earnest valley
#

Hey! Does anyone have any tips and tricks for avatars creation?

glass panther
#

There are many :) Best thing is to start with tutorials and go from there.

tame skiff
#

Oh heck, my model has a huge chest bone too

astral warren
#

for new avatars it’s probably better to start using a four bone backbone (hips, spine, chest, upper chest) since it’s fully supported on AV3. In that armature the four of them tend to be about equal lengths each

#

Since av3 will probably be out soon

#

It doesn’t bend much but it’s an extra degree of twist to make the spine/chest twist less dramatic

tame skiff
#

but muh rib cage

astral warren
#

They bend. That’s why they are ribs

#

Sternum and up is upper chest

#

All vertebrae opposite and below the sternum are not actually connected to the rib cage and twist freely

#

Try it yourself. Your upper torso is not locked lol

#

You can’t bend much but it can twist. IK works the same

fervent hornet
#

Yeah, floating ribs allow a lot of movement, false ribs a little less, and then true ribs have the least flexibility

haughty pilot
#

@amber kestrel Thanks buddy :)

bronze briar
#

hi i am having an issue where cats generated two shoulder parents. if i delete one or the other it destroys the model. does anyone have a fix for this.

#

i believe the duplicate shoulder parent is causing this issue in unity

heavy tinsel
#

That looks painful...

bronze briar
#

it feels it lol

heavy tinsel
#

That issue usually means those parts don't have any weight paint.

bronze briar
#

ill check that out

#

i think you might be right

hasty scarab
#

does anybody know how to rig an avatar that wears heals? I feel like the foot bone is too tilted and it becomes hard to walk correctly in full body

haughty pilot
#

I'm a huge nub, but what if you did something like this? : @hasty scarab

turbid spear
#

Usually the foot bone is diagonal

#

From around where the heel in the shoe would be

#

to where it ends now

haughty pilot
#

What would you guys recommend doing to keep the fans with the head through movement? when I rotate the head bone, they stay where they are. the plan is also to animate them.

turbid spear
#

Weight the fans to a bone then parent the bone to the head bone

#

You could probably use one bone for both fans

spark thicket
#

hey does anyone know how to fix this avatar that ive been trying to upload. The FBT works but the hip/pelvis bends to the side even when standing straight. ive tried fixing the bones but that did not seem to help it. I've have also weight painted back over it to fix it but im not too sure what could be the problem. Some advice would be well appreciated as I am still roughly new to diagnosing these things.

robust crescent
#

Spine look abit odd

copper juniper
#

I have an avatar with blend shape visemes for lip syncing but it barely works in game. it seems like the blend shapes are only activating a tiny bit, like 25% or less.

#

Is there a way to change the sensitivity of blend shapes?

#

I'd prefer if it was just either on or off if that's possible

robust crescent
#

Shape key mix intensity in blender/cats , maybe if you set that higher

copper juniper
#

doesn't seem like i can because my mesh isn't attached to the armature

glacial anvil
#

My friend has helped me put together something in Blender, and I'm trying to take care of the Unity aspect. I'm still learning. I have a coat on the model, that I'm guessing I want dynamic bones to stop it from clipping through my model. I have 3 pictures here showing what I've done

#

does anyone see where I've goofed? I applied dynamic bones to all of the lower coat, and applied colliders to the legs. But In game, full body, the coat is still a solid object, that cuts through my avatar

robust crescent
#

You have nothing on the root transform ?

glacial anvil
#

I'm not sure what that means yet

robust crescent
#

You need to add first bone of the coat to the "Root" in dynamic bone, right now its not using any bones

glacial anvil
#

oh man, see I knew it was something right in front of me

#

sorry, still learning the UI

robust crescent
#

if you fiddle with radius, you can see where the colliding parts are

#

but its gonna be wonky, it will clip 99% sure :p

glacial anvil
#

lol I'm fine with wonky, just enjoying learning as I go

robust crescent
#

you need to add collider to the 'collider' tab in dynamic bone too

glacial anvil
#

so for each coat piece with a dynamic bone, Also 'add component' for colliders?

robust crescent
#

see > colliders on the bone , expand it

glacial anvil
#

ok, gotcha found it

#

I just applied the left/right leg as the collider element for each bone. what is causing them to treat my leg colliders like a sphere?

tepid spade
#

why did i get flashback of big chungus of that ?

glacial anvil
#

lol

tepid spade
#

does there is something in coat... stuffs ?

