#avatar-rigging
1 messages · Page 172 of 1
what shader ur using since it looks like u have Culling on or transparent
Just standard
Nvm I have custom shaders I put it on it seems good now
But I can't delete any of the clothing
i have everything joined on Body so u will have to seperate by materials in Blender
I'm not quite sure how to do that, I'm fairly new to blender
export as FBX from blender
Alright ty
Would anyone be willing to help me out with my issue? Been poking around and I can't seem to find a fix.
I think I may have an idea where the problem is occurring, but I'm not sure why it's occurring
So now I don't have all the things I usually have in my hierarchy
This is what I have originally
This is imported from blender
@undone pulsar You can copy the transforms component of the object ?
looks to me that ur originally unity and blender models was different
since the "Mishe_" parts is not in ur first Blender picture
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
I found fbx file that has everything
importing it into blender should include everything that was in ur "Originally" unity hierarchy just in blender
@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?
uh yeah that's not possible that way sorry
So this is what bones looked like before I moved everything
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?
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
That set of vertices doesn't want to move with the rest of the head when I rotate the head bone
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
I had that problem earlier and that was the fix I found to work
thanks, as the model was initially in a laying down pose
i joined vrchat 2 days ago and dont understand these animation thingys
animation thingys ?
what im new to this kinda stuff,like it confuses me so much on like whats happening
yeah i'm confused to as to what you're confused by
OK clap i think i got it
(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
you loose the jaw bone some how
the vertex group might still exist.
If so. create a new bone parented to the head with the same vertex group name
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 ;-;
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.
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,
I've tried messing around with the weight painting on the jaw a ton and nothing seems to fix it
Would someone be able to check it for me?
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.
I watched a few tutorials on weight painting and thought I got it down
Tried messing around with it in a few different ways and using CAT's model fix on it
Still breaks
I am sorry not sure how to help you with out breaking the rules of the server. @ornate pumice
Update on the focal point technique- lookat constraint doesnt quite work for camera
also have an issue with rotation scaling
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?
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?
Is there any good videos showing the proper setup for twist bones?
?
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.
means your model isn't centered correctly
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?
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?
Post screenshots of it in blender
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.
Remove the modifiers ?
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 🙂
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
apply transforms to your model first
Those vertices are apparently painted to the bone I have selected but when I move the root they stay in place
In edit mode or weight paint mode?
neither, object mode
Did so
Still won't let me paint them
its super weird
trying to get the hang of 2.8
and this bites me
Do it in edit mode through the vertex group menu in that case
How can i mirror bones from one side to the other side of a model like arms or legs
You have the symmetrize option, mirror and duplicate+scale on x axis
Didn't work for some reason
They are falled FLef.R and FLef.L
I misspelled leg :)
Try _L and _R
Nothing
This is so weird
WAIT
I have To name the IndiViDuAL BONE?
I'M DUMB
Still didn't work
hello i just got a model and it doesnt have color. How can I fix that?
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
Use avatar 3.0
For me or him?
for him, for you you probably should watch a video on unity materials
Ok!
anybody know what causes full body avatars hips to twist massively left/right? i cant see anything wrong with my rig whatsoever:
ignore toe bones, they're not in use.
But the spine strait as well
i'll give that a try, thanks
however its not straight on my other very similar rig, which works just fine :S
Maybe the ankle a little behind the hip
Better yo have the character in a t-pose to prevent sag shoulder in fbt
The hip is too low as well
haha anyone wanna add a chest bone to my avatar 😦
Anyone got a fix for if your foot bends in the wrong direction when you try to point it downwards?
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.
This is how the rig looks
I want to get this fixed before I move onto proportioning the avatar for my body.
Do you think it might be a full-body issue and not a rigging issue?
Your leg bones down to the foot need to be straight from the front
and clear their rolls too
For some quick context, you've heard of Kung before, right?
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?
back then being ?
When we put the avatar together. It was many months ago
Avatars 2.0
I don't know if anything has changed since then
you have foot issues and the only thing that stands out from a regular rig is your feet bones, so 
Also, I checked the rolls and there's nothing on them
He harped on that really hard when we were making it
When you say they need to point straight, do you mean I have to rotate this part?
to essentially be vertical
it basically needs to be as straight as the hips>head line
yep, straight down from the upper leg
Alright. I'll see what I can do.
