#avatar-rigging

1 messages Β· Page 171 of 1

fading verge
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that's what i'm thinking based on an example I see

fading verge
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I'm having a weird issue with toes now

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looks ok

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but then it's like this

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@shell roost I adjusted the toes as you suggested, but now I've got this weird angle issue

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when I remove the humanoid rig config from unity it looks fine

crisp tendon
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Did you reset rolls ?

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If not alt + r in edit mode on all bones

fading verge
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i did, i reset roll to 0 on everything

crisp tendon
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Apply pose too ?

fading verge
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it has something to do with the angle of the toes

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πŸ™„

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yields

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it's still weird

crisp tendon
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The legs should always be straight from the front tho

fading verge
crisp tendon
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mmh nope

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they need to be scaled on the axis

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actually they might be fine ?

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actually no

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feet aren't aligned

fading verge
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feet aren't aligned with each other or which bones?

crisp tendon
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leg> ankle>foot

fading verge
bleak halo
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Is there any easy way to weight paint this hand mesh so that it aligns with the bone structure? If I currently weight paint it, it's painted, but it doesn't snap to the bone's current position, it acts kind of like an offset. Any help is appreciated. Thanks!

crisp tendon
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Place the bones correctly and use auto weight paibt

slow loom
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What's the fix for this full body problem?

crisp tendon
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Depends on how the armature is

bleak halo
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@crisp tendon So you're saying to move the bones into position same as the hands and use the auto weight paint?

crisp tendon
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correct

bleak halo
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Ok, I'll give that a try, thank you!

slow loom
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if i upload the whole body discord is blocking it for nudity lmao

crisp tendon
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The spine should be above the height of the legs

slow loom
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raise the spine?

crisp tendon
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yeah

slow loom
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More like this? πŸ‘€

crisp tendon
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oh my bad

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you said spine but it's hips

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raise the hips

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that way the bottom of it is above the height of the legs

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so raise the hip bone

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and make it correct the spine

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and you're good

slow loom
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I'll try it!

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Okay, I'm gonna use the restroom and then upload her again and see if it works! Thank you so much for the help, I'll update you very very soon

crisp tendon
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and make sure your spine bone is minuscule

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can't be sure from the screenshots

slow loom
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back

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i'll show you

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sorry, i have to scriblle on it so discord doesnt recognize the female form

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i hope this isnt actually considered nsfw (she doesnt have any bits)

crisp tendon
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shoulder being disconnected is a bit odd, but the rest seems fine

slow loom
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Thank you so much for the advice

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I have no idea what I'm doing, I've never made an avatar before

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This is my first project making a character for vrc from scratch!

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Gonna do the unity part and try her in full body again

crisp tendon
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That looks like a wonderful first model !

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Also make sure to reset bone rolls in edit mode

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select all and alt + R

slow loom
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done and done

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woah!!

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it detected the chest and toes this time in the green man!

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Upper chest is skipped, correct?

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oh wait, false alarm, it didnt detect the chest or toes

crisp tendon
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upper chest will break eye tracking and visemes FYI

slow loom
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gotcha πŸ‘Œ

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It worked!!

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Thank you so much!!

crisp tendon
sleek isle
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upperchest scuff avatar in 3.0 anyway

fading verge
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@crisp tendon I figured out what happened

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simple mistake

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I was reimporting the model with new skeletal structure into existing unity transform definitions without changing or updating transform or positional information

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so the old skeleton information was being applied to a completely different skeleton, screwing up everything

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once i dropped the model back in and new transforms were created, it looks perfectly fine, just like in blender

crisp tendon
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uh oh yeah, if you touch bones you can't overwrite

fading verge
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D;

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i cri

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ha

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took a note on this one for sure, don't do this again xD

remote barn
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anyone else notice the newest update causes your knees to bend inwards in full body?

fading verge
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yep

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i have that exact same problem

remote barn
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thank god

fading verge
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and why ive been trying to rerig for a couple days

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D:

remote barn
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so vrc just fucked something

fading verge
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yep

ivory radish
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mine works fine

fading verge
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yeah some people have no issues

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but even though I don't have rig hacks, my avatar was messed up

remote barn
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do u use male anim set?

fading verge
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nope

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female

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on a female

remote barn
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wulfe

ivory radish
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my avatar is messed up if i don't use hip flip

remote barn
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idk what but i hope its fixed lol

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this update just making more problems

fading verge
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well they applied the fix just yesterday to fix the issue that you and I are now having because of that fix

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so yay

remote barn
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every one of my avatars do it

fading verge
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and so ive been experimenting with new rig adjustments, fun stuff

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i'm definitely going to post if something works

remote barn
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i think its another female rig problem

fading verge
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lol is the solution to switch to male? πŸ˜‚

remote barn
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idk

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just taking guesses

fading verge
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idk either but that's a good guess

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ill try it if nothing else works

meager zealot
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anyone know whats going on here? :c

rapid mauve
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if you rotate the arm at the upper arm bone is it ok ?

meager zealot
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same issue @rapid mauve

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my vertex groups supposed to be set up like so?

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might be the issue idk

crisp tendon
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it's weight painted to something else

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most likely the other arm

meager zealot
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painted into itself

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the last gif i have my vertexes set up like:

upper arm encompasses the entire arm
lower arm encompasses lower arm and hand
hand encompasses hand

crisp tendon
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yeah don't do that /

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each arm should be weight painted to its own part

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otherwise they share that part's control

meager zealot
crisp tendon
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yeah it's all wrong pretty much

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also you're missing a chest bone

meager zealot
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how can i insert a bone between my spine and root?

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I left a bone out because i wouldnt want the model to bend at the abdomen

crisp tendon
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you take the top of the bone in edit mode, drag it down, press e, go up with Z axis and then reparent neck to it

meager zealot
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@crisp tendon should the root encompass everything?

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or do i keep it's weight painted to the hips

crisp tendon
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hips is hips

fading verge
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@remote barn so nothing I did today (6+ hours) fixed the problem we both have with the knees in FBT. The latest update has permanently changed my avatar's standing appearance with the knees pointed inwards and there's nothing I can do except radically change the model (I guess) to fix it. I tried your suggestion to use the male avatar animation set and that slightly improved things, but only AFTER I made a bunch of fixes. If I use the female animation set WITH all the fixes I made to my armature, the knees still knock worse I feel like

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also, I have to adjust my hip tracker after calibration to a slight angle just so my skirt doesn't rip apart on the one side

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did not happen before the update 2 days ago

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wtf

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when I'm walking, the knees are correct

chrome path
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@Generic so nothing I did today (6+ hours) fixed the problem we both have with the knees in FBT. The latest update has permanently changed my avatar's standing appearance with the knees pointed inwards and there's nothing I can do except radically change the model (I guess) to fix it. I tried your suggestion to use the male avatar animation set and that slightly improved things, but only AFTER I made a bunch of fixes. If I use the female animation set WITH all the fixes I made to my armature, the knees still knock worse I feel like

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Generic ddjdjdbbdbdbdd

balmy summit
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Does someone know how to merge bones on 3DS Max?, i'm trying apply an animation on it but i need to attach an arm, head and hair on it first.

near vapor
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so uhh,,,, shoes are seethrough and her bangs are either attatched or not attatched to a bone and clipping in and out of the head

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also arms arent right

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clothes clip sometimes too so should i maybe delete some of the base underneath? might fix the shoes too im not sure

remote kite
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I’m not that educated in making avatars in VRChat because I don’t play a lot a lot but maybe you could delete the feet so it wouldn’t be visible?

crisp tendon
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yep that's a viable solution

slow loom
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the fist looks borked

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is this a bone issue?

remote kite
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Hmmmmm..

