#avatar-rigging

1 messages · Page 172 of 1

lean kiln
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But when I imported to unity the hair is transparent

zealous cypress
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what shader ur using since it looks like u have Culling on or transparent

lean kiln
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Just standard

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Nvm I have custom shaders I put it on it seems good now

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But I can't delete any of the clothing

zealous cypress
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i have everything joined on Body so u will have to seperate by materials in Blender

lean kiln
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I'm not quite sure how to do that, I'm fairly new to blender

zealous cypress
lean kiln
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I see

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Should I import as blend file?

zealous cypress
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export as FBX from blender

lean kiln
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Alright ty

ornate pumice
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Would anyone be willing to help me out with my issue? Been poking around and I can't seem to find a fix.

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I think I may have an idea where the problem is occurring, but I'm not sure why it's occurring

lean kiln
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So now I don't have all the things I usually have in my hierarchy

crisp tendon
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@undone pulsar You can copy the transforms component of the object ?

zealous cypress
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looks to me that ur originally unity and blender models was different

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since the "Mishe_" parts is not in ur first Blender picture

lean kiln
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I see

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So should I export file from unity to put in blender

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If that's possible

zealous cypress
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going from ur 2nd image u should take the fbx file(1 of the 2 with image u can see model in unity)
and just import into blender

lean kiln
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I found fbx file that has everything

zealous cypress
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importing it into blender should include everything that was in ur "Originally" unity hierarchy just in blender

undone pulsar
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@crisp tendon but wouldn't the object need to exist first?
if im doing eye tracking, it should supposedly follow nearby player cams, or what's in my hand right?

crisp tendon
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uh yeah that's not possible that way sorry

lean kiln
ornate pumice
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Tried pose mode in Blender to see if it was a Unity only problem and it turns out the problem is occurring in Blender. Anyone have an idea how I would get the circled part to move with the rest of the beak normally again?

swift tide
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hey, can someone help me with removing the pose from my avatar and fixing the rig, as it says it is not in tpose, but it is

ornate pumice
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That set of vertices doesn't want to move with the rest of the head when I rotate the head bone

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If it is in Unity, the object doesn't have to be in T-Pose in order to upload to VRChat. If you want to make sure, you can go into pose mode in Blender, move the model to the way you want it, then click the "Apply as Rest Pose" button then reupload to Unity

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I had that problem earlier and that was the fix I found to work

swift tide
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thanks, as the model was initially in a laying down pose

ornate pumice
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Not sure how to reattach those wonky bits

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Shape keys work fine though

somber mist
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i joined vrchat 2 days ago and dont understand these animation thingys

crisp tendon
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animation thingys ?

somber mist
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what im new to this kinda stuff,like it confuses me so much on like whats happening

crisp tendon
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yeah i'm confused to as to what you're confused by

undone pulsar
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OK clap i think i got it

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(for getting custom eye tracking)
i could parent an object to the head and have a toggleable dummy for essentially manually placing the focal point
its kinda crappy, but it uses only local objects, and can get all 4 eyes to work

sleek isle
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you loose the jaw bone some how

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the vertex group might still exist.

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If so. create a new bone parented to the head with the same vertex group name

hot latch
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Hey guys... I downloaded a premade model rigged and all with eye tracking as a Unitypackage and I cant seem to make the eye tracking work... I've tried looking at videos on Youtube etc but they're all on Blender and none of them actually show how you can fix this on Unity..... I need help from professionnals ;-;

rose mountain
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hello i am bak with a rigging question.
Should I parent the skirt and bow to the hips, spine, or chest? Im not sure because of how high it is above the hips and spine.

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That set of vertices doesn't want to move with the rest of the head when I rotate the head bone
@ornate pumice Looks like a weight painting issue. Select the Armature then select the body then go into weight painting mode,

ornate pumice
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I've tried messing around with the weight painting on the jaw a ton and nothing seems to fix it

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Would someone be able to check it for me?

rose mountain
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Weight painting can be tricky, but I do recommend Royal Skies llc videos on weight painting. His vids are short and to the point. His goal is to waste as little of your time as possible.

ornate pumice
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I watched a few tutorials on weight painting and thought I got it down

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Tried messing around with it in a few different ways and using CAT's model fix on it

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Still breaks

rose mountain
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I am sorry not sure how to help you with out breaking the rules of the server. @ornate pumice

undone pulsar
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Update on the focal point technique- lookat constraint doesnt quite work for camera

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also have an issue with rotation scaling

coral rune
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So my avatar's gonna have some spinning fans on him, and I've been trying to get the fan blades in the holes I have cut out for them. I have them centered in the thing, but I can't get the rotation right. If I had a way to constrain faces to each other this would be a lot easier, but I only know how to do that in Inventor. Is there a way to do that in blender?

swift tide
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My avatars feet are sometimes off the ground and I have to set the user height to be tall to make them be on the ground, would any of you be able to help reconfigure the foot bone of the model?

faint dome
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Is there any good videos showing the proper setup for twist bones?

swift tide
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?

teal badge
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I've written a script that lets you quickly take care of the "LowerArm/Leg is not first child of UpperArm/Leg" warnings when creating an avatar.
https://gitlab.com/s-ilent/silenttools
To use it, place the contents of the Assets folder into your project's Assets folder. Then, right-click an avatar's animator to reveal the Reorder bones option. Reorder bones will move the bones into the order VRC likes.

meager zealot
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descriptor is always putting my viewpoint off :/

crisp tendon
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means your model isn't centered correctly

hexed cypress
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Hey, y'all. Not sure what I'm doing incorrectly. I've followed a few walkthroughs and checked every forum I can. My avatar keeps animating with the dance moves or AFK going halfway through the floor. I've tried adjusting the Root T and even the scale and nothing is getting me anywhere. Anybody have any idea what I may be doing wrong?

fading verge
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Someone has made an avatar model for me, but the armature looks very confusing to me in addition to some other things.
I was wondering if anyone could have a quick look at it and tell me what needs to be improved to get it working in VRchat?

crisp tendon
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Post screenshots of it in blender

fading verge
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That person has also made every piece of the avatar an separate mesh, but I can't join them all, because they have put an unapplied subdivider modifier to the head which also has shape keys.

crisp tendon
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Remove the modifiers ?

hexed cypress
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Never mind on my question! I figured it out. Had to not adjust the parent transform of my entire model, but the child objects, scale for Armature/Body 🙂

coral rune
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So my avatar's gonna have some spinning fans on him, and I've been trying to get the fan blades in the holes I have cut out for them. I have them centered in the thing, but I can't get the rotation right. If I had a way to constrain faces to each other this would be a lot easier, but I only know how to do that in Inventor. Is there a way to do that in blender? Asking again since it got a little buried

tired pelican
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Can anyone with experience in blender 2.8 tell me what is happening here?

crisp tendon
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apply transforms to your model first

tired pelican
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Those vertices are apparently painted to the bone I have selected but when I move the root they stay in place

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In edit mode or weight paint mode?

crisp tendon
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neither, object mode

tired pelican
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Did so

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Still won't let me paint them

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its super weird

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trying to get the hang of 2.8

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and this bites me

crisp tendon
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Do it in edit mode through the vertex group menu in that case

tired pelican
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ya know what

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I'll just delete those vertices and make new faces

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easier

carmine halo
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How can i mirror bones from one side to the other side of a model like arms or legs

crisp tendon
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You have the symmetrize option, mirror and duplicate+scale on x axis

carmine halo
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Didn't work for some reason

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They are falled FLef.R and FLef.L

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I misspelled leg :)

crisp tendon
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Try _L and _R

carmine halo
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Nothing

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This is so weird

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WAIT

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I have To name the IndiViDuAL BONE?

