#avatar-rigging

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crisp tendon
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see if it's obviously really broken

grave crest
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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.

crisp tendon
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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

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You can test those easily in Unity

grave crest
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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

crisp tendon
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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

grave crest
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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..

crisp tendon
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your model already has an animator component

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you need to create an animator controller inside your assets

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then double click it

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that's where the animation goes in

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I'll record a gif

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actually there's an easier way

grave crest
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OH. I just did I think what you just sent accidentallly :'D Freakin awesome, thanks so much @crisp tendon !

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One more question - is there any way to test lip sync animations in unity? D:

turbid spear
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sliders on the skinned mesh renderer, under blendshapes

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usually on the object called body

grave crest
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Hmm.. The look of the smoothing of the mesh seems to change with the sliders..

crisp tendon
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You need to enable legacy blendshape

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Either click on your avatar in your files and it's at the bottom of the Model options

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or check the SDK upload tab and there's an auto fix

grave crest
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Perfect, thank you again!!

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And thank you Pumkin :D

turbid spear
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perfect

grave crest
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Peak performance

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Keeping the inbetween bone helped, but the legs are still stretched out kind of strange..

crisp tendon
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yeah due to the animation itself the leg orientation has to adjust

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you'd need to make a custom walk animation if you wanted your legs to remain the way they are in the pose

grave crest
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Gotcha, thank you for all your help! :D

crystal flare
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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

sleek isle
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Rotate the mesh 90 idk

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And apply all transform

crystal flare
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I tried this but then went to make the eyetracking and it's all messed up

crisp tendon
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Apply transforms before doing the cats fix

crystal flare
mystic lichen
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how to correctly revert the neckfix? how does weight paint on neck and head look like

crystal flare
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(Idk why the orange thing wireframe, not used to Blender myself)

sleek isle
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Did you apply thr rotation

crystal flare
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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 :(

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I thought any rig would work if you just renamed the bones, but apparently that's not the case

sleek isle
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Waht about stop clicking fix af ter you rotate the rig and mesh

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You should use only once I would say

crystal flare
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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

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I tried rotating it and playing transform and such but this always had some sort of consequence to it afterwards

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CATS sure don't like Maya rigs..

real kestrel
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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?

real kestrel
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Already got things working, even though it's not zeroed

merry vigil
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Does anyone know how to fix the neck snapping when crouch walking?

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3.0 update messed up a bunch of my avatars and now they all have ragdoll necks when crouched and moving

fervent hornet
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You should post an image of your armature

merry vigil
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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

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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

fervent hornet
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What you have highlighted is not the neck?

merry vigil
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I had to hide the head bone cause the neck was inside it

fervent hornet
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Oh the head bone is really big?

merry vigil
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the neck is highlighted]

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yes

fervent hornet
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Yeah you need to re rig it so that the neck and head bone make more sense anatomically

merry vigil
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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

fervent hornet
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Select the head bone, shift select the neck bone, ctrl+P to set parent, choose offset

merry vigil
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but the neck is inside the head bone

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I can't select it

fervent hornet
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You can scale the head down as its position is wrong anyways

merry vigil
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ok

fervent hornet
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I'm in 2.79 but theres a button in the object menu that lets you change the bones to wire instead of opaque

north wadi
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So I'm messing with the new Avatar 3.0 but I dont know where or how to make a "VRC Expressions Menu"

merry vigil
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only connected shows up as a parenting option, it won't let me choose offset?

fervent hornet
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Must already be a child then

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You just need to position the bones right

merry vigil
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yeah it was already linked, but it was not set up end to end

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how do I move hust the head bone to make it aligned then?

fervent hornet
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Have it selected and press G to move something

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you can move the whole bone, or just the head/tail

merry vigil
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I only wanna move the start point of the bone/adjust length, I don't want the rest of the armature moving with it

fervent hornet
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If you move a bone in edit mode it wont effect the children

merry vigil
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thanks, will upload a test model using the fbx, hopefully that stops the weird neck behaviour when crouching

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if not I will try moving the hip bone next, cause its very slightly below the legs when its suppossed to be above them'

fervent hornet
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Your weight painting is probably wrong btw as the head was probably doing everything

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But even with busted weight painting just moving the bones and redoing the rig config in unity should fix the head snapping when moving

merry vigil
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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

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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

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neck is still snapping, like nothing changed, is the neck bone too small?

fervent hornet
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Show an image?

merry vigil
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of the armature or neck snap lol

fervent hornet
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armature

merry vigil
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still highlighting neck, the head is now above it

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but still snapped like this

fervent hornet
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The head of the neck should be at the top of the chest

merry vigil
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gotta lower the neck bone so its connected to the chest?

