#avatar-rigging
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Is there a good way to test stuff like walking animations in blender, if that's not too off topic to ask here? .o.
try with the shin first, if that doesn't work at all then yeah i'd suggest going from thigh to toe and use the toe bone as foot
You can test those easily in Unity
Sweet! I'm really new to unity, so if you have any advice on how to test animations there I'd really appreciate it Q_Q
You can create a new Animator controller, add a walking animation in it (they're in the sdk), drop the animation inside of the empty animator, place that animator inside of the animator component on top of your inspector when you clicked on the avatar in your hierarchy
Okay, hold on.. sorry, I'm sort of dense with this - I added an animator component to the model and have found the walk animation in the VRChat assets, but am not quite sure how to connect them..
your model already has an animator component
you need to create an animator controller inside your assets
then double click it
that's where the animation goes in
I'll record a gif
actually there's an easier way
@grave crest
OH. I just did I think what you just sent accidentallly :'D Freakin awesome, thanks so much @crisp tendon !
One more question - is there any way to test lip sync animations in unity? D:
sliders on the skinned mesh renderer, under blendshapes
usually on the object called body
Hmm.. The look of the smoothing of the mesh seems to change with the sliders..
You need to enable legacy blendshape
Either click on your avatar in your files and it's at the bottom of the Model options
or check the SDK upload tab and there's an auto fix
perfect
Peak performance
Keeping the inbetween bone helped, but the legs are still stretched out kind of strange..
yeah due to the animation itself the leg orientation has to adjust
you'd need to make a custom walk animation if you wanted your legs to remain the way they are in the pose
Gotcha, thank you for all your help! :D
Any idea why CATS do this when fixing a model? I used my own rig and renamed all the correct bones CATS needs... but it does this and other issues
I tried this but then went to make the eyetracking and it's all messed up
Apply transforms before doing the cats fix
This is the model before fixing it
how to correctly revert the neckfix? how does weight paint on neck and head look like
(Idk why the orange thing wireframe, not used to Blender myself)
other rimes this happens after fixing it...
Did you apply thr rotation
Yeah I did, but I think I'll have to give up with the rig I made, even after making it work it just messed up other things like the blendshapes :(
I thought any rig would work if you just renamed the bones, but apparently that's not the case
Waht about stop clicking fix af ter you rotate the rig and mesh
You should use only once I would say
Well I fixed it only once, then exported the model and re imported, the fixed again and this made it work... but some bones got deleted, blendshapes corrupted after the first rotation and it's not worthy anymore... I think I'll sadly have to re-rig it with a simpler MMD rig I got
I tried rotating it and playing transform and such but this always had some sort of consequence to it afterwards
CATS sure don't like Maya rigs..
Something I only came to realize now when doing 3.0 eye movements, both my eye bones are not zeroed and uses opposite values, how do you zero it?
Already got things working, even though it's not zeroed
Does anyone know how to fix the neck snapping when crouch walking?
3.0 update messed up a bunch of my avatars and now they all have ragdoll necks when crouched and moving
You should post an image of your armature
ok, the biggest thing I noticed is the neck bone is tiny, the head is also connected to the wrong part of the neck bone I think
the head and neck bone are in the exact same position, the head is not connected to the end of the neck bone, but rather the start of it
What you have highlighted is not the neck?
I had to hide the head bone cause the neck was inside it
Oh the head bone is really big?
Yeah you need to re rig it so that the neck and head bone make more sense anatomically
I don't know how to do it, been trying to figure out how to link the head to the end of the neck bone, only know how to extrude bones, but not re arrange their link
Select the head bone, shift select the neck bone, ctrl+P to set parent, choose offset
You can scale the head down as its position is wrong anyways
ok
I'm in 2.79 but theres a button in the object menu that lets you change the bones to wire instead of opaque
So I'm messing with the new Avatar 3.0 but I dont know where or how to make a "VRC Expressions Menu"
only connected shows up as a parenting option, it won't let me choose offset?
yeah it was already linked, but it was not set up end to end
how do I move hust the head bone to make it aligned then?
Have it selected and press G to move something
you can move the whole bone, or just the head/tail
I only wanna move the start point of the bone/adjust length, I don't want the rest of the armature moving with it
If you move a bone in edit mode it wont effect the children
thanks, will upload a test model using the fbx, hopefully that stops the weird neck behaviour when crouching
if not I will try moving the hip bone next, cause its very slightly below the legs when its suppossed to be above them'
Your weight painting is probably wrong btw as the head was probably doing everything
But even with busted weight painting just moving the bones and redoing the rig config in unity should fix the head snapping when moving
if the head bone was where all the weight painting was then it might make the model's neck look weird in game, will find out soon enough
still can't believe the subcom models had rig hacks, thought they were more polished then that, anyone who used the neko 2.0 base is going to have the same issue
neck is still snapping, like nothing changed, is the neck bone too small?
Show an image?
of the armature or neck snap lol
armature
The head of the neck should be at the top of the chest
gotta lower the neck bone so its connected to the chest?