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Are you talking about the index finger?

slow loom
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more about the pinky/ring area

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they curl off of the hand

remote kite
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Maybe you could scoot or rearrange the area around the pinky and ring finger.

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I don’t really know because I’m not educated in making avatars.

slow loom
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thanks for trying anyways!

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ill continue to fiddle

remote kite
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Mkay.

tawny robin
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Hello
I'm new to VRchat. I've a model completly rigged with correct mapping. But the Builder gives me this warning. No idea what I'm doing wrong.

ivory radish
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@slow loom try making the fingers spread a lot less

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it should look almost like theyre close to touching one another

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and in somewhat of a more straight direction toward X axis

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@tawny robin did u put ur avatar descriptor into the correct object

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it belongs on the avatar not any parts inside of it

crisp tendon
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@slow loom If you haven't seen it, you can configure that to some extent in the muscle editor of the humanoid configuration, at the top

tawny robin
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@ivory radish I think i have but nothing changed

fading verge
drifting gull
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i asked yesterday but got no response- is there something off with this rig? its more or less the default test rig with extremely minor adjustments, but the feet never line up with mine and i tend to sit a few feet over the floor...

iron pond
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So hmmm.. What's the cause of some models, when putting them in SDKv3, to have a head that flops all around when moving (VR, when you're physically sitting but still playing in standing mode)

ornate coral
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@drifting gull Avatar scaling and where the real floor is depends on your arms' wingspan, while where the VR floor is depends on the avatar's legs.
Try messing with leg or arm proportions a little

lethal lark
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Hey guys, cats isn't picking up a bone I want to use under the Bone Parenting option and all the other ones are a no-go. How can I get it to find the one I want? Or alternatively, how do I manually do what the Bone Parenting option does? I wanna create a root bone for the hair to use with dynamic bones

raw jackal
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@lethal lark Edit Mode -> Click Head bone -> press E to drag out a bone and hold down CTRL to get the bone to come out straight. edit the rotation, placement, etc how you like-- boom, root bone (make sure to name it)

lethal lark
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Ah I didn't know it was that simple lol thanks πŸ™‚

raw jackal
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youre welcome πŸ˜„

azure vine
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In Unity, is it possible to attach a bone to the view (View position) ?

north wadi
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I wanted to add other things to my avatar in blender but i cant figure out weight painting with new items imported im after the model

fading verge
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can anyone definitively tell me how to make tiddies properly bounce when bobbing up and down (/ jumping)?

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i've had theories on how the dyn bones work but they haven't held true

crisp tendon
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Adjust the values ?

fading verge
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bro it's far more than that

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i want the whole breast

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to properly move

crisp tendon
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Then you need multiple bones with different values

fading verge
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i've done a lot of avatars and the breasts vary wildly between them

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i actually think multiple bones has the opposite effect

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where it seems to dampen the 'whole' movement

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because the chain fucks with it

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essentially i want the whole breast to fly up (or if i were to cup them, the breast to move up in the same way)

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there was a pedestal avatar that i unfavorited recently that did it really well

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and i had the same body

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but was unable to figure it out

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i tried a 3 bone per breast approach but like i said, that seemed to have the opposite effect

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and the main bone barely 'bounced' at all

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this avatar is actually working decently atm

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i might be able to make it like i want it

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i'm using Alt+B to be able to weight paint the area between the breasts easily

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however, when i try to paint here, nothing happens

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might someone know how to achieve what i'm trying to do here?

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i can mask selection at least

crisp tendon
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you need to be able to select the rest of the geometry

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but you should probably be using gradients ?

fading verge
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i used that briefly before πŸ€”

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i should look into that again, thanks

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would be nice to be able to paint the visible face tho

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like it's really difficult to just paint this as 0

crisp tendon
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i usually do cleanup manually in edit mode

meager zealot
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exporting into unity using CATS

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:x

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guessing i need to bake textures or something

lost narwhal
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you need to create the materials

karmic rapids
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hi, would anyone happen to know why mixamo auto-rigger result would show up blank? I uploaded the fbx just fine, and it allowed me to place markers, but the avatar doesn't show up in the result, just a blank grey screen. it works with the .obj file but not .fbx for some reason. any help appreciated. thx!

meager zealot
lost narwhal
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go to the import settings and go to the materials and choose legacy and apply it, it will create empty materials that you will have to fill it with texture
@meager zealot

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and those are a little bit too many materials for an avatar like that

meager zealot
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not sure how to do that

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sorry, this is my first time doing this :p

lost narwhal
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click on your avatar and press select then go to materials and choose legacy, it will create a folder with materials included, then you need to manually import the textures from your model

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@meager zealot

meager zealot
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that's tedious

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mm, ill figure it out

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but now i just notice its missing the left eye in unity :

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  • a bit off the tail
cedar hamlet
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I cant find any mention of this issue online, but when I go to set the eye movement parameters, the eye position totally changes when previewing the model and disappears behind their head. Any ideas of how to fix this?

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I have pictures if that helps as well

lost narwhal
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@cedar hamlet use Right Eye and Left Eye not Eye_L or whatever, you have to use cats blender eyes

cedar hamlet
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Those do not exist on my avatar, would that just mean the mmd import broke or it didnt have it to start with?

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OH im dumb tytyty

lost narwhal
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ok

meager zealot
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@lost narwhal making a map like so

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so i can combine the textures

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how can i apply the maps to what i need?

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i had that all set up for the textures in their separate states..

lost narwhal
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you also need to combine the uv's correctl, cats has a plugin that does everything for you.

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you should watch an in depth tutorials for optimized avatars for vrchat

meager zealot
lost narwhal
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dont make everything into one, try go for 4 mats

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combine what you think can be combined together

meager zealot
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i have 9

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attempting to go any lower causes transparency issues, loss of color, or other issues

lost narwhal
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transparency can be fixed in unity and the color as well.

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make a copy and port your 1 materials avatar too unity

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what shader are you using in unity

meager zealot
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standard for now..

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but another issue, the left eye keeps disappearing

lost narwhal
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not sure what's causing that, materials in blender and unity aren't the same, you have to test what works, I don't really use standart. you could try poiyomi toon shader

crisp tendon
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Those aren't textures

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you might want to use the actual material combiner menu and not the one through cats

lost narwhal
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aren't both doing the same thing?

crisp tendon
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well there's specific options for that in the standalone

meager zealot
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where can i find it?

crisp tendon
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it should be above or below the cats menu icon on the right side

lost narwhal
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oh yea the one in cats doesnt have properties

meager zealot
crisp tendon
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Check your UVs

meager zealot
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selected over it

crisp tendon
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Why is the texture this size ?

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looks like it atlases the white on the side

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that's pretty bad

lost narwhal
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I can't even see the UV's for the broken eye

meager zealot
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not sure why it's so small

lost narwhal
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press F3 and type normals and click on flip normals

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wait wait

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type flip

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and have only the broken one selected

meager zealot
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that worked

lost narwhal
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what do you use to record

meager zealot
lost narwhal
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ty

meager zealot
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same

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attempting to make an atlas of the "wire" materials doesn't even prompt to save the image anywhere :p

crisp tendon
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You could do it manually tbh

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there' isn't much

lost narwhal
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depends how the wire UV is build. since he said he is new to this

crisp tendon
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it's raw colors

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uvs don't matter

lost narwhal
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"should" yes

meager zealot
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i was told to get it down to 4

lost narwhal
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that is completely something else

meager zealot
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how can i grab the texture what i havent made atlas' of

lost narwhal
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where your model is saved, the downloaded files

meager zealot
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the wires, +endoskeleton dont use image files

lost narwhal
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you can color them in unity

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is the skeleton metallic?

meager zealot
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yeah

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i forgot what it was called..

