#avatar-rigging

1 messages · Page 173 of 1

odd kernel
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Well, my issue is that the way the boots stretch don't look normal.

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Like, they're perfect size and everything.

mint sierra
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Then you would have to weight paint the boots in Blender

tardy root
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Lol thanks @odd kernel yeah, working full digi would be great. I've seen it estimated but this one is so extreme it wouldn't look right that way. Unless there's a trick that could make it work

odd kernel
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Wait, I think I know. I'm gonna reweight the boots.

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I'm in blender lol

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@tardy root All good, I just remembered off the top of my head.

tardy root
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I'm thinking ill need to do this in avatar3.0 and mess with the layers. Ill read up on it. It sounsa like ill need to make my own base and additive layers? Idk

fading verge
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Is anyone able to help me improve my bones in blender for my legs

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Dm me if you can

flat prawn
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can you change the rig type after adding the model

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i didnt get any setting to do that when I put it in the scene

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maybe because my avatar is imported from FBX?

crisp tendon
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you can't do that in unity no

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Or do you mean the humanoid configuration ?

flat prawn
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yes

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I need to change to humanoi

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d

crisp tendon
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Yeah, do that on your asset

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@fading verge You could post screenshots of your rig instead

flat prawn
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how do you do that though

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theres no option

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wait nvm im stinky

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i foiund it

flat prawn
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the control panel says upper arm isnt specified

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and it says that it needs head, hands, and feet mapped even though they;re there

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how

crisp tendon
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are they mapped ? You have an upper chest bone too, you should be going through blender to fix it first

fading verge
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sure 1 sec @crisp tendon

crisp tendon
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yeah ok that's not really humanoid is it

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it's also not t-posed

fading verge
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i know that but i have problems getting it to t-pose

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thats why i need help

crisp tendon
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alright, what problems are you having ?

fading verge
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so i test it in vrchat just the legs are messed up so when i walk the legs kinda brakes when i walk i can never get it to a t-pose the legs also go in to its self for people its hard to explain the rest

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im pretty new to bones

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and im not to sure if this a blender or a unity thing but my view looks so small and i have to increase my height so i look like normal size

crisp tendon
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all the bone scales and limb scales are very far from humanoid so yes all the issues you're having are expected

fading verge
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how bad is it 1 to 10

crisp tendon
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well it's rigged so 3/10

flat prawn
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@crisp tendon they are mapped doe

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it just says they arent

fading verge
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im surprised its a 3 but how should i fix it

crisp tendon
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@flat prawn Try reimporting the model in this case

flat prawn
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what do you mean

crisp tendon
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@fading verge I don't think you can fix it without making it look terrible

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right click on the model asset and reimport, see if it changes anything, if not then you should use the cats plugin in blender to fix it first

flat prawn
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oh ok

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i dont think cats can fix it because its an XPS model

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but ill try

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wtf still says that the head feet and hands and upper arms arent specified

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idk what kinda mistake im making here

fading verge
crisp tendon
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That should be done in pose mode, not edit mode

fading verge
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the problem with that the bones are not fully the same

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let me show you what happens in t-pose if i do that

crisp tendon
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Then they need to be made symmetrical

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lots of tools in blender to do that

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lots of tutorials as well

fading verge
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can you show me a link because I don't know what oi really look up

crisp tendon
fading verge
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thx man

woeful citrus
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Rigging is 2 hard

grand junco
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Why was i tagged ?

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O.o

woeful citrus
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I wonder

grand junco
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I wonder as well

solid crypt
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Heya~
I'm trying to add accessories to an avatar but a lot of things are going on

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There is the 2 lines and the accessory bones, what to do with them?

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I'm not sure how attach the accessory to the bones

crisp tendon
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That would be weight painting

solid crypt
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I closed the project now, gonna read about the weight painting later, thank you^^

grand junco
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I have a minir derp i have an avatar thats upright in the unity project but after i uploaded it to vrchat its face is in the ground at a 100 degree angle

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And none of the bones work cause the whole model is attached to my face

placid whale
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Hey guys, quick question-- I've successfully created and uploaded my first avatar; animations work great in game, but for some reason, there's no VR body tracking. I don't have full body, but my arms and crouching and stuff isn't working. I'm struggling to figure out what to call this to google for help. Is it a rigging issue?

manic junco
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was it set to a humanoid rig in unity?

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@placid whale

placid whale
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It was; I'm re-doing my vertex groups in Blender right now to see if it makes any difference... but I'm assuming not since animations were working

placid whale
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Ok, I got everything fixed up in Blender (had to learn how to deal with weight mapping and all that fun stuff), but after re-importing my model into a fresh Unity project and uploading as a test avatar, I still have no control over my arms.

gentle plinth
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any idea how do i link those two separate arms/hands

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to mimic each others movements?

placid whale
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Maybe a better question-- do I have to map fingers for any tracking to work?

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My first character is just using block hands-- so I just left it at wrists

flat prawn
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Are there any tutorial which show which bones need to be named what

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and parented to what

zealous cypress
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last message in Pinned message is a start

gentle plinth
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so uh, i used rigidbody and fixed points

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what could go wrong?

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probably many things

flat prawn
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stando powa

tiny zenith
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It's been done before

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The commissioner showed me a screenshot

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The head didn't contort and stretch

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There must be some way of doing it

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@crisp tendon

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This is on the quest

crisp tendon
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yep, still the same thing i suggested a few time, only paint it to the head bone

flat prawn
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r8 my heiarchy and rig

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is it gud

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for import

crisp tendon
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Hip bone should be first

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But still, you should have done the cats fix with the addon

flat prawn
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hip should be root's parent?

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cuz it parents everythin elese

crisp tendon
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no, root shouldn't exist

flat prawn
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really

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h u h

flat prawn
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I dont have the option to delete

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hmm cats may have worked maybe

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thank you brother

pearl thicket
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I ran a model through mixamo and it made the fingers all wonky

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now I have to learn how to rig/weight paint

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hhhhhhhh

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I dont know much about rigging but even I can tell that this just aint right

manic gust
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does anyone know what would be the easy way to fix the bones on a vroid model instead of doing it manually?

woeful citrus
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Middle finger

grand junco
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How can you do quadrupad models ?

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I have an model i want in but i got 0 idea for finalIK or other things

lost sparrow
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Anyone know why this little area of my pants won't get painted? I tried saving and restarting thinking it was a glitch but it wasn't. I checked the leg bones too and there's nothing painted in that area. This is attached to the hip bone

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Figured it out, those verts weren't in the hip vertex group, got help from a different discord

lean goblet
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does anyone know how to make it so each time you walk, sound/music plays?? i have a bell on an avatar and i want to make it so you hear a bell noise each time you walk/run

grand junco
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i know that its possible

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protoboi has like a mechanical sound when he walks

zealous scaffold
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is there a good premade armature/skeleton for throwing at blender, when making a brand new avatar from scratch? i recently tried to put the sdk2 example one in and the skeleton broke in the process.

half grail
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The blender rigify skeleton isn't terrible, but I would recommend not using the face bones.

arctic rampart
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Hey, got an error message saying "the angle between pelvis and thigh bones should be close to 180 degrees" but i have no clue where that angle should be measured. Anyone got a picture they can show of what a the proper angle should be, and where it should be measured from?