I can do that then scale the neck up to make up for the gap between the head and neck
Yeah should look remotely like this
Its hard to gauge since I cant see your mesh but try that in game
Make sure you are redoing you tpose as well
How do I do that? I'm very inexperienced with blender, have only used it for merging a head with a body previously
Redoing the tpose is in unity
Yeah just try it in game and see whats up
Nothing changes if you dont redo the tpose tho
ok, so reset, then enforce tpose, at least I dont gotta remap anything i guess
Yeah I didnt redo the tpose first time around either
Yeah the model shouldnt need anything remapped unless unity fucks the auto mapping on reset
well... it will, unity doesn't recognise the hand bones for nekos so guess i will need to do that again
I dont have to hit apply between reset and enforce right?
just after pressing both\
Yeah apply when done both
k
I'm trying the first change again since I never did that the first time around, if it breaks will reimport fbx with the new neck changes and try again
welp, reset pose reset my view height, gonna reupload again, at the very least I couldn't tell if it was snapping
is it possible to import a model rigged for UE4 into blender and adjust the hierarchy to fit a humanoid avatar
i have this guy but his shoulders are assigned with the neck as a parent
What file type is he?
i'll repaint the vertices and stuff i just can't find a way to import it properly
FBX
Yeah blender natively supports fbx import
it also came with the .max files
would adjusting the hierarchy be simple? I'm not super familiar with blender
Yeah its real simple
Just shift select both shoulders, then shift select the chest, ctrl+P to set parent, keep offset
do i do that in pose mode?
No, edit mode
so select all three, with the chest being last and then set parent?
Yeah
The changes in blender helped a lot, the neck is still trying to snap when moving in any direction, but its so minor now its just a slight head bob
That may be due to the weight painting, the head is probably aggressively weighted since it had so much influence before
when i exported it has a camera and a light on it now, is that cause of blender?
should the neck bone just be a bit longer to fix it completely? I have an idle animation and if I lean my head to either side the idle causes the head to move around
You should just delete em
its fine in desktop I believe
Everything is fine in desktop since nothing is going on lol
I will open the weight painting and take a look at the head, but I know very little for wiehgt painting
I think its different in 2.8 so I cant guide step by step
But you should just have the head in pose mode and see the color, red is weighted max. Should stop just under the jaw
You gotta turn on x-ray for the bones or youre not going to see anything
the only option i have for parent is "connected"
getting deja vu
but in unity it says the shoulders are a parent of the neck
Can you post an image of your hierarchy around that point?
Maybe its a 2.8 thing, what happens when you do connected? Should move the whole arm
it doesn't change anything
i think i figured it out
you have to click on the little cone that comes out instead of the ball on the end
idk why
just 2.8 things :)
how do I turn on xray? I can't select the head bone cause the mesh is in the way
I have no idea in 2.8 sorry
They changed the name and location of the button IIRC
It's also getting mad at me that the pelvis isn't the parent of the thighs
but I'm not sure if I actually have to fix that or not cause the pelvis is only the roottransform it looks like
the xray is already on, still having trouble selecting the bone though
@merry vigil In 2.8 you have to hold ctrl to select bones in weight paint mode IIRC
yeah, its still trying to select the body instead
@spark ocean What happens if you reset and enforce again?
@merry vigil Might want to look up a video on weight painting in 2.8 as I cant help you much with it
blender broke the hell out of the fingers
@spark ocean Check the finger positions in blender yeah, they were leaf bones so blender doesnt know wtf to do with em
how do i make them not that
straighten them out
No thatts not fine lol
Uh try reimporting it with some fbx import options changed
Like auto bone orient and force connect children
Nah blender uses bone tail and heads which like no one else does
ah ok
well i imported it and it kinda died
trying it again rq
but the rotations are completely destroyed
okay i think force connect children broke it
let's try that again
this just does not want to work properly
Yeah its going to take fiddling sometimes
would ignoring leaf bones help?
No, that would delete bones with no children (fingers, toes, head)
Glad to hear
i had to set the primary and secondary bone axes to z and x
and then do it to the export as well
materials didn't survive the export though, i guess i'll have to reapply them
is there a way to fix the angle and the pelvis issue?
Uh what was the exact problem again, legs not parented right?
no i got that
it was the same fix
but the issue where unity says full body tracking might not work cause the legs are too close to the pelvis or something
Oh the angle?
yeah
What was the angle?
170.8
What that is saying is your legs are like /\ or \ /when they should be like ||
oooh i see
i kinda like the legs more angled outwards in animations anyway though haha
180 is the right value, but things close to it dont matter yeah
Only time its really a problem is like sub 150
my beautiful boy
Glad you got it all working dude
thanks for the help, i appreciate it
i would've taken it into 3ds but i'd have to redownload it and try to figure out the .max exports anyway
would've been just as stuck and hopeless anyway
Its those colliders, they are massive. What happens when you press play in unity?
It's the second screenshot, I move it left and right and the Hair and clothes goes accordingly
I didn't add any colliders to my avatar tho
I originally did add to the fingers, but then the play scene was bugged like it is in game and I removed it
Well nvm, I just found out the colliders were still there
Thanks for poiting it out
Yeah the yellow lines are the colliders, does removing them change anything?
I got the neck working thanks to your help, Can finally move on to updating the avatars
The neck still doesn't play nice with the idle animation in vr, so just gonna remove it
Yeah you can always edit the idle animation if needed
I unchecked bake into pose and it stopped behaving weird, its actually an improvement over how it was before now
so, avatar 3.0, huh? how can i fix it?
what's wrong, the hands?