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I'M DUMB

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Still didn't work

green coral
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hello i just got a model and it doesnt have color. How can I fix that?

atomic hemlock
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Im trying to make an Arbiter avatar from Halo and I'm trying to use lip sync with it but I don't know how to make all 4 parts of his mouth move at the same time because each part has a bone and it only allows 1 bone to move for lip sync

crisp tendon
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Use avatar 3.0

green coral
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For me or him?

crisp tendon
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for him, for you you probably should watch a video on unity materials

green coral
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Ok!

elder crescent
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anybody know what causes full body avatars hips to twist massively left/right? i cant see anything wrong with my rig whatsoever:

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ignore toe bones, they're not in use.

sleek isle
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But the spine strait as well

elder crescent
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i'll give that a try, thanks

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however its not straight on my other very similar rig, which works just fine :S

sleek isle
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Maybe the ankle a little behind the hip

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Better yo have the character in a t-pose to prevent sag shoulder in fbt

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The hip is too low as well

bleak remnant
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haha anyone wanna add a chest bone to my avatar 😦

elfin flare
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Anyone got a fix for if your foot bends in the wrong direction when you try to point it downwards?

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Like, if I point my foot irl downwards while in full-body, rotates my foot on the axis left and right instead of up and down.

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This is how the rig looks

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I want to get this fixed before I move onto proportioning the avatar for my body.

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Do you think it might be a full-body issue and not a rigging issue?

crisp tendon
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Your leg bones down to the foot need to be straight from the front

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and clear their rolls too

elfin flare
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For some quick context, you've heard of Kung before, right?

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He helped me with the rigging for this model, and as far as he could tell, there wasn't a problem with that back then. Did something change?

crisp tendon
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back then being ?

elfin flare
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When we put the avatar together. It was many months ago

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Avatars 2.0

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I don't know if anything has changed since then

crisp tendon
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you have foot issues and the only thing that stands out from a regular rig is your feet bones, so taurishrug

elfin flare
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Also, I checked the rolls and there's nothing on them

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He harped on that really hard when we were making it

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When you say they need to point straight, do you mean I have to rotate this part?

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to essentially be vertical

crisp tendon
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it basically needs to be as straight as the hips>head line

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yep, straight down from the upper leg

elfin flare
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Alright. I'll see what I can do.

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Uhh

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When I try to rotate, it disconnects from the other joints

crisp tendon
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because they're not connected

elfin flare
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It's been months since I've worked in Blender lmao

crisp tendon
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you should do that in pose mode too

elfin flare
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If I connect it though, won't that rotate multiple pieces of the rig that were fine before?

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I thought the pose was fine though? It seems like it was just the rig itself

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So, left is corrected. Right is before

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This was done in pose mode

crisp tendon
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Apply post as rest pose once you've fixed both

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then clear rolls, and then upload

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and make sure to apply all transforms to everything in object mode

elfin flare
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How do I apply the rest pose?

crisp tendon
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button in cats addon

elfin flare
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Oh damnit.

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The change I made has to be redone now.

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What's the command to "Apply All Transforms"?

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I'm unsure what I'm using it for, but you said to, and I trust you

crisp tendon
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ctrl + a

elfin flare
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Also, does it need to be perfectly vertical?

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I did it as best as I could just eye-balling it.

crisp tendon
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probably good enough

elfin flare
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Alrighty

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I'll have to see if it works tomorrow. Thank you for your help, Rubick.

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Worst part about this is that I'm going to have to re-impliment all of the dynamic bones, and other scripts onto this new model once I put it into Unity

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Once again, I don't know if there is a faster way than doing all of it manually.

crisp tendon
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Nah pumkin tool should be automatic

elfin flare
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pumkin tool?

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Just googled it. I didn't know this was a thing. Now I just need to find out how to use it.

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Tomorrow though.

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I really need to sleep

fading verge
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Is this a good bone model for setting up dynamic bone? I haven't done them before but I have the package ready in unity and I needed a second opinon on the postisioning. :3

gray steppe
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The bicepts WORKED and this was NOT a bug prior to the newest avatar update

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NOT sure... whats wrong tbh, avatar worked for months then, all of the sudden this happens

sleek isle
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Normal

nocturne sleet
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@fading verge this much bones will cause lag (poor model performance according to VRChat)
considering how tight this cloth seems, I'd suggest merging the leg weights with this cloth's weights, and not use dynamic bones on them

slow loom
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anyone have any solid sources or guides on skeletons?

turbid spear
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the one ||inside you|| vrcBlush

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or do you mean an armature

slow loom
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i mean armature lmao

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¯_(ツ)_/¯

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here's a not cursed image of her tho

elfin flare
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Much nicer

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@slow loom I recommend looking up Kung. His videos helped with me rigging my character

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He also helped me directly when certain things just didn't go my way

fading verge
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Could somebody help me with eye rigging?

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I symmetrized the bone for the eye, but CATS only detects one of two

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And it doesnt even work

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Just the rigging in general doesnt work and i'm tired of it xd

astral warren
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Is this a good bone model for setting up dynamic bone? I haven't done them before but I have the package ready in unity and I needed a second opinon on the postisioning. :3
@fading verge it’s not - that’s a setup for rendering video. You want to merge the chains to be one chain going down the center-inside of your avatar ideally, with an inverted collider to avoid it from straying too far.

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With the right settings only 2 or 3 dynamic bones can look better than 30

fading verge
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@astral warren how would I go about setting it up?

astral warren
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Helps to know how to transfer weights around and how to reposition bones - Cats Plugin has some buttons to make it easier but some basic armature editing skills are kinda necessary

fading verge
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Im so tired of this, it's too complicated

astral warren
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Are you using a custom Fbx import plugin, or the one built into blender?

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Hard to say what's going on without context

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Other than "the fbx failed to import"

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My assumption is the fbx file is corrupt.

fading verge
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I used mixamo to auto-rig my model

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Then i downloaded the fbx from the site

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@astral warren i imported it from blender

astral warren
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I'm sticking with the FBX file being corrupt. Can blender import the fbx that you gave to Mixamo, rather than the one you got back from it?

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If not, yes, the fbx is corrupt

crisp tendon
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Use the cats fix in blender

fading verge
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@astral warren the fbx downloads corrupt when i put on my character

drifting gull
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Hi, I think i found an issue in my rig which also makes it a bit of a hassle to properly calibrate my fbt

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the hip, spine and chest bone is tilted off a bit/offset a bit

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and im not sure why this is, as blender has cleared the roll and i made sure the center bones were at 0 on the right axis

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this causes the model to "spawn" slightly to my left instead of on me

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and causes a spine tilt

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it also seems to appear in the transform, so its not just a visual thing

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not sure its related, but ingame it appears that the character is also sliiightly looking to the side

atomic hemlock
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This whenever I go to to the muscles for my avatar it looks like this and the arms are backwards

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So I used CATS in blender to try to fix it and it looks like this now

atomic hemlock
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does anyone know how to fix it? ^

zealous cypress
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u should go back to first image and just change it in pose mode, if cats plugin removes finger bones

atomic hemlock
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how should I change it in pose mode @zealous cypress

zealous cypress
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click on bones and rotate them so they look like 2nd image is a start if cats isnt for some reason doing it for u without removing bones

mint sierra
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it looks like cats removed important bones

atomic hemlock
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it removed the should pads, knee pads, and fingers

mint sierra
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only have join meshes and connect bones checked

solemn prawn
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Has anyone dealt with a mmd model that uses IK bones and converted it for vrc? The bone structure on the model I'm attempting to use is pretty unruly and I don't really know where to start.

lethal granite
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okay

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@pulsar kayak, all of the verticies must be painted for a item to truly be weight painted

pulsar kayak
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I'm pretty sure they are, but I get issues like this:

lethal granite
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See that vert there

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Or not enough

pulsar kayak
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Ahh

meager zealot
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model isnt centered.. but i cant see anywhere this would go wrong?

lethal granite
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Pose mode and see if it works @meager zealot

pulsar kayak
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@lethal granite actually it does seem to be painted 🤔

lethal granite
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Red?

pulsar kayak
meager zealot
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in blender?

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it works fine'

lethal granite
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Well, then what is the issue?

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@meager zealot

crisp tendon
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@pulsar kayak It's also painted to another bone

meager zealot
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idk, thats why im here :p

lethal granite
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That could be it

crisp tendon
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@meager zealot screenshot of your model selected in unity pls with inspector view of avatar descriptor

meager zealot
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view position is set to bridge of nose

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mm...