Found out, basically thighs should always match the hip so they're in parallel both pointing completely upright

flat prawn
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what is weight paonting even for

arctic rampart
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@flat prawn weight painting is for deciding how much each vertex is affected by a bone, with 1 being it will move 1:1 with the bones movement, and 0 being it will be completely unaffected

flat prawn
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h uh

arctic rampart
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you use the paint brush to paint the weight of each vertex

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so it's affected by the bone you selected by a certain amount

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if you're confused by it, just ignore it unless you have issues like things not moving the way you want with a bone in pose mode @flat prawn

half grail
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it's like the thighs want to be higher than the hip (using full body tracking fyi)

sleek isle
slate smelt
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does anybody know how you could import a roblox character? I dont have a rigged one but i have my character as an OBJ and an FBX file ready for whatever 3d stuff i need

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also i never really do 3d stuff and im new to blender so would you recomend it? I just thought it'd be easier to rid cuz there aren't as many joints and actually moving parts

bronze plinth
low coral
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Does anyone know how to change the rest position even if the model has shape keys? Is there an add-on or something?

flat prawn
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is there any way to move the shoulders out

low coral
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also is there some sort of model reference so I can make my avatars to the correct size? I keep messing that part up

flat prawn
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when my arms are at my side in VR the arms clip into the chest

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@low coral like normal human size?

low coral
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yes

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hamahaki

flat prawn
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unity has a grid to show the height in meters

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the compass thing in the top left, you click that and it will become flat and show a grid

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size in blender doesnt matter

low coral
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nvm i see it

flat prawn
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idk about blender

low coral
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I messed up my pose and rest position and now i hover in the air in vrchat

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the only way i can see to fix it is to delete all my shape keys ; _ ;

flat prawn
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huh

slate smelt
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@bronze plinth i've tried mixamo, for some reason it's not working and its glitching when i auto rig it, should i try and fix the model or just rig it myself?

bronze plinth
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what size in units is your mesh?

fading verge
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why are they flipped like that?

fading verge
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fixed the legs, but now its telling me its not imported as a humanoid but where is the configure button gone?

flat prawn
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How do I move the shoulder bone

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when my arms relaxed it causes the whole arm to clip into the torso

sonic lava
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In Blender and Unity when I import my model the pose looks normal, but when I upload it or check the Rig tag of Import, and do Enforce T-Pose, the legs move way back (next screenshot).

pearl thicket
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it works

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I guess

fading verge
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I've been using my Rift S on VRChat, and it works fine. But, my shoulders on every model aren't properly moving

In a neutral position, my shoulders are pushed back and rotated forwards. And my arms come down a bit too far.

My in-game height is set properly (I'm 5'6), so why is it doing this on every model?

fading verge
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Ohh hiii ^^/ im surprised theres a rigging channel here :3

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Btw i see a lot of blender users here. :)

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Does anyone.... use maya here? (Or am i the only one?)

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Haha wow! Im seeing sooooo much awesome 3d models and rigs here ^_^

heavy tinsel
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Pretty much everyone here uses Blender.

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It has the most VRChat related plugins to speed up development or fix issues.

fading verge
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Aww..

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I wonder if its possible to import my char from maya to blender tho

grave mantle
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@fading verge reset your unity layout to fix that. It’s a unity bug. The button missing bug.

flat prawn
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how 2 move bones in the model so I can make my shoulders positioned further into the arm

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on that note, what exactly does the upper arm even do

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because at least on my rig it just acts as a shoulder that works better but isnt used

rose mountain
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Trying to read over the docs, but wanted to ask here anyways. Any rigging changes in avatars 3.0?

gritty latch
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will corrective shapekeys work in vrc or is it only a blender thing?

crisp tendon
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blender thing

tidal surge
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i am having a heck of a time rn

gaunt walrus
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Why

tidal surge
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my avatar is borking when i set it to humanoid in unity

gaunt walrus
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Dang

tidal surge
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when i have it set to None, it's fine

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i've been tweaking the bones and exporting a bunch and for whatever reason, it doesn't like this particular export

gaunt walrus
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Why won’t it work in...uhh..human form

tidal surge
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even when fresh imported

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one mo

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left : None

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Right : Humanoid

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no messages on the panel

gaunt walrus
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Why won’t none work for you

tidal surge
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because it's a humanoid avatar wew

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why would you ask that :bap:

gaunt walrus
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Look I’m sorry it’s late where I am I apologize

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My eyes aren’t great

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But looking at it better I can say that that is human

tidal surge
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yes

gaunt walrus
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Wouldn’t the torn skirt have a cool look to it?

tidal surge
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i appreciate the levity but i've been working on this all day and i'd rather get solutions at this point

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not a fan of random issues like this

gaunt walrus
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Ok well it looks to me that the skirt is clipping into the skin there. Can you adjust the skirt?

tidal surge
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it's an issue with the rig fucking up on import/ configuration

gaunt walrus
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Ah ok.

brazen lintel
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suppose I want to rig a dragon model with a humanoid armature just so I can use humanoid animations on it and bust my sides
how would I rig a neck with three segments when the humanoid neck only has one bone?

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I already have a bit of an idea, but I just want other opinions on it
three extra bones rigging the neck
and then in Unity, use rotation constraint on the three extra bones with rotation transforms from the head, neck, and chest(?)

tidal surge
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it appears that it was due to the hip bone rotation i applied, following Kung's advise

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not sure how that works

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if he recommends it then it shouldn't have this kind of effect

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yeah, i'm not missing anything

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i don't know how this could work for him but have this issue for me

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unless he's on an old unity version and it just so happens to act differently in this unity version, but i doubt it

solid adder
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@brazen lintel look into rotation constraints

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Set up a humanoid avatar and set up your rotation constraints. It'll be like a puppet.

fringe citrus
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@tidal surge I just reconfirmed that the slight sideways hip tilt rig hack fix (offsetting the hip's root to the side very slightly) still works just fine and doesn't break anything in unity

tidal surge
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i didn't even ping you and you still responded lmoa

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it definitely has this impact on mine

fringe citrus
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But as always is the case, if you use a rig hack and it breaks stuff, better to not use it, but I can't reproduce your issue

tidal surge
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lemme show

fringe citrus
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and yeah I lurk here from time to time

tidal surge
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also i noticed in the desc you recommend using uh

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av3 thing

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also you sound v cute and i regret that i have never seen you in game

fringe citrus
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it looks to me like you have a dynamic bone on the butt or possibly constraints that's holding the old values and needs to be reverted without the script active

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and thanks 😊

tidal surge
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oh hey you might actually know the answer to the click-to-switch-from-pose-mode-to-mesh (weight paint) mode issue

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no it was the file

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nvm

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👀

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back to the hips

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one mo

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and you might be right about the dyn bones

fringe citrus
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click to copy component on dynamic bone script and then delete it

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then click the gear for modified component on the bone controlled by dynamic bone script (probably the root and the tip both)

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and do revert

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and then go back to where the dynamic bone script was and past component as new to get it back

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see if that fixes the messed up bone position

tidal surge
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wait it can't be the dyn bones since it happens on a fresh import wew

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just importing a fresh model

fringe citrus
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Yeah, shouldn't do that on fresh import then

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is your bounding box tilted on the fresh import?

tidal surge
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i just re-did the hip tilt on my current file and now it's fine

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fuck if i know why

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i'll keep using the new file i made, i guess it became un-cursed

fringe citrus
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Make sure that's unchecked

tidal surge
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though it's still cursed, that i can't switch between modes

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it's not that unfortunately

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i think the file is borked

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since i made a fresh one and imported the FBX and it works

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for switching modes

fringe citrus
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You could copy and paste your whole model into a new blend file maybe

tidal surge
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i could safely export as FBX and import into new file safely, right?

fringe citrus
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exporting through fbx loses a bit of data on bone tail positions

tidal surge
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ono

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huh

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you can literally copy and paste wew

fringe citrus
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the tail positions don't matter in unity except for the direction they point in, but when you reimport into blender it wants to set tails for the bones and depending on import settings you might end up with different tail positions from before