So I got a new problem, I managed to overwrite my old fbx with the neck fix, but now the eyes are looking up. It's only happening to the model in the scene, the fresh fbx is fine
Candy wrapper on the arms, clear your bone rolls @meager ether
@fervent hornet they are cleared already, it's 2.0 avatar, this problem appear after update :c
Maybe try reuploading it on 3.0
why did random bones on the avatar move? my eye bones moved when overwriting the fbx with the neck fix, I put the new fbx in side by side, the new fbx is fine, but for some reason on the old avatar it moved bones
anyone know if Unity supports something like Blender's "stretch to" Bone Constraints?
nope
Im not sure what you mean by supporting "stretch to" since that doesnt make any sense really as bones cant stretch in unity as they are single points
@fervent hornet gf was hoping to create pistons for some cybernetic looking arm things, that are basically outside the arms themselves
but if you just tie them to the arm bones the convenional way, they'll rotate with the arm and not follow the axis of the piston
animate them ?
pistons are lerps, so they can also be blenshapes
you can do that with 3.0
You can easily make pistons using constraints though so its all automatic, just a couple look ats
๐ค
afaik that's what Sentinel did for his entire avatar
Yeah it is, he used dynamic bone colliders before that
got a link or a post I can look up?
thank
Dunno why no hyperlink but thats the official documentation
yeah np got it
But yeah set up the piston with bones on both sides, make those bones look at each other, easy piston
neato tomato, thanks a lot!
yes
how? i cant really grasp how
gravity y = 1 ?
but will wont that relate to the roots rotation?
i usually use force y, around -0.02
Thanks!
Is there any way for me to stop the movement of the should joints of an avatar?
hey so I have rigged my avatar and now how do I link them together?
I parented with automatic weights but it did nothing on pose editor
fully rigged, i think I did a good job
Anyone know how to fix this?
Just ask tupper to revert the game
we need armature pics
Yeah lol that would be nice @fading verge
It's not my model so I don't have pics of the armature
Rip
Rip
My friend got so pissed that his model he worked on broke so he quit lmao
just tell your friend to play it alone as well
Halp, part of my mesh isn't moving with my armature even though its weighted
Correctly weighted to only that bone ?
I'm trying to fix my avatar so my scarf doesn't clip into my body when I move my arms around-- any tips on how I should approach this? (Gif example: https://assets.cyberkitsune.net/share/2020-08-07_17-19-09.gif)
weight paint it to the shoulders and stuff
go into pose mode in blender and make a pose, then paint it until it doesn't clip, then make another pose and repeat until it doesn't clip anymore
You could also try transferring weights to it and just projecting your body weight painting to it
so weight paint on the scarf or on the shoulders around the scarf? o:
@wispy peak Which part isn't moving then ?
@odd kernel Does that also happen while standing still?
@wispy peak make sure it's not assigned to any other bone
Hello, my head seem detached from my chest and neck since the 3.0 update, before when I rotated my head right or left there was a curve between my head > neck > chest > hip (I have FBT), now I have to move my hip to move my chest and neck, and when I lower my head it goes in my neck. I have no experience in blender but I'm trying to understand, what could be the problem ?
I think its okay weird enough, Uploading now to test in game
Still no armature screenshots ?
my problem since new update is when I tilt my head on the right my chest go the left and when I tilt my head left chest go to the right
Did you check your weightpaint ?
How do I do that ?
in blender ?
๐ค I'm a noob with blender
Well, select the armature, shift select the mesh and ctrl + tab
then select the head and neck bones
and look what's painted to each
nothing happen when shift selecting the mesh hmm
yeah the mode switch is ctrl + tab
?
then right click a bone
in the mesh ?
in your armature yes
I can't
then you didn't do it correctly
go back to object mode
select your mesh, then shift select armature, don't deselect the mesh
and then ctrl+ tab
oh sorry
select then armature and then shift select the mesh
and then ctrl + tab
that should work
I can't click on the mesh after clicking on armature, I can just select the entire rig bones
Or any bones

I'm doing the same thing but doesn't work
then I ctrl + alt, I click on weightpaint
i wrote ctrl + tab
that's what switches to weight paint mode
when I shift + right click the bones it work
I mean
shift + left click
What do I need to do here ? ๐ค
well there's space inbetween the bones so no
you select the bone in edit mode, and in the relation tab you click "connected"
Doesn't seem to have connected in the relation tab
oh ya !
like this ?
It seem difficult here
I think it want to connect to the wrong bone !
I understand now why there was problems with my model
Parent is the hips but it's trying to connect to the spine
oh ya damn
idk how to change that ><
it seem to connect to the top of the hip bone
and the hip bone if merged in the spine bone
You can change the parent manually in the relation tab
hip is fine
the rest might need adjustments
those bones aren't supposed to be connected
nope
I fixed it ruuubick lol, it was because i edited the mesh with all the other shapekeys finished so it messed it all up, Just separated it, removed the shapekeys, and reattached it
yup no idea what to do here, any ideas ?
@proud prairie it looks like the hips are attached to the spine instead of the pelvis
@spark ocean indeed the hips is attached to the spine
hips > spine > chest
I don't have a bone for the pelvis
eh i guess that's the way it's supposed to look]
mine look like that
what was the issue again
head was detached from chest and hip detached from leg and tail
I was able to attached again my arms and head to chest
but idk for the legs and tail
you think so ?
it would help to attach them if you can
but ultimately since those animations are only additive it shouldn't make a difference
It has to do with the fist gesture loaded into the avatar
I have Monster Hunter World Monsters and i want to make human hybrids but im not sure how to attach the parts with functional bones and a good mesh "meshing"
in blender and unity my avatar looks fine, but in the game his eyes are sadly falling out of the skill, i needed to rig the eyes myself. how could i possibly fix that?
is it now possible to have non humanoid avatars with body tracking?
Hey, could any of you help me with the rigging of my character?
It's too complicated and it frustrates me
Good morning, does anyone have a good tutorial/video on adding colliders to hair? I'm having trouble figuring it out.