Uhh
When I try to rotate, it disconnects from the other joints
because they're not connected
It's been months since I've worked in Blender lmao
you should do that in pose mode too
If I connect it though, won't that rotate multiple pieces of the rig that were fine before?
I thought the pose was fine though? It seems like it was just the rig itself
So, left is corrected. Right is before
This was done in pose mode
Apply post as rest pose once you've fixed both
then clear rolls, and then upload
and make sure to apply all transforms to everything in object mode
How do I apply the rest pose?
button in cats addon
Oh damnit.
The change I made has to be redone now.
What's the command to "Apply All Transforms"?
I'm unsure what I'm using it for, but you said to, and I trust you
ctrl + a
Also, does it need to be perfectly vertical?
I did it as best as I could just eye-balling it.
probably good enough
Alrighty
I'll have to see if it works tomorrow. Thank you for your help, Rubick.
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
Once again, I don't know if there is a faster way than doing all of it manually.
Nah pumkin tool should be automatic
pumkin tool?
Just googled it. I didn't know this was a thing. Now I just need to find out how to use it.
Tomorrow though.
I really need to sleep
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
The bicepts WORKED and this was NOT a bug prior to the newest avatar update
NOT sure... whats wrong tbh, avatar worked for months then, all of the sudden this happens
Normal
@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
anyone have any solid sources or guides on skeletons?
Much nicer
@slow loom I recommend looking up Kung. His videos helped with me rigging my character
He also helped me directly when certain things just didn't go my way
Could somebody help me with eye rigging?
I symmetrized the bone for the eye, but CATS only detects one of two
And it doesnt even work
Just the rigging in general doesnt work and i'm tired of it xd
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.
With the right settings only 2 or 3 dynamic bones can look better than 30
@astral warren how would I go about setting it up?
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
Im so tired of this, it's too complicated
Are you using a custom Fbx import plugin, or the one built into blender?
Hard to say what's going on without context
Other than "the fbx failed to import"
My assumption is the fbx file is corrupt.
I used mixamo to auto-rig my model
Then i downloaded the fbx from the site
@astral warren i imported it from blender
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?
If not, yes, the fbx is corrupt
Use the cats fix in blender
@astral warren the fbx downloads corrupt when i put on my character
Hi, I think i found an issue in my rig which also makes it a bit of a hassle to properly calibrate my fbt
the hip, spine and chest bone is tilted off a bit/offset a bit
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
this causes the model to "spawn" slightly to my left instead of on me
and causes a spine tilt
it also seems to appear in the transform, so its not just a visual thing
not sure its related, but ingame it appears that the character is also sliiightly looking to the side
This whenever I go to to the muscles for my avatar it looks like this and the arms are backwards
So I used CATS in blender to try to fix it and it looks like this now
does anyone know how to fix it? ^
u should go back to first image and just change it in pose mode, if cats plugin removes finger bones
how should I change it in pose mode @zealous cypress
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
it looks like cats removed important bones
it removed the should pads, knee pads, and fingers
only have join meshes and connect bones checked
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.
okay
@pulsar kayak, all of the verticies must be painted for a item to truly be weight painted
Ahh
Pose mode and see if it works @meager zealot
@lethal granite actually it does seem to be painted 🤔
Red?
@pulsar kayak It's also painted to another bone
idk, thats why im here :p
That could be it
@meager zealot screenshot of your model selected in unity pls with inspector view of avatar descriptor
That alone is a big nono
X = 0
That means your model isn't centered to begin with
you need to place it at 0,0,0 in blender and apply transforms
@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!
0 out your model in blender to the middle of the feet at their lowest point
And thank you @lethal granite as well 🙂
No problema!
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.
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.
No. Bone size changes nothing, only the head location, tail pointing direction, and roll along the head-tail axis means anything
Alright, thanks. Guess my body does that because my shoulders are SUPER broad.
FBX doesn’t even save the tail positions, the pointing direction and roll gets combined into a bone rotation.
That’s why if you re-import they get all screwy
Those shoulders don’t look like they are ideally positioned (head of shoulder bones)
The head of a bone is the point that it’s weight rotates around
Shoulders should typically have a head that is disconnected from the chest on left/right axis
Typically where your clavicle pivots from
And then upper arm starts where your actual ball socket is
But if the model came that way then I wouldn’t worry about it. It was probably weighted with that in mind already
shoulder bones that size will cause issues though
Will changing the size mess up of of my weightpainting? I know the position usually does.
it's better to weight paint again for sure, but shoulders should have very little weight paint in general
is it possible to merg two bones into one bone
im exploring that possibility cuz im to lazy to weight paint clothing ehhh
yeah i know how to weight paint
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
any suggestions?