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i want to keep the effect applied onto the textures though

lost narwhal
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dont look much into the shaders in blender

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use poiyomi toon shader you can do that all there, the color and the metallic look

meager zealot
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cool, got it done

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i think that's everything, then

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just to add a descriptor and dynamic bones and whatnot

astral warren
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Alright, in instance alone, legs are fine. Someone else joins instance, my left leg breaks. Confounding

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Litterally stops walking, drags around everywhere.

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Only that one avatar

mental moat
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I've ran into a problem I never have before, the legs jut forward as long as I am not moving, using expressions makes them work properly as well (the left side is wrong)

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(avatar 3.0 if that matters)

sweet topaz
mystic lichen
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anyone got any tips for weight painting shoulder/upper arms to avoid stuff like this ?

drifting gull
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@sweet topaz thats so cute!

azure vine
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@mystic lichen remove the mesh under the cloth or transfert weight from the body to the cloth

mystic lichen
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the mesh is my body, weight is transfered

astral warren
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I am so jealous of expert blend shapes makers. My face expressions look so robotic and crude

crisp tendon
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Use bones

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3.0 baby

fervent hornet
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Making a face rig sounds horrible lol

crisp tendon
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there's automated ways tbh, it doesn't need to be crazy

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at least jaw, lips, eyelids, brows and cheeks

fervent hornet
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Yeah true. I'm going off the rigs I've gotten from Dota2 and Warframe where its like 50 bones

crisp tendon
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Dota has face bones in your exports ?

fervent hornet
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Uh I thought it did, maybe I'm mixing memories

crisp tendon
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they use blendshapes RuuuThunk

fervent hornet
crisp tendon
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oof

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yeah that's a lot but it doesn't need to be so complex

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if you get the chance to look at the ones from the Sims models

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it's pretty simple

fervent hornet
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Alright I'll check those if I need cleaner refs thanks!

balmy summit
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Anyone knows how to merge armatures on 3DS max?

grand junco
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hey question how do you rig in unity ?

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or like

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can i import a part i made for MMD and throw that in unity with the model i made it for ?

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and merge bones or something

crisp tendon
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you can't

astral warren
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I need to learn envelopes. I get them on concept but blenders visualization is awful

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Also I’m bad at knowing how weighting looks good. I know how it works, just not best practices

grand junco
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So how does one rig ?

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Is it possible in blender ?

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Most of the things would be 100% rigging so..

crisp tendon
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that's what blender is for

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nothing is 100% rigging

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softwares can do a few things these days

astral warren
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I think he means like robots parts that are 100% weight on their bone?

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If so that’s cake in blender

grand junco
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i mean the latter

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to rig something 100% to a single bone

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and thanks

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now i want cake

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dont tell me its a lie

edgy ginkgo
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rigging is like painting in some ways, and getting to BobRoss levels takes decades >.<;;; some auto rigging tools like Mixamo work to some effect but they always could use some tweaks

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(also, the cake was always a lie)

grand junco
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i come from MMD so...

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weight painting is my bitch

solid adder
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Or consider learning how to add and remove Vertex Groups

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πŸ‘Œ

grand junco
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also how close is bone creation in blender to MMD ?

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i kinda just figured out a thing i wanna do on my protogen o3o

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i tested a thing with a different c haracter of mine

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and i could make a part of him be animated to the song i had playing from those poiballs

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all tho i kinda wonder if i can do that but that it reacts to my voice and actually shows a spectrum bar thingy

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cause if thats an option / some body has a tutorial on it i kinda wanna do that

solid adder
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Shape keys and visemes.

grand junco
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but how to set them to be reactive to audio coming from me ?

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i am a huge fan when it comes to audio reactive stuff

fading verge
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I need some help with avatar bones? Like how to get the humannoid version.

grand junco
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ignore the mess

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but...

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like thats my room

solid adder
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If you want it like that, probably a shader. If you want like physical bars going up and down to music, shape keys.

grand junco
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yeah

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again

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how to set that last part up

solid adder
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@fading verge what do you mean? Like the order?

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Through blender, little box for adding shape keys. You add a new shape key, highlight it, put your mesh in edit mode, and move the vertices or more that you want.

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Then boom, shape key will save that position.

fading verge
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And i can't find the humanoid bone group in it.

solid adder
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You will have to make an armature

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Unless you have and cat's deleted them

fading verge
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I don't have cats

solid adder
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So there's no bones on it whatsoever?

fading verge
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Yeah

solid adder
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Okay, so you'll have to make an armature

fading verge
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How would i do it on this one?

grand junco
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making the blend shapes is not the problem i mean more how to set those blendshapes to react to audio ?

solid adder
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@fading verge I wouldn't necessarily know really. More however you want to go about it. If you need the order they need to be in and whatnot. I can help you out there.

@grand junco avatars use visemes for mouth movement shape keys. So the same would apply.

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Like your Ah, Oh, and Ch shape keys on an MMD model

grand junco
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and how to set the shape keys for sound coming in from the world / other people

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so say if the world has music / people talking the bars would react to that ?

solid adder
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Oh like that, im unsure. That's likely more shader stuff.

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You can do crazy stuff with shaders

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People made sort of a heart strings that connect with others even when they join the world so you'll likely need to look into shaders

grand junco
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wow really

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i once wanted to try to make a sign

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that others could grab as well from my model

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and it would stay in the world unless i leave teh world

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i wanted to do a minor protest against TDA models o3o

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about 70% of the ones i see in VRchat break the rules of the person who made the body/base

grand junco
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ok now an actual rigging question

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i am in weightpaint mode

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but i cant seem to select the headbone

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and rig the horns to the head

paper prawn
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Nive protogen

grand junco
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thanks

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i found a work around :D

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the plugin i use to port models has a merge armature thingy

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o3o

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so rigging in PMX

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so i can put it in blender to merge o3o

crisp tendon
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yeah those are not bones

grand junco
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i got it to work

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so yaay

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xD

astral warren
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I’m not sure audio reactive shaders are possible. If your audio is pre-made, yes. But live capture of voice chat or dynamic reaction to audio clips I don’t think is possible. I could be wrong, I think most people fake it with scripted animations based on pre-done audio

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I know avatars can react to your own voice in avie 3.0 due to the viseme or volume parameters

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So a shader could driven by that indirectly

acoustic perch
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how would i fix this? it does it both in rigging and in game, i tried to weight just in a middle on the arms but it still does this

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im also having an issue with the materials, the dress is suppose to be semi transparent but im unsure what shader could do that

mint sierra
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looks like the Cats plugin removed the weights

acoustic perch
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ah

grand junco
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does anybody know what the dynamic bone settings

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are for the protogens ?

remote valve
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I'm not all that proficient in Blender and I've been wondering why the avatar doesn't work in fullbody ( hip tilts and one leg is forced into the ground)
Any advice?

tacit island
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Is it possible to take a HeroForge model download and turn it into a VRchat avatar?

hushed hamlet
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Hey! I know y'all probably get a million of these questions but --
I'm taking a go at porting this model and I'm trying to prevent the robe from clipping with the body underneath. Is there a good way to do this in Unity? I'm trying Dynamic Bones, but I can't get them to not eventually clip.
https://i.imgur.com/kaIllMV.png

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I frankly fear that I may just have to make a million constraints. :P

solid adder
#

Actually easier to make constraints for it I would say

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If you want to avoid using dynamic bones that is

#

you just need like what... two or three rotation restraints around the radius, adjusting the weight accordingly

hushed hamlet
#

Yeah, it looks like for the degree of precision that I want dynamic bones aren't appropriate. I got pretty good results with parenting the cloth bones to the leg bones, but it still clipped a little. So something might've gone wack with the rig.