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I can do that then scale the neck up to make up for the gap between the head and neck

fervent hornet
merry vigil
fervent hornet
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Its hard to gauge since I cant see your mesh but try that in game

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Make sure you are redoing you tpose as well

merry vigil
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How do I do that? I'm very inexperienced with blender, have only used it for merging a head with a body previously

fervent hornet
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Redoing the tpose is in unity

merry vigil
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the subcom nekos basically have no neck

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Never done that in unity

fervent hornet
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Reset then enforce tpose

merry vigil
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image with mesh on, hard to see neck tho

fervent hornet
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Yeah just try it in game and see whats up

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Nothing changes if you dont redo the tpose tho

merry vigil
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ok, so reset, then enforce tpose, at least I dont gotta remap anything i guess

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Yeah I didnt redo the tpose first time around either

fervent hornet
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Yeah the model shouldnt need anything remapped unless unity fucks the auto mapping on reset

merry vigil
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well... it will, unity doesn't recognise the hand bones for nekos so guess i will need to do that again

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I dont have to hit apply between reset and enforce right?

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just after pressing both\

fervent hornet
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Yeah apply when done both

merry vigil
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k

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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

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welp, reset pose reset my view height, gonna reupload again, at the very least I couldn't tell if it was snapping

spark ocean
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is it possible to import a model rigged for UE4 into blender and adjust the hierarchy to fit a humanoid avatar

fervent hornet
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What file type is he?

spark ocean
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i'll repaint the vertices and stuff i just can't find a way to import it properly

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FBX

fervent hornet
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Yeah blender natively supports fbx import

spark ocean
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it also came with the .max files

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would adjusting the hierarchy be simple? I'm not super familiar with blender

fervent hornet
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Yeah its real simple

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Just shift select both shoulders, then shift select the chest, ctrl+P to set parent, keep offset

spark ocean
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do i do that in pose mode?

fervent hornet
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No, edit mode

spark ocean
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so select all three, with the chest being last and then set parent?

fervent hornet
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Yeah

merry vigil
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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

fervent hornet
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That may be due to the weight painting, the head is probably aggressively weighted since it had so much influence before

spark ocean
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when i exported it has a camera and a light on it now, is that cause of blender?

merry vigil
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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

fervent hornet
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You should just delete em

merry vigil
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its fine in desktop I believe

fervent hornet
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Everything is fine in desktop since nothing is going on lol

merry vigil
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I will open the weight painting and take a look at the head, but I know very little for wiehgt painting

fervent hornet
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I think its different in 2.8 so I cant guide step by step

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But you should just have the head in pose mode and see the color, red is weighted max. Should stop just under the jaw

merry vigil
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not sure whats going on here

fervent hornet
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You gotta turn on x-ray for the bones or youre not going to see anything

spark ocean
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the only option i have for parent is "connected"

fervent hornet
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x-ray and stick usually

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@spark ocean Then they are already children

merry vigil
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getting deja vu

spark ocean
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but in unity it says the shoulders are a parent of the neck

fervent hornet
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Can you post an image of your hierarchy around that point?

spark ocean
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no matter what bones i select the only option i get is "connected"

fervent hornet
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Maybe its a 2.8 thing, what happens when you do connected? Should move the whole arm

spark ocean
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it doesn't change anything

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i think i figured it out

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you have to click on the little cone that comes out instead of the ball on the end

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idk why

fervent hornet
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just 2.8 things :)

merry vigil
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how do I turn on xray? I can't select the head bone cause the mesh is in the way

fervent hornet
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I have no idea in 2.8 sorry

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They changed the name and location of the button IIRC

spark ocean
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It's also getting mad at me that the pelvis isn't the parent of the thighs

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but I'm not sure if I actually have to fix that or not cause the pelvis is only the roottransform it looks like

merry vigil
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the xray is already on, still having trouble selecting the bone though

fervent hornet
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@merry vigil In 2.8 you have to hold ctrl to select bones in weight paint mode IIRC

spark ocean
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exporting broke the fingers

merry vigil
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yeah, its still trying to select the body instead

fervent hornet
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@spark ocean What happens if you reset and enforce again?

spark ocean
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if i enforce it does something magic

fervent hornet
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@merry vigil Might want to look up a video on weight painting in 2.8 as I cant help you much with it

spark ocean
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blender broke the hell out of the fingers

fervent hornet
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@spark ocean Check the finger positions in blender yeah, they were leaf bones so blender doesnt know wtf to do with em

spark ocean
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how do i make them not that

fervent hornet
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straighten them out

spark ocean
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cause they look fine in blender rn

fervent hornet
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No thatts not fine lol

spark ocean
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all the bones look like that

fervent hornet
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Uh try reimporting it with some fbx import options changed

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Like auto bone orient and force connect children

spark ocean
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oh that fixed it

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i thought they were just supposed to look like that

fervent hornet
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Nah blender uses bone tail and heads which like no one else does

spark ocean
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ah ok

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well i imported it and it kinda died

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trying it again rq

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but the rotations are completely destroyed

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okay i think force connect children broke it

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let's try that again

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this just does not want to work properly

fervent hornet
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Yeah its going to take fiddling sometimes

spark ocean
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would ignoring leaf bones help?

fervent hornet
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No, that would delete bones with no children (fingers, toes, head)

spark ocean
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mm.