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yeahh

crisp tendon
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your avatar is not at 0

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and your view position is also not 0

lethal granite
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That alone is a big nono

crisp tendon
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X = 0

meager zealot
crisp tendon
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That means your model isn't centered to begin with

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you need to place it at 0,0,0 in blender and apply transforms

pulsar kayak
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@crisp tendon I checked all the vertex groups and indeed the whole back of the model was assigned to various vertex groups, no idea how I did that! Thanks!

lethal granite
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0 out your model in blender to the middle of the feet at their lowest point

pulsar kayak
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And thank you @lethal granite as well 🙂

lethal granite
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No problema!

coarse plume
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Does the physical size of a bone affect it in the rig in any way? Just trying to figure out weird spine rotation issues while laying down in fullbody.

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Seems that there's an extreme rotation issue when laying down with upper body stuff because it seems to want to roll with the shoulders a little too well.

astral warren
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No. Bone size changes nothing, only the head location, tail pointing direction, and roll along the head-tail axis means anything

coarse plume
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Alright, thanks. Guess my body does that because my shoulders are SUPER broad.

astral warren
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FBX doesn’t even save the tail positions, the pointing direction and roll gets combined into a bone rotation.

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That’s why if you re-import they get all screwy

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Those shoulders don’t look like they are ideally positioned (head of shoulder bones)

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The head of a bone is the point that it’s weight rotates around

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Shoulders should typically have a head that is disconnected from the chest on left/right axis

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Typically where your clavicle pivots from

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And then upper arm starts where your actual ball socket is

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But if the model came that way then I wouldn’t worry about it. It was probably weighted with that in mind already

crisp tendon
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shoulder bones that size will cause issues though

coarse plume
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Will changing the size mess up of of my weightpainting? I know the position usually does.

crisp tendon
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it's better to weight paint again for sure, but shoulders should have very little weight paint in general

wheat tulip
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is it possible to merg two bones into one bone

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im exploring that possibility cuz im to lazy to weight paint clothing ehhh

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yeah i know how to weight paint

sage patio
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so, for the longest time I had my hair added on in unity, but I'm trying to do it in blender instead. when I join the 2 armatures, then the mesh stops moving with the bones

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any suggestions?

crisp tendon
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Join how ?

wheat tulip
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hmm

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you could do this

sage patio
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hol up I think I might've figured it out, I joined the meshes right after joining the armatures and it seems to be fine, let me just make sure the parenting is good

wheat tulip
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okay

sage patio
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yesss I think I got it

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sorry lol

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yea so basically I just had to first merge the armatures, then I merged the meshes, and then I used CATS to translate the bone names. then, there was an extra root bone for the hair, so I parented the actual root of the hair to the head and removed the extra bone

zealous cypress
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im not sure what im doing wrong but im getting the "should be close to 180 degrees thingy for FBT" while it looks like this

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having a different blender with another model open aswell and it looks pretty much the same but i don't get the error there so im kinda clueless to what im doing different

crisp tendon
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Your hip bone needs to be completely straight up

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also you should connect your spine to hips

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Did you copy paste the values ?

zealous cypress
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how it looks from the side unless i need a 2nd set of glasses that looks straight?

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its still printing same issue
i guess i can try to reparent stuff and see if that fixes it ..

atomic hemlock
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My avatar's arms are backwards, I've tried using cats to fix this, nothing has worked so far, any suggestion on what I should do to fix it?

crisp tendon
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@zealous cypress Yes connecting should fix it, but make sure to copy paste the value from head to tail of hip bone to accurate values

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they're rounded to a specific decimal

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@atomic hemlock check the names ?

atomic hemlock
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the names of the bones?

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wdym

crisp tendon
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You know how bones have names ?

sacred gull
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So can someone answer why in blender all my bones are fine but when I open in unity it deletes all the head/hands/feet bones?

lost narwhal
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click on the head and check hirarchy

sacred gull
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it is kinda showing they are there but not

lost narwhal
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name them correctly in blender. plus you can drag and drop them in the mapping

sacred gull
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So even if I cant see the bone, the position still works?

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I appreciate it 🙂

lost narwhal
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yea I guess

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always try things to learn from it

sacred gull
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I am new to unity so i still have a lot to learn 🙂 I am lucky to even made my other avatar 😛

atomic hemlock
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You know how bones have names ?
@crisp tendon what should I name them

crisp tendon
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At least make sure each side is named correctly

atomic hemlock
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k

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they are already named

crisp tendon
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Yes, and are they named corectly

atomic hemlock
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yeah

crisp tendon
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then clear rolls in blender and apply all transforms to the armature and mesh

atomic hemlock
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how do I do that

crisp tendon
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You go in edit mode, select all bones, open the search function, clear roll

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then in object mode you select everything and do ctrl + A > rotation

atomic hemlock
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ok

tender mesa
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Anyone know a good tutorial for me to follow for rigging? I’m doing mine from scratch using vroid blender then to Unity. My jaw keeps getting a red dot when mapping for humanoid. So it’s stuck in t pose

crisp tendon
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Just make sure the jaw's parent is the head bone

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Also it doesn't get stuck in tpose with a missing jaw something else would need to be missing

astral warren
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Please tell me that model has vertex wobble @sacred gull

sacred gull
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I have no idea

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everything works good so far just now the whole body turns instead of just the head, it can look up and down but not side to side individually

tender mesa
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Will try that when I can. Thanks @crisp tendon

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Will let you know then

craggy cradle
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hello. is there any way to mirror a weightpainted part to the right half of the body. i have done weight painted a left hand and would like to do the same to the right, kinda like copy paste.

crisp tendon
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Yeah, the vertex group menu has options on the right side, copy the left hand vertex group the mirror topology and you should have the other side, the rename the copied group

astral warren
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If you have half a model the mirror modifier will also swap vertex groups that use .R and .L

pearl thicket
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yknow

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maybe I wont

crisp tendon
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Use the cats plugin

pearl thicket
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the cats plugin?

crisp tendon
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Blender add-on called Cats, you can Google the rest !

pearl thicket
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ah I'll look into that

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this is going to need a lot of work

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the texture for just the eyeball is 1024x1024

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this thing is going to destroy computers lmao

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gotta downscale so much

crisp tendon
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The cats plug-in comes with a material combiner, which helps

fading verge
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I downladed model and added bones, and I don't know that how to put bones in hand. do I make that correct?

mild stratus
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@fading verge you need another finger bone on the main fingers, and another 2 on the thumb

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They don’t need to be painted, just there

solid spire
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Yo anyone dm me I want an avatar made!

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??????

undone mango
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does anyone know how to fix this issue if there are no shoulder bones in the model

fading verge
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how to make thumbs bones?

grizzled glen
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for full body stuff, my shoulders are sagging is there a bone i need to lengthen to fix this? Either arm bone or elbow?
makes my whole upper body swing
or is it the view point in unity that needs to be shortened

modest sky
grizzled glen
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yeh ive tried a couple of those

#

plus...shrinking the legs makes it look kindve weird

#

unless theres a way to resize the proportions to make it look normal with the rest of the body

#

o wait nvm

#

i can just size the whole thing after doing the adjustment

quick tide
crisp tendon
#

lmao the lagia soundtrack

quick tide
#

thats my friend's video, ngl I laughed for a good minute from how perfect the music fits

crisp tendon
#

the hip track seems way off from where it should be

quick tide
#

way too far up?

crisp tendon
#

down

#

i feel like leg bones are a bit too long

#

also that's some weird shoulder bones

quick tide
#

oh I should specify this is sdk3, if that helps any

#

the proportions were weird as hell so thats my sloppy work trying to make them fit better

crisp tendon
#

Did you clear bone rolls ?

quick tide
#

probably not that's a term I've never heard before

crisp tendon
#

Since arm length matters, i feel like it's making the entire IK worse

#

Worth looking at ^

quick tide
#

I've been referring to it and the closest thing mentioned is the hip twist issue, but that ain't what I'm dealing with here

#

excellent tutorial btw

languid plank
#

Does anyone know of a good tutorial on rigging an avatar -- for beginners? I tried to rig it using an autorigger and shoulders are in the wrong place.

crisp tendon
#

no clue

#

why do you not want to merge ?

#

that's what vertex selection mode is for

#

you literally have to press L on the mesh

keen vale
#

i need some help with an avatar im trying to make. i made 2 floating hands for vr usage and placed some bones in them. i used automatic weights for the entire model. the right hand is all good and works fine, but the left hand got some really weird weights. both hands look nearly identical (picture included)

still fossil
#

@hasty scarab You could always uncheck "join meshes" under fix model options

#

Hmm. The way I do data transfer doesn't involve using the fix model button so maybe you could try it this way: After I apply the data transfer modifier, I highlight the clothing, then the armature, CTRL P and choose "empty groups". That way the mesh has the data and is parented to the armature

#

👀

keen vale
#

can anyone help me with my problem i posted above?