Join how ?
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
okay
yesss I think I got it
sorry lol
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
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
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
Your hip bone needs to be completely straight up
also you should connect your spine to hips
Did you copy paste the values ?
how it looks from the side unless i need a 2nd set of glasses that looks straight?
its still printing same issue
i guess i can try to reparent stuff and see if that fixes it ..
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?
@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
they're rounded to a specific decimal
@atomic hemlock check the names ?
You know how bones have names ?
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?
click on the head and check hirarchy
name them correctly in blender. plus you can drag and drop them in the mapping
I am new to unity so i still have a lot to learn 🙂 I am lucky to even made my other avatar 😛
You know how bones have names ?
@crisp tendon what should I name them
At least make sure each side is named correctly
Yes, and are they named corectly
yeah
then clear rolls in blender and apply all transforms to the armature and mesh
how do I do that
You go in edit mode, select all bones, open the search function, clear roll
then in object mode you select everything and do ctrl + A > rotation
ok
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
Just make sure the jaw's parent is the head bone
Also it doesn't get stuck in tpose with a missing jaw something else would need to be missing
Please tell me that model has vertex wobble @sacred gull
I have no idea
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
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.
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
If you have half a model the mirror modifier will also swap vertex groups that use .R and .L
Use the cats plugin
the cats plugin?
Blender add-on called Cats, you can Google the rest !
ah I'll look into that
this is going to need a lot of work
the texture for just the eyeball is 1024x1024
this thing is going to destroy computers lmao
gotta downscale so much
The cats plug-in comes with a material combiner, which helps
I downladed model and added bones, and I don't know that how to put bones in hand. do I make that correct?
@fading verge you need another finger bone on the main fingers, and another 2 on the thumb
They don’t need to be painted, just there
does anyone know how to fix this issue if there are no shoulder bones in the model
how to make thumbs bones?
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
This video has the solution to that issue somewhere in it: https://youtu.be/2sfTEBAl8sA
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
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
https://streamable.com/8hq7m3 hiya! I'm running into an issue where the hips snap horribly during movement, but only with full body tracking. 3 point tracking works fine though
rig screenshots:
lmao the lagia soundtrack
thats my friend's video, ngl I laughed for a good minute from how perfect the music fits
the hip track seems way off from where it should be
way too far up?
down
i feel like leg bones are a bit too long
also that's some weird shoulder bones
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
Did you clear bone rolls ?
probably not that's a term I've never heard before
Since arm length matters, i feel like it's making the entire IK worse
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
Worth looking at ^
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
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.
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
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)
@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
👀
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?
@keen vale Highlight the hand mesh and bones in edit mode
For the bones the symmetrize option is under "Armature" not "Mesh"
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
it's fine, but it should be on the floor
was curious since left is no problem and its floating above compared to right 
thx tho
can u send me a photo/video how to make a bones in hands?
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?
Hey, I have a question about rigging
So I've noticed that whenever my avatar uses a station, the avatar's neck bends forward in a strange way similarly to this picture
Any idea what's wrong or if there's a fix for it?
https://cdn.discordapp.com/attachments/533193713799921675/749281452625231982/unknown.png
Uh, may need some help with rigging
weight paint the head to the head bone
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.
^ 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
@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
Custom prone animation - I can prone but not un-prone. My POV when proning is detached from my body, but crouching is just fine
@obtuse cedar https://youtu.be/2sfTEBAl8sA
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
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.
There's no idea prefab/avatar, take Kung's avatar as an example of what the length/proportions should be
anyone else get this problem when rigging? i move the bones around yet it keeps moving parts that are not even near the bones
(im new to making stuff dont judge)
These parts are most likely weight painted to other bones
how do i get rid of that?
same way you added it but in the substract brush
oh
uh as i said im kinda new and i used the automatic weights thing and this is what it shows, is this supposed to happen?
Make sure you have the expected rig for vrchat
mk
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.
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.
Pretty much a mysterie
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
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?
The FBT rig will be used, instead of the bird rig, with the bird rig mimicing the fbt rig via constraints and other methods
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
Is there a necessity to have my joins Connected or Disconnected at all?
Like, is there an advantage to either side?