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That was stupid

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i got it

fervent hornet
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Glad to hear

spark ocean
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i had to set the primary and secondary bone axes to z and x

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and then do it to the export as well

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materials didn't survive the export though, i guess i'll have to reapply them

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is there a way to fix the angle and the pelvis issue?

fervent hornet
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Uh what was the exact problem again, legs not parented right?

spark ocean
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no i got that

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it was the same fix

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but the issue where unity says full body tracking might not work cause the legs are too close to the pelvis or something

fervent hornet
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Oh the angle?

spark ocean
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yeah

fervent hornet
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What was the angle?

spark ocean
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170.8

fervent hornet
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Yeah thats fine really

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Do you have FBT?

spark ocean
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no

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i have the hacky kinect thing but fbt is broken rn anyways

fervent hornet
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What that is saying is your legs are like /\ or \ /when they should be like ||

spark ocean
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oooh i see

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i kinda like the legs more angled outwards in animations anyway though haha

fervent hornet
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180 is the right value, but things close to it dont matter yeah

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Only time its really a problem is like sub 150

spark ocean
fervent hornet
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Glad you got it all working dude

spark ocean
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thanks for the help, i appreciate it

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i would've taken it into 3ds but i'd have to redownload it and try to figure out the .max exports anyway

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would've been just as stuck and hopeless anyway

fervent hornet
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God I hate using 3ds and maya lol

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Only have em to convert ASCII FBX and .max

sage ledge
fervent hornet
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Its those colliders, they are massive. What happens when you press play in unity?

sage ledge
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It's the second screenshot, I move it left and right and the Hair and clothes goes accordingly

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I didn't add any colliders to my avatar tho

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I originally did add to the fingers, but then the play scene was bugged like it is in game and I removed it

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Well nvm, I just found out the colliders were still there

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Thanks for poiting it out

fervent hornet
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Yeah the yellow lines are the colliders, does removing them change anything?

sage ledge
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It didn't in the player

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I'll upload and check in game

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It wroked!! ty so much

merry vigil
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I got the neck working thanks to your help, Can finally move on to updating the avatars

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The neck still doesn't play nice with the idle animation in vr, so just gonna remove it

fervent hornet
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Yeah you can always edit the idle animation if needed

merry vigil
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I unchecked bake into pose and it stopped behaving weird, its actually an improvement over how it was before now

meager ether
spark ocean
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what's wrong, the hands?

merry vigil
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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

fervent hornet
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Candy wrapper on the arms, clear your bone rolls @meager ether

merry vigil
meager ether
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@fervent hornet they are cleared already, it's 2.0 avatar, this problem appear after update :c

fervent hornet
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Maybe try reuploading it on 3.0

merry vigil
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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

thorn cobalt
crisp tendon
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nope

thorn cobalt
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ah heck, that would've been neat

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@fickle cosmos pistons in arms cancelled

fervent hornet
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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

thorn cobalt
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@fervent hornet gf was hoping to create pistons for some cybernetic looking arm things, that are basically outside the arms themselves

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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

crisp tendon
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animate them ?

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pistons are lerps, so they can also be blenshapes

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you can do that with 3.0

fervent hornet
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You can easily make pistons using constraints though so its all automatic, just a couple look ats

thorn cobalt
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๐Ÿค”

crisp tendon
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afaik that's what Sentinel did for his entire avatar

fervent hornet
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Yeah it is, he used dynamic bone colliders before that

thorn cobalt
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got a link or a post I can look up?

fervent hornet
thorn cobalt
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thank

fervent hornet
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Dunno why no hyperlink but thats the official documentation

thorn cobalt
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yeah np got it

fervent hornet
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But yeah set up the piston with bones on both sides, make those bones look at each other, easy piston

thorn cobalt
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neato tomato, thanks a lot!

warm trench
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can dynamic bones use gravity?

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like alwas point/wobble downwards

thorn cobalt
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yes

warm trench
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how? i cant really grasp how

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gravity y = 1 ?
but will wont that relate to the roots rotation?

frank kite
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i usually use force y, around -0.02

warm trench
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Thanks!

distant plume
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idk y but i can't create my avatar and im playing 4 days

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someone can help

plush fern
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Is there any way for me to stop the movement of the should joints of an avatar?

swift river
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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

fading verge
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Just ask tupper to revert the game

crisp tendon
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we need armature pics

worn swan
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Yeah lol that would be nice @fading verge

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It's not my model so I don't have pics of the armature

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Rip

fading verge
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Rip

worn swan
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My friend got so pissed that his model he worked on broke so he quit lmao

fading verge
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Just tell him to go to chilloutvr

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His avatar will work there

turbid spear
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just tell your friend to play it alone as well

odd kernel
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Doesn't do this in unity or blender.