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yeah

cold kestrel
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hey lads. I'm having issues getting bones to stick to this guy. for some reason I cant select bones when doing weight paint. any tips or better ways to have these arms floating from eachother? He is all one mesh idk if that matters

tidal surge
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ty much Kung 😘

fringe citrus
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yw 😁

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@cold kestrel looks like you have the parenting backwards there, the armature should be the parent and the mesh the child

cold kestrel
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wait really....was it that simple

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let me try

fringe citrus
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ctrl click the mesh first, then armature second and then do ctrl+p on the viewport

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if it's not weighted yet you can use auto weights, or with a mesh like that you might want to just manually assign each mesh chunk to an armature bone 100% so the skelly bones don't bend

cold kestrel
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ahh yes i think thats it its lettimg me select the bones now in weight paint

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yea it said it couldnt do weights

fringe citrus
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nice 👍

cold kestrel
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so ill do it manually also i want to make sure its really ridged thank you so much!!!

fringe citrus
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yeah if you're doing it rigid, then when you assign the armature as the parent do with empty groups

cold kestrel
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ahhh let me try that

fringe citrus
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then go in edit mode and select part of the mesh that's supposed to move with any given bone, and do this:

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so for example you'd select the group of skelly mesh-bone-parts that moves with that arm, then go over to the vertex group and with that part of the mesh selected click "assign" and it'll put it 100% on that armature-bone

cold kestrel
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Instead of just weight painting the parts all red that i want for each bone?

fringe citrus
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yeah that leaves room for error accidently hitting a bit of the mesh behind it or something

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that would work too though

cold kestrel
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that sounds like a safer option. I'm not too use to the Vertex groups stuff but ill try it out.

fading verge
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I see a weird problem with my rig in Unity that doesn't exist in Blender

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the "Armature" appears as this weird bone

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I can't seem to get rid of it

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any ideas?

vague dew
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Do you have CATS?

fading verge
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I do

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Hello! i was wondering if anyone could help me get a model setup? i haven't played in a while

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i'm not to good at rigging or anything so i was hoping someone could make one for me if thats ok

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i hope its the right place to talk about

vague dew
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CATS doesn't fix that?

fading verge
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i don't know what that is

vague dew
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I'm talking to JustInNovel

fading verge
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ah ok

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new to this server and want to find someone to help setup a new avatar for me

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Specifically Tarics old model from League of Legends.

cold kestrel
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So my model isnt saying theirs shoulders and i do have more armatures for the collar bones in blender. How would I go about fixing that? Do i need like invisible objects do put the shoulders in?

crisp tendon
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you just need the bones, they don't need to have weight paint to anything

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also collar bones do nothing

cold kestrel
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hmmm how would I go about adding them or changing the collar bones to shoulder bones?

crisp tendon
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you just move them in edit mode

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actually it wouldn't matter too much

cold kestrel
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hmmm they just dont appear when i put it in unity

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like i have these in blender so im just not sure whats different about these and shoulders. is it just naming them differently?

crisp tendon
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Don't appear how ?

cold kestrel
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like in unity theres no shoulder bones and vrchat sdk is telling me to assign them but theres no bones to assign them to

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i just feel like im missing something dumb

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im sorry

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they did apear after i weight painted them a bit but i kinda didnt want them to be attached but it might be okay

crisp tendon
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you can give them like 0.01 weight paint on something and it should have almost no effect

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but they should be showing up without this

cold kestrel
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yea idk why i cant find anything why they wouldnt. I was thinking about doing invisible boxes but idk that seems like a bad way to do things. Thank you though! I appreciate it

pearl thicket
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I dont know if this is rigging but an avatar I made walks on its tip toes and when I bend over it goes into a laying down animation earlier than it should

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Ive played with the height settings and they dont fix this

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well the fix the tip toes

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but thats after setting it to be a foot taller than I am irl

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I just read setting the toe bones to None could help?

crisp tendon
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Seeing the armature in blender front/side view would help

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as well as the avatar descriptor in unity

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@pearl thicket

faint anvil
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Hey so i'm having a weird issue that i haven't had on my previous avatars where the fingers cross over in an awkward way. It looks fine in the editor but when i bring it into VRC its almost like the default finger poses don't agree with my rig.

faint anvil
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some poses work like the resting position and thumbs up but this is what open hand looks like.

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and the point gesture uses the ring finger instead of the index finger

tidal surge
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@fringe citrus apparently it wasn't the hip tilt that broke/ fixed it, despite it breaking/ fixing when i tilted/ untilted the hip

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i made a couple more changes to my model and imported into unity only for the same kind of problem to occur again

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so i straightened the hip bone and nothing changed

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set to none ^

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set to generic or humanoid ^

fringe citrus
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@tidal surge After you apply humanoid rig and go into the inspector on your avatar's butt dynmaic bones can you show the transform for one of those bones?

tidal surge
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oh sorry

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i can pull it into the scene

fringe citrus
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Hmm yeah didn't make sense on a fresh import but wanted to make sure they weren't bold like modified values

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Do you clear bone rolls on export in blender?

tidal surge
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nope

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is that in cats

fringe citrus
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it's worth a shot

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select all on armature in edit mode

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and do alt-R

tidal surge
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it appears to be working 👀

fringe citrus
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Ah guess that was it 👍

tidal surge
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do you know why that would cause problem?

fringe citrus
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Unity and blender handle bone rotation differently, so it's less likely for there to be issues if the bones all have the same roll value. But specifically I don't know why in some cases it might cause issues and in others it doesn't

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It's good standard practice to clear rolls every time before export, though I've seen one case where someone needed to set up custom rolls to fix their arms

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but in general if you're having mysterious twisty problems, try clearing bone rolls

tidal surge
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thank you very kindly, my savior vrcKiss

fringe citrus
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no problem, glad it worked. I was pretty much out of ideas if it didn't 😅

tidal surge
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local avatar testing is really buggy in vrchat

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there's a good chance that it'll fuck the game

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making avatars fail to load, and then when you try to change world, it just stays on 0% forever

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and obv you can't re-calibrate either

sonic lava
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In Blender and Unity when I import my model the pose looks normal, but when I upload it or check the Rig tag of Import, and do Enforce T-Pose, the legs move way back (next screenshot).

crisp tendon
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Clear rolls in blender

sonic lava
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@crisp tendon like go to each of the bones and make sure the roll is 0°?

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or alt-r, to reset the rotation (actually it looks like that's called clear roll). So I can select all and clear rot

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I didn't see a visible change. Should I try re-importing anyway?

crisp tendon
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select all and clear yeah

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and reimport

sonic lava
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hmm same issue. It's almost like the t-pose that Unity is enforcing is conviced that the bones need to be in that angle

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but my rest pose is how I want it, more straight up and down

crisp tendon
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is your model actually at 0,0,0 ?

sonic lava
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it is in Unity, 0,0,0

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and in Blender

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with the origin right between the feet

faint anvil
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Does anyone know what might be causing my issue? I checked all the bone names after I ran it through cats and in unity it recognised them correctly.

sonic lava
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ha nub, that almost seems like my issue

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it looks fine until it doesn't, and unity repositions the bones

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what if you click Enforce T-Pose in Pose ni the rig import? thend o you see it in the wrong position?

crisp tendon
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Oh yeah that leg bent is a bit extreme, i'm not surprised unity is unhappy

sonic lava
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you mean the bone deformation is extreme? I was trying to find a way to keep it digigrade, but maybe I need to reposition things

faint anvil
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That's the thing, when it's posed in unity it looks like it's moving them correctly, it's just that once I upload the avatar the hand poses are acting janky

sonic lava
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like the angle from the hip to the thigh bone is high

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you mean the bone deformation is extreme? I was trying to find a way to keep it digigrade, but maybe I need to reposition things

#

hm

crisp tendon
#

You can still make the upper leg much more straight

#

if you want that kind of pose then you'd need custom animations for most things

sonic lava
#

ah. I can probably just redo the leg to match other digi avatars. This is my first one, so it's a learning experience

dim musk
#

how should I approach the dynamic bones for this bottom dress? Only use 2, or do I need more since it is much larger?