#

what

#

im kinda new i have not idea what 90% of what you just said means

#

how do i Symmetrize the mesh and bones

#

copy and mirror?

still fossil
#

For the bones the symmetrize option is under "Armature" not "Mesh"

keen vale
#

omg it worked

#

thanks man

zealous cypress
#

would the ankle bone in right image be considered to steep?
since my model is Tip toeing in desktop mode, but left is fine in dekstop and fbt

crisp tendon
#

it's fine, but it should be on the floor

zealous cypress
#

was curious since left is no problem and its floating above compared to right vrcThinking

#

thx tho

fading verge
#

can u send me a photo/video how to make a bones in hands?

fading verge
fading verge
#

ok nevermind

#

if found a problem

brazen lintel
#

asking for pointers, when manually rigging a model, do I align the model to the armature or do I align the armature to the model?
which anchor point/s are good before I move and align the rest of the armature to the model? the joint that connects the head and the neck?

lilac frigate
sage shard
crisp tendon
#

weight paint the head to the head bone

coarse plume
#

I've having some trouble with where I should put my viewball. I tried to scale the default VRC avatar to see if putting it where a normal humanoid head's position would be would fix some of my issues. You guys have any suggestions (especially people with huge forward facing heads like mine) on where I should put it? I'm not sure if it's a purely rigging issue that i'll need to fix in blender or just an issue with non-humanoid shaped bodies.

#

I seem to "chickenwing" my arms whenever my arms go above my chest bone.

obtuse cedar
#

^ we're basically looking for ideal viewpoint position for a model like this, as it feels like putting the viewpoint anywhere fucks up the avatar

#

the head isn't "human" so it's kind of difficult to have a "place" to put the viewpoint, as its common knowledge to put it between the ears and eyes

#

and now it seems like there's no documentation on ideal position

obtuse cedar
#

@crisp tendon i know that when talking to @coarse plume you said shoulders should have little weight painting on them in general. is there possibly some "ideal" avatar/prefab avatar of how a humanoid avatar should be rigged? providing the avatar described above

ebon junco
#

Custom prone animation - I can prone but not un-prone. My POV when proning is detached from my body, but crouching is just fine

crisp tendon
obtuse cedar
#

i get that you're trying to help but i think its kind of obvious that we've gone through this already, i don't think we would have come to this channel without inquiring knowledge first. most of these are bone fixes/adjustments. it also doesn't go over the prime rig requires for the shoulders, if size does end up affecting the movement of shoulder bones, like you had told Vic.

crisp tendon
#

There's no idea prefab/avatar, take Kung's avatar as an example of what the length/proportions should be

silk elm
#

(im new to making stuff dont judge)

crisp tendon
#

These parts are most likely weight painted to other bones

silk elm
#

how do i get rid of that?

crisp tendon
#

same way you added it but in the substract brush

silk elm
#

oh

crisp tendon
#

Make sure you have the expected rig for vrchat

silk elm
#

mk

ebon junco
#

Would anyone be able to hop into a call and help me fix an issue I'm having with custom prone and crouch animations? I'm completely stuck.

junior spruce
#

So I have a question regarding an issue with avatar rigs and full body. So in full body what happens after calibrating is that the hip bone seems to frontally seen rotate about 3° counter clockwise, thus tilting the hip. This issue is brought up in Kungs guide with his fix being rotating the hip bone about the same amount in the other direction. Another fix I found was applying the CATS fbt fix that flips the hip upside down and controls the legs via new bones. These 'rig hacks' haven't caused me any issues yet and seem to be working fine, but ideally I wouldn't need these for FBT to work properly. So does anyone know what the underlying issue is?

#

It also seems to be on many different kind of rigs and consistently is the same amount of tilt in the same direction.

sleek isle
#

Pretty much a mysterie

drifting gull
#

are yall ready for

#

a janky avatar to jank above all else

#

My current strat is to use the FBT rig to manipulate the "bird bones" so to speak

junior spruce
#

So my only solution so far is to use the CATS fix and hope it doesn't break any time soon?

#

Wouldn't the legs bending backwards just cause the IK to think they are suppose to bend that way?

drifting gull
#

The FBT rig will be used, instead of the bird rig, with the bird rig mimicing the fbt rig via constraints and other methods

junior spruce
#

I feel like besides the legs control the upper body via a second armature could work. You simply setup rotation constraints to copy over the rotations.

#

ye

elfin flare
#

Is there a necessity to have my joins Connected or Disconnected at all?

#

Like, is there an advantage to either side?

junior spruce
#

Shouldn't make a difference for vrchat avatars.

#

Might be relevant for in blender.

elfin flare
#

Lets say I had a model like this

#

would there be an issue?

junior spruce
#

The boneroll looks different between the lower leg ones. But apart from that I don't see an issue.

elfin flare
#

Awesome. Thank you for the expedient assistance.

junior spruce
#

It is recommended to have 0 as boneroll for all bones, though I'm not sure it is actually necessary.

elfin flare
#

yeah, sometimes they just end up with 0.000001 or some ridiculously small roll, even if I didn't touch the joint

junior spruce
#

Yeah, that doesn't affect things.

fringe citrus
#

@junior spruce about the slight hip roll to the side, I have an idea about what's causing it and I think I have newer solution with the new freedoms we get with AV3, but I haven't had enough people test it to start recommending to everyone. It seems it can be addressed with a custom TPose. If you'd like I can DM you my TPose and you can test it.

junior spruce
#

Sure. That sounds good.

elfin flare
#

Hey, it's Kung! Thanks again for the assistance from months ago with this model. Now that I've got Full-Body, I'm having to make some changes so it matches my body and I've rewatched your video about how to do so too many times to count already.

#

I'm in the middle of making sure everything is ready for me to begin reforming.

drifting gull
#

kung more like king 🙏

fringe citrus
#

oh hi @elfin flare 😁 srry I was tabbed into dms just now

#

yw about that stuff back then. I lurk this channel from time to time. I saw you getting some advice from Ruuubick on your feet issue.

#

He was right about that the feet should point forward from front orthographic, when I was looking over your rig I was only looking for things that could cause the LR swapping like you had observed

elfin flare
#

LR Swapping?

fringe citrus
#

Oh, and grats on getting full body!

elfin flare
#

My left and right legs weren't swapping if that's what that means.

#

Also, thank you!

fringe citrus
#

I think the issue was that LR naming was swapped, and thus unity mapping was swapped but it took awhile to figure out that's what was happening, and in the process I had you make sure your knees were pointed forward

#

But I was only checking your knees at that time, and I noticed later you were having an issue with your feet pointing direction but thought you didn't need to make changes because I had checked your legs

#

btw though, about that feet pointing thing, if you want a more natural stance but still have the IK behave nicely, I tend to align the bone itself along the heel->bigtoe direction rather than heel->center of toes

#

( that would be in edit mode on armature ) and then straighten that resulting rigging in pose mode so that the bone points perfectly forward as seen from front orthographic

elfin flare
#

I've since gotten the feet aligned properly and I'm not too worried about them, now.

#

I appreciate the assistance though.

#

Resizing the limbs right now

#

My guy is lookin' slightly squat now.

fringe citrus
#

don't forget you can play with the bone scaling on other axis

#

to fatten/thin the overall aesthetic

elfin flare
#

Yeah, I did so on the legs.

#

I'm thinking about if I can find a way to make the chest less barreled.