The boneroll looks different between the lower leg ones. But apart from that I don't see an issue.
Awesome. Thank you for the expedient assistance.
It is recommended to have 0 as boneroll for all bones, though I'm not sure it is actually necessary.
yeah, sometimes they just end up with 0.000001 or some ridiculously small roll, even if I didn't touch the joint
Yeah, that doesn't affect things.
@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.
Sure. That sounds good.
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.
kung more like king 🙏
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
LR Swapping?
Oh, and grats on getting full body!
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
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.
don't forget you can play with the bone scaling on other axis
to fatten/thin the overall aesthetic
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
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
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
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
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.
After loading it into VRChat, it's not just "cell shaded." It's just ridiculously dark. I wonder what went wrong.
Fixed it
🤷 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*?
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.
ah glad you could fix it
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.
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
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
oh my bad man
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
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.
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
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.
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
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
I think your gigantic shoulder bones are coming out to bite you there
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.
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
Oh fuck. I'm going to have to weight paint?
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
I dealt with that problem for awhile. I don't want to deal with that anymore.
you could try to do some in pose mode, but the rotation point on your shoulders needs to be further out from the center
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
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
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?
yeah
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
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
Okay.
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
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
yeah weight mirroring well depends on the symmetry of the mesh. If it doesn't mirror you have to do it manually twice
there are ways you can do some janky mirroring on an asymmetrical mesh, but would still require cleanup anyway
It shoves the shoulderpad into the shoulder
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
I understand.
G'night, Kung. Sleep well.
We'll pick up where we left off some other time.
Thanks again for you help.
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
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
https://gyazo.com/bef7da57fa76c490d8de7cc9159f18f8 Is this a weight painting or a rigging issue? The is the armbone of a model im working on that has its arm raised all the way upwards.
Can anyone help me rig this correctly? CATS isn’t registering the right arm
rename the bone
you'd have to make the elbow-wrist-fingers
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?
it shouldn't
Hello. I have a blender-to-unity rigging question. I rig/paint the fingertips like this:
but in unity get this
Unity knows there is a finger bone there but does not extend it to the end of the hand. What do?
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?
If I had to guess scyne it's that your bones might be rotated 180 from one another along the forward axis
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.
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
Can someone explain to me what "Parent constraints" are?
In terms or using it in VRChat
Ah
0:00 - Why use them:
1:51 - How to set them up
5:34 - Demonstration
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Discord: Zer0#9999
These are a lot better and easier
yeah, anyone still using fixed joints will have his knee caps confiscated until the situation is rectified
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?
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
ok
I need to make the full armature, weights, shapekeys, and visemes. pretty daunting task and appreciate you guiding me in the correct direction
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.
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
Have a look in the Animation directory
I think it is SimpleAvatarController but search returns no results
Should be a fbx file in there you can import into blender
I looked in that folder but none of the files are called SimpleAvatarController. Has this changed to something else?
I don't know if they changed it (project I have open right now is sdk2) but it's called tpose-new.fbx
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
can anyone tell me why this is happening and how i can fix it? i have the same issues with the eye tracking
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
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.
can someone explain why in game my avatar has its arms behind it like this
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
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?
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
lol I was literally gunna post that
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
What are group A and group B in this case? I have several bones that need merging
Likewise, several vertex groups
Group B is the vertex group you want to merge into Group A
So I have to do this for each bone?
up to you, either you try to find automated methods, or you do it manually once
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
I've never made a rig before in my life so,, how do I fix the ear bones not cooperating with symmetrize?
What do you mean by not cooperating?
I would remove the two bones you have between head and ear
I ended up getting it to work, it wouldnt symmetrize if I clicked it but I just had to rename them
Just have the ear bones disconnected. You don’t want to weight anything to that intermediate bone
I,, dont know what that means sorry 😭
Delete these bones
but those would control the base of the ear? I think?
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
I'm v confused now, I'm rlly bad at rigging f
I mean it’s your avatar but I can’t imagine the ears would look right pivoting from the center of the head
the last time I tried to rig a model it deformed like glass and joints would snap on itself instead of a nice bend
It’s tricky to get right the first few times
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
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
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
@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
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
that means you have console errors in unity
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
that's because the head is affected by another bone
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
Use only the head bone
How do I only select one bone?
Exactly like you did in the gif you posted ?
??
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
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
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
It's not possible with constraints?
not on humanoid bones afaik
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
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?
Hmm...