#

as it is, the dress doesnt move at all in blender (no weights), but in unity, somehow it tries to make it move and the result is a glitchy mess.

sonic lava
#

when I've seen dresses rigged I've seen way more than two bones, usually a chain of four or so, in a few spots around the dress

dim musk
#

okay. how should the hip bone interact in the lower body (dress and thighs)?

crisp tendon
#

With dynamic bones and colliders

sonic lava
#

how do you add colliders to bones, so that you can interact with other dynamic bones?

dim musk
#

I wish I could have a sample model to compare to, as I wouldnt want to weight the dress and thighs only to realize I approached it in the wrong way

faint anvil
crisp tendon
#

@faint anvil make sure to clear bone rolls in blender

fading verge
#

What do I need to do so my avatar don’t flys up if I l look down

tardy root
#

are there requirements for the bone lengths? I want to make the bones for my legs but dont know if I should just assume the knee is close enough or if I should use some standard sizing

#

I'm guessing the human metarig is an ok rig to start with?

faint anvil
#

Oh is that what it is? Like when your bones are tilted?

rocky thorn
#

I'm trying to add eye tracking to a model and everytime I import to Unity after testing with CATS the eye bones are rotated -90 on the X axis. This makes the eyes break when I enable tracking on them. I've tried applying rotations, clearing bone roll, rotating the model 90 and -90 in blender, ect and nothings worked.
Does anyone have an idea or solution? I've never run into this before so I don't know how to fix it nor troubleshoot.

rocky thorn
#

Actually I think I may have figured it out. Gonna try rotating the bone in edit mode so the bones normals line up the way it does in Unity when at 0,0,0. Had a similar problem when making jigglybones in source engine.

#

It worked. I woulda thought cats would have done that automatically but guess not for me.

proper heron
#

i tried fixing a model's proportions and somehow this happened

crisp tendon
#

use 2.8 for now

proper heron
#

i honestly didn't expect it to work

fading verge
#

So i need a bit of help

#

i followed a thing to figure out how to do fullbody

#

but my avatar keeps crumpling into the floor when my friend uses fullbody

#

why does this happen?

#

I cant seem to find anything on this issue on google, so im not sure how to fix it

crisp tendon
#

Show your armature front and side view in blender

fading verge
#

Aight one sec

#

It's a tiny avatar so i have no idea if that's part of the issue

#

It's about a half the size of a half sized avatar

#

(so about half the size of a hobkin)

#

idk

#

@crisp tendon I posted them if you didnt see

crisp tendon
#

Move your hip bone aboe the legs, then select all bones and alt + R

#

Change the animator ?

fading verge
#

The hip bone is above the legs

crisp tendon
#

not a lot

#

that' causes issues

fading verge
#

That good enough?

crisp tendon
#

Yep

#

a bit odd that your armature isn't symmetrical though

fading verge
#

what'you mean?

#

it is symmetrical tho

crisp tendon
fading verge
#

Oh, that's a thing i did so that the avatar doesnt bend the legs the wrong way

#

It doesnt seem to harm anything

crisp tendon
fading verge
#

Idk i'll try lining them up

faint anvil
#

They changed the bindings in blender 2.8 how do you clear bone rolls now?

crisp tendon
#

alt r

mint sierra
#

ALT+R or edit mode - select the whole armature - Armature - Bone Roll - Clear roll

faint anvil
#

@crisp tendon So I cleared the bone rolls but its giving me the same result, I can move the fingers when posing the character in unity but the default hand poses are still giving me trouble

crisp tendon
#

@faint anvil Does it also look like that in animation preview in unity ?

fading verge
#

i'd also open the actual fbx editor in unity, and re-setting the avatar, then forcing tpose

#

as ive found doing that actually applies the bone stuff for some reason, and updates the whole rig

#

seems unity doesnt actually update it unless you do that

faint anvil
#

Where are the default hand poses located in VRCSDK so i can preview them?

#

nvm found them

faint anvil
#

Yeah it's doing the same thing in the editor

crisp tendon
#

Yeah so the hands are fucked in some way

#

is it tposing in blender by default ?

faint anvil
#

yee

#

here

#

The weight paints aren't going across fingers

#

and i cleared the rolls so that the bones are straight

#

And I let cats rename all the bones so that they plug in correctly into unity

crisp tendon
#

and they're named correctly ?

#

before export i mean

#

cats isn't fullproof

faint anvil
crisp tendon
#

Did you check the bones though

#

need to be sure that the correct fingers have the correct bones names and that they weren't swapped

#

which can lead to fingers crossing

faint anvil
#

OOOOOO

#

bruuuuuh

#

cats fucked me

crisp tendon
faint anvil
#

That makes so much more sense now

#

because the ring finger was pointing

#

Thank youuu

mental hamlet
#

Currently i am working on my first avatar which will have a "jacket on/off" option in the emotes. My question is if it's somehow possible to have (dynamic) bones in the equipable jacket?

sleek light
#

Having an issue in Fullbody where my avatar descriptor shifts when I'm standing it's normal, but laying on the ground or sitting it seems to drop like 6 inches, any idea what's causing it?

sage patio
#

@sleek light are you using the old calibration or the new one?

#

@mental hamlet yes, you can use animations to enable/disable components, including dynamic bones

tardy root
#

Does using final IK break humanoid rigs like FullBipedIK does?

sleek light
#

@sage patio I use the built in one in the ui, is there a new way to do it?

sage patio
#

if your avatar moves when you move your head, it's the new method

sleek light
#

Just seems odd it's fine while standing but shifts when I lean down/sit on the floor/laydown

sage patio
#

it's never going to be perfect, you'd need a chest tracker, which VRC doesn't support doing

sleek light
#

rip, alrighty

sage patio
#

but try adjusting the User real height in the settings perhaps

sleek light
#

guess I'll just play with the descriptor to try making everything as close as possible for standing and remember the offset with laying down

sage patio
#

and different amounts of forward lean

#

make sure the viewpoint is set correctly too

sleek light
#

yeah I manually set the viewpoint on unity properly, I'll keep playing with height later

foggy forge
foggy forge
#

fixed by migrating back to blender and fixing the bone hierarchy- i had changed it in unity and it made everything break

fading verge
#

anyone know what causes this when creating eye tracking ?

#

creates the eye bones way back and broken

crisp tendon
#

Try applying scale on your armature and mesh before creating it

fading verge
#

I applied all transforms

#

and it still did it

crisp tendon
#

Check your shapekeys maybe ?

#

If one of them is broken and the eye mesh explodes it could mess with the tool

#

if not i'm not sure since i've never seen this issue before tbh

fading verge
#

ive seen this issue alot

#

i believe the issue is that your eye bones are already mapped to where Cats wants to map the eyes

#

so it explodes it cause it glitches out

crisp tendon
fading verge
#

It's really weird, and i havent been able to fix it

crisp tendon
#

it's just a transform location, why would that matter

fading verge
#

Because it makes new bones

crisp tendon
#

Do you have an eye sphere Mehdi ?

fading verge
#

yeah I just redid all the shape keys because it wouuld crash on import in unity

#

nope

crisp tendon
#

yeah but you can have bones on the same location, shouldn't cause any issue

#

What kind eye of mesh is it ?

fading verge
#

should I recreat the eyebones ?