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Only ingame.

wispy peak
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Halp, part of my mesh isn't moving with my armature even though its weighted

crisp tendon
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Correctly weighted to only that bone ?

wispy peak
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Yes, Even clicked remove from all vertex groups then just assigned that

vocal shadow
turbid spear
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weight paint it to the shoulders and stuff

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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

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You could also try transferring weights to it and just projecting your body weight painting to it

vocal shadow
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so weight paint on the scarf or on the shoulders around the scarf? o:

crisp tendon
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@wispy peak Which part isn't moving then ?

wispy peak
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The red part in the pics above

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Its supposed to be with the rest of the finger

lavish karma
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@odd kernel Does that also happen while standing still?

crisp tendon
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@wispy peak make sure it's not assigned to any other bone

proud prairie
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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 ?

wispy peak
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I think its okay weird enough, Uploading now to test in game

proud prairie
crisp tendon
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Still no armature screenshots ?

proud prairie
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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

crisp tendon
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Did you check your weightpaint ?

proud prairie
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How do I do that ?

crisp tendon
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in blender ?

proud prairie
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๐Ÿค” I'm a noob with blender

crisp tendon
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Well, select the armature, shift select the mesh and ctrl + tab

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then select the head and neck bones

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and look what's painted to each

proud prairie
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nothing happen when shift selecting the mesh hmm

crisp tendon
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yeah the mode switch is ctrl + tab

proud prairie
crisp tendon
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then right click a bone

proud prairie
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in the mesh ?

crisp tendon
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in your armature yes

proud prairie
crisp tendon
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then you didn't do it correctly

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go back to object mode

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select your mesh, then shift select armature, don't deselect the mesh

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and then ctrl+ tab

proud prairie
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yup can't select in the mesh

crisp tendon
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oh sorry

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select then armature and then shift select the mesh

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and then ctrl + tab

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that should work

proud prairie
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I can't click on the mesh after clicking on armature, I can just select the entire rig bones

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Or any bones

crisp tendon
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They both need to be in object mode

proud prairie
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Doesn't work

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๐Ÿ˜ฆ

crisp tendon
proud prairie
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I'm doing the same thing but doesn't work

crisp tendon
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i wrote ctrl + tab

proud prairie
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waait

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yeah I use ctrl tab sorry

crisp tendon
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that's what switches to weight paint mode

proud prairie
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when I shift + right click the bones it work

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I mean

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shift + left click

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What do I need to do here ? ๐Ÿค”

crisp tendon
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check your neck and head

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also you should connect your neck to your chest

proud prairie
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isn't my neck already connected to my chest ?

crisp tendon
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well there's space inbetween the bones so no

proud prairie
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Goddamn how can I fix that lul

crisp tendon
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you select the bone in edit mode, and in the relation tab you click "connected"

proud prairie
crisp tendon
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bone tab

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green bone icon

proud prairie
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oh ya !

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like this ?

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It seem difficult here

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I think it want to connect to the wrong bone !

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I understand now why there was problems with my model

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Parent is the hips but it's trying to connect to the spine

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idk how to change that ><

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it seem to connect to the top of the hip bone

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and the hip bone if merged in the spine bone

crisp tendon
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You can change the parent manually in the relation tab

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hip is fine

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the rest might need adjustments

proud prairie
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the hand

crisp tendon
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those bones aren't supposed to be connected

proud prairie
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oh ok!

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so I connect legs and tail to hips and ..?

crisp tendon
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nope

proud prairie
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hm

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so, I don't know vrpill

wispy peak
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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

proud prairie
spark ocean
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@proud prairie it looks like the hips are attached to the spine instead of the pelvis

proud prairie
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@spark ocean indeed the hips is attached to the spine

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hips > spine > chest

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I don't have a bone for the pelvis

spark ocean
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eh i guess that's the way it's supposed to look]

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mine look like that

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what was the issue again

proud prairie
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head was detached from chest and hip detached from leg and tail

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I was able to attached again my arms and head to chest

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but idk for the legs and tail

spark ocean
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legs and tail shouldn't actually matter? i don't think

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they're not a part of the ik

proud prairie
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you think so ?

spark ocean
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it would help to attach them if you can

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but ultimately since those animations are only additive it shouldn't make a difference

proud prairie
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what could be the way to attach those bones ?

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๐Ÿค”

spark ocean
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hmm

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not actually sure

spark ocean
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It has to do with the fist gesture loaded into the avatar

errant palm
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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"

mental hamlet
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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?

pulsar yoke
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is it now possible to have non humanoid avatars with body tracking?

fading verge
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Hey, could any of you help me with the rigging of my character?

#

It's too complicated and it frustrates me

raw jackal
#

Good morning, does anyone have a good tutorial/video on adding colliders to hair? I'm having trouble figuring it out.

sleek isle
#

Why collider on the hair

plain sapphire
#

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

manic junco
#

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

exotic umbra
#

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

wary crown
#

How do i preferably screenshot the weightpainting for you?