Why collider on the hair
hey all, been trying to help out a friend with an avatar recently that really doesn't have a neck
it's ion from titanfall 2, and i'm looking to make the eye in the chest be the avatar's head. thus, he doesn't have very much of a neck. any ideas on how i can get him running with a pseudo-neck or otherwise?
looks like i may have to add another bone as a neck and make sure that eye is attached there
is there any way to have the sleeve move with the arm? i hate how her hand clips through the sleeve when moving in vr
nvm i legit just pushed it back LOL
Is there a way to put a preexisting weight on a bone. For some reason when i mirrored my model after some changes it didnt mirror the weights properly. i have the vertex group for the weights still, they just arent appled to any bones on my right side
@crisp tendon Here you go:
How do i preferably screenshot the weightpainting for you?
Do you want me to pose the mesh or just in weightpaint mode?
Would be good to see the behavior on specific limbs in blender and in vrchat
would help finding out what could be the culprit
Alright i actually just found the clipping issue actually
but the snapping to the side problem still remains
any gif of that ?
Dont have one rn sadly but its basically everything from the chest upwards moves slightly to the right on the x axis when locking in in fullbody calibration
just like a lil snap to the right
Are you using the legacy calibration ?
Make sure to clear bone rolls in edit mode in blender
can generic avatars use visemes now?
This isnt the first time ive encountered an issue like this but none of the fixes i usually use work
im actually running into a wall here idk
Do you have a screenshot possibly for how the shoulder bones should be positioned?
I feel like that might be the issue here.
cause im not sure they are meant to be so far down?
I don't think their position matter that much
rather arm length in total is relevant
but that wouldn't explain tilt
check out Kung's pinned video, he goes into a fix for the tilt iirc
but i don't know what would cause it on correct models
maybe your trackers are the cause ?
works fine on other models
thats why im slowly losing my marbles over this
Im gonna try kungs fixes, ill report back
does anyone know about visemes and generic avatar?
anyone want to try and do lip syncing for a model of mine as I can't seem to do it
There's something I'm a bit unclear about. for the spine, am I supposed to only have one bone for the spine? or could I have an upper and lower chest?
for 2.0 yes, one spine bone
I know I'm going to sound like a complete noob for asking this but how do you create a set of fake bones for the legs?
select the hip bone in edit mode, press e + z, disconnect the bone, move it away from the hips, then e+z two more times, duplicated what you did
There is no hip bone. Can I just use part of one of the default humanoid rigs for the hips, legs, and feet and just parent that onto the spine?
Does the pelvis count?
yes, pelvis is hips
yeah that's fine

how do i choose a default t pose?
You can force a t pose inside of unity
Can I get help figuring out why my avatar is being eaten by the floor?
this is an inordinate amount of hair bones, is there a decent way to optimize this?
For whatever reason my blink animation doesn't work if I add custom animations to a vrc avatar descriptor, I've done this many times before but I'm probably skipping a step, any clue what would it be?
@spark ocean CATS has a "merge weights" option to merge the weightpaint of your selected bones onto their parents
Awesome thanks
It'll make the hair less floaty and stuff with all the single bones but it was just way too many for me to consider okay
Yeah, short back hair doesn't really have to move that much anyway
voice command @pulsar yoke
Forgive me for this, unsure how to talk of this. Somewhat new to rigging and so forth. I seem to have this issue in-game where the avatars mouth is wide open. (There is a jaw bone). I will say that the rig itself is not mine, but from Sims 4..
Looks similar to this in-game.
Un assign the jaw bone
Unassign in unity or Blender?
Unity. If you use blendshape
Tested. I thought I did that earlier.. Thank you very much..
Any ideas why in game the length of my left arm for my avatar is longer than my right? Or so it seems. I can stretch my right arm out perfectly, but my left arm stays slightly bent. I tried Index and Vive Controllers. I had to extend my vive controller out another inch or so to make my arm straight. All the bones are equal in size in Blender. I measured in Unity, the wing span is equal on both sides. Not sure if this matters but I use fbt. Tips would be appreciated. Thanks.
nevermind. All avatars do this for me so it has somthing to do with my roomscale I guess.
don't know if this is really a rigging thing, but i'll ask it here nonetheless: how do you get a bone to match your head's viewing angle, and not position?
for example having a shoulder cannon follow the direction you're looking
got a workaround with look at constraints from the eye to a game object, where the game object was parent constrained to the head
My entire arm is painted entirely red for the upper arm bone but when I move it the bones go out side of the mesh like the mesh is only set to like 50% influence
I fixed the fore arm bit leaving the rest of the mesh but the fingers are still doing it
do you have a shoulder bone
yeah
yeah don't make the whole arm weight painted to everything else
For some reason being, in a standing position, my avatar's legs come together and he stands on tiptoe a bit. I made many different attempts making changes to the rigging but always with the same result. Any idea how can I fix this problem?
, the rigging looks fine..
