#avatar-rigging

1 messages Β· Page 174 of 1

astral warren
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Never move the head end of bones only tails

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I’m not so sure about how that ankle joint is located though. Animal ankle. The one below the knee.

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If you are going to have an actual weighted animal leg like that it’s usually a good idea to have invisible human style legs and bind the humanoid foot to the animal leg’s toe bone

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Otherwise it’s going to animate like an actual foot

shy shale
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For rigging is there a specific set of bones / names for bones that Unity/VRChat is expecting?

crisp tendon
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shy shale
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I'm at that page. Maybe I'm reading too fast, but all I see there and on the first link on that page is a bunch of "dont's" when I'm looking for the basic "dos"

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ooh wait, I found a base avatar in the sdk. I'll take a look at that

jagged badger