#

Do you want me to pose the mesh or just in weightpaint mode?

crisp tendon
#

Would be good to see the behavior on specific limbs in blender and in vrchat

#

would help finding out what could be the culprit

wary crown
#

Alright i actually just found the clipping issue actually

#

but the snapping to the side problem still remains

crisp tendon
#

any gif of that ?

wary crown
#

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

crisp tendon
#

Are you using the legacy calibration ?

#

Make sure to clear bone rolls in edit mode in blender

wary crown
#

Ive tried both, this was before av3 aswell

#

cleared bone rolls before aswell

pulsar yoke
#

can generic avatars use visemes now?

wary crown
#

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?

crisp tendon
#

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 ?

wary crown
#

works fine on other models

#

thats why im slowly losing my marbles over this

#

Im gonna try kungs fixes, ill report back

pulsar yoke
#

does anyone know about visemes and generic avatar?

oblique latch
#

anyone want to try and do lip syncing for a model of mine as I can't seem to do it

odd kernel
#

I did loose parts and this happened to the skin. What happened?

lusty crane
#

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?

crisp tendon
#

for 2.0 yes, one spine bone

wild coral
#

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?

crisp tendon
#

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

wild coral
#

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?

crisp tendon
#

you need a hip bone

#

that's the most important bone of an armature

wild coral
#

Does the pelvis count?

crisp tendon
#

yes, pelvis is hips

wild coral
crisp tendon
#

yeah that's fine

wild coral
pulsar yoke
#

how do i choose a default t pose?

spark ocean
#

You can force a t pose inside of unity

pulsar yoke
#

yeah how

#

on a generic model

fair citrus
spark ocean
pulsar yoke
#

can someone please tell me what this does?

vital root
#

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?

still fossil
#

@spark ocean CATS has a "merge weights" option to merge the weightpaint of your selected bones onto their parents

spark ocean
#

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

still fossil
#

Yeah, short back hair doesn't really have to move that much anyway

sleek isle
#

voice command @pulsar yoke

tough ravine
#

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..

sleek isle
#

Un assign the jaw bone

tough ravine
#

Unassign in unity or Blender?

sleek isle
#

Unity. If you use blendshape

tough ravine
#

Tested. I thought I did that earlier.. Thank you very much..

runic vale
#

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.

runic vale
#

nevermind. All avatars do this for me so it has somthing to do with my roomscale I guess.

plain sapphire
#

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

plain sapphire
#

got a workaround with look at constraints from the eye to a game object, where the game object was parent constrained to the head

fathom tapir
#

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

mint sierra
#

do you have a shoulder bone

fathom tapir
#

yeah

mint sierra
#

yeah don't make the whole arm weight painted to everything else

fathom tapir
#

well the whole arm was just painted red, nothing else was

lost hill
#

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?

mint sierra
#

vrcThinking , the rigging looks fine..

crisp tendon
#

You need a custom idle animation

mint sierra
#

Yeah that would work

lost hill
#

Oh! I will try that, thank you ^^

fathom tapir
#

this is how my shoulder, bicept, and fore arm are painted

#

but that is how it moves

mint sierra
fathom tapir
#

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

mint sierra
#

it's an example

#

but that's how the weights should be

fathom tapir
#

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

mint sierra
#

oooh, Yep that'll do it

inland crest
#

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

dawn oak
#

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?

crisp tendon
#

sounds like a cats fix is in order

dawn oak
#

mhmm

inland crest
#

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

dawn oak
#

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.

inland crest
#

i cleared the rolls and tried fix again w/ cats and the chest area is still flipped, gah this is weird

fringe citrus
#

@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

inland crest
#

I'm in bed right now but thank you!! I'll try that in the morning <3

fringe citrus
#

Np, if that was the case also there's a blender command, I think "Flip Bone Names" that will automatically swap RL naming

mental hamlet
#

anyone knows why my self rigged eye balls are "falling out" of my skull in the game? it looks perfect in blender + unity

radiant verge
#

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

inland crest
#

@fringe citrus Your fix worked!! thank you so much! i used blender to flip the bones and it worked :D <3

vague spear
#

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?

robust rivet
#

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

polar nymph
#

Does anyone have a good beginner's tutorial for rigging/bones/animation etc?

vague spear
#

@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

floral bramble
#

i think this goes here but correct me if wrong, but can blender corrective shape keys work in vrchat?

plush fern
#

Yes they work in vrchat

glass panther
#

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.

plush fern
#

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...

heavy tinsel
#

The default crouching animation is bugged, it's not a rigging problem.

plush fern
#

ah ok, got it. Thank you for the answer!

#

If by chance do you know of a way to fix that?

heavy tinsel
#

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.

soft dirge
#

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?

fading verge
#

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?

sweet tundra
#

dont enforce tpose?