#

Dude is swole af

#

Also, the shoulderpad thing

#

It's enormous

#

and it's on the shoulder scaling, not the upper-arm

fringe citrus
#

for the barrel chest look, you could disable inherit scale on all the direct child bones (so thighs and spine) and scale the hip itself on x and y (so just not height)

#

that might make the legs start clipping though as they come close together

#

though if the legs clip you can also scale them aswell on x and y to thin them out until they don't clip

elfin flare
#

So, when doing the full-body scaling thing. You didn't reset the rolls to 0 once you finished rescaling the limbs. Is that not something I should do? When I did so, it actually made one of the bones look worse than before

#

This is what happened when I set the rolls to 0

#

This was the rolls at -41

fringe citrus
#

Unless you're trying to resolve a specific issue, you should probably just zero the bone rolls

#

if you have messed up twistiness in your limbs that might be the cause. I skipped over in the proportions section because I talk about it in the limb twist section and didn't want to get too redundant

#

but I just zero rolls before I export pretty much all the time

#

though I know of at least one case where manually setting rolls so the bones look nice (like you're showing there with -41) actually solved an issue with twisty arms for someone

#

I'd say try with 0 roll first though

elfin flare
#

Alright

#

I've already got the value written in here, so if it bugs out, I'll just set the roll back to -41

#

Not a rigging issue, but suddenly my Unity scene started to look like Okami? Like, it became cell shaded after I added the new model, and it didn't go back to normal after I removed it.

elfin flare
#

After loading it into VRChat, it's not just "cell shaded." It's just ridiculously dark. I wonder what went wrong.

#

Fixed it

fringe citrus
#

🤷 if you keep meshes separated in blender and then merge in a different order than last time before export and then overwrite your fbx with that, it'll reorder the material slots in unity

#

ah what was it*?

elfin flare
#

I somehow set the "Main Texture" color to be slightly darker than White

#

and I somehow set a "Shadow Ramp" texture

#

It's supposed to be empty, like it is now.

fringe citrus
#

ah glad you could fix it

elfin flare
#

Time to get the trackers on and test the rig now.

#

He really does look a little stout when seeing him in Desktop mode

#

and that shoulder pad is massive.

elfin flare
#

So, something isn't right with that old method of creating a full-body avatar

#

First off, using Space Drag won't allow me to move my knuckles into position to measure my body size. I'm stuck to my head. That's just how VRChat's Avatars 3.0 is doing things.

#

So, I skew my height so hard that it finally seems like my torso lines up with his

#

(I'm now 6'11"), and I took the screenshot. I've pushed it all back into VRChat after a bunch of editting, and I've got another problem

fringe citrus
#

I'm just about to head to sleep, but basically now you don't have to worry about the vertical alignment when taking a reference screenshot

hazy basin
#

oh my bad man

fringe citrus
#

regardless of your user real height setting, it should always lock on to the proper eye-height (as long as avatar descriptor view ball is set accurately)

#

I guess it could be the case that your eye-to-shoulder distance could interfere with taking the reference screenshot, but that change would be very subtle

#

if you want the old method you can paste --legacy-fbt-calibrate into the steam launch options for vrchat and use the old system

elfin flare
#

Top is before. Bottom is after.

#

It's as if things didn't even move.

#

Even though I very clearly changed the proportions of things.

fringe citrus
#

did you make sure to flush out the old humanoid rig configuration when you overwrote the fbx file?

#

so set rig type to "none" hit apply, then back to "humanoid" and apply

elfin flare
#

I just didn't overwrite it. I added an entirely new one and used Pumkin to bring a bunch of the attributes over.

#

This is what it looks like if I just set it to my actual height

#

Things are much closer now, but I still have some weird issues.

fringe citrus
#

oh, you were talking about the relative position of the controllers?

#

you'll have to re adjust user real height upon each change you make to arm length

elfin flare
#

The feet, the hands, and the hip tracker were all off

#

Okay, so I re-adjusted to my real height and it's good now.

#

But

#

I've still got a weird problem

#

I can already tell that I'm going to have to shink the arms even more than I already did, but oh well. I'm extremely annoyed by that wobble the character does when I sway my arms

fringe citrus
#

I think your gigantic shoulder bones are coming out to bite you there

elfin flare
#

My head it's moving

#

Also, yeah. You didn't say to shrink the shoulders at all in the video, so I avoided doing so.

#

I wanted to really bad, because they're too damn big.

fringe citrus
#

well, doing it via pose mode alone isn't enough, and I avoid telling people to dig into stuff that requires weight paint touchups because that's not something that's a "quick fix" and easy to make things looks worse

elfin flare
#

Oh fuck. I'm going to have to weight paint?

fringe citrus
#

probably, alternatively you could go with a user real height that scales your avatar so your arms are never pulled straight, but you won't have as close a fit to your real body

elfin flare
#

I dealt with that problem for awhile. I don't want to deal with that anymore.

fringe citrus
#

you could try to do some in pose mode, but the rotation point on your shoulders needs to be further out from the center

elfin flare
#

Alright. Well, you've got to go to sleep like you said. I'm going to get myself some lunch. This'll just have to be taken care of on another day.

#

This is the current, post-resizing rig for my arm

fringe citrus
#

Yeah it's not a simple fix because the rigging matches the aesthetic of the super broad shoulders of the model, but at least the rotation point of the shoulders should be moved out further from the center

#

probably in order what you'd want to do is in pose mode shorten the shoulders, and lengthen the biceps and fore-arm while keeping the hand scale as-is

#

and then after applying that to the rest pose, in edit mode on the armature move the shoulders root out from the center, then check it in pose mode to see if the mesh deforms poorly when the shoulder rotates

#

if it does, time to crack open the weight painting and fix the bad deformation

elfin flare
#

Yeah it's not a simple fix because the rigging matches the aesthetic of the super broad shoulders of the model, but at least the rotation point of the shoulders should be moved out further from the center

#

So, for this part

#

This peice needs to come away from the center?

fringe citrus
#

yeah

elfin flare
#

In Edit Mode or Pose Mode for this part? In pose mode, it pulls the arms outwords in a weird way

#

Like, the mesh doesn't tear at all

fringe citrus
#

in edit mode, but before you do that you might want to adjust the relative lengths of the biceps and forearms and shoulders while keeping the hands in position and keepign hands at same scale

elfin flare
#

Okay.

fringe citrus
#

moving the root of the bone will mess up the weights

#

but pose mode is done based on the weights, so before you mess up the weights do your pose mode stuff

#

then go in edit mode and move the root, and see how badly the old vertex weights fit it

#

if it's bad, fix with weight painting

#

will be a bit of an extra pain too because it looks like your mesh isn't symmetrical, so you'd have to do it twice

#

so actually before you dig in to all that work, just upload it with screwed up weights, but after all your bone position and length adjustments are done

#

and see if it behaves ok in FBT

#

if that looks good, then put the weight painting effort in

#

and yeah I gotta sleep, but I'm sure others in this channel can help

elfin flare
#

The bones are symmetrical luckily, but the mesh clearly isn't.

#

Well, the bones on the upper half are

#

The legs for some reason aren't

fringe citrus
#

yeah weight mirroring well depends on the symmetry of the mesh. If it doesn't mirror you have to do it manually twice

elfin flare
#

This is the shrank shoulder

fringe citrus
#

there are ways you can do some janky mirroring on an asymmetrical mesh, but would still require cleanup anyway

elfin flare
#

It shoves the shoulderpad into the shoulder

fringe citrus
#

Yeah it's weighted to the shoulder, there are a few ways to prevent part of the mesh from moving with a bone in pose mode (or you could use a shapekey to restore pre-pose-mode version) but I really do have to sleep

elfin flare
#

I understand.

#

G'night, Kung. Sleep well.

#

We'll pick up where we left off some other time.

#

Thanks again for you help.

fringe citrus
#

Good luck with your edits, yeah I can help more in the future but don't be afraid to get advice from all over, I get busy and slow to respond from time to time

sleek isle
#

yes. for male put the head less near the spine

#

if your arm are fully extended you shoulder will rotate down about 25 degree.

#

since your are short. that will happen often

bright grail
hazy basin
#

Can anyone help me rig this correctly? CATS isn’t registering the right arm

sleek isle
#

rename the bone

hazy basin
#

That’s not the problem

#

The lower half of the arm just refuses to work

mint sierra
#

you'd have to make the elbow-wrist-fingers

hazy basin
#

CATS doesn’t work and manually doing it didn’t work either

#

It wouldn’t show up in Unity

#

Oh wait no I see the renaming issue

#

Nvm I’m just stupid

#

After I finish making the arm, will fixing the model with CATS get rid of it?

mint sierra
#

it shouldn't

hazy basin
#

Alright gotcha

#

And thanks your a lifesaver

hazy basin
#

Ok never mind that didn’t work

#

Once I put it into unity the bones disappeared

hollow shuttle
#

Unity knows there is a finger bone there but does not extend it to the end of the hand. What do?

brittle thunder
#

Ok here's a weird thing. My eyes are "crossed" when setting up eye look in 3.0. Anyone know what's going on here?

upbeat iron
#

If I had to guess scyne it's that your bones might be rotated 180 from one another along the forward axis

left stag
#

so quick newbie question

#

when I set up the view orb with the avatar descriptor, is there something that determines where your own avatar is no longer visible, so you don't see the inside of your avatar's skull, for example?