#

That's what i always did so quite possibly you might have to

#

classic mmd

#

otherwise, set the eye property in cats way the hell down

#

like, insanely far

crisp tendon
#

Ok, eye bones should be straight up

fading verge
#

those are the one that cat creates tho

#

I mean can I just bypass cats ?

crisp tendon
#

Where are yours ?

fading verge
#

no i mean those are mine

#

the one that cat creates a usually vertical

crisp tendon
#

Can you try to make yours correct ?

fading verge
#

they are pretty spot on like I always test them out before creating the cats ones

crisp tendon
#

yeah but they're still incorrectly setup, so i'd like to make sure that's not a cause

fading verge
#

ok what do you mean by incorrectly set up

crisp tendon
#

They need to be straight vertically

fading verge
#

ohhh like that

#

like the bone rotation

#

on the y axis you mean

#

right ?

crisp tendon
#

yes, the bone need to be aiming upward

fading verge
#

ok hold on let me try that

crisp tendon
#

All cats does with eye tracking creation afaik is make new bones with the same weight paint and correct naming scheme

fading verge
#

like this ?

#

yeah that's what I was thinking of doing

crisp tendon
#

and clear bone rolls

fading verge
#

fronnt view

crisp tendon
#

seems good

fading verge
#

and just use that as the eyyebones inn unityy then?

#

bypassing cats

crisp tendon
#

Well, try the cat's eye tracking creation again

#

i'd like to know if the result is any different

fading verge
crisp tendon
#

what are the flying pieces above your model ?

fading verge
#

they disappeared when I tabbed back in

#

hold on let me try to recreate it

#

no way to created that

#

it wa probs a visual glitch

crisp tendon
#

Doubt it, but in any case, you can use the names of the bones that cat creates for the new ones, and rename the ones you made with that

#

then unity

fading verge
#

how do I go about setting the range of eye tracking in unity btw ?

#

is it using bone constraints or something ?

crisp tendon
#

You can do that with avatar 3.0

#

otherwise it's with cats for 2.0

fading verge
#

ok thanks

fading verge
#

I saw that

#

👀

#

if you're still here it means yyour foot tracking balls are too low

#

adjust your height till they're were they are irl

cold kestrel
#

Hey guys is there a way to reset all of the weight paint you have done? mines being real weird and Id like to start over

fading verge
#

you can uh

#

so go over to the place where you edit visemes on a mesh

#

above it it'll be all the weight paint stuff

#

in the middle on the right of it there'll be a dropdown

#

it should just be "clear all" or something like that

#

Should be the vertex groups

#

"delete all groups

cold kestrel
#

will i have to reset all my bones or just create the parent again?

fading verge
#

it'll simply remove the weightpainting on all of them

#

if you want to remove a specific one, just look for the name of the bone in the vertex group and select it, then press the minus button above my cursor

cold kestrel
#

ahh i think thats the best yes thank you!

fading verge
#

yup!

cold kestrel
#

for some reason when i mirrored in weight paint it screwed it all up and im just gonna do both side manually

fading verge
#

hrm

#

well, what you can actually do is, Select the bone you want to replicate

cold kestrel
#

this is an old photo so do not be confused by my parents

fading verge
#

Select the bone, duplicate it

#

then rename it to the opposite bone

#

then select the original one

#

and click "mirror vertex group

#

In the vertex group tab

#

not the actual bones

cold kestrel
#

interesting okay ill have to try that

fading verge
#

yeah, that'll mirror whatever bone you're selecting to the opposite side

#

Another thing you can do if you wanna be fancy

#

is delete half your character

#

And then make every weight on one side gone, then just click somewhere randomly, and it'll duplicate it if there's a bone with the opposite name

#

there's alot of ways to handling mirrored vertex groups

cold kestrel
#

yea alot of those settings are very new to me. I feel like im doing stuff the longer way

#

extra bonus question

fading verge
#

hm?

cold kestrel
#

id like to have each one of the ribcadges as its own thing. can I just have a armature for each section and it will accept it like that as the whole spine?

#

I havent tried it yet but if it doesnt work then i wont waste a bunch of time

fading verge
#

You can make a bone for each one yea

#

but you need to manually weight paint them each

cold kestrel
#

yea i thought so on that part but cool im glad that will work some way. Thanks dude!

fading verge
#

ya

fierce mountain
#

Hey so someone in my VC is having an issue in Unity where their dynamic bones aren't working in play mode during testing. They move the model around but the dynamic bones stay in place. I'm not sure what's wrong

mortal falcon
crisp tendon
mortal falcon
#

ty

misty agate
#

is there a correct way to place hand bones so that the avatar's hands don't look weird when using index controllers?

#

the thumb gets really messed up, and this doesn't happen with vive or oculus controllers

high skiff
#

a simple avatar should only take about 16 bones right???

#

im still new to this and not sure how a lot of these things work

vague dew
#

Looks good, but if you want certain animations to work properly you should have foot bones, as well as hand bones with a thumb, index and middle finger.

#

You don't need to map them to anything for it to work

crisp tendon
#

And it's SDK2 it needs at least three finger bones

high skiff
#

ooh thank you!

#

so even if the avatar doesnt have fingers you still need to put bones for them?

crisp tendon
#

yes

high skiff
#

got it thanks man

honest turtle
#

Is there an explanation why an avatar floats into the air slightly when bending forward in full body tracking?

cold kestrel
#

hey guys im importing a rigged model and im getting this "File 'blockboy' has an invalid Avatar Rig Configuration. Missing or invalid transform:
Required human bone 'Head' not found"

#

I've tried renaming the spine piece that should be the head to "head" but its still doing it. Im guessing its a parenting issue? what should the head be attached to?

#

also do i need a neck?

sleek isle
#

@misty agate rote the thomb in unity you will get an alert its not in t pose but you can ignor it

orchid acorn
#

I'm trying to make my first avatar, but I keep running into an issue where even if I reset all of the rotations and everything in my bones so pose mode matches rest mode, anytime I go back to object mode or export it, they all jump back to really weird positions I never put them in, making the avatar have really strange posture which carries into unity when I bring the fbx file into it

#

I've tried to google around for this issue but can't find anything about the weird rotations coming back like this constantly

open anvil
#

anyone have an in-depth dynamic bone tutorial?

sleek isle
#

Try and error. Done

scenic lichen
#

Is there an explanation why an avatar floats into the air slightly when bending forward in full body tracking?
@honest turtle

#

So move your view ball closer to the head bone

honest turtle
#

Thank you

nova lark
#

Not sure if this is the right place, is there a way to export from vroid to a-pose instead of t-pose so that it’s easier to jump right to mmd clothing?

topaz temple
#

I'm trying to rig an old PS2 model to use as an avatar. The problem is, the boots are too close together, and are clipping into each other. Is there a way I can separate these before I rig it so the foot bones don't steal each other's faces?

brisk rampart
#

https://i.gyazo.com/b34cbe327ca6f0c76d1e0eef0336a340.jpg

I duplicated a tail multiple times, but the duplicated meshes' weights are not assigned to the new bones. How do I assign these vertex groups to the respective bones and how do I add rotation constraints so the duplicated tail bones follow the main tail?

cyan adder
#

does dynamic bones use the head or the tail of the bone?