You need a custom idle animation
Yeah that would work
Oh! I will try that, thank you ^^
this is how my shoulder, bicept, and fore arm are painted
but that is how it moves
It should be something like this
thats how it is, I don't one fall off since it is organic
it is not organic
it moves like it should, the bones just don't influence it enough
I just went back to an earlier version of my model before I added a hip bone and it works fine for some reason
figured it out
it was because I made the root hip bone influence the entire mesh lol
silly me
oooh, Yep that'll do it
So I setting up a model for vrchat and theres probably small stuff i need to fix but when putting in unity the like whole chest flips backwards and the feet all twist weird? im not too sure how to like exactly explain it but ive never ran into a problem like this before
See if clearing bone rolls helps, also what's with that giant bone in the middle, and why is your spine / chest offset to the left?
sounds like a cats fix is in order
mhmm
i did cats and it did all that oddly. i can fix the big bone yeah it was attached to the glasses, but bone roll im unfamiliar wirth
You should be able to clear bone rolls by selecting the armature in blender, pressing tab to enter edit mode, select all bones, then Alt + R.
i cleared the rolls and tried fix again w/ cats and the chest area is still flipped, gah this is weird
@inland crest that looks like what happens when left /right arms or legs are assinged to the opposite side. Check the humanoid rig configuration in unity and click on the the bones that are slotted in and see if the bone that gets highlighted in your avatar hierarchy is visually on the correct side of the model
If the bone names are reversed in blender, unity can auto assign them reversed
I'm in bed right now but thank you!! I'll try that in the morning <3
Np, if that was the case also there's a blender command, I think "Flip Bone Names" that will automatically swap RL naming
anyone knows why my self rigged eye balls are "falling out" of my skull in the game? it looks perfect in blender + unity
so im having issues with this
the rig in blender looked fine
and i rigged it in blender to be how its supposed to be
but how do i fix this
nvm got it
@fringe citrus Your fix worked!! thank you so much! i used blender to flip the bones and it worked :D <3
Can I ask a newbie question - the other night I saw someone in VRC jump onto the lap of another person - without sinking through. Me, I walk through people, they walk through me, we are ghosts. But these two seemed to have skin that worked like colliders. Is that possible? Is it common or difficult?
avatars don't interact with eachother at all even if they have colliders enabled (if they did - it would open up grief potential or desync issues for e.g. blocked avatars)
it's likely the person was using FBT and was just miming the action by jumping onto a chair in their real space
Does anyone have a good beginner's tutorial for rigging/bones/animation etc?
@robust rivet Thanks, I appreciate that and it makes sense. Although after I asked the question I found a 2018 YouTube tutorial by Kareeda, showing how to place "capsules" around one character's hands and another character's tail - allowing the tail to be pushed around. There' a video suggesting he seemed to have accomplished that with a specific pair of female body features also....(yup the things we spend our lives on) (don't know if that was the same technique). But the hands/tail video title was changed to "No Longer Available Locally" (sounds bad) and some of the comments (which I wouldn't understand) seem to suggest this can't be done anymore. And in any case it look challenging. Well, seemed like an interesting idea anyway. If you're interested the Youtube video - if I'm allowed to paste links - is : https://www.youtube.com/watch?v=Ma-EP8vLCZc
i think this goes here but correct me if wrong, but can blender corrective shape keys work in vrchat?
Yes they work in vrchat
I'm working with a character that has basically no neck, can i just not weight the neck bone? It will be there but it's basically useless.
I'm guessing I should as I think this is an issue with rigging, I'm not really sure though. The issue I am having is that if I crouch/squat past a certain amount my legs move backwards (I'm not really sure how to describe it) Here a pic on the normal up right and crouch/squatting state.
I feel like I need to have toes in order to fix this but I know that's not true as my other avatars work perfectly fine...
The default crouching animation is bugged, it's not a rigging problem.
ah ok, got it. Thank you for the answer!
If by chance do you know of a way to fix that?
Make a custom crouching animation.
That's really the only way to fix it.
I assume this is Avatars 3.0 stuff you are doing right?
I assume this is Avatars 3.0 stuff you are doing right?
I assume this is Avatars 3.0 stuff you are doing right?
If it's SDK2, idk. But the default crouching animation for 3.0 is bugged.
How can i make an avatar that is invisible and then can be triggered to appear for a jumpscare like lolathon does? Would it be an avatar that is blank with a dummy that switches on through a gesture?
i'm really up to my wits end with this avatar. everytime i enforce tpose in unity it insists on moving itself sideways and having the arms in front and behind it rather than to the sides, and it doesnt even fix anything. it shows up sideways in game too. any ideas?
dont enforce tpose?
i dont think you need to have the model in "proper tpose" in unity rigging
@sweet tundra thank you, i'll try that!
@sweet tundra nope, only from the front, you had it correct with the bent knee from the side view
ok
well
i did it but it seems to still have the same issue
im gonnna go to bed for now so @ me if u have a solution.
is there any way to get a third bone between the two arm bones like this for vrchat?
so it bends nicely?
you gonna have some difficulties for the mapping
@eager geyser I posted about doing this awhile back: https://discordapp.com/channels/189511567539306508/390924372782612480/712325686953508925
oh nice
I'm about confused about the letters though. could you send a screen of the bone hierarchy?
@eager geyser Here's how I have it set up on my leg:
The screenshots and discussion from back in May are more the principles of how to get such a system working. I haven't had time (or felt the demand) for doing a full tutorial on my own setup which is kind of what it'd take to walk through it all
But the idea for how it works is in that linked discussion
Basically you have the child bone (lower leg, lower arm) deflected the more it's bending in
And accomplish that by using an aim constraint that makes the deflection look at a position bent slightly away from joint (elbow or knee)
you bend the aim-target slightly away in response to how much the child bone is bending (lower leg/arm) by using a rotation constraint with low weight to only copy a small part of that rotation from that child bone
But yeah step-by-step on my setup would take awhile to go through. If it seems like there's a demand for more realistic knees/elbows via constraints I might make a guide at some point
To obtain a better result, it would be enough to use a dual quaternion weighting but Unity does not natively support dual quaternion, however it is possible to implement it using compute shaders (has anyone ever tried in VRChat?). To get a good result, I suggest you to block the max influences at 3 and simulate a bone cage, it should not conflict with the bones structure...