#

Loaded a fresh import into Blender. Lookin' at how I can make this work before importing to Unity, since pretty much everything else looks good

half grail
#

Are there any tips for adding clothing but avoiding skin clipping through? Trying to make a toggleable shirt but if I overlay the shirt model it clips, and I don't want to have to change the base mesh if I don't have to.

hushed hamlet
#

I'm figuring that same thing out, but I'm resigning to modifying the model :v

half grail
#

I guess so, and I'll have to be careful weight painting the shirts so there's no clipping.

hushed hamlet
#

yeeeah. What I'm considering doing is having an animated alpha material that'll automatically hide the vertices underneath using the AV3 Expressions Menu

half grail
#

Maybe I just have an entire custom mesh dedicated to each outfit? Make sure weight paints similarly and keep the head across them all, and rig each outfit as it needs to be?

slow loom
#

Anyone else have an issue with the tail bones shoving the tail into the wrong spot?

hushed hamlet
#

OK! I got it looking pretty satisfactory by using the Mesh Data Transfer addon for Unity and transferring the weights from the body mesh to the robe mesh. From there i just smoothed out the weights in Weight Paint Mode.

#

...Oh jeez.
I didn't consider that it would completely replace the weights, not just add the ones that weren't there. 🀦

#

Everything seems to mostly work, there's just some cleanup to do. :/

hushed hamlet
#

i weight painted it manually

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and i didnt even cry once!!

mild stratus
#

Pog

hushed hamlet
#

Giving up on dynamic bones for the robe, lol. Not least because the cloth bones don't have any weights anymore. :V
Gonna put some on the ears tho v'w'v

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This whole robe nonsense wasn't that meaningful because I plan to make some custom outfits anyways? But it was a good exercise, and I faced my fear of weight painting so that's always good

solid adder
#

Great job!

surreal gorge
#

I want to make the coat of this avatar move using dynamic bone, but the cape pieces are attached to the spine, which also has the chest as a child bone

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Can I just create a new empty object and drag the coat pieces under it?

solid adder
#

@surreal gorge put the dynamic bone component onto the spine, then under exclusions, add a 1, a new box should appear where you can place the chest.

#

It's easier than adding 7 dynamic bone components

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If you want to reparent them however, that requires Blender.

surreal gorge
#

Holdup I just put the coats under a new empty object and I think it works

solid adder
#

πŸ‘Œ

fading verge
#

Some reason the head keeps turning a full 180 backwards, not like this in blender, anyone know why?

solid adder
#

Reset bone rolls perhaps?

fading verge
#

You mean head rotation?

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Or is that something else?

solid adder
#

In blender, select the armature and go into edit mode, the press Alt+R to reset bone rolls. If I remember correctly.

#

Did you enforce the T-Pose by chance?

fading verge
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Have the model in a tpose already?

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If you mean that then yes

lethal lark
#

Yo, I'm still fairly new to Blender 2.8, but in 2.79, you used to be able to go into pose mode, uncheck "Connected" and "Inherit Rotation" on a bone, then pose another bone without it doing anything to the others. It was super useful for like, shortening lower legs but not the thighs or upper arms but not lower arms etc.

How is this done in 2.8? Because it's not working for me atm

solid adder
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right here

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Did you do that by chance?

fading verge
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Ah no.. Ill do that now and see if it still happens

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Still happens

solid adder
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What if you reset?

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is the head fixed or the same?

fading verge
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Ill give it a shot give me a moment

solid adder
#

If the head is normal when it's reset, it's the direction the bone may be in Blender

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It's the same reason why you may see fingers jut in a 90 degree angle when the model is in enforce T-pose.

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on some models that is

lethal lark
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To my question above, I figured it out lol I was being blind, there's a drop down list next to "Inherit Scale", changed that to none and it's sorted

fading verge
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Ok, so i just relooked, enforced t-pose literally spins the entire spine round

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Can see via the feet..

solid adder
#

Must be the bone rolls then

fading verge
#

I did go back to blender and alt R, bone rolls are at 0 so I guess i'll try reimporting

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Even tried the rolls, not a single change..

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I guess I may have to redo the rigging?

solid adder
#

perhaps πŸ€”

atomic hemlock
#

whenever I transfer from Blender to Unity the rig changes complete and some body parts will turn around

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i dont know why

teal oasis
#

my avatar is floating off the ground... any quick way to fix it?

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i guess "move model in blender"

crisp tendon
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And apply location in edit mode with Ctrl + A

teal oasis
#

ahh... thank you.

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i think there should be offset option in sdk

raw jackal
#

@teal oasis You actually can do a little fiddling/offsetting by going into the Humanoid rig configuration and moving the hips down slightly there, but Ruuubick's way is better (it's just technically correct to have your origin point/model in the right place through Blender)

astral shore
#

so I made the chest, spine, hips, leg and knee bones perpendicular to the ground but in full body tracking my avatar's hip would be bent backwards, why

slow loom
#

your bone might be rolled

slow loom
#

Does anyone have a guide for making eyes track/blink?

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I'm really struggling

crisp tendon
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@slow loom Struggling with what ?

slow loom
#

Blinking

crisp tendon
#

You have the shapekeys in the correct order ?

slow loom
#

I also have the double bone trick to make it work

crisp tendon
#

Double bone trick RuuuThunk

slow loom
#

I was told by a friend that in order to have the eye tracking work that you need two bones for each eye?

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Or is that no longer the case

crisp tendon
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I don't think that was ever needed ? I think the cats eye tracking creation just duplicates the bones but with the correct naming scheme ?

slow loom
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I'm not using cats-- should I get it?

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Also I will try without the double bone thing

crisp tendon
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Yeah, i've only ever used a single bone for my eyes, with Eye_L and Eye_R i think

slow loom
#

Trying that now

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Oh, I noticed an error that might lead to something

#

Do I need to combine my materials maybe?

crisp tendon
#

Set legacy blendshape on ?

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and then try the shapekey

slow loom
#

Here are my current settings

winter matrix
#

Would this be the right channel ask a question about using Constraints? There's not exactly a catch-all user question channel.

crisp tendon
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@slow loom Yeah the blendshape might be broken in that case

slow loom
#

Does that mean I need to re-make the shapekeys in blender?

crisp tendon
#

Did you check it ?

slow loom
#

Legacy Blend Shape? It was already checked to begin with

crisp tendon
#

your shapekey, in unity, check it if it works

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if you don't know how, it's in the mesh renderer component

#

there's a blendshape dropdown

slow loom
#

please pardon the dumpy animation

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im just trying to get it to work first

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then I'll make the blink pretty

crisp tendon
#

yeah it's probably better to make it work and pretty inside of blender first lulw

deft zephyr
#

lol

crisp tendon
#

it'll work if it's done correctly, which it assume a single mesh to begin with

slow loom
#

it does work

crisp tendon
#

your warning was for the Left blinking btw

slow loom
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it was for all the blinking πŸ’§

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i just sent a tiny crop

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sorry, my brain is square

crisp tendon
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oh

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I guess shade smooth and recalculate normals for the entire body ?

slow loom
#

Recalculate outside, correct?