#

I shrunk down an avatar to minimum size and when I used it in-game, there seemed to be an orb that made my avatar disappear, down to the waist. When I brought my hands to my face, they would disappear about halfway between outstretched and touching my face.

#

This is fine, but now I'm scaling an avatar up, I'm afraid I'll see the inside of its skull, viewing the eyes and mouth.

vestal dirge
#

The head and all its children get scaled down locally, but what you are seeing (the orb cutoff) is probably the camera near plane. That's actually something the world author can adjust but you can't change it per avatar.

#

@left stag

left stag
#

oh gotcha, yeah I only saw it in one world I was in

#

Thanks for the reply

neat sandal
#

Can someone explain to me what "Parent constraints" are?

#

In terms or using it in VRChat

turbid spear
#

a replacement for fixed joints

#

and rigid bodies

neat sandal
#

Ah

turbid spear
neat sandal
#

Thats why when I used rigid bodies.

#

Things did not work right.

#

Thx

turbid spear
#

These are a lot better and easier

manic marsh
#

yeah, anyone still using fixed joints will have his knee caps confiscated until the situation is rectified

dim musk
#

I am using the armature from blender rigify. do I need to do any changes with it to make it work well in vrc (setting bones to 90 degrees, adding, deleting, etc), or does it work as is without any big changes?

wind osprey
#

It's not ideal without some changes, honestly. That rig isn't meant for direct use anyway, it's a template for the full rigify rig which is generated from that.

What may be better, especially to ensure FBT compatability, is the sample rig in the VRC SDK

dim musk
#

ok

#

I need to make the full armature, weights, shapekeys, and visemes. pretty daunting task and appreciate you guiding me in the correct direction

wind osprey
#

Fortunately avatar creation is pretty much regular game character creation, so a large amount of the regular tutorials you can find online will apply.

Pretty much the only VRC specific stuff is wrapping it all together in the avatar descriptor and a few suggested limitations (poly count, material count, certain rig specifics for FBT, etc)

#

Assuming you have some base understanding of a 3D content creation package (like blender or Maya) and Unity itself you should be fine.

dim musk
#

where can i find the sample rig in the VRC SDK? I think I would prefer to export it to blender so I can work with it in there

wind osprey
#

Have a look in the Animation directory

dim musk
#

I think it is SimpleAvatarController but search returns no results

wind osprey
#

Should be a fbx file in there you can import into blender

dim musk
#

I looked in that folder but none of the files are called SimpleAvatarController. Has this changed to something else?

wind osprey
#

I don't know if they changed it (project I have open right now is sdk2) but it's called tpose-new.fbx

dim musk
#

no, there are only .controller files and .asset files in here. I used the fbx exporter addon after adding vrc_AvatarV3UtilityIKPose.controller to my imported mesh nonetheless, but when I import into blender, I get ascii errors

#

okay, I have obtained a tpose fbx and can use it in blender. thanks

glossy agate
#

can anyone tell me why this is happening and how i can fix it? i have the same issues with the eye tracking

fading verge
#

If anyone knows Rek'Sai from League of Legends, how hard would it be to rig them up if i had the 3D model... (considering I've never done anything like this before, even with a basic humanoid model) would it be smarter just to commission the rigging?

#

The model if anyones curious that doesnt already know the character. 4 hind legs that move like an insents, and two front claws

atomic hemlock
#

I don't know why but I still have this issue where my avatars arms are bent backwards when I go to "Muscle & settings" when I configure the rig of my avatar, I've tried using CATS and it still hasn't fixed it.

errant elk
#

can someone explain why in game my avatar has its arms behind it like this

half grail
#

Any practical way to have eye movement be UV based? I know you can influence UV position in Blender that way but I'm not sure if it's possible with Unity.

#

AKA rig my eye texture to move with the bone

mental moat
#

I need help making my leg rig work

umbral lichen
#

if i gave someone a sample model, would anyone be wiling to show me what i should do with it to make it work with full body?

crisp tendon
mental moat
#

lol I was literally gunna post that

amber kestrel
#

I'm a bit irritated, having dealt with this several times, feels like it should be simple. How do I merge bones and their weights in blender 2.7x? Merging, dissolving, and using CATS to merge groups all don't work. All bones I want to merge are siblings to the same parent

crisp tendon
amber kestrel
#

What are group A and group B in this case? I have several bones that need merging

#

Likewise, several vertex groups

crisp tendon
#

Group B is the vertex group you want to merge into Group A

amber kestrel
#

So I have to do this for each bone?

crisp tendon
#

up to you, either you try to find automated methods, or you do it manually once

astral warren
#

I'm a bit irritated, having dealt with this several times, feels like it should be simple. How do I merge bones and their weights in blender 2.7x? Merging, dissolving, and using CATS to merge groups all don't work. All bones I want to merge are siblings to the same parent
@amber kestrel personally I make the target bone parented to the bone I want to merge it to, then I select the bone I want gone and in cats I pick merge to parent

#

Automates it a bit

pearl imp
#

I've never made a rig before in my life so,, how do I fix the ear bones not cooperating with symmetrize?

astral warren
#

What do you mean by not cooperating?

#

I would remove the two bones you have between head and ear

pearl imp
#

I ended up getting it to work, it wouldnt symmetrize if I clicked it but I just had to rename them

astral warren
#

Just have the ear bones disconnected. You don’t want to weight anything to that intermediate bone

pearl imp
#

I,, dont know what that means sorry 😭

astral warren
pearl imp
#

but those would control the base of the ear? I think?

astral warren
#

It is tempting to add things like that for aesthetics but they don’t represent a meaningful joint. No your ears would pivot from where you placed the ears

pearl imp
#

I'm v confused now, I'm rlly bad at rigging f

astral warren
#

I mean it’s your avatar but I can’t imagine the ears would look right pivoting from the center of the head

pearl imp
#

the last time I tried to rig a model it deformed like glass and joints would snap on itself instead of a nice bend

astral warren
#

It’s tricky to get right the first few times

pearl imp
#

I'm probably gonna end up using shapekeys for the face which is a bad idea probably but I'm Not gonna be able to rig it
I already don't know how to add the eyes to the rig

#

the eyes, eyelashes, and teeth are separate from the model so I'm scared at how thats gonna turn out

worn marsh
#

Does anybody have this avatar by anychance? Its public but you have to optimize it yourself

#

I've tried so many times to rig it and get it into the game, but for some reason, it's just not working for me. I'm stumped and could really use some help. Or if someone has it already, could I copy it? Thanks

tiny zenith
#

I know I've been here before, but I'm still having trouble

#

I'm trying to rig the headbone to a head model I have and no matter what I do, it's not moving with the bone

#

I had it working once, but everything was being deformed
I don't know how to join all the separate parts into one

#

Looks like this
I don't want it to have arms or legs but I want it to work

#

@crisp tendon

crisp tendon
#

@worn marsh What's not working for you ?

#

@tiny zenith ctrl + J, but try to google that kind of stuff since it's super simple shortcuts

worn marsh
#

Its been a while since i tried, but whenever i use unity engine, after i follow the steps, I click on VRChat sdk, and none of the settings show up

#

sorry i have a hard time explaining it

#

essentially, the avatar is pretty much ready to be put through the blender and unity engine, but you have to do the steps yourself, and i dont even know what i did wrong

crisp tendon
#

that means you have console errors in unity

tiny zenith
#

The fingers are now working

#

But the head stretches and contorts

#

I didn't apply any weight paint to the fingers and they work perfectly
I don't know how to do the head

#

@crisp tendon Sorry to be a bother again, but I fixed one thing and a whole other can of worms was opened

crisp tendon
#

that's because the head is affected by another bone

tiny zenith
#

Multiple models make up the head, it's not one continuous thing
I thought that's what the issue was

#

I don't know how to make it one thing

crisp tendon
#

Use only the head bone

tiny zenith
#

How do I only select one bone?

crisp tendon
#

Exactly like you did in the gif you posted ?

tiny zenith
#

??