So I just opened up Unity to do up a model and saw this:
Does this mean 1027.4.28f1 is no longer supported?
Yes it does, pretty much.
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?
Exact
Cheers
so is it 'only 2018.4' or '2018.4 or newer'?
2018.4.20f1 only
can i make a bone have a dynamic bone where it doesnt move from its spot but it rotates?
how do i fix anytime i try to upload i get errors
@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
It's still too much for your computer
i uploaded it before idk why im having an issue now
or it's too much for everyone else
Update your SDK, it's out of date
uh can i get a link
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
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
Set that 8k to 2k.
Download blender
go to #avatar-optimization
ask how to optimise an avatar
there is no fbx for it
You have a model, doesn't have to be FBX
??
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:
@sly fable open ur Model thru Select
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
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:
those is just if ur going to use it in Fullbody non issue in desktop
Can I bypass this so I can build/export the model?

Brilliant, thank you so much :D
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:
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.
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...
search for Pumkin's avatar tools it provides a quick way to make it T-Pose
@zealous cypress
Thanks!
Ah, crud, I guess I have to change initial bone rotations?
Worst case @frank agate if you look at Kung's full body tutorial is goes over how to T-Pose your model in blender.
I mean how to set the T-pose to the current pose.
My wording made it confusing, I apologize.
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?
@frank agate so... is your plan to make the rest lose a t-pose?
I meant to set the default pose as the set pose.
@plush fern show me a screenshot of your rig in unity
@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?
yes I've tried
I got the same results
I have also tried with CATS
still no luck there
Strange... can you show me an orthographic picturs of the rig from the front and side?
Oh my b, should've said in blender
It's def how the bones are in blender without a doubt
Ya that's what I'm working on now
👌
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
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?
Disable the preview button in the animator tab @ebon junco
The preview button is off
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
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
I have a copy of this avatar in the scene that is normally standing, but like idk why my main one is broken
and this is empty aswell on main avatar?
u can also get pumkin's avatar tool for easy T-pose reset option
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
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?
t pose is just to make it easier to rig with. so it should be ok . refering to Synth
Nothing about my issue?
Enter play mode and stop it and you should go back to t pose @ebon junco
Yay chat scrolled my b
Hello! I was wondering if I could talk to someone one-on-one about car avatars and the use of bones...
@ebon junco That's a bug, sometimes humanoid's will get stuck in that pose in the scene after trying to preview animations.
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...
I know that feel
the armature I have came with disjointed finger bones. should I keep it like this or connect them?
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.
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?
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
@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).
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
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
anyone able to pop in and tell me real quick why im unable to parent bones rn? im just now learning lol
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
I finally finished it. Here's the new version of my FBT avatar guide: https://youtu.be/2sfTEBAl8sA
@rose valve
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
You won't find a better guide then that tbh
@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.
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.
Whoa.
now to see if i can be lazy with the arms xD
I'll have to check my armature rig type, but I'm not exactly sure how at the moment.
i dont like this
i dont like this
@fading verge
The prototaur?
yes that
Anyways, how do I check an armature's animation type?
lolz
I don't mean the model, I mean the armature, by the way.
@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)
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?
Yup
Then I'd have to set the model position to about (0, 0, -z) for the viewpoint to work.
Yes. Note that it still rotates around the viewball as the center when you turn in place
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.
Yes, that may be coming in Av3 because there is support for eyeblink now, so knowing the head is more useful for look direction
Right. Thanks for your help!
Wait a minute, did you mean moving the model in Unity or the actual model itself in Blender?
wait how is the armature a bad thing ?
@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
Is there a way to tell how tall in cm or inches your avatar is in Unity before uploading it to vrc?
use the view position
I create a plane and put it on their head and look at the y value (it’s in meters)
that's also a good solution ^
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
You can either edit the muscle limits in bone config or just edit the fist animation itself (latter is probably easier)
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
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.
TF2 characters have that always problem
once you import the character go to pose mode and apply rest pose then flip it back up right
apply as rest pose
xD
also one last thing, Go to edit mode - select all the bones - Armature - bone roll - clear roll
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
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
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.
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
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?
I saw this person a few minutes ago, maybe you can ask him.
Lemme get his @
@grand junco
This guy.
@tardy root
@odd kernel First try to fix your feet/shoe meshes
Blender
Delete the feet mesh or something
Oh, those are there on purpose.
Then scale up the shoes