#

i dont think you need to have the model in "proper tpose" in unity rigging

sweet tundra
#

anyone know why my leg is doing this?

crisp tendon
#

your legs need to be straight from the front

#

and clear bone rolls in edit mode

sweet tundra
#

like this?

fading verge
#

@sweet tundra thank you, i'll try that!

crisp tendon
#

@sweet tundra nope, only from the front, you had it correct with the bent knee from the side view

sweet tundra
#

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.

eager geyser
#

is there any way to get a third bone between the two arm bones like this for vrchat?

#

so it bends nicely?

tepid spade
#

you gonna have some difficulties for the mapping

fringe citrus
eager geyser
#

oh nice

#

I'm about confused about the letters though. could you send a screen of the bone hierarchy?

fringe citrus
#

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

bitter thunder
#

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...

rancid arch
#

Is having an Upper Chest bone still bad for IK and/or FBT?

pale plaza
#

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

fervent hornet
#

@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

rancid arch
#

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

pale plaza
#

question:should bones in rig all be connected with each other or they can be separated?

rancid arch
#

They can be separated

pale plaza
#

ok thank you

rancid arch
#

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

pale plaza
#

im asking because im making roblox character

#

and i used in game rig

fervent hornet
#

You probably will be missing bones, VRC needs a full humanoid which I dont think roblox characters will have

sweet rain
#

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

rancid arch
#

I use smallish clavacle bones, and then the "shoulder" is the head of the upperarm bone

fervent hornet
#

Well you cant remove em cuz that would invalidate the humanoid rig

rancid arch
#

^

#

I've seen if the clav bones are too long the avatar will tend to shrug downward heavily

fervent hornet
#

Yeah shoulders should be pretty weak imo

sweet rain
#

YEAH that's the main thing

rancid arch
#

Found my issue! Hip bone was slightly intersecting the height of the leg bones

sweet rain
#

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

rancid arch
#

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

sweet rain
#

(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

fervent hornet
#

If you keep having problems you can try twist bones in the shoulders to the chest to reduce the influence

sweet rain
#

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

pale plaza
#

Do i need to name bones "Hips" "Head" ect or Unity will automatically find bones even if they have different names?

rancid arch
#

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

pale plaza
#

and the error

#

someone knows how to fix it?

teal oasis
#

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

crisp tendon
#

Screenshot ?

rancid arch
#

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

teal oasis
#

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

crisp tendon
#

@rancid arch in avatar 3.0 ?

rancid arch
#

Yes

crisp tendon
#

How did it look ?

rancid arch
#

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

crisp tendon
#

All depends on proportions taurishrug

pale plaza
rancid arch
#

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

crisp tendon
#

If you have screenshots of the different behaviors that would be very helpful

rancid arch
#

I can get some, hang on

#

@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

crisp tendon
#

Thank you !!

sleek isle
#

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

teal oasis
#

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)

crisp tendon
#

You can't overwrite if you change anything with bones

#

What does your armature look like in blender

#

front/side view

teal oasis
#

it is a bit of a mess due to the hair / skirt

#

main bones selected to make them visible

crisp tendon
#

Legs are too straight from the side

#

also feet pointing out

teal oasis
#

should i position them some what forward?

#

like make the knees a bit bend?

crisp tendon
#

yes

teal oasis
#

that should be it...?

#

and the feet are pointing out?

crisp tendon
#

pointing completely forward

#

that should help everything

teal oasis
#

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

crisp tendon
#

Correct

#

But if you're using FBT unmapping the toes in unity humanoid configuration is usually better

teal oasis
#

thanks i will see and tell how it goes.

teal oasis
#

i still have unity problem with importing

crisp tendon
#

What problem ?

teal oasis
crisp tendon
#

Make sure to apply all transforms to your model in object mode and clear bone rolls in edit mode

teal oasis
#

"clear bone rolls"

#

please explain?

#

wait

fervent hornet
#

If you make bone changes, you need to reapply the tpose in the rig configuration

teal oasis
#

in the rig config it is a t-pose

astral warren
#

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

crisp tendon
#

Ah, will give that a try then

teal oasis
#

well fuck. it did not help at all

#

my leg still go back

crisp tendon
#

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

teal oasis
#

i just followed this tutorial

#

and this is the effect

crisp tendon
#

I don't think you fixed much

#

that's all wrong

teal oasis
#

it was fixed.. i didn't send it again

crisp tendon
#

Move the spine back above the leg bone

#

also your feet are completely flat,

teal oasis
#

with this rig... still legs go far back

crisp tendon
#

Then you'd need a custom crouch animation taurishrug

teal oasis
#

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

teal oasis
#

well then i have a question about animation

crisp tendon
pastel jacinth
#

are twist bones needed for the arms and hands?

crisp tendon
#

needed no, supported yes

rancid arch
#

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

crisp tendon
#

I don't know if that's ideal

#

but if it works taurishrug

ashen blade
#

is there any way to simulate full body trackers in vrchat or inside unity. Just for testing avatar.

eager geyser
#

does vrchat support upper chest bone now?

rancid arch
#

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
#

im new to this

ashen blade
#

@real wedge Don't be new to this. Just go into weight paint mode and paint the vertexes to the bone.

sleek isle
#

Upper chest bone in fbt have some zigzag issue.