Is having an Upper Chest bone still bad for IK and/or FBT?
someone knows why my rig doesnt show up in unity?
i try to import roblox avatar
i have it rigged but my rig doesnt show up in unity and i get alot of errors
@rancid arch Upper chest bone was only bad since it disabled eye tracking. In AV3, you set your eye bones manually so that doesnt matter anymore. Upper chest bone is superior since it gives FIK another joint to bend at
Okay, so then that shouldn't be what's causing me issues. I'll continue probing and trying to figure out what's going on
When calibrating FBT the head drops, making the spine cant to the side and knees bend to try and IK to position
question:should bones in rig all be connected with each other or they can be separated?
They can be separated
ok thank you
When editing some bones might be easier to manipulate when connected, like thigh>calf for example
but when it's all said and done Unity doesn't really care from my experience
You probably will be missing bones, VRC needs a full humanoid which I dont think roblox characters will have
hey quick question! do y'all put shoulder bones in your models? I"ve been fighting with VRchat's shoulder rigging for so long that I might just..remove them alltogether
I use smallish clavacle bones, and then the "shoulder" is the head of the upperarm bone
Well you cant remove em cuz that would invalidate the humanoid rig
^
I've seen if the clav bones are too long the avatar will tend to shrug downward heavily
Yeah shoulders should be pretty weak imo
YEAH that's the main thing
Found my issue! Hip bone was slightly intersecting the height of the leg bones
I actually just tried some Big ones and it looks a LOT better than my tiny bone method but I"m worried about how vrchat is gonna handle the slouch
I haven't tested it enough to recommend it yet, but setting the head of the clav bones higher should allow more accurate upward reach with the short bone length
though I haven't tested it much to see if it causes jank elsewhere
(ignore the neck the entire head has no weights) but dang this actually looks natural with automatic ones
I'm so sad that the slouch will probably destroy it
OOF yeah here's my slouch test those shoulders are GONE
this werewolf guy just went from a lumberjack bodytype to a couch potato
maybe I can do some magic with the upper arm bones
If you keep having problems you can try twist bones in the shoulders to the chest to reduce the influence
OOOOH good idea
yeah I noticed VRchat's rig animations kinda of twist the shoulders forward before bringing the arms up which is what causes that pinching problem
Do i need to name bones "Hips" "Head" ect or Unity will automatically find bones even if they have different names?
Whelp, apparently it wasn't the only problem. I reverted my armature to undo other attempts to fix the issue, moved the hip head up above the thigh bone's head, and it's still dropping the head down. I brought both armatures into the same blender scene and the only difference between them now is that one has the upper chest bone
the one with the upper chest is the one that's breaking. I am confusion
Hey I have a strange issue where I try to fix and adjust my spine and hip bone but after importing it to blender it goes into ape shit literally becoming bizzare shapes unless I re place the model
Screenshot ?
After many iterative tests, my armature stops having issues only when I move the hip above the thigh bone head(as recommended in FBT rigging documentation) and remove the upper chest bone
I was really hoping to get the upper chest bone working too, so I'm unsure what the deal is there
Can't show right now. It got me so pissed off I had to take a breather break.
Maybe I should underline the core issue
In the Avatar 3.0 for some reason the legs in my avatar go far back when I crouch / lay on ground
I suspect rigging issue
@rancid arch in avatar 3.0 ?
Yes
How did it look ?
Since it got bumped away, my issue is the head is dropping low and causing the torso and legs to IK down to match
Found my hip bone head was a little low, and fixed that, but the issue doesn't go away until I also remove the upper chest bone
FBT btw
All depends on proportions 
Same avatar, same proportions, matches me 100% (confirmed with T-pose image in blender and in-game when the upper chest is removed)
two versions, one with UC bone, one without. One with lowers* head
I can continue as is without the upper chest bone, but was just hoping to get insight on what was going on and see if there's a way to make it work
If you have screenshots of the different behaviors that would be very helpful
I can get some, hang on
Head in relation to viewball, no Upper Chest bone
Head in relation to viewball, with Upper Chest Bone
(Both pics I'm lining my finger up with my eyes)
side, no Upper Chest bone
side, with Upper Chest bone
@crisp tendon Took a minute to get the pics lined up, but here they are
Tho I gotta' go to bed now. Worst case scenario I just merge the bones for now and if/when it gets figured out I can redo it
Thank you !!
OH now see why my last upload have bend knee.. seen to happen when you map the upper chest
the spine seem to twist on the side as well. rip
Cropped:
the focus of my problem is the legs. what bone / setting in the sdk should i change
second problem in the Unity. when i try to change / update the avatar the old one on sceen just dies. (on right) even though if i place it from asset list it is fine (on left)
You can't overwrite if you change anything with bones
What does your armature look like in blender
front/side view
it is a bit of a mess due to the hair / skirt
main bones selected to make them visible
yes
Thank you so much.
you are a life saver
then if we set up the feet... how the toes?
toes should be straght as well. to be sure
Correct
But if you're using FBT unmapping the toes in unity humanoid configuration is usually better
thanks i will see and tell how it goes.
i still have unity problem with importing
What problem ?
Make sure to apply all transforms to your model in object mode and clear bone rolls in edit mode
If you make bone changes, you need to reapply the tpose in the rig configuration
in the rig config it is a t-pose
But if you're using FBT unmapping the toes in unity humanoid configuration is usually better
@crisp tendon YMMV but SDK2 works better without toes. As of SDK3, walking looks better with toes.