#

it doesnt use the middle

#

ik that

#

for sure

fervent hornet
#

@brisk rampart Make sure you change the names of the bones before you join them back or the vertex groups will merge. Rotation constraints are done in unity but you can test with blender constraints

#

@cyan adder Dynamic bones work from the head of the bone/ start of the chain

feral aspen
#

okay so im completely new to blender, and im trying to add bones to the hair, how would i go about doing that?

#

i already spawned in a bone at the feet, but its not letting me move it around

#

okay so i found out how to move it, but its only letting me move it around one meter at a time

dim musk
#

things like hair roots and skirt roots are never weighted with anything, right? It is their children only?

surreal anvil
#

is there a way to rig a character with a hunched neck so that it doesnt point straight upwards in unity and then vrchat? ive gotten it to somewhat work but now my avatar floats in the air if i'm not looking anywhere but straight upwards.

fading verge
#

anyone wanna have a heart attack with me?

dim musk
#

@feral aspen the magnet icon is enabled for you, blender snap feature

#

I am confused when and where to weight the skirt:
-weight just the top part with the hip bone
-weight somehow with the SkirtRoot.L and R parents?
-weight somehow with the thigh and calf bones
-weight somehow with the skirt bones themselves around the circumference of said skirt

If anyone could show me how the weights are supposed to look on a completed long skirt, it would be greatly appreciated!

fading verge
#

so I didn't know why someone's avatar kept... ripping its hips through its spine

#

Pulled the hips down to look at if anything was screwing with it and found pain

finite arch
#

can somone tell me why when i enter the game my model atumatically has its shoulders rotated slightly forward? but its not rotated like that in both blender nor unity tpose?

finite arch
#

anyone?

fading verge
#

are you in full body

#

I have some shirt bones that are weight painted and look okay when moved in both blender and unity. I've set a parent constraint on the root of each shirt bone so that when the leg moves, the bone is supposed to move too. I've removed "freeze position" for every axis and have applied "freeze rotation" for every axis. It looks okay in Unity when I move the leg in pose mode, but when I get in the game, the legs aren't moving the shirt bones. Any ideas why?

#

I've checked over and over, it looks fine testing in Unity, I don't get sdk warnings, it uploads fine, but when I get in VRChat, they don't work

#

I thought maybe it was because I am in full body... but I have another avatar with parent constraints that works just fine

finite arch
#

can i STOP my shoulders and arms from unneccesarily rotating when i raise my hand? i have my model weighted in TPOSE but in game i all my bones start out slightly rotated, and they rotate even more when i raise my hands. (im in normal vr mode btw-- no full body)

fading verge
#

so I've been working on this for hours... I have another avatar with parent constraints that appear to work but this one, while seemingly the same, is not. I just weight painted the mesh and that works, but the angle of rotation always causes clipping, of course. If anyone knows of anything that could help fix this issue, I'd be very grateful. Clipping is one of those things that really bothers me, and even worse is when it looks right in Unity but doesn't work in VRC... I checked how I look directly by looking down at my shirt - it matches what I'm seeing in the mirror, so it's not a mirror issue.

finite arch
#

if its an article of clothing and body part is clipping through it you can just make the body part clipping through transparent

fading verge
#

I've already removed all of the possible body parts, this is a pair of shorts clipping through the shirt

#

i've also removed as much of the shorts as I can without it looking weird in an obvious way to someone looking at me from the side

#

it's already kinda weird because anyone looking at me from behind might see transparent body..

#

is there something i've done to the project that would make vrc reject the parent constraints? I know the bones are working because they just remain in fixed position and deform the shirt just fine. When I pull away from the bones, the shirt stays in position, so it appears to be pulling away from me

#

just some background

#

those setting result in the look i want from within unity

#

it's great

#

why doesn't it work in vrc

#

they just remain fixed

#

i tried dynamic bones, that didn't work, plus performance was terrible

fading verge
#

is it possible that using full body would interfere with the constraints?

#

when I use desktop mode, it looks correct...

#

Maybe there's something wrong with my rig? Perhaps in Unity? Here's what i looks like in Blender - red box is the cluster of shirt bones

dim musk
#

where do I start on this? Do I make SkirtRoot.L and .R as a parent to each thigh? Are the skirt bones on each side supposed to be like this? Would it be Hips>SkirtRoot>Thigh bone?

dim musk
#

trying rotation constraints in unity

dim musk
#

Also, what is the purpose of the default bones "HeadTop" and "Toe End"?

fading verge
#

@dim musk let me know how that goes

#

nope, my other model that works has multiple bones connected too

fading verge
#

I discovered something

#

so, for some reason, when I use the new full body tracking, the parent constraints aren't activating

#

the bones don't move

#

but using legacy full body tracking does result in the bones moving

#

but why

#

first time I've seen this happen

ebon junco
#

Does anyone know if this actually matters? I get this warning a lot and everything seems fine when using the avatar.

#

I mostly ask because my full body tracking comes in very soon.

#

The body seems pretty normal when doing non-full body things but still in VR, like crouching and whatnot. I don't see anything really out of the ordinary, I just wanted to know if this is actually a big problem.

fading verge
#

@ebon junco yes it does

#

i just went through that

#

based on the angle in the warning, check to see which direction your hip bone is facing

#

if you don't your knees might do weird things

#

the way to fix it is to make sure that the bone positions of the hips and the upper right and upper left are vertically aligned

#

so that the angle between hips and left leg, as well as the angle between hips and right leg, is 180 degrees (a straight line, basically)

#

notes i took for myself ha

sick jetty
#

how do i move the downloaded avatars to my vrchat account

fading verge
#

@ebon junco also make sure that you've properly mapped the rig in unity - that was another problem i had

#

@sick jetty drop the model into a unity project, add a vrc descriptor, fill it out, then vrchat sdk will tell you what else you need to do

ebon junco
#

uh oh

teal cloud
#

sorry for interrupting i didnt notice convo 😬

fading verge
#

you're fine

ebon junco
fading verge
#

mmmmm

ebon junco
#

I dont think I have hip bones

fading verge
#

uh oh

#

well you may , but it needs to be renamed

sick jetty
#

ok

fading verge
#

maybe

ebon junco
#

now im scared

fading verge
#

nah

#

just try renaming it

#

I mean, it's in the right location

#

right?

#

is it green?

#

take a full screenshoit

ebon junco
fading verge
#

looks okay

ebon junco
#

that warning has always been there

fading verge
#

it's possible the upper leg bones and the hip bones are slightly out of alignment

#

do you see it in blender

#

hip should be going this way

ebon junco
#

uhh

#

attempting to blender

#

im trying to see what way the bone is facing

#

OH

#

So the pelvis is facing backwards

#

like its on it's side

fading verge
#

🥳

ebon junco
#

this is the view from inside his pelvis lmao

fading verge
#

oh that's interesting...

#

yeah just make it look like above using edit mode

#

and ensure that the positions are exactly aligned

#

use item panel

ebon junco
#

uh

fading verge
#

so you look at the values for the hips and the legs

#

play with them to make them vertically align perfectly

#

values should be exact

#

so copy the values from hips to legs

#

best way

#

if you mess with the hips, worse things happen

#

so vertically orient hips

#

and then positionally move legs

#

forwards or backwards

ebon junco
#

this sounds kinda scary ngl

fading verge
#

nah

#

just make a copy of your file

ebon junco
#

Im worried ima screw it up or make it too hard

fading verge
#

you're only going to move it a little bit

#

so weight painting shouldn't mess up too bad if at all

#

I still don't have answer to why new full body tracking screws up my parent constraints, if anyone has ideas

ebon junco
#

every bone on my avatar is facing outwards

#

which makes unity give me this:

#

any ideas on how to fix this?

jagged badger
#

If cats tool cant reconnect the bones automatically you may have to reparent them manually and then test movement in pose mode

ebon junco
#

Ok so I used CATS and things look a bit more correct

#

lets see if this works

#

Ok wow actually Im pretty sure its fixed now haha

#

thank you so much

#

oh lol CATS got rid of the bone I need for the base of my tail

fading verge
#

You can turn that off by Unchecking the box for remove bones that don’t have weighting

#

I also want to confirm here that I solved my problem with parent constraints by using legacy full body tracking. It works as expected. Using the new full body tracking, I am unable to get my parent constraints to work properly. It’s not clear why.