#

In the spine and make the knee bend

tall kestrel
#

Will cloth physics in blender transfer over to Unity?

fervent hornet
#

No, unity has its own cloth system

agile sinew
#

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

wind osprey
#

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

agile sinew
astral warren
#

If you look in the mirror do you look normal? If so yeah itโ€™s all view position

wind osprey
#

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.

agile sinew
#

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 ๐Ÿ˜†

astral warren
#

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 โ€œlooked normalโ€ to them. New calibration forces you to be lined up with view position so it might be you just arenโ€™t used to seeing your vr body where it really is. Put your hands on your chest to check.

wind osprey
#

Do check with a normal proportioned avatar as well (x or y bot) to eliminate weird proportion oddities.

agile sinew
#

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

astral warren
#

Used zoichi in fullbody it was fine, canโ€™t speak for lexichi base

#

Actually a lot of the 3.0 test world avatars were nanachis lol

agile sinew
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I can compare lexichi to lexichi, this particular one is messed up. Others are not

astral warren
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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

agile sinew
#

The issue is not a bad calibration, I think it's a similar issue to if a model is in the floor.

astral warren
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And make sure your head is looking level forward, it never used to matter but it matters now

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Ok

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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

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I havenโ€™t tested but Iโ€™m suspicious

agile sinew
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What is a root game object?

astral warren
#

The top level game object, the one that has your avatar descriptor on it

agile sinew
astral warren
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I canโ€™t imagine why youโ€™d feel like your body is too far forward, it definitely doesnโ€™t look like the side it would cause that if anything you would have the reverse problem

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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

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Thereโ€™s a small chance it might just be in your head and you arenโ€™t used to it being accurate?

agile sinew
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will be back with screenshots

heady cedar
#

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

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The arm is twisting like this when I lay on the floor in desktop. Any help is appreciated!

crisp tendon
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Clear bone rolls in edit mode

heady cedar
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Ive done that too :<

crisp tendon
#

what does your armature look like ?

agile sinew
heady cedar
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thats the video I followed

crisp tendon
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jesus that's a lot of tail bones

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have you applied all transforms as well ?

heady cedar
#

no! D:

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omg I'll try it derp

heady cedar
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No luck its still the same issue hrmm

crisp tendon
#

you're sure you cleared bone rolls ?

heady cedar
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yeah I pressed a and alt r like in the arm fix video

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checking them now and no rolls

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Looking at older avatars that I had no issues with before there are some broken rotations so idk if its the avatar 3 update

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Ahh I feel better now even the default avatars are doing this

crisp tendon
heady cedar
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vrchat send halp

crisp tendon
#

Can you record a default avatar doing this ?

heady cedar
#

when crouching too the arms act a bit funny

crisp tendon
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ah, i guess it's just the pose

heady cedar
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Yeah crouching and laying on the floor are no bueno right now

near current
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hi... help

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i can't see the armature

dense rose
#

how do you test your visemes in blender?

crisp tendon
#

You select the skinned mesh renderer and move the slider values of each blendshape

near current
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wtf

crisp tendon
#

@near current It's in the hierarchy on the left

near current
#

ok but how do i get the menu to rigg it for vrchat

crisp tendon
#

in the armature tab of your model

near current
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there is no armature tab

crisp tendon
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Then there's no armature

near current
#

but...

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what do you mean by armature tab

crisp tendon
#

click on the model in your assets on the right side you'll see model options

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one is armature

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that's where you configure it

near current
crisp tendon
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generic > humanoid

near current
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k i figured it out

orchid dust
#

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.

https://ask.vrchat.com/t/broken-rig-in-new-update/2603

turbid ocean
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hey

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anyone has any idea why tf my arms are super short?

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in vrchat, of course

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irl it's just bad genetics

spark ocean
#

Is there a way to hide objects with a shapekey?

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i have a part of a mesh that is a gun and i want it to hide in Basis

spark ocean
#

Okay I figured it out, I just shrunk the guns to 0 size

night portal
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but after the update this started happening, does any1 know what this might cause? bone roll?

lost narwhal
#

@night portal every avatar 2.0 does that, its a bug I assume, not sure if that's going to get fixed.

night portal
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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

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The crouching is not the same like it used to be, its like the avatar is in a usain bolt position x)

lost narwhal
#

yeah its annoying

night portal
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I hope they update the proxy's tho :c

lost narwhal
#

wdym?

night portal
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The default animations, like crouching etc

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and the weird landing when i jump xd

lost narwhal
#

you can just overide them

night portal
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Can you with the old ones?

lost narwhal
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and delete the landing anim

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old what?