At least if using auto footsteps
On SDK3 They just kinda shuffle without toes
Could be something very specific to my rigs though
Ah, will give that a try then
Oh, i just noticed your rig hacks
you have inverted spine and stuff
and your hip isn't above your legs either
that's like all the nono at once
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
Then you'd need a custom crouch animation 
great. and i have no idea how to make one.
thanks for everything. i will keep on searching
oh no....
the animation it self looks that horrible on the avatar
well at least i know now what to do
well then i have a question about animation
are twist bones needed for the arms and hands?
needed no, supported yes
As far as not being able to overwrite FBX when editing the armature, I've found setting the FBX rig import to "none" or "generic" then back to humanoid fixes it
Basically just getting Unity to reset the rig import after overwriting the fbx
is there any way to simulate full body trackers in vrchat or inside unity. Just for testing avatar.
does vrchat support upper chest bone now?
Upper Chest bone was giving me issues, but I've been told a few times that it is supported now. If you try it out make sure to have a backup just in case
@real wedge Don't be new to this. Just go into weight paint mode and paint the vertexes to the bone.
Will cloth physics in blender transfer over to Unity?
No, unity has its own cloth system
When I am in full body, my body is too far forward compared to the avatar, how do you fix this? This is a v2 avatar and obviously we're on v3 calibration, and it might be the v3 calibration not allowing me to walk into the model.
but other v2 avatars are fine
Everything looks fine in blender, unity, no indication that anything is wrong so I don't know what to adjust
Where's your view position set? If that's too far back into the head (there's a poor suggestion of setting it to be fairly central in the head) that would drag the body forwards during the v3 calibration
If you look in the mirror do you look normal? If so yeah itโs all view position
Hm, that looks like a reasonable view position, but from what I can see this avatar head is disproportionally large compared to the body relative to human proportions.
If I look in the mirror I am off-put and run away screaming.
Adeon no idea what you mean about looking normal in the mirror ๐
Your body may be a bit more in front than you are expecting just in general - in V2 calibration everyone had a tendency to bind way too far forward because it โlooked normalโ to them. New calibration forces you to be lined up with view position so it might be you just arenโt used to seeing your vr body where it really is. Put your hands on your chest to check.
Do check with a normal proportioned avatar as well (x or y bot) to eliminate weird proportion oddities.
It's normal for Nanachis to have large heads, and other avatars of the same design are fine. This one is just somehow bugged.
My tracker balls are forward compared to the model
Used zoichi in fullbody it was fine, canโt speak for lexichi base
Actually a lot of the 3.0 test world avatars were nanachis lol
I can compare lexichi to lexichi, this particular one is messed up. Others are not
I do notice that under the new calibration system the body kind of sides to position on a bit of smoothing delay, so stay stationary for a sec before locking to make sure it fully slid in
The issue is not a bad calibration, I think it's a similar issue to if a model is in the floor.
And make sure your head is looking level forward, it never used to matter but it matters now
Ok
This is just a hunch but make sure the overall scale of your root game object is 1 1 1, adjust size with model import or scaling in blender
I havenโt tested but Iโm suspicious
What is a root game object?
The top level game object, the one that has your avatar descriptor on it
I canโt imagine why youโd feel like your body is too far forward, it definitely doesnโt look like the side it would cause that if anything you would have the reverse problem
Recommend standing in front of the mirror and putting your hands on your chest and seeing if the avatar does the same or if they seem to stop too far forward
Thereโs a small chance it might just be in your head and you arenโt used to it being accurate?
will be back with screenshots
I just tried the arm twisting video and moved the elbow back a bit but I am still having this issue in game with the arms twisting
The arm is twisting like this when I lay on the floor in desktop. Any help is appreciated!
Clear bone rolls in edit mode
Ive done that too :<
what does your armature look like ?
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
you're sure you cleared bone rolls ?
yeah I pressed a and alt r like in the arm fix video
checking them now and no rolls
Looking at older avatars that I had no issues with before there are some broken rotations so idk if its the avatar 3 update
Ahh I feel better now even the default avatars are doing this

vrchat send halp
Can you record a default avatar doing this ?
ah, i guess it's just the pose
Yeah crouching and laying on the floor are no bueno right now
how do you test your visemes in blender?
You select the skinned mesh renderer and move the slider values of each blendshape
wtf
@near current It's in the hierarchy on the left
ok but how do i get the menu to rigg it for vrchat
in the armature tab of your model
there is no armature tab
Then there's no armature
click on the model in your assets on the right side you'll see model options
one is armature
that's where you configure it
generic > humanoid
k i figured it out
hey guys, I've had a problem with my avatar's rig since the new update with the knees acting weird. I posted about it on the forums and got a response, but I don't really have the experience to make use of this info, let alone know if i'm doing anything correctly, a little guidance would be greatly appreciated.
Hey guys, I have an avatar with a digitigrade rig, ever since the new update the bones in my legs seem to align to the world and donโt rotate with the rest of the model, Iโve re-uploaded it with updated unity and vrchat sdk but the problem persists, the rig type is listed as h...
hey
anyone has any idea why tf my arms are super short?
in vrchat, of course
irl it's just bad genetics
Is there a way to hide objects with a shapekey?
i have a part of a mesh that is a gun and i want it to hide in Basis
Okay I figured it out, I just shrunk the guns to 0 size
so this wasnt a thing before, (the shoulders flip) https://gyazo.com/ad2406646c03c227485877a9aad1e139
but after the update this started happening, does any1 know what this might cause? bone roll?
@night portal every avatar 2.0 does that, its a bug I assume, not sure if that's going to get fixed.