#

They always just remain fixed in place with new full body tracking

ebon junco
#

Ok so I made a bone for my tail (because CATS got rid of it), now how do I make the tailbone be a child of the hip, right now the tailbone has its own armature parent

#

Because the way I had it set up before was that the bone was on a specific spot on my avatar because the tail was a separate mesh that connected to that bone

#

(Im not very experienced with blender stuff so all I need to know is how to move the bones from one of those parents to the other)

dim musk
#

should the hips be at 0 x 0 y? I just realized mixamo had put the whole armature off centre which is why my x-mirror wasnt working!

#

and now one side of my rig is off by a 1.275mm! aaaa

jagged badger
#

you might be able to mirror the armature by selecting all and applying Symmetrize, it should work if the names have either _R or _L on the end of their names.

#

and it the whole skeleton isn't aligned on x & y axis, you might be able to center it by snapping the skeleton offset to the cursor when it's at 0,0

dim musk
#

yeah, seems to have worked and transferred my weights. how could adobe not set hips as x=0 though >,>

jagged badger
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if moving it into blender it might just be some inaccuracies from porting the skeleton over from what I can guess

dim musk
#

cheers. alright so I added a tail, weighted it to the bones I made, moved the bones in pose mode, applied pose as rest position, but then the tail mesh snapped back. Is this expected setup for a tail?

jagged badger
#

usually from the models i've worked with on tails you want the bones to be straight through up to the tip of the tail

dim musk
#

oh, so keep it at 90 degrees and just add dynamic bones after? ok

jagged badger
#

yeah because if the bones arn't straight the tail might not move like you think it would in game once dynamic bones are applied

#

typically the more bones and vetex groups in the tail you have the more fluid it will move

dim musk
#

What do you suggest for this one?

#

I will try with just 3 bones for now and see if I can get dynamic bones to work

jagged badger
#

if it dosn't wind up looking good during testing inside unity it might be worth making like 5-7 bones in a tail

#

it'd be worth testing to see how it does in pose mode inside blender

fading verge
#

When I use Mixamo's auto-rigger (manual rigging is too difficult I will not learn it yet), the model gets exported at the size of an ant. How can I fix this? Please @ me if you respond.

jagged badger
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you can scale the mesh to fit the skeleton in edit mode by pressing (A) then (S) to scale

vague cosmos
sleek isle
#

really fun

kind hamlet
#

i can'n't map a neck to the character, there is no neck bone

sleek isle
#

Make one vrcLike

dim musk
#

What is HeadTop_End for?

vital lake
#

How to i copy paste this^

crisp tendon
#

Shift D

vital lake
#

ty

ebon junco
#

I have some serious rigging problems, like a lot of them. I cant get my neck and head to map correctly.

burnt goblet
#

You gonna have to elaborate alot more for us to have any idea of where to start helping you

#

additionally im having an issue myself, my upper legs bend at a lower point than my actual upper legs do in real life. so when i place my hand on my upper legs irl while they are bent my hand is almost a thighs width above the surface of the upper thighs in game. for this would i lower the hip bone, shorten the length of the legs or lower the viewpoint of the avatar?

ebon junco
#

Ok so my rigging complains that my neck is not mapped, so when I go to map it, and enforce t-pose, my neck is stretched like 2 feet in the air

#

when neck is not mapped

#

when neck is mapped

jagged badger
#

The neck might not either be connected to the head or the bone is longer than it appears in unity. You need the neck and head mapped for it to work in game, and avoid using jaw.

ebon junco
#

So what should I do?

#

The only reason I'm dealing with all this is because I just ran the model through CATS for the first time and I'm trying to set it up that way rather than the method I had before.

jagged badger
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Might be worth seeing how it moves inside pose mode in blender, try rotating the neck and head in blender and see if the head follows the end of the neck bone.

ebon junco
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The neck appears to move correctly in blender

#

Also I have 3 different neck bones

#

They all move in a manner that makes sense, but I also have Neck_01 and Neck_02

jagged badger
#

Vr chat only tracks 1 neck bone as far as I know so you might have to combine the bones and vertex group into the first bone and then reweight

#

It's like what happens with valve models with 4 spine bones

dim musk
#

how many bones should I use for each sleeve, so that I can make it dynamic and so the cloth hangs down with gravity?

#

not quite sure how it should be weight painted either, as the arm needs to twist

autumn parrot
#

Anyone have tips for the rigging of cloth parts like a scarf? I'm having a hard time riging the scarf of my character :c

burnt goblet
#

basically when it comes to cloth you need basically to describe it as a tail of bones for the area you want to react as a cloth or wiggly object

#

you can easily set it up by just extruding a bone every unit or so until you get to the end of the cloth, not just one single bone for the cloth

#

once you do that you have only one way of doing this quickly

#

that is to automatically set weights and then go in manually and adjust any deformaties

#

its not that difficult once you've done it more than 20 times or so

#

Ill provide an example

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here is robo-fortune from Skull girls

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she has a tail that can wiggle around

unkempt cave
#

can you help me dude

burnt goblet
#

for the tail to bend and wiggle around using dynamic bones it consists of a chain of bones that make up the structure , automatically weight painted with a bit of adjustment , throw on your dynamic bones are your good to go

#

yeah whats up

unkempt cave
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i need help publishing something

burnt goblet
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well this is the wrong channel for that, this is avatar rigging lmao

unkempt cave
#

were

#

what chat

burnt goblet
#

Its so intimidating when i see Ruuubick is typing lol, its like a god is descending down to smite someone

crisp tendon
#

am but a mere mortal

sleek isle
#

Reverse hip detected. Fbt Issue incoming

finite silo
#

So now with the new full body tracking HMD calibration, where the model follows your head, standing normally without over exerting a straight pose, causes the feet to float off the ground

sleek isle
#

Play space yourself down then

finite silo
#

an easy solution isn't always the correct one

sleek isle
#

Your calibration will differ if you look up or dowm as well.

left stag
#

I have watched

#

so many

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goddamn tutorials

dim musk
#

join the 10 hour club

left stag
#

An no one explains how to rig a model to armature

#

I imported an fbx, did some sculpting, and now I want to export it. But somewhere in the process, the model's left arm and left leg became detached from the armature

#

How do I fix this

#

I"m in blender 2.8

#

somehow, the left arm is attached to the same bone the right arm is attached, same with the left leg to the right leg

#

does anyone have an actual tutorial that shows start to finish how to rig a model?

vague dew
#

Do you have CATS?

#

Cats should be able to automtically fix it

autumn parrot
#

Ty for the tips, I was wondering how I would work with dynamic bones too, but I asked because I can't put the scarf on the model well, but I think there's no easy way to do this 😩

elfin compass
#

Hey anyone know about this, I imported a model to blender and like a ton of armature is not appearing
it DOES appear in rigging though.