#

if there is something with .end delete it

#

it could work

#

(it could)

glacial anvil
#

I think I figured it out, tweaked the radius of the leg colliders

#

only issue I'm having now, pressing play, I don't see any movement when moving the model around

#

trying to move when pressing 'play' doesn't animate any of the bones, and looks like it leaves the bones behind. Is this something I can fix in Unity?

sharp lily
#

Does anyone have any advice on rigging a spider avatar?

#

I know having a empty skeleton for movement is a good idea but unsure about what to do for animating the legs and actually torso.

shut coyote
#

would you say bones have to be 100% perfect or just good enough to work?

#

im not amazing with bones but i can make some

sharp lily
#

Hm

polar fox
#

i dont claim to know much

deft snow
#

I asked this before on #avatars-2-general but it was very busy. I've been having an issue where my right leg sinks through the floor a bit. The odd thing is it's only visible to other players not the wearer. It looks completely normal to the wearer. It only does it in FBT.

#

Could just having a dynamic bone script on the hips even though it doesn't reference the hip bone cause this?

haughty pilot
#

@turbid spear Thanks a ton :)! I got it working thanks to your advice <3 I keep getting caught up on not adjusting weights!

sleek isle
#

Eye and hair bone seen to be pair the the leg

shrewd breach
#

help

#

whenever I remove zero weighted bones on blender . it breaks the whole rigging of the model

fading verge
#

i got an issue, when i shift it all to unity, the hands are shifted slightly forwards, im thinking its a bones issue, anyone?

drifting gull
#

is there literally anything about this rig that would make it not work with fbt

#

i've been struggling with this for decades it feels

#

ingame image for ref

crisp tendon
#

That rig looks perfectly fitted for fbt

drifting gull
#

then im so confused as to why it just wont work 😦

daring rose
drifting gull
#

iuts annoying that the feet tracking is always so close to the feet, but never seems to be at the fe-

#

<IjqfioJgwhijw ohm y god

#

those legs

daring rose
#

i really have no clue what happened

fading verge
#

aw

#

what the fuck

daring rose
#

the bones are fine and walking animations are fine

#

some magic has caused the idle animation to break my knees

drifting gull
#

nah just some built in ventilation

daring rose
#

i guess

#

can i manually fix that in Unity? im not rigging this all again >:(

drifting gull
#

hnmm

#

first you have to find out why this happens

#

this is pc, correct?

daring rose
#

yes

#

i can check the model again

#

the knees are a bit too low but i dont know if thats just the preview

drifting gull
#

how does it compare in blender?

daring rose
#

i can check

drifting gull
#

uhhhh

#

ok so

#

im suspecting its the very widened pose

#

go into pose mode and make them more straight

daring rose
#

right

drifting gull
#

then apply as rest pose

daring rose
#

can i export a model with materials on it so i don't have to put them back on?

drifting gull
#

If you made your material in unity you should be able to just plop it back on

daring rose
#

i dont know how to merge materials

drifting gull
#

You created a new material didn't you?

daring rose
#

no i just made every texture i needed a material because i dont know how to link them and they need different settings

drifting gull
#

wait so

#

are each of these categories just

#

put into unique materials

formal temple
#

Is there anywhere I can download a good fullbody rig to put on one of my human avatars? Its not that I can't make one I'd just like to have a good 3D reference to look at and mess with

drifting gull
#

I think the testrig.fbx one in the sdk is a good base

#

you can diverge a little bit but it does provide some insight

formal temple
#

Where can I grab that? I wanna try and put it in blender

daring rose
#

are each of these categories just
i guess so, i have a material for:
the body, the dress, the dress top, the eyelashes, the eyes, the flowers, the skirt, the hair, the head, the scalp, the teeth and the underwear

drifting gull
#

project location\projectname\Assets\VRCSDK\Examples2\Animation

daring rose
#

its really poorly optimised in that front. its giving me a Medium rank avatar overall but i wanna make it all one big thing ideally