#

I did that and seem to be getting the same error

#

Perhaps I have something checked wrongly in export fbx?

crisp tendon
#

If you changed the default that's possible

slow loom
#

thank you so much for your patience

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I'm going to attempt to recreate the unity project entirely

#

pray for me

crisp tendon
#

@slow loom You can also try Cats' fbx export

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But it might likely be something on the model itself

slow loom
#

Would you be willing to take a look at the fbx? I can send it to you. If not, I completely understand!

crisp tendon
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Sure

fading verge
#

Hello.

I have a VR model rigged but I'm getting an oculus in a few days and I was seeing if anyone with a headset could just test it. If it's broken can they also fix it? I'm more than happy to pay if you need it ☺️

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It's already rigged for desktop but I'm not sure if the hands and that are for oculus

storm forum
#

You still need someone to test it? @fading verge

fading verge
#

Yes I do ❀️

maiden haven
#

Would blendshapes or shape keys to fix deforms work with VRChat?

crisp tendon
#

You want to have a continuously active shapekey ?

wind osprey
#

I think they mean corrective shape keys that activate during certain poses to help deforming (elbows and thigh-pelvis regions often benefit massively from this)

#

If it's possible with AV3 to drive an animation based on bone rotations then this would be possible, otherwise I can't think of any method that would work.

crisp tendon
#

Constraints sounds like what should be used instead

wind osprey
#

Yeah, constraints & helper bones are the next best thing.

alpine eagle
#

i've got a single bone on my character that won't simulate (dynamic bones) even when re-rigging (new weights and making new bones)

#

it's an antenna

hard jewel
#

random question: do avatars lead off on their left or right foot first

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when there's no fullbody

crisp tendon
#

You'd have to look at the walking animation in the sdk

grand sun
#

oh alright thanks, i'll post it there

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wasn't sure where to put it

atomic hemlock
#

whenever Im about to publish this avatar it won't allow me to and it says this, how do I fix this. Please @ me if you know how. Im pretty new to unity

inner vault
#

How do I make flat texture eyes function?

atomic hemlock
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idk

autumn parrot
#

Anyone know why the legs are moving like that? The arms are moving fine.

I never did a rig before, first time doing it, so I'm kinda clueless lol

crisp tendon
#

are you rotating or moving them ?

autumn parrot
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I was moving, thought the rotate mode was activated by default since the other bones were rotating, odd

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this model seems very problematic with lots of stuff 😩 not sure if I'll be able to make it work 100% fine on VRChat

zealous cypress
atomic hemlock
#

green

zealous cypress
#

if its like this and still giving u errors there is some bone parenting mistakes done on the model itself

lethal lark
#

Heyo, not sure if I should post this in a different channel, but I think it could be a rig issue? When I calibrate in FBT, it looks like my avatar is leaning forward slightly, not by much but I can sort of tell when going from the T pose to being calibrated. I can "fix" it by twisting my hip tracker backwards a little bit (it's on the left side of my hip), which in turn, twists my avatars hips back a little bit.

Unfortunately I'm at work so I can't get a screenshot of the rig, but it was on my mind so I figured I'd ask so I can try to fix it later on. The rig looks fine though, there's no bone roll and I'm certain the hip and spine bones are straight

Any ideas? Is this common?

torn juniper
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Hey gusy, currently I have some problems with the Eye Tracking in VRChat.
I'm using the CATS-Plugin in Blender to create the eye-tracking setup.
But in VRChat, the Eye tracking is fucked up (eye bones are rotated incorrectly)

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maybe because the rotation of the eye-bones are not 0,0,0 in Unity?
If this is the cause, how do I change the base rotation of the bones to 0,0,0 without rotating the mesh?

crisp tendon
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Your bones need to be straight up and in the center of your eye ball in blender

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Then clear bone rolls, and that should be good

torn juniper
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they're still broken

crisp tendon
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If bone rolls are cleared then it should be fine, you can apply all transforms to the armature in object mode too

torn juniper
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oof, still not working... Gonna check it when I'm at home and not working remotely

lethal cedar
#

was procrastinating a lot, finally gonna start making bones for this thing... just a wild guess, I assume I'm gonna have to move the model ABOVE the "origin" point so the avatar isn't halfway into the floor?

native whale
#

My avatar walks a bit funny, how do I fix walking animation?

lethal lark
#

Are there any good tutorials for creating cloth physics on a skirt? There's a few on YouTube but they're like a year old, I'm not sure what's still relevant or not πŸ€”

pastel jacinth
#

anyone have any idea why my dynamic bones are acting weirdly for my avatar? they are very stiff for some reason, i notice this on a newer version of the same avatar, so it works fine on the older version. not anythng changed about the hair

atomic hemlock
#

Whenever I import a rigged avatar from blender to unity the Rig changes and the feet and head of my avatar are backwards, I'm new to unity and blender, please @ me if you know how to fix this

astral warren
#

Was it updated after its initial import?

hushed hamlet
#

How're you supposed to set the jaw open/close if it's hanging open again?

#

WAIT. wait. i think i got it

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Fixed it! lol

proper cove
hushed hamlet
#

Look at your avatar setup. The SDK is pulling those names from Mecanim.

proper cove
#

I don't know what you mean by that.

hushed hamlet
fading verge
#

Could anyone here rig an avatar for me?

hushed hamlet
#

that's a lot of work you're asking for, depending on what you mean by "rig."
if you mean "make an armature for a model that doesn't have one," that's too much work to do for free.
if you mean "make this existing model and armature work in VRC," there's plenty of resources for it already

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Most of what we do in this channel is help if you run into a snag ^^

near vapor
#

is there any way to rig a 4 legged model? i wanna try and put Bolt (the dog) in vr just for the heck of it but im not sure how the animations would work

hushed hamlet
#

You'd use a generic animation set. It's a lot of work but it is doable!

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You'd have to map the bones manually, and then you'd set animations up in a blend tree (using the examples in the SDK as a reference)
You'd also have to make them if they don't already exist, but that's not as scary as it sounds.

near vapor
#

ill have to give it a try! sounds like a fun challenge to setup

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theres one on DA pre-rigged for MMD but im not sure how easy itll be to turn him into a vr model

hushed hamlet
#

That's a great mindset to have, honestly?
You can get away with doing whatever memey nonsense you want if you tell yourself it's an exercise.
I'd know, it's how I learned anything the past month. :v

solid adder
#

@near vapor if you have VR, can do rotation constraints.

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It's a bit of puppeteering work though, but works.

near vapor
#

alrighty, whenever I start making this, do I start it out in blender or straight into the sdk? also kinda want to make a custom sitting animation for him too once I get him set up

solid adder
#

Blender since it will need to be coverted from pmd/pmx to fbx format.

fading verge
robust crescent
#

blender, select the skin vertice then pants , then alt+m merge last

#

go to posemode after and woggle the spine or something around to see if that work

ornate pumice
#

I've been trying to work with a Blaziken model and get it put into the game to use. So far I've had some success, but since the model I'm using doesn't have actual thumbs, when I try to rig it, the "thumb" distorts

#

Would anyone be willing to help out?

fading verge
#

Oh I'm doing body toggle on and off..

drifting gull
#

just noticed the rig in unity is

#

slightly off???