#

like it just shows 'Body' but no children underneath
I'm trying to make my hair have dynamic bones

#

Omigod never mind its working now

jagged badger
#

The biggest project I've been trying to hopefully get working is a centaur model, its been done before as a prototype but by god it's hard to figure out.

shy shale
#

Hey same! Centaurs are awesome

#

There's a world called "Centaur races" that has a few public models

rough tendon
#

What is the correct way to edit the fully extended position for each finger while using index controllers? I'm looking to extend the current default position for thumbs. I can't find the default controller to see how the hands are set.

elfin compass
#

Does anyone know why my dynamic bones dont save? I'm literally getting so frusterated

#

I just saved my dumb rigging about to upload and it ALL DISSAPPEARED THIS IS LIKE THE 4TH TIME

novel aurora
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...have you been changing them while in play mode

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play mode never saves anything

quartz geyser
#

Been having some odd fullbody issues especially around the hips:

#

Locking into the avatar lowers the hips and puts them at a tilt which in turn bends my legs

#

Looked over the rig but nothing sticks out as obviously wrong or out of place

sleek isle
#

a yes

#

is this 3.0 ?

quartz geyser
#

Yeah

sleek isle
#

having 4 bone on the spine will do that weird cruve. nothing we can do I think . So assign the upper chest where the chest is

#

you might want to have your shoulder in the strait line as well with the arm

#

will fix the saggy shoulder when relaxing the arm along the side

quartz geyser
#

Huh odd, will give that a go then

fading verge
#

Kinda stuck here with one avatar

#

Could use some help...

cold kestrel
#

hey guys im having a rough time importing to unity

#

Im getting File 'platzyhea' has an invalid Avatar Rig Configuration. Missing or invalid transform:
Required human bone 'Head' not found

#

i do have the armature names as head but it wont accept it

turbid spear
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go into the humanoid rig config and assign the head bone to the hesd slot

#

i think you can click select on the error, then rig tab and configure

cold kestrel
#

idk what went wrong with my rig its saying its not in a t pose and it screwed up one of the arms

jagged badger
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happens sometimes if you edit the bones outside of play mode or update the fbx, sometimes setting the rig to none and then making it humanoid again does the trick

teal idol
#

I had to give up on the one I was doing for the night due to rigging issues amongst other issues, so I feel your pain Platzy

left stag
#

could someone help me troubleshoot eye tracking?

#

My eye tracking isn't working at all

crisp tendon
#

Can you show what you've done so far ?

left stag
#

real quick, my mesh is called bodysfw, and CATS is saying vrc won't recognize it for eye tracking unless it's called body. Is that the problem?

#

but yes, I can show you what I've done

crisp tendon
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Yes, call your main mesh Body

frigid swan
#

I've been having issues where people claim to see my idle pose being off but I don't see it when looking down at myself or in a mirror. How can I be seeing different than others?

#

At a fundamental level, how can two people looking at the same model on the same version of a viewer, fed the same default idle standing animation, possibly see different things?

low coral
#

has anyone had a problem in blender where you click on weight paint and the mesh doesn't turn blue? I'm not sure what to do to fix it

small harness
#

any tutorials people reccomond for rigging for vrchat in 2.8?

gentle horizon
#

So when designing rigs to make VRchat avatars how do you guys deal with stretch?

#

bone scaling for humanoid bones doesn't seem to import for mecanim

#

and just disconnecting the foot and letting it float away didn't seem to import either

#

do you just need to design your animations to contain no stretching?

astral warren
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At a fundamental level, how can two people looking at the same model on the same version of a viewer, fed the same default idle standing animation, possibly see different things?
@frigid swan they do not play your animation on their computer. Instead you stream your own pose to them and they recreate your stream. Certain things like bone roll are not included in the transmission, that’s why it’s important to clear bone roll in blender. Also avoid things that make your IK highly sensitive to float rounding errors, like barely bent knees for it to figure out which way they are bent.

#

I often use “recalculate roll” in blender on the entire pose. I forget which axis. The only one that looks right. Try all 12

frigid swan
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@astral warren That piece of knowledge helps a lot! I gotta look into the roll on any bones. Didn't know some information that ensures all people see the same thing, was left out.

astral warren
#

It only transmits what is necessary. But there are things you can do to your model that break designed assumptions. You can do a lot of things in blender.

frigid swan
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I thought I'd cleared roll on bones, but then maybe some adjustments I made reintroduced them.

astral warren
#

With some thing like VR chat it’s absolutely vital to get the animation streams as low bandwidth as possible

frigid swan
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And didn't know there was a single command to do it all around. I was selecting one bone at a time and changing the roll to 0

astral warren
#

Oof

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Sorry I don’t know which axis it is offhand but if you look at the fingers you can figure out which one it is

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Only one of them leaves them rolled correct

frigid swan
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Cause...that one doesn't specify an axis

astral warren
#

That’s how you enter it directly yes

frigid swan
#

And huh...coulda sworn I changed it to 0 before...dor adjusting the pose roll it?

astral warren
#

Select all of the bones at once press whatever button opens your command search bar and type recalculate roll

#

Zero might not necessarily be the correct value

frigid swan
#

Ohh?

astral warren
#

What roll does is spin the bone in place, which adjusts the one axis that isn’t related to pointing direction.

#

In some cases unity uses this to know which way it should bend when a muscle is flexed

frigid swan
#

Erf, but 0 might not be the right roll?

astral warren
#

If it’s perfectly T post and straight it’s usually zero

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But some models aren’t

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Running recalculate roll should have them all set to the direction they need to be

frigid swan
novel aurora
#

if you have all bones selected, i’d assume it would be Active Bone?

#

not sure tho, i’m still learning

frigid swan
#

In blender, Active means last selected.

#

It'll be Brighter Yellow instead of Orange

#

I think it would use the active bone as a basis for all others to be calculated (?)

#

Next, I need a volunteer to tell me how they see me, since my own view doesn't reflect what others see.

astral warren
#

Ok - here's an example of Clear Roll - this sets all roll values to 0. this isn't always correct. For example, you can see how some of the bones are rolled diagonally here:

#

In VRChat, the hand poses will look very weird as the fingers bend in the wrong directions

frigid swan
#

Ack. Did a pose test and they seemed to roll right, at least at casual glance

#

Hmm, not the best t-pose resting pose there....

astral warren
#

It's an akward reseting pose yes, which means you probably don't want 0 roll

#

and if the fingers are moving fine, don't edit them. only look at your legs, since they are what you have issue with

#

I don't know if that's a hard and fast rule, just make sure it's not pointing some random diagonal direction

#

oops sorry that was edit mode lol

#

Z is forward.

frigid swan
#

That's a very good point and lemme see about ONLY resetting those.

#

Huh, the hand bones only had a roll of about 0.00009°

#

I assume that's small enough to ignore

astral warren
#

If it's not broken don't edit it

frigid swan
#

Yep, the upper leg was 5° so that's notable.

#

How about shoulder and upper arm?

#

What effect would those have?

astral warren
#

I only really see bone roll come into play for fingers and legs.

frigid swan
#

So you can see the axes really big in the viewport.

#

When making these changes, do I need to redo the rigging in Unity too? In the past, when I changed a bone's position in Blender, I got baffled why my avatar ended up with 90° turned foot for example, until I reapplied the rig in Unity.

#

I read that as long as you provide a slight bend and the knee, Unity will figure out which way is forward automatically...so in theory there's no problem with this?

#

I learned that if I follow the actual bends of the leg, Unity straightened the legs out to human-like straightness, when the bends you see is how digigrade legs should be.

astral warren
#

From my experience that’s needed for SDK2 but not 3. I just make the legs point perfectly down for 3 and they bend right

#

In your case pointing them straight down would require they be disconnected, which is fine