#

the amount of materials is my only optimisation issue and i dont know how to combine them

drifting gull
#

Read up on making materials in unity, and using the CATS plugin to combine texture

robust crescent
#

Do you have the plugin cats ?, then make an atlas (it mashes all the textures into one pretty much) , very easy to use

daring rose
#

i do have the cats plugin, i'll download the atlas and material thing now

#

i havent done that yet

robust crescent
#

as for normals, you have to manually make that since it wont merge that, into pretty much the same atlas/texture it make then save it as another texture if you want to use it

daring rose
#

wait are you saying to make a normal map atlas too?

robust crescent
#

if you are using it, yeh

daring rose
#

oh i have to install the material combiner and this other thing

#

maaaaaan

#

oh i just have to click the button and restart blender, nice

daring rose
#

hello?

formal temple
#

For some reason my avatars thumb and index finger were swapped when I went to configure the humanoid rig in unity like this

#

So I fixed em and then enforced t-pose but now they are still weird just in a different way

#

Also all of the other fingers are clawing down for some reason lol, any ideas?

daring rose
#

zombie fingers

#

have no clue, sorry

turbid spear
#

Bones not reaching the end

#

Do you have more finger bones at the end

daring rose
#

can you manually change the angle of the PIPs?

turbid spear
#

Normally not a problem, but if those parts are not weighted or are weighted to different bones, could cause issues, but generally not

formal temple
#

Oh alright yeah I'll extend the fingers

turbid spear
#

Shouldn't be an issue unless the weights are weird tho

#

How long the bones are should only matter to bending, since they bend at the root of the bone

formal temple
#

The bones do have a really weird look

#

I got this model from a gmod extract so the rig is not exactly the finest work

turbid spear
#

looks like they all need to be rotated 90 degrees each

glacial anvil
#

is this a bug with unity? or have I not selected something properly here. I have added dynamic bones to the lower coat, and pressing play my model just flat out moves away from the bones as if they aren't connected. They work when uploaded to VRChat though, but it makes testing impossible if I can't get the Play button to work.

turbid spear
#

Was the model moved to the side when you added the bones

#

It looks like your body mesh is moved and not the armature itself

glacial anvil
#

no, that was just a quick demo I screenshotted just now

#

pressed play, selected the model and moved it to the side

#

I'll try that, sorry I'm still a bit new to model building so the little things are catching me off guard

turbid spear
#

When you click on your avatar it likely selects the body mesh

#

Click on the avatar in the hierarchy

glacial anvil
#

so I can move the model/armature perfect without being in play mode, once I select play mode, the bones just say "peace" and don't come along with the model

turbid spear
#

They should if you move the right thing

glacial anvil
#

moves fine without play mode, I've got to be messing up something simple

turbid spear
#

Why are you trying to move it

glacial anvil
#

to see how the dynamic bones move

turbid spear
#

Well, move it in play mode

#

In play mode dynamic bones tend to stay where they were

glacial anvil
#

see picture 1

turbid spear
#

But if you move whatever's they're parented to, they should move as well

glacial anvil
#

that's what I'm really confused about

#

I still have the whole model selected like in picture 2, but something weird happens once I press play

turbid spear
#

Otherwise, I'm really not sure

glacial anvil
#

yep that's what I have selected in both scenarios

#

really weird

fading verge
#

I completely fucked my avatar by streching the shoulders instead of arms lol

turbid spear
#

you can revert it to prefab

#

but you'll lose all other changes you made

fading verge
#

ik

#

im too lazy so i made a new project

turbid spear
#

which takes longer

glacial anvil
#

so another discovery, in play mode, object rotation ONLY works when the full model is selected, individual children objects stay in play when trying to drag/rotate them

#

nothing is set to static though, so I'm not sure what's going on

turbid spear
#

That's just because of dynamic bones

#

You can't move or rotate stuff because they overwrite the position

#

You can still do it with an animation ingame

glacial anvil
#

ok, I'll see if I can try that

analog sparrow
#

Has anyone made a model in blender and when it's in Vrc it doesn't bend over and I clips through the floors I've been working on this model for weeks and I can't figure this out

crisp tendon
#

Weeks ? What does the error look like

analog sparrow
#

So this is what it says

#

I can't really see anything that would be a issue. And It took weeks cuz I was learning while I was making it

placid lagoon
#

Having this issue with my model's legs when standing. Spent a long time in #avatars-2-general figuring out how to get the leg bones posed properly but it's still happening. I think it's an issue with the rig at this point.

analog sparrow
#

And what it's doing in game is it's a raising and lowering the model based on my head height

placid lagoon
#

Getting these issues. The one of note is the pelvis/thigh angle one, when clicked on it selects the foot bones

lost narwhal
#

@placid lagoon you dont have hand bones, give your model fake hand bones they dont need to be weighted

#

and also your hip and leg bones arent 180 degree, its not bad but might wanna fix that idk your choice

analog sparrow
#

on every blender model i go into the floor like this anyone know how to fix

placid lagoon
#

@lost narwhal When I click the "select" button next to that pelvis error it selects the feet as if it thinks those are the pelvis/thigh

#

@lost narwhal also the model does have hands. I think it's a rig issue

dawn bridge
#

I’m having texture problems. I created my avatar in vroid studios and converted it to mmd through blender but when I ported it to unity the textures won’t show in the assets and I can’t add them on. If anyone has a solution please help

placid lagoon
#

I'm also having VRoid related issues

#

You're trying the method I tried last night which involves running it through CATS in blender

#

to get your textures in you're gonna need UniVRM to import the vrm file VRoid gave you so you can have a textures folder

#

Then you manually apply them to the materials

dawn bridge
#

Ok I kinda understand. If i can’t get get it I’ll come back

placid lagoon
#

I abandoned that method because I couldn't get animations or anything working with it, but I may just be dumb lmao

dawn bridge
#

Yeah me too I guess lol

placid lagoon
#

The method I'm trying rn is a little more successful but I can't get my legs to stop acting wonky

dawn bridge
#

Try messing with the bones

placid lagoon
#

But animations, visemes, etc are working fine

#

I have the leg bones spot on to what they should be, I'm beginning to think it's some kind of rigging problem

dawn bridge
#

Yeah might be

placid lagoon
#

which most people suggest blender for, but I'm trying to do this in unity cause my method involved creating a unity prefab as opposed to an FBX

dawn bridge
#

Idk I’m fairly new so learning this has been “fun”

placid lagoon
#

I've done a lot of unity stuff in the past but it's been a couple years

#

I'm basically a noob again lmao

dawn bridge
#

Yea i guess.

placid lagoon
#

Creating this cool custom VRoid character had me all hyped to get into VRchat as myself

#

but these issues with the legs are making me very unenthused lmao

turbid spear
#

vroid isn't exactly vrchat friendly

#

maybe if vrchat starts supporting vrm format avatars

placid lagoon
#

I found it on the VRChat subreddit, saw someone saying it was a good tool for creating models and it really is, I've never used a 3d modeling program more intuitive

dawn bridge
#

Yeah

placid lagoon
#

like even I was able to make a great looking model

dawn bridge
#

Yeah same this is what mine is supposed to look like

placid lagoon
#

woops wrong file

turbid spear
#

I think you should just figure out the whole blender importing thing

#

Because the leg fix would take a few minutes

placid lagoon
#

Yeah that's probably what I need to do

dawn bridge
#

Yeah

turbid spear
#

Unity should only be used for animations and materials

#

As the final step

placid lagoon
#

Creating a new unity project and attempting to figure out the blender stuff again

#

I just need to figure out how to get it through CATS without breaking stuff

#

Cause last time I ended up with an FBX and was able to texture it and all but the blink animation was gone, visemes were missing, etc etc

turbid spear
#

Check import settings

#

Ask in the cats discord actually

#

I think you will have more luck there

dawn bridge
#

so do you need to import your character into unity to upload to vr chat?

turbid spear
#

I'm sure there's someone there who knows how to vroid

#

yes

dawn bridge
#

ok

turbid spear
#

check the vrchat documentation

dawn bridge
#

i Have an ideah to fix my textures. im gonna go back into blender and see if i downloaded it wrong

turbid spear
#

you'll need to setup your materials in unity again anyway

dawn bridge
#

yeah

placid lagoon
fading verge
#

If anyone can help me with blender on a 1-on-1 call w/ screenshare, add me and dm me.

crisp tendon
#

can't ask questions here instead ?

fading verge
#

I let cats do the fix model thing after I named Neck & head myself with a simple human meta rig

#

and have some cruddy bone errors in vrchat sdk

wheat tulip
#

is incorrect

fading verge
#

@wheat tulip got it, thanks! It works.

wheat tulip
#

yeah the bones shouldnt connect like that

fading verge
#

didnt recognize the disgusting mess for some reason at first. Very new to rigging.

wheat tulip
#

should look a bit like this

#

i think ur shoulder bones arent connectdd

fading verge
#

its connected now since the emotes are playing, cant test in vr atm, lots of bones on that one, looks so hard to do the cloth stuff

wheat tulip
#

na its okay

topaz sandal
#

I'm doing blender stuff for the first time, I'm trying to change the parent of these bones and it's not changing anything

#

Select one, shift+select the desired parent, ctrl+p, nothing changes. Anyone have a solution?

#

Oh no i think i irreversably messed up this armature from the start, i'll just try it all again tomorrow

grave crest
#

Hey there! I'm trying to test my model's eye tracking using the blender Cats addon. It's acting a bit strange, though D: When I try to adjust any of the sliders it cancels out of the menu, or the "start eye testing" function isn't available at all

crisp tendon
#

@grave crest Are your eye bones completely straight up ?

grave crest
#

Tilted outwards a little by the looks of it!

crisp tendon
#

They need to be absolutely straight

grave crest
#

Oh! Good to know :D Okay.. this is a really silly question, but how can I align them to the axis?

crisp tendon
#

you can either snap the 3D cursor to the bone location and then scale on the top the axes, or you can snap the top of the bone to the 3D cursor (bottom of the bone) and move it up on Z axis

copper juniper
#

My mesh is not connected to the rig, yet still moves vertically when i look up or down and when i crouch. The effect is only visible locally but can i disable it somehow?

#

the rig is a basic humanoid rig

turbid spear
#

It's probably always affected by a root bone

#

Usually hips

#

And your armature still animates

copper juniper
#

so there is no way around it?

turbid spear
#

not sure

#

could weight it to something yourself

crisp tendon
#

thumb index middle

hasty scarab
#

Why when I adjust the position of the neck bone, does it completely mess up the jaw? (but only when I rig)

astral warren
#

if you are just doing invisible dummy bones, 1 bone of each thumb middle and index.
But if your fingers are meant to be visible, you need at least 2 bones in each finger so it knows which way to bend them, Otherwise the result will be very asymetrical.

sleek isle
#

Oh. That explan an issue I have in the past

#

Thumb was going in the wrong direction on one of the hands

elfin flare
#

Hey, y'all

#

This should be a really quick fix

#

In Unity

#

How do I move the Right Knee to be the first child of Right Leg, etc...?

#

I'm pretty sure it was just like 2 keys or something

mint sierra
#

you right click the avatar in the hierarchy and unpack it @elfin flare

elfin flare
#

Already done

mint sierra
#

now try to move it under right leg

elfin flare
#

Tried. It just drops it at the bottom of the list

#

It's literally being organized in the system alphabetically.

mint sierra
#

under it not on it

elfin flare
#

THANK YOU

#

Lmao

mint sierra
#

Np xD

elfin flare
#

You've made me a happy man. I greatly appreciate it.

safe slate
#

Anyone know how to fix VRM avatar upload from crossing it's knees in game?

misty ravine
#

Sorry to message over you Belial, however I need to know, does the walking animation auto generate or do I have to animate one myself for my custom avatar

crisp tendon
#

@safe slate Make sure there is a slight bent to the knees in blender

#

@misty ravine it's auto generated as long as it's humanoid

misty ravine
surreal orbit
#

I tend to have a bone for the knee, instead of it just being thigh->shin

crisp tendon
#

Unity doesn't really like that

#

@misty ravine Hard to say without seeing the armature

misty ravine
#

I'm in bed right now so I cant provide a picture but I think itll be fine, the armature is pretty standard stuff

balmy solstice
#

Question

#

Have you heard of a model having mesh vanish as you try to clear bone roll?

crisp tendon
#

Nope, but you can apply all transforms to everything in object mode first to see if that fixes it

silver bobcat
#

hey

#

@fringe citrus please can send screenshot for correct fullbody bone show.

fringe citrus
#

@silver bobcat This was my rig around the time of the tutorial. I've made slight adjustments since then but now my rig is cluttered with bones for constraints. This incorporates all the rig hacks though, and for upcoming AV3 there well be other ways to address some of those issues. So I'd say only apply a rig hack if you directly see the issue without it and want a fix. If you don't have the issue don't take it as "correct" to use a rig hack.

silver bobcat
#

Okay sir. Thanks!

hoary mulch
#

Hi! What do i need to do if i want to do custom rigged animations?? I cannot find any ways beside using muscle animator, or animation the bare bones without a rig. Is it even possible?

turbid spear
#

do them in blender or something

hoary mulch
#

yes, but using a full rig doesnt have the Vrchat rig hirarchy so it breaks

turbid spear
#

if you have all the bones for a humanoid animation you can just assign them in unity in the rig config

#

and it should work

hoary mulch
#

Basically everything works exept the reverse ik, for the feet and column, because those setups change the hierarchy it breaks i have tried

rose mountain
#

@fringe citrus any rig hack for the spine/chest from doing a 180 when headset and controllers are facing negative on the Z axis?

#

Basically when I do a hand/head stand my rig does this.

#

any hacks to fix it?

astral warren
#

Hacks are generally not recommended since updates will break them.. but you could add a twist bone

rose mountain
#

Twist bone??

#

Do you have an example or somewhere I can find more info???

astral warren
#

Yeah, it’s basically a double bone on the rig and you add a rotation constraint to it so it only copies half the rotation. Then you weight the model on a gradient to smooth out the twist. There is a guide specifically for VRChat you google like VRChat Twist Bone guide or something

#

It is a “rig hack” as far as full body goes though so updates may break i

rose mountain
astral warren
#

That’s the one

rose mountain
#

Couldn't I just add a "Rotation Constraint". to the affected part in my back in Unity? None of my other bones need a twist bone. It's either my chest bone or spine that is doing a 180.

#

Leaning towards trying it on my chest bone 🤔

astral warren
#

I have no idea if they work well without editing weights in blender

sleek isle
#

You cant be upside down in vrchat. Ik get funky

astral warren
#

I’ve seen it work a lot!

ornate coral
#

Does VRC make use of Knee armature, or should I convert this to use upper/lower leg?

crisp tendon
#

It might work as constraints, but that depends of their original purpose

ornate coral
#

It's a humanoid, normal legs.
Don't know when they got in my model, but CATS was apparently okay with it

astral warren
#

Knee bones work good as bendy bones (similar concept to twist bones, similar setup)

#

However I am not sure if VRChat can deal with them

ornate coral
#

Welp, it doesn't lol

#

It animates properly, but the bottom of my upper leg was where my floor was

#

On that note, how do I even fix that?

astral warren
#

You’ll need to reparent the lower leg to the upper leg and leave the knee patented to upper leg as well. Then add a rotation constraint to the knee and make it follow the lower leg with 50% weight

#

The result is the knee will always be an in-between angle

ornate coral
#

Awesome, thanks. That sounds a lot easier than what I was about to do

ornate coral
#

On second inspection of my armature, the knees do work properly, it was a misparented bone on my boots that was causing issue. On a side note, my whole lower leg is called knee. Don't know if that's normal, but it's been working so far

fringe citrus
#

@rose mountain I've tried a bunch of stuff to address that, even going as far as making a ghost-rig for the upper body with constraints. It sort of worked but the head gets rotated in the live build. In open beta right now head consistency is much better so the head doesn't reverse any more. So it might be possible to solve with constraints, but it's kind of a big can of worms. In any case I would wait until the current open beta if finalized/released before trying to come up with a work around

#

So yeah, now that the head-spinning seems to not happen on open beta I might give it another try (if there doesn't end up being further improvement to IK before open beta releases)

#

that's without constraints, I didn't try my constraints avatar again yet

vivid temple
#

How tf do you setup eye movements without cats

#

is it just weighting the eyes to a bone in the middle of it?

vivid temple
#

got it (I fucking hope)

silver bobcat
sleek isle
fringe citrus
#

@silver bobcat It's correct if you want to reduce shoulder flop. But when the next update comes out I think fewer people will have floppy shoulders (I noticed mine were less floppy) And also there's a new way to do full body calibration that will lock the HMD to the viewball's height so you can't have a separate rotation point (view ball) and view height (hmd after advanced settings playspace adjust)

#

You can switch back to the old mode of full body calibration with a command line argument when starting VRChat, but if you're using the new system then you won't want to do the view ball trick for shoulder flop

sleek isle
#

why not having that option in the setting. It's not ideal to have to dig into folder like the dynamic bone limiter.

silver bobcat
#

ah ok

fringe citrus
#

@sleek isle Yeah that would be nice but I think it's because they're in the middle of a UI overhaul so it's pretty unlikely that we'd get new buttons and stuff in the old/current UI

sleek isle
#

For now I think its not a big deal. I think in general fbt people know that kind of stuff

fringe citrus
#

Yeah I'm just happy that the legacy option made it in as a command rather than not have it because of UI work timing

astral warren
#

is it just weighting the eyes to a bone in the middle of it?
@vivid temple yes. And also remove the head weights from them.

#

The bone should be positioned at the point you want the eye to rotate around, so if it’s a flat iris, move the bone back a little. If its a ball, center of the ball.

vivid temple
#

Yeah I did that

#

Now I'm combining 10 textures into 1 manually

#

It's painful

astral warren
#

Yeah that’s when you want macros. Don’t reinvent the wheel here

#

No shame in cats macros to save a couple hours of clicking

#

If you want to do it truely manually you can try UV baking then you don’t end up with a grid of textures, and still don’t have to join them manually

#

Lining them all up in a grid is just doing it the cats way without the speed

solid forum
#

the bone connects to the back of the bandana which in blender is all weight painted to the bone

robust crescent
#

Need 2 bones, or it doesnt do a thing, you can set up a fake one

solid forum
#

oh, so i'll make a dummy root bone?

#

which is just not weighted to anything

robust crescent
#

add a End lenght in dynamic bone

vivid temple
#

Couldn't use cats or mat combiner 'cause it just wouldn't work with the avatar I used it on.

#

Manually was kinda faster than I thought too

solid forum
#

Thanks Thulen, worked perfectly 👌

hasty scarab
#

When I export my textures from substance painter, it keeps the paint layer but for some reason seems to remove the smart material I layered onto it
for example,

crisp tendon
#

normal map ?

hasty scarab
#

the normal maps are fine

crisp tendon
#

where are they in the second image

hasty scarab
#

the second image is from unity

crisp tendon
#

and that's with normal maps ?

hasty scarab
#

hmm.. im pretty sure

#

is there a way to enable/disable normal maps in unity or are they automatically enabled?

#

sry noob question

#

I figured out you can select noraml maps x3

#

and there was no map selected

crisp tendon
#

Depends on your shader then

formal temple
#

I imported this SFM and it came out like this, is there any easy fix for fixing this rig other than manual moving of the bones?

crisp tendon
#

Fbx has import options for bones

formal temple
#

Import options?

#

I don't know what that means

tepid spade
#

or you can use cats

#

(if it is a humanoid avatar)

mint sierra
#

Yeah just use cats

manic marsh
#

@formal temple oh i see someone else making ion 👀

#

if you need one already fixed hit me up

formal temple
#

@manic marsh Please ;-;

#

Only reason I'm doing this is cause I found one that used cameras in the cockpit and its mega gross so I'm trying to make one like the system the Ogre uses in VRchat instead

manic marsh
#

im avoiding cameras all together on mine since other players wont see them

formal temple
#

Ye they are ugly

manic marsh
#

you will notice that the one i sent you is separated into parts weirdly, that is to allow disabling the front of the cabin so that players inside can see unobstructed

lost narwhal
#

@manic marsh if you make the front cull only the front side, people inside should be able to see the outside without cams, right? btw can I have that aswell? ^^

manic marsh
#

that is what i do, but there are parts that still can be seen if i do not disable the cabin front entirely

nimble aspen
#

If Final IK doesn't work except locally any more, how are people still making new avatars like the crab that shoots laser beams from its eyes? I mean even if they could upload it with an older SDK, I thought the issue was the network IK doesn't transmit the right packets to make it work, so all the IK avatars should have broken, and some did apparently, but not all?

turbid spear
#

avatar 3.0 likely coming this week

#

probably unnecessary to use final ik anymore?

manic marsh
#

😠

#

i am extremely offended by that pumkin

sleek isle
#

How to do spider in 3.0

#

Then

manic marsh
#

so a couple of things about the ik, it does work for other player but only if it is not on the avatar armature, this can be achieved using parent constrains, second is that av3 actually broke ik even more because some values changed in the execution order apparently, so av2 is where the spider is at

fervent hornet
#

I get a good laugh anytime someone thinks Final IK is redundant after an update lmao

#

@manic marsh You can't avoid it, any avatar in the AV3 update has its values changed, even if its an AV2 avatar

manic marsh
#

yeah, by av2 and 3 i was referring to build not the version which the avatar was made for, just bad wording

fervent hornet
#

Ah alright, regardless the only thing that will invalidate Final IK for VRC is when they black list it

#

Or maybe that new IK stuff for unity 2019. havent looked into it much

manic marsh
#

dont give them ideas please

fervent hornet
#

They cant remove FIK until they make their own system since they use FIK for normal VR users

#

Thats the only reason we can use it, since they need it

manic marsh
#

Really hope that the unity implementation will be better than fik

fervent hornet
#

I think the only thing is it wont have something like VRIK that does locomotion for you, but I'm not going to spend the time to look into it since we dont even know if we'll get it

#

Probably will for VRC but it would only be in 2019 LTS or something

fathom geyser
tepid spade
#

probably bc the finger's bones were not well placed

#

like this

#

and the hand could be deformed in blender like this one

cobalt bronze
#

I was working on my model and i noticed that my right shoulder was missing under the Vertex groups. Even though the bone exists under the armature, it doesn't seem to have any weight. I tried adding the vertex group named exactly like the bone manually, but it didn't seem to be parented to it. Does anyone know how i can fix this?

crisp tendon
#

If your model is symmetrical, you can copy this vertex group and use the mirror vertex group option on it

cobalt bronze
#

Right, so how do i copy + mirror a vertex group?

turbid spear
cobalt bronze
#

Right, i think i figured it out. Mirroring the vertex group did most of the work, thanks.

ashen aurora
#

I'm looking for someone to rig an avatar that i made in blender. I've been struggling with the rigging for about five days and pulling my hair out trying to understand outdated tutorial videos. Please help 😫

crisp tendon
#

5 days ?

#

You tried mixamo yet ?

ashen aurora
#

no I've never heard of mixamo

#

will it rig up the cable like a tail?

crisp tendon
#

nope, that needs to be done manually

#

but if the bones exist then all you need to do is auto weight paint

ashen aurora
#

to be honest I'm not good at doing this stuff. can i have someone do it for me, I'll pay for the time.

ashen aurora
crisp tendon
#

isn't it facing the wrong way ?

ashen aurora
#

no its facing the correct way

crisp tendon
#

it seems different from your image above

#

i think it's facing the back

#

since the cable is showing in front of the hips

ashen aurora
#

no because the shirt pocket is showing in the front. this is how it looks as an .obj file

tepid spade
#

its the first time that cats created me toes rigs

turbid spear
#

looks fine

tepid spade
#

ok thx

mental hamlet
#

heey is there a good way in blender to make my front hair not clip into my chest area?

turbid spear
#

pose mode your armature shift select hair and weight paint mode, then you can ctrl+select a bone and R to rotate

#

rotate into a position where it clips, then weight paint it so it doesn't clip anymore

mental hamlet
#

it's basically when i run forward both of the strands just "disappear" into my body

fresh island
#

anyone have insight as to why my avatar's arms might be persistently bent? I'm a rather tall user and I had to adjust the height quite a bit over my actual height to fix the leg stretching issue but I can't seem to fix this and have my arms straighten properly at the same time.

crisp tendon
#

Incorrect proportions do that

fresh island
#

This is also happening to a varying degree on other avatars

#

bone proportions or limb proportions?

crisp tendon
#

well, they're kinda often related

#

but bone is the one that matters

fresh island
#

if the actual avatar has to have exactly my proportions that's...not a great limitation.

#

is there a reference anywhere for what bone proportions matter most for this?

crisp tendon
#

i believe that's hips/head length and arm span length

fresh island
#

ahh

#

the length of the head bone itself?

#

I'm trying to figure out what I can fudge here to not have to break my models

crisp tendon
#

no, the inbetween

fresh island
#

ahhh the hip/head distance

grave crest
#

Howdy! What's the best way to rig these legs to ensure I don't run into issues with stuff like the walking animation, etc?

crisp tendon
#

shin shouldn't exist

#

you can move the foot bone down a bit from the top

#

it might be weird though, but i've seen a lot of anthro models with this setup and it seemed fine for all

#

i'd suggest trying like that first

grave crest
#

Okay, sweet! So just empty space in the shin bit essentially?