#

the spine-lowertorso-torso bones appear to lean left, but not in blendere

fervent hornet
#

Pretty sure thats just a visual caveat

drifting gull
#

my rig does lean a bit, i dont mind it at all

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but im just wondering if there is any reason or fix for it?

fervent hornet
#

It's not actually like that, you can check the bones position in the inspector to make sure

drifting gull
autumn parrot
#

I made an armature with rigify on Blender, but the automatic weights were a complete mess so I decided to just use mixamo anyway, but when I delete the rigify armature my model shrinks minus one part of it, and even when I put the same scale on both the model and on this part the part still doesn't go back to the same place it should be.

Anyone know how I can solve this?

mental moat
#

@autumn parrot apply all transforms to both the mesh and rig, then apply pose to the model (you can use cats blender plugin for this part). But miximo gives messy results at best and you will likely have to weight paint anyways

atomic hemlock
solid adder
#

Means the chest isn't mapped. You need to go back into the rig part and assign your chest.

atomic hemlock
solid adder
#

Yep

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Leave upper chest blank

atomic hemlock
#

oh ok

solid adder
#

πŸ‘

sharp egret
#

Heyo, new to this channel. I've been working on my own avatar for a while now and haven't been able to debug a couple problems with the rig. Would super appreciate if anyone else has run into these problems and can point me in the right direction.

The first problem is the avatar will randomly start spinning in circles. I can't isolate what causes it, but it tends to happen when looking around or leaning. The avatar will spin a random number of degrees to the right, sometimes enough to make me dizzy and sick. I think it's a dynamic bone, since after I remove all of them the problem goes away, but I can't tell which one and for what reasons.

The second problem is the hips appear to be rotating along the z axis slightly, towards the right foot, causing the whole model to twist. It only happens in full body tracking and I can't see anything on the rig that would cause it to do that

sleek isle
#

@drifting gull when upperchest is mapped. Yes the spine get a curve on the side. Not sure why

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@sharp egret drift the base of the hips to the left a little in edit mode

drifting gull
#

i dont have upperchest mapped im pretty sure? the sdk wiki thingy said not to pair it at all or i could be misremembering

#

ill check the avatar late

sharp egret
#

@sleek isle I'll give that a shot. Isn't that something of a hack fix though?

burnt valve
#

could someone help me fix the broken fingers on this character

drifting gull
#

What is that rig? Its all over the place

burnt valve
#

i got it from deviant

#

is there anyway you could help me fix it

#

its only the fingers that are broken ive already tested it

drifting gull
#

i think it'd need a big overhaul to the fingers

#

i'm not sure what the artist was thinking or if it is just an import error

burnt valve
#

is there a way i could move the finger bones back into the fingertips

solid adder
#

You can move the bones in edit mode while in blender

burnt valve
#

will that work ?

sleek isle
#

@sharp egret yes but if it as to be change in the future the only thing to do is to but it back to 0

#

you can always rotate manually your hip tracker irl to fix the issue as well

solid adder
#

Should if you take your time with it I would think, make sure you go to the options tab and do x-axis mirror

burnt valve
#

was that for me or someone else ?

solid adder
#

you

#

apologies for the late replies

sharp egret
#

I'm curious how people have approached rigging digitigrade legs here?

sharp egret
#

oh, think I figured out what was causing the model to randomly spin. it was a capsule collider

#

I thought those were supported?

autumn parrot
#

So Mixamo rigged only 4 of the 5 fingers of my model, I was thinking of separating the hands from the armature, cleaning the vertex groups, duplicate one of the fingers of the mixamo's skeleton and then parent them with automatic weights to the hands again, but I don't know if it's possible.

Is it? If so, how can I do this in blender? I tried here and it didn't work...

#

The fingers are like that, one bone moves two fingers and I want them all moving separately

crisp tendon
#

You'd have to place and weight paint them manually

autumn parrot
#

I see, I wish there was an easier solution but oh well

crisp tendon
#

Well, Mixamo is the easiest solution, but you get results like that sometimes

autumn parrot
#

the rig is good in general, the fingers are the only problem

#

they are too close to each other so mixamo can't detect them all, and since the model doesn't have a rig before, I can't change the position of the fingers before uploading the model on mixamo

atomic grail
#

i need help rigging my model.

#

and i’m not familiar with blender, I have a basic skeleton, but there are some issues

crisp tendon
#

Which ?

atomic grail
#

when i go into pose mode to test the skeleton, the wrist bands break, and so does the shirt

mint sierra
#

going into pose mode goes back to t-pose/a-pose

atomic grail
#

heres what i mean

#

i heard its a weight paint issue, but idk how to fix that

crisp tendon
#

There's a lot of tutorials on weight painting, you have a very simple model so fixing should be simple

mental moat
crisp tendon
#

what does your armature look like in blender

mental moat
#

It works as long as my avatar is moving/walking or doing an expression but fails as soon as I stand still

wary lava
#

I'm modelling and manually rigging a character with Rayman-type floating hands. Do I rig a bone for the palm or do I still need to rig two arm bones?

mild stratus
#

@wary lava you still need the arm bones, you don't have to weight paint them though

wary lava
#

okay, makes sense. So I take it the bulk of the hand moves at the end of the forearm then

mild stratus
#

Yeah.

wary lava
#

Thank you for your help.

mild stratus
#

no probs

fading verge
#

It works as long as my avatar is moving/walking or doing an expression but fails as soon as I stand still
@mental moat I have the same problem

#

Thats vrchat's fault I think because that happened to all my 20 avatars after an update

#

If anyone has a fix for that it would be really helpful

#

i dont mean to say the same thing in the same channel, but im trying to get toad from the pitcrew in mariokart tour to work on VRchat. everything with it is fine, except i cant necessarily rig it because it doesnt have the upper right leg bone. any help?

#

*right upper leg, i mean

fading verge
#

another question: are models just not supposed to have textures whilst on the scene?

pastel jacinth
#

does anyone know why dynamic bones arent working on my hair on my avatar? for some reason it acts like the dynaic bone is totally stiff. even with very low setttings it will still only move a little bit, and the movement is very stiff

#

its weird

#

i use the same dynamic bone settings on a previous version of the avatar and it works fine

zealous cypress
#

posting an image might make us able to help more

pastel jacinth
#

i was able to fix it

#

for some reason, the values had the be totally different

#

so weird honestly

zealous cypress
#

if the prev avatar is higher/smaller thats why, at least when i do it

pastel jacinth
#

that makes sense

#

the newer version was scaled down in blender first, instead of in unity

solid adder
#

i dont mean to say the same thing in the same channel, but im trying to get toad from the pitcrew in mariokart tour to work on VRchat. everything with it is fine, except i cant necessarily rig it because it doesnt have the upper right leg bone. any help?
@fading verge you're going to have to create a leg bone from what I'm reading. Which means you'll need Blender.

#

Also sometimes the Unity won't read things right like materials so you'll have to put the texture on the material itself

fading verge
#

How so?

#

also, is there some sort of application that i need to use on blender in order to get 3d models working? i click and drag it into the window and nothing happens

solid adder
#

Depending on the version of Blender you're using. People tend to use Cat's Blender Plugin. Helps tremendously

#

does anyone know why dynamic bones arent working on my hair on my avatar? for some reason it acts like the dynaic bone is totally stiff. even with very low setttings it will still only move a little bit, and the movement is very stiff
@pastel jacinth make sure in game that limit dynamic bones is turned off. Go to your safety settings, then advanced.

fading verge
#

I have that downloaded actually, but I just dont know how to add it

solid adder
#

Which version of Blender are you using? 2.79 or 2.8 on up?

fading verge
#

2.83

#

so yes

#

2.8 and up

solid adder
#

I unfortunately work with 2.79 so I don't necessarily know right off

fading verge
#

Ack
the versions must be really different then

solid adder
#

They are

#

2.8 was a big upgrade which changed a lot of things on how we used Blender

#

But adding a bone at the very least should be simple. Select the Hip bone and press 'E' which will create a new bone for you. Then you can rename it and move it to where you need it

#

Or you can duplicate the left upper leg by selecting it and pressing ctrl+D I believe?

#

Then just a matter of moving and renaming the duplicated bone.

#

Both Blender and Unity are strict when it comes to naming things so do keep that in mind.

fading verge
#

oof i thought that mixamo'd be able to do that

solid adder
#

Mixamo is helpful to an extent

#

That's mainly for things that look humanoid

fading verge
#

looks like a toad wouldnt work lmao
anyhow, i use blender for texturing correct? it cant be done in unity?

solid adder
#

Does it already have a texture?

#

If so then you can just add it to the material, but make sure the material is extracted from the model in Unity or create a new Material for the texture.

fading verge
#

im importing a model from models resource into the game, but yes, it has textures in a seperate folder. it just doesnt work when i upload it to unity

solid adder
#

It's simply not reading it, so you'll have to add the textures to the materials

#

Sometimes it does, sometimes it don't

#

You just got unlucky was all

fading verge
#

yeah im actually just gonna try to make a material and then add the texture to it

#

would that work..?
sorry, ive made an avatar in the past and it read the textures, so im not used to something like this

solid adder
#

If you open the model in the assets box, you'll see the armature, body, and the materials. Select the materials, right click, and select extract

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Or make new materials to place your textures on

fading verge
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i dont know if you can zoom in or not

solid adder
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Where is your model?

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I may have said this wrong

fading verge
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im going to import it again no worries

solid adder
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Bring in the model and press the little arrow on it when you see it in the bottom box

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Unless it'll be open already for you, you should see the armature, body, and the materials.

fading verge
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oh boy i see a LOT of stuff here

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idunno if i should ping em

wide knot
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does anyone know how to fix the hip tilting to the side with full body tracking?

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or one of the feet clipping through the floor, not sure which is the cause, probably hips

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seems to be different from the issues in the FBT fixes video

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Hips bone is straight, perfectly centered between legs on x/y, and not too low as far as i know vrcStoic

median haven
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interesting

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I have this issue too but it's barely noticeable on my avatar

fading verge
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how do you place a texture on a material?

wide knot
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seem to have fixed my problem, it was either by making the chest bone even smaller, or changing rig type of the fbx to none and back to humanoid.

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probably the 2nd since the avatar definition rig preview thing wasnt updating correctly without changing rig type.

fading verge
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FINALLY got the textures working. Though.. i need a different one for his face. how..?

wide knot
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the body should have multiple material slots

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you just create multiple materials with different textures

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if it doesn't, you need to go into blender and learn how to do it from scratch

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ideally using as few materials as possible by atlassing

fading verge
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yes

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i got it

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sorry im just super happy now i can finally build the avatar as normal now

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im uncertain though

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does it just save automatically like this though?

fading verge
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how to find the dot that represents your view position?

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oh god nevermind it is nowhere near my avatar

vernal halo
#

Hey everyone, learning how to work on avatars and seeing some oddities, not sure whether or not to tackle or if it's something that's fixed automatically in Unity.
I started with a pmx file, then mixamo'd it, CATS imported and [Fix Model] with CATS, however there are a few things that doesn't seem right... The finger tips bones are pointed vertically, and the spine bone is misaligned. there are also a few extra bones throughout the body. I noticed though after I export it to Unity, the bone seems to be set correctly there. Do I need to fix everything up in Blender or will it cause issues in Unity?

zealous cypress
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you will have to yes

fading verge
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does my avatar need a neck? because i was just finishing it up and my model doesnt have a neckbone

atomic grail
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i really need help with weight painting

zealous cypress
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lots of tutorials on youtube for that

atomic grail
#

how do i merge multiple meshes into one mesh?

zealous cypress
tight musk
crisp tendon
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You make the boot be on the ground, and the bone go down to the bottom of the boot instead

tight musk
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ahh okay ty

fading verge
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how do you lowwer the sensitivity of the zoom in and actually moving the avatar in unity?

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dude if i press A once i lose track of my avatar

raw jackal
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@fading verge Click on your avatar and press F. This will change the focus to your avatar and it will make it easier to zoom and rotate without losing track or focus of your model. πŸ™‚

fading verge
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thank you!

crisp tendon
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@raw jackal @fading verge An even better way is to hold Alt and then hold right click, go up and down with the mouse

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much more precise control

raw jackal
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ooh did not know this one

prisma root
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hello! I'm having an issue with an avatar's hip being tilted ingame, anyone know what might be up? Worked fine until I uploaded the AV3 version, not sure what went wrong.

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see how it's rotated clockwise?

crisp tendon
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Make sure it's correctly centered

prisma root
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like X/Y need to be 0/0?

crisp tendon
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well, that the model's origin is at 0,0,0 yeah

prisma root
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okay awesome, it was a little off on one axis, lemme see if that fixed it

prisma root
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that hasn't worked unfortunately

amber current
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Can someone please do a sanity check for me real quick and lmk why I am geting this error

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I have a chest

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here are my bones in blender

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any help would be awesome!

crisp tendon
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You need to use the humanoid configuration menu

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most tutorials go through this step

amber current
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I will look into it, thanks!

fading verge
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So like how do you add bones in blender, because the avatar i was trying to make was good it just needed a neck bone

rapid mauve
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there are several ways to add a bone - shift + a select armature then single bone - your bone will appear at your 3d cursor - you can use the e key in edit mode and extrude a bone from the chest - or duplicate the chest bone with shift + d key

fading verge
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Yooo thanks
I might do this now just for that one model

lethal cedar
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if I made an AV3 avatar, the bone hierarchy in the pinned messages is all I need, right? Nothing else?

raw jackal
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@lethal cedar I haven't done anything different (in Blender) to prep for AV3. πŸ™‚

#

It does help to have a "looking up" and "looking down" shapekey though as that is a new optional slot in the SDK you can put a shapekey in.

desert hill
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does anyone know a workaround or fix for thumb finger problem when using index controllers? preferably in unity

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i have the fbx file, but after loading it in blender all bones have... quite strange orientation. Seems model was created using some other software

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ok i found fix for bone orientation in blender) but thumb question still stands, mb there is some video?

crisp tendon
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You're missing a bone at then end of every line, I guess you removed leaf bones

fading verge
mint sierra
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it looks like your avatar is too small

crisp tendon
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^ the view position sphere never changes size

lime shard
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Hey, I have a model that has no fingers. I'm new to blender and have no clue how to add them, would anyone be able to help me?

mint sierra
desert hill
crisp tendon
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nice !

desert hill
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well its all good, but this does not fix original problem...

crisp tendon
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you'd need to move the thumb bone itself, or change its position in the muscle editor in unity

fading verge
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How do i mirror bones?