night portal
#

Like the 2.0 crouching

lost narwhal
#

so you want 2.0 crouch?

night portal
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I mean its better right? the default proxy is a runner pose now

#

like this

lost narwhal
#

yeah it is

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override the crouch on 3.0 with an idle animation

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that's how I did it, but that was back in the beta, not sure if that still works

astral shore
#

the new crouch broke many of my avatars

#

just stop randomly changing things

azure vine
#

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 ๐Ÿ˜Ÿ

astral shore
#

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??

lost narwhal
#

all ava 2.0 ar like that. they maybe will fix that

astral shore
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legs screwed for this one

lost narwhal
#

I don't think we needed 4 pictures to prove that 2.0 avatars are bugged, cuz I said that already

opal saffron
marble olive
#

why are the knees bent so much? my rigging is perfectly fine, is this just another fuck up on the dev's end?

dreamy mortar
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did you check your weight painting? or it could be that the anim isn't set for you to be to tall*

marble olive
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there's no animations, just standing on desktop

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i found out its the game's issue and a lot of people's legs are messing up, my rigging is fine

night portal
#

I got the same thing, im very confused how we can go further like this lol

north wadi
#

My kons do this

lethal cedar
#

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

crisp tendon
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it only depends on how these pieces move

lethal cedar
#

from what little I know
all I know, is that bones deform the mesh, I don't want any deformation, just moving parts

dreamy mortar
#

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.

turbid ocean
#

are there any comprehensive av3 tutorials yet?

crisp tendon
cobalt fiber
#

are 1 legged humanoid avatars possible?

crisp tendon
#

sure, but the bones need to exist

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even if they don't have any weight paint

cobalt fiber
#

yea i figured so i already got the fake leg bones set up

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but thing is, i want the weighted leg to bend like the humanoid skeleton's legs when i crouch

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so i assume i gotta do mess around with IK rigs but I have absolutely no knowledge in that area

crisp tendon
#

nope no need for that

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it'll act as whatever leg bone you assign it

cobalt fiber
crisp tendon
#

Yep, the way to do that is to get a custom animation with that

rancid arch
#

Could always do a quick and dirty test using rotation constraints on the leg bones too

crisp tendon
#

if you manage to get constraints to work properly yeah that's even better for sure

kindred plinth
#

I am not sure if this is AV3.0's sdk fault or... I dunno

#

the model is fully rigged and everything

mild stratus
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Make sure you put it on the root of the avatar, and not the mesh

kindred plinth
#

it is on the root of the avatar

mild stratus
#

Hm.

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That error is really janky

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a bunch of people have had it before and I think most people have no idea how to fix it

sweet tundra
#

everytime i stop moving this happens.

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i have tried to fix it b4 with help from ruuubick but everything i tried didnt work

fading verge
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.

steel cloud
#

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.

primal moth
#

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.

old schooner
#

How would I go about making a vr non-humanoid skeleton

tepid spade
#

does someone know if there is another way to rig avatar without using cats ?

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(bc every time i use this it fuck some of the bones , most of the time the fingers)

fervent hornet
#

Manually?

wind osprey
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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.

tepid spade
#

thx

modern elm
tepid spade
#

did you fixed it with cats ?

#

or did you renamed some bones ?

drifting gull
#

question

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this rig uses the test rig in the sdk with very slight modifications

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but my legs are always not aligned

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the "balls" are always on the shins

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Is this somehow not humanoid enough?

ivory radish
#

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

sleek isle
#

that simple

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have no distal assign and rotate manually the thumb 1 or 2 time by holding ctrl

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@ivory radish

ivory radish
#

ah ok

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is that the first or second bone?

uncut ivy
#

Is this the chat to ask for general help on making/recoloring avatars?

lost narwhal
#

depending on the question, what its related to

uncut ivy
#

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 ^^;

sleek isle
#

first

wheat hamlet
#

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

fading verge
#

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

crisp tendon
#

yeah that'll cause issues

fading verge
#

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)?

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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

crisp tendon
#

hip bone needs to be completely straight

fading verge
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but spine doesn't right

crisp tendon
#

nope

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but the worse the curvature, the worse the result

fading verge
#

hmm

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any thoughts on what to do here

#

it's a curved body :/

crisp tendon
fading verge
#

ha

crisp tendon
#

not made for fbt then

fading verge
#

if I angle the spine, how will that affect fbt

#

will it change where the hip tracker should go

crisp tendon
#

it'll angle the spine lulw

#

the hip tracker is at your hip

fading verge
#

yeah so the hip will be in one place but the spine in default position will cause the character to hunch wont it

crisp tendon
#

most likely yes

fading verge
#

i noticed that my shirt is deforming in towards my stomach

#

okay it all makes sense now. Damn.

#

๐Ÿ˜ข

#

thank you though ๐Ÿ™‚

#

much appreciated

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@crisp tendon the hip tracker should align with the tip of the tail of the hip bone right