#

Oh wait, it's probably connected to the two bones just outside the head

#

crap

#

It morphs the head for no reason :(

#

I don't want the head to be affected whatsoever

#

I want it to work like this

#

@crisp tendon

#

I also only selected the one bone and it did the same thing

crisp tendon
#

In the two videos you posted you're moving the head bones, so i'm very confused as to what you're trying to do

tiny zenith
#

I want to, in VRChat, be able to move my head and the head model won't be affected by my moving whatsoever, except to follow my head around

#

I want it to move on a pivot

#

So when I look to the side, it looks to the side without any of it being distorted

#

Think Ray-man

#

I tried getting rid of one of the spine bones, then moving it up, but that didn't work either

crisp tendon
#

I don't think that's possible to do

#

that goes against the point of IK

tiny zenith
#

It's not possible with constraints?

crisp tendon
#

not on humanoid bones afaik

tiny zenith
#

I tried separating the head from the armature and adding a constraint and so far it's working but I'd have to import to Unity and then to VRChat to find out

#

What I wanted it to be like was any other VR game, with hand models and a tv head

frank agate
#

So does anyone happen to know how quadruped avatars would work for VRChat, or know how to help? Probably even harder, what about the fact that it's ported from an SFM model?

frank agate
#

Hmm...

sly fable
#

Does this mean 1027.4.28f1 is no longer supported?

frank agate
#

Yes it does, pretty much.

sly fable
#

Okay, just wanted to double check :) I'll have to check my VRChat model still works P: I haven't used it since the update P:

#

Yep, still works :)
Okay, so is the process the same as before, just in a different version of Unity?

#

Also, is this version compatible, or does it have to be the exact version it has listed?

echo nimbus
#

Exact

sly fable
#

Cheers

fading verge
#

I'm struggling with the default Bone names. 😢

#

its been a long while

surreal orbit
#

so is it 'only 2018.4' or '2018.4 or newer'?

crisp tendon
#

2018.4.20f1 only

umbral lichen
#

can i make a bone have a dynamic bone where it doesnt move from its spot but it rotates?

fading verge
mild stratus
#

@fading verge according to the errors, you ran out of memory.

#

Take a look at that SDK

#

And think about it for a second

#

In short, the avatar is too much

fading verge
#

its the normal sdk idk what i should do

#

and the avatar is only 100mbs

mild stratus
#

It's still too much for your computer

fading verge
#

i uploaded it before idk why im having an issue now

mild stratus
#

or it's too much for everyone else
Update your SDK, it's out of date

fading verge
#

uh can i get a link

mild stratus
#

Get SDK2, it's probably the one your using now.

#

But seriously optimise that avatar you don't need that much.

#

Especially if there's no props

#

Also the pinkness of the avatar makes me think there's also a shader issue

fading verge
#

its from a website idk how to optimize it i have no fbx but i did make the textures 8k on high compression

#

i just deleted the shaders to test it

mild stratus
#

Set that 8k to 2k.

#

Download blender

#

ask how to optimise an avatar

fading verge
#

there is no fbx for it

mild stratus
#

You have a model, doesn't have to be FBX

fading verge
#

??

mild stratus
#

There is a model file in there

#

Show me your project tab.

sly fable
#

Does anyone know why I'm getting this bug whenever I try to publish this model? The rigging and mapping is fine, so I don't know why it's saying it's not:

fading verge
#

@mild stratus

zealous cypress
fading verge
#

i think i know the problem but i cant delete it idk why but my avatar is set as a prefab and if i edit the thing it doesnt save even if i click save i cant delete anything in it

zealous cypress
#

and go to configure in Rig tab

#

u need to input correct stuff to correct places

sly fable
#

Everything does look correct though. Lemme get some screenshots

zealous cypress
#

what does it say in chest

#

since u cut that..

sly fable
#

Chest is assigned, but upper chest isn't:

zealous cypress
#

click on head

#

since it looks like ur neck is missing

sly fable
#

Okay, I've done that up, but now it has a message saying the character isn't in T pose when he is. Should I ignore that? P:

#

Also thank you for helping me :)

#

Okay, now it's giving me an error about his legs, even though everything is green P:

zealous cypress
#

those is just if ur going to use it in Fullbody non issue in desktop

sly fable
#

Can I bypass this so I can build/export the model?

zealous cypress
sly fable
#

Brilliant, thank you so much :D

sly fable
#

Okay, quick question. You know how some people make these really big avatars for comedic purposes? I'm trying to fix up this last model, but I'm having some trouble with these stats:

#

I've merged the materials into one, but this character is meant to be really big. Anyway to fix this? P:

frank agate
#

Would there be a way to make an avatar model's current pose the T-pose?

#

Or rather to set the current pose as the default pose?

#

...Maybe I'd need to export the model and optimize the weight painting.

zealous cypress
#

search for Pumkin's avatar tools it provides a quick way to make it T-Pose

#

@sly fable pretty much same as above with model mapping...

frank agate
#

search for Pumkin's avatar tools it provides a quick way to make it T-Pose
@zealous cypress
Thanks!

frank agate
#

Ah, crud, I guess I have to change initial bone rotations?

modern drift
#

Worst case @frank agate if you look at Kung's full body tutorial is goes over how to T-Pose your model in blender.

frank agate
#

I mean how to set the T-pose to the current pose.

#

My wording made it confusing, I apologize.

plush fern
#

Currently I am having an issue where the T-pose for the avatar is the T-pose, be it's not in the correct form for the T-pose. Is there any way to adjust the default T-pose position?

modern drift
#

@frank agate so... is your plan to make the rest lose a t-pose?

frank agate
#

I meant to set the default pose as the set pose.

modern drift
#

@plush fern show me a screenshot of your rig in unity

plush fern
#

will do

#

currently I'm trying different things in blender

modern drift
#

@frank agate thats a option in cats tools in blender which is whats in kungs tutorial then

#

Ooh interesting... well as a start maybe reset and enforce t-pose to see if it inproves. Have hou tried fixing it via cats yet?

plush fern
#

yes I've tried

#

I got the same results

#

I have also tried with CATS

#

still no luck there

modern drift
#

Strange... can you show me an orthographic picturs of the rig from the front and side?

plush fern
#

sure thing, give me a second

modern drift
#

Oh my b, should've said in blender

#

It's def how the bones are in blender without a doubt

plush fern
#

Ya that's what I'm working on now

modern drift
#

👌

plush fern
#

I'm back again, I'm not exactly sure why but for some reason the avatar will not track to my body, yes I do have it set as humaniod

modern drift
#

strange

ebon junco
#

So I was adding an animation to my avatar (as usual), and all of the sudden I cant get my avatar out of the muscle pose

#

I cant get him to stop being in this pose

#

What do I do?

mild stratus
#

Disable the preview button in the animator tab @ebon junco

ebon junco
#

The preview button is off

mild stratus
#

Uhhhhh

#

Ok idk then

ebon junco
#

well I mightve just screwed up my entire avatar then

#

When I go to configure the rig, it goes into t-pose, so it knows what a t-pose looks like, it just wont do it

mild stratus
#

In the animator, there is a default pose for humanoid rigs, that pose it that pose, but it’s pnly there if gou have the preview button enabled in the animator tab

ebon junco
#

I have a copy of this avatar in the scene that is normally standing, but like idk why my main one is broken

zealous cypress
#

u can also get pumkin's avatar tool for easy T-pose reset option

ebon junco
#

the animator is not empty

#

where do i get t pose reset

#

oh wait I found it

#

is it ok that these are not the same? My avatar has always been in the pose on the right

frank agate
#

I want to see if my custom animation override for my avatar works via the home mirror, but the viewpoint is always directly inside the head no matter where I move it in Unity. Is there a way to fix this?

zealous cypress
#

t pose is just to make it easier to rig with. so it should be ok . refering to Synth

ebon junco
#

Ok yup just built and tested, works flawlessly

#

thanks fellas!