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Like for an amuture

maiden gust
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Quick Full Body Question. Is there any reason why my viewpoint sinks into my neck/torso when I sit/lay down?

sleek isle
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No

silk egret
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hello, guys. i am really newbie in terms of creating avatars but i found model and i want to change their rig of bones and add physics to cloth, could somebody help me how to do it

crisp tendon
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Sure, have you looked at a tutorial already ?

silk egret
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could you link one

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that would be just great

crisp tendon
silk egret
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ty most kindly

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btw how can i transfer model from unity project to blender?

crisp tendon
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import the fbx from the unity folder

silk egret
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in blender itself i cant find the unity project to import

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copying rout from unity isn't helping

turbid spear
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right click the fbx in unity and show in explorer

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it will open the file in windows, then import that into blender using file > import > fbx

silk egret
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ty

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at least partially

silk egret
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@crisp tendon may i ask you once more about how to rig additional bones to cloak to make it collide with legs? because its seems like i did thing with basic armature right

crisp tendon
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it would need to use cloth or dynamic bones, weight painting for that is a bit advanced though

silk egret
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ok then, i will lean this later

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because seems like i had issues with parenting mesh and armature

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i parent them with automatic weights and after this action in pose menu when i move bones mesh didnt follow

lime shard
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Hey! My VRCSDK is giving me several error messages regarding bone mapping despite the fact that my model seems to be mapped perfectly fine. Would anyone be able to help me with this?

plain sapphire
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@lime shard you went in unity and used the rig menu to define bone names?

charred ore
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Is there a way to apply shapekeys to bone movement? Trying to make an over the shoulder sleeveless long cloak and it would need some tweaking

lime shard
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@dino works now, thanks!

iron pond
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How do you hide/unhide the armature in blender?

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Unlike body there's no eyeball on the right to toggle

iron pond
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Someone answered my question: The root parent of those is also named Armature, and clicking the eyeball on that one doesn't hide the body. (I didn't try it, because I assumed hiding the parent would hide the children)

wanton dove
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can the mirror modifier in blender be applied to an armature? Or is there another way to symmetrically edit an armature/weights

atomic hemlock
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my rig is fine

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I think its fine at least... Im pretty new to this stuff

turbid spear
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@charred ore shape keys move vertices only afaik

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@atomic hemlock tick mesh read/write on the fbx in your assets

atomic hemlock
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what does that mean

turbid spear
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where you clicked configure to go into the rig, instead of the rig tab, click the model tab

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tick allow read/write

atomic hemlock
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ok

turbid spear
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that will fix the weird polygon count

atomic hemlock
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k

atomic hemlock
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that didn't fix the issue

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it still says "Spine hierarchy Incorrect. Make Sure that the parent of both shoulders and the Nick is the Chest (or UpperChest if Set)"

turbid spear
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That's another issue

noble linden
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Heyaaa

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I'm struggling to find many video examples of avatar builds where they're doing the weight painting from scratch.

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Does anyone have any recommendations?

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I'm sure I've seen Twitch streamers building from scratch before too but can't find anything yet.

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And I know the Royal Skies videos lol. I'm just looking for videos of just people building. I just want to see some examples of the specifics... Especially for shoulders right now. πŸ˜›

crisp tendon
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Shoulders should have barely any

noble linden
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yeah i have a feeling it's minimal.

crystal flare
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Question I really wanna know of, how can I make eyetracking by using a 2d eye texture instead of the pupil being a separate mesh? I've seen several cartoonish avatars that use a round like eyeball while the pupil is a trexture that "scrolls" around it. It's not the eyeball rotating, it's like the texture moves around the UV map. How is this done using the bones?

crisp tendon
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i don't think that's possible in SDK2, but in SDK3 avatars you can do that with animations

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actually nvm, i don't even think that's possible at all

crystal flare
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But then how did they do this?

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Hold on, I'll take a picture, maybe I'm missing something

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Zero's eyes is a pupil texture that moves around

crisp tendon
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and that's not a mesh ?

crystal flare
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Doesn't look like it, I'm looking at it as close as I can and I don't see a mesh moving

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However, looking closer, I noticed the eyes don't actually follow me in the mirror how any other avatar usually does...

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They just move like with a pre-made idle anim or something

crisp tendon
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i mean, if it's a bone it could only have the pupil and a bit of white painted around it, and it'd move the white part as well without affecting the rest

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could also be an anim yeah

crystal flare
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Ohhh that may be it, like a "fake eye tracking" using animated texture somehow

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So I guess that's not possible then lol

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But what you said could work

crisp tendon
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i think with clever weight painting it's possible

crystal flare
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This is by the same person, it's weird

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Yeah they aren't eyetracking, they don't follow you and it's most definitely just using an animation in the texture

crisp tendon
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that is 100% weight painting

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with the solution i mentioned above

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you can tell by the deformation at the top of the pupil when the eye looks up, it moves the eye lash

crystal flare
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But if you look closely, you'll see that the movement of the pupils doesn't match the deformation, if it was all weight painting, then the deformation would have the same movement as the pupils, and it doesn't do that...

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It's like it has eyes, but at the same time it's not the same as her puppils

crisp tendon
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during blink

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if that's not weight painting then i'll eat my shoe

crystal flare
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but it's not controlling the eyes...

crisp tendon
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could still be an animation

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but it's bones

undone pulsar
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so, kinda unlikely, but is there a way to customize where eye tracking goes/set up a custom system for it?

crystal flare
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Like here, the pupils move but the deformation stays the same, this is what I'm confused about

crisp tendon
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You can do that with constraints easily

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stays the same where ?

crystal flare
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The deformation, if you overlay these two it's the same eventhough the pupils are looking at different directions

crisp tendon
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well it's symmetrical

crystal flare
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So the weights aren't moving the texture somehow?

crisp tendon
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nope, they're moving part of the eye mesh

undone pulsar
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using constraints, what would i set them to follow? far as i understand everything is local-only, which makes it tough to lock onto environment/other av's

crisp tendon
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follow the eye bones in the front

crystal flare
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Then what is moving the textures? Could it be an animation then?

crisp tendon
#

a bone

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weight painted

crystal flare
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So there's 2 different pair of eye bones here?

crisp tendon
crystal flare
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One for the weird eyeball weight, and one for the pupil animation...

crisp tendon
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idk what you're referring to with pupil animation

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that's eye tracking ?

crystal flare
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No it isn't, these eyes don't move like your normal eye tracking eyes

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They have a set looping animation just looking around randomly

crisp tendon
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then they might be using the same bones taurishrug

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idk why they'd do that, since it looks goofy as hell

crystal flare
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Yeah, it's very weird

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But I guess they did this because the whole eye is a single texture in these models. They would have to manually separate the pupil from the eye and stuff

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πŸ€·β€β™€οΈ .

undone pulsar
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Is there a way to import another object's transform into the source of a constraint?

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i only know of scripts, but i already made a script before i found out ye cant use em in VRC XD

ornate pumice
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Not sure if this is a rigging problem or not, but when I imported my model into Unity from Blender (where everything was working perfectly fine), a vertex or two got stuck to something in the mouth. I have no idea what caused the problem or how to fix this issue. Haven't seen it yet during this creation process.

lean kiln
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Hi, does someone mind helping me out, I think aligned the bones correctly in blender