Okay, yeah i figured with other models it does the same thing, Im trying to learn 3.0 since yesterday, going pretty well but i just hate these default proxy animations
The crouching is not the same like it used to be, its like the avatar is in a usain bolt position x)
yeah its annoying
I hope they update the proxy's tho :c
wdym?
you can just overide them
Can you with the old ones?
Like the 2.0 crouching
so you want 2.0 crouch?
I mean its better right? the default proxy is a runner pose now
https://gyazo.com/078e7a5fcfc47b52bc4315a35539f700 https://gyazo.com/73b40bbde875d8d3af2fce944c3a85ed
like this
yeah it is
override the crouch on 3.0 with an idle animation
that's how I did it, but that was back in the beta, not sure if that still works
I have a problem with rotation constraints, when I set up a source, the constrained object rotate with it, until then everything is ok. But when a parent of the source rotate, the constrained object also rotate. this is annoying, for example if I want to control my toe with my finger, when I ll be moving my arm the toe will also move ๐
the new crouch animation makes the avatars lean much forward and the arms twist to the back weirdly
Do they just want to break everything on purpose and force everyone switch to sdk 3.0??
all ava 2.0 ar like that. they maybe will fix that
I don't think we needed 4 pictures to prove that 2.0 avatars are bugged, cuz I said that already

why are the knees bent so much? my rigging is perfectly fine, is this just another fuck up on the dev's end?
did you check your weight painting? or it could be that the anim isn't set for you to be to tall*
there's no animations, just standing on desktop
i found out its the game's issue and a lot of people's legs are messing up, my rigging is fine
I got the same thing, im very confused how we can go further like this lol
My kons do this
I have never done anything with bones before, could anyone recommend something to watch or read? from what little I know, I have no idea how segmented legs like this would work, all models I saw so far were one big mesh and just worked
it only depends on how these pieces move
I found a picture
from what little I know
all I know, is that bones deform the mesh, I don't want any deformation, just moving parts
When applying the weight between the bones you need every thing to be applied 100% red to the bone moving it and 100% blue to anything not moving it, no in-between color which allows stretching.
Referring to weight painting, of course.
are there any comprehensive av3 tutorials yet?
are 1 legged humanoid avatars possible?
yea i figured so i already got the fake leg bones set up
but thing is, i want the weighted leg to bend like the humanoid skeleton's legs when i crouch
so i assume i gotta do mess around with IK rigs but I have absolutely no knowledge in that area
but then it wont be centered....right?
Yep, the way to do that is to get a custom animation with that
Could always do a quick and dirty test using rotation constraints on the leg bones too
if you manage to get constraints to work properly yeah that's even better for sure
I am not sure if this is AV3.0's sdk fault or... I dunno
the model is fully rigged and everything
Make sure you put it on the root of the avatar, and not the mesh
it is on the root of the avatar
Hm.
That error is really janky
a bunch of people have had it before and I think most people have no idea how to fix it
everytime i stop moving this happens.
i have tried to fix it b4 with help from ruuubick but everything i tried didnt work
@shell roost
@fading verge > an example of a model i just re-rigged for FBT use; these feet had no issues; the ball on the end is where the toe bone goes, and that'd be flat to the floor like you had yours.
Is there a way to setup a jaw flap where the top half of the flap is fixed and only the bottom moves?
Sorta like a hinge.
Did anyone ever work out what actually fixes hip rotation in full body and what the "correct" fix is? I've been trying for the past 4 hours moving all the bones around like a crazed lunatic, and the only thing that fixes it is the "illegal" rotate the hip to point downwards rig hack.
How would I go about making a vr non-humanoid skeleton
does someone know if there is another way to rig avatar without using cats ?
(bc every time i use this it fuck some of the bones , most of the time the fingers)
Manually?
Yeah, just rig is as you would any regular 3D character. cats is mainly useful if you don't know what to fix and/or don't care how bad it might mangle the whole thing.
https://docs.unity3d.com/2018.4/Documentation/Manual/UsingHumanoidChars.html
Has the base info for what unity expects with a humanoid character
thx
is there a way to fix this?
question
this rig uses the test rig in the sdk with very slight modifications
but my legs are always not aligned
the "balls" are always on the shins
Is this somehow not humanoid enough?
how do i fix my hand rigging a bit so that index makes me do thumbs up and move my thumb in front of my hand better
that simple
have no distal assign and rotate manually the thumb 1 or 2 time by holding ctrl
@ivory radish
Is this the chat to ask for general help on making/recoloring avatars?
depending on the question, what its related to
Wait.. Did I say something that triggered a delete?
I'm just.. Wanting to recolor an Avali avatar?
Make my own rendition using the model that is ^^;
first
i have a question about mixamo auto rig, i put a model on there to rig and it said something like "place all markers on the character" despite them being all on
This model has a spine disconnected from hips and moved forward slightly. This I believe is because of the shape of the body - it curves out and forward. Will this cause problems with FBT? If so, how can I fix that without ruining the look and deformation of the mesh?
hips on the left, spine in front and slightly below the tail
yeah that'll cause issues
okay thanks @crisp tendon . Can I angle the hip bone towards the head of the spine or does it have to be perpendicular with the ground (like it is now)?
I'm trying to figure out the best way to configure this to align with the hip tracker while preserving the shape of the body
hip bone needs to be completely straight
but spine doesn't right

ha
not made for fbt then
if I angle the spine, how will that affect fbt
will it change where the hip tracker should go
yeah so the hip will be in one place but the spine in default position will cause the character to hunch wont it
most likely yes