#

Lifesavers!

frank agate
#

Nothing about my issue?

astral warren
#

Enter play mode and stop it and you should go back to t pose @ebon junco

#

Yay chat scrolled my b

leaden ledge
#

Hello! I was wondering if I could talk to someone one-on-one about car avatars and the use of bones...

heavy tinsel
#

@ebon junco That's a bug, sometimes humanoid's will get stuck in that pose in the scene after trying to preview animations.

ebon junco
#

ok ok jeez haha ive already fixed the problem

#

thanks though

leaden ledge
#

i need help rigging a car avatar so that the front leads the back like a real car. anyone care to help/comment?

#

sighs

#

did everything to it but create it...

dim musk
#

I know that feel

#

the armature I have came with disjointed finger bones. should I keep it like this or connect them?

frank agate
#

Know what? Let me elaborate on my issue.
When I switch to the avatar in VRChat, the viewpoint is inside the head, not in front. It's always at this spot no matter where I move it in Unity.

#

This white dot is the viewpoint. I've updated the avatar by reuploading it, but to no avail. I move the white dot really far away from the head, and the camera is still inside the head.

formal hare
#

I've got two paths (converted to mesh) that im going to be rigging. Is it better to rig the paths when they are already bent into shape, or is it better to rig them in a straight line then simply move the bones in-order to make said shape?

gentle plinth
#

How do i connect a separate arm to the arm bone so that the arm floating above my head mimics the same movement as my actual arms?

#

Do I just parent the big floaty arm to the arm bone?

#

Ping me if you know the answer

formal hare
#

@gentle plinth Personally I'd recommend having it as a seperate armature & mesh, then just using rotation constraints so that it mimics movement, however if you don't want to do that, (while i haven't personally done this method) you would probably want to just join the meshes and then weight this floating arm onto the same bones as the actual arm. The weight painting may or may not be a little weird but it should work (at least in theory).

still fossil
#

Mesh will deform if it's not close enough to the bone. Just use contraints for the floating arm. It also doesn't need to be a separate mesh or armature as long as the floating arm has bones

timber geode
#

Know what? Let me elaborate on my issue.
When I switch to the avatar in VRChat, the viewpoint is inside the head, not in front. It's always at this spot no matter where I move it in Unity.
@frank agate o, I had the same problem. The only thing that helped is nothing. I just gave up on the avatar with that problem. And then I made another one by myself and it's working. Maybe the problem is in the bones because the skeleton on my avatar was broken

thin spire
#

anyone able to pop in and tell me real quick why im unable to parent bones rn? im just now learning lol

rose valve
#

How do you make an avatar full body more ready

#

@frank agate when you say moving in unity are you moving the avatar itself or the little ball. In the descriptor component there is a transform in there that controls the viewpoint

modern drift
#

You won't find a better guide then that tbh

frank agate
#

@frank agate when you say moving in unity are you moving the avatar itself or the little ball. In the descriptor component there is a transform in there that controls the viewpoint
@rose valve
I'm changing the descriptor viewpoint position to no avail.

frank agate
#

Maybe the rig type being Generic has something to do with it?

#

Thing is, though, I made the custom override and all, so the animations shouldn't be messing up.

grand junco
#

so

#

after a few hours of just rigging

frank agate
#

Whoa.

grand junco
#

now to see if i can be lazy with the arms xD

frank agate
#

I'll have to check my armature rig type, but I'm not exactly sure how at the moment.

fading verge
#

i dont like this

frank agate
#

i dont like this
@fading verge
The prototaur?

fading verge
#

yes that

frank agate
#

Anyways, how do I check an armature's animation type?

grand junco
#

lolz

frank agate
#

I don't mean the model, I mean the armature, by the way.

vestal dirge
#

@frank agate yes, if the avatar is generic only the height (y) is used for the viewball. There's currently no understanding of where your avatars head is if it's generic, so rotating the neck, etc is not supported. If you want the viewpoint at a different z position, you need to move the whole model relative to the viewball (at 0,y,0)

frank agate
#

Oh, so I could put the viewpoint above the head, possibly? Fair enough. So I move the model in the scene, and the viewpoint will be at 0, y, 0 relative to the scene?

vestal dirge
#

Yup

frank agate
#

Then I'd have to set the model position to about (0, 0, -z) for the viewpoint to work.

vestal dirge
#

Yes. Note that it still rotates around the viewball as the center when you turn in place

frank agate
#

Okay, so generic rig avatars are quirky at the moment.

#

It'd be nice if you could select which bones are the neck and head in the SDK if the rig is generic.

vestal dirge
#

Yes, that may be coming in Av3 because there is support for eyeblink now, so knowing the head is more useful for look direction

frank agate
#

Right. Thanks for your help!

#

Wait a minute, did you mean moving the model in Unity or the actual model itself in Blender?

grand junco
#

wait how is the armature a bad thing ?

vestal dirge
#

@frank agate you can move it in Unity, but it would have to be a bone deeper than the armature. Otherwise, use Blender and offset it, and apply the transform. Put your model at 0,0,0 to make sure the offset is working.

#

-- correction, actually, i think you can just offset the armature bone in unity, as long as the model remains at 0,0,0

left stag
#

Is there a way to tell how tall in cm or inches your avatar is in Unity before uploading it to vrc?

crisp tendon
#

use the view position

astral warren
#

I create a plane and put it on their head and look at the y value (it’s in meters)

crisp tendon
#

that's also a good solution ^

surreal anvil
#

Is there a way to edit the way my avatar makes a fist? Right now the fist that Unity comes up with is less fist and more hand smashed into a door a few times

astral warren
#

You can either edit the muscle limits in bone config or just edit the fist animation itself (latter is probably easier)

surreal anvil
#

Can you give me a quick rundown of that if you're able?

#

I might be looking at the wrong videos for it, not learning much there

plain sapphire
#

essentially i i have this issue where for some reason my avatar on object mode and pose position does this very odd motion, faces backwards and flips upside down

#

edit mode is fine

#

and rest position is as well

#

this wouldn't be a tremendous issue but it's making vrchat think my bounding box is like twice the size it is

#

you can actually see what's making the bounding box so big in this image, right on top of the cursor

#

anyone know what this could be? i can provide a .blend file if necessary.

mint sierra
#

TF2 characters have that always problem

plain sapphire
#

jeez, really?

#

lucky me, lol

#

any solutions anyone's come up with

mint sierra
#

once you import the character go to pose mode and apply rest pose then flip it back up right

plain sapphire
#

this is what pose mode in rest pose looks like

#

so i..

#

just flip him-

mint sierra
#

apply as rest pose

plain sapphire
#

dang

#

thanks

#

that was

#

incredibly easy

#

your payment, as promised

mint sierra
#

xD

#

also one last thing, Go to edit mode - select all the bones - Armature - bone roll - clear roll

plain sapphire
#

welp

#

he's back doing it again

#

as soon as i exported after the first time

#

he's done himself yeed a last haw or something along those lines

#

okay, that happens every time i enter edit mode

#

and then switch back to object mode

plain sapphire
#

alright well i basically just reversed the thing, flipping him over in edit mode and then sticking him on the ground

#

sticking him on the ground in pose mode, that is

#

and setting that to my pose position

#

seems to have worked permanently now

#

thanks for the help again

odd kernel
#

Anyone have any suggestions/pointers for weightpainting this to not be this way?
I know stuff is supposed to stretch, and I can do regular shoes. Just not boots.

tardy root
#

I searched the chat but haven't found much on this. Anyone got a good resource i can read/watch to help me learn how to make a digitgrade full body avatar? Its legs are pretty exaggerated

odd kernel
#

Digitgrade?

#

OH

#

That'd be super cool.

tardy root
#

Is there a way to use like drivers or something and make the vrc leg bones modify the real ones so i can control it better?

odd kernel
#

I saw this person a few minutes ago, maybe you can ask him.

#

Lemme get his @

#

@grand junco

#

This guy.

#

@tardy root

crisp tendon
#

@odd kernel First try to fix your feet/shoe meshes

odd kernel
#

I see my homie Ruubick typing.

#

How would I do that?

mint sierra
#

Blender

crisp tendon
#

Delete the feet mesh or something

odd kernel
#

Oh, those are there on purpose.

crisp tendon
#

Then scale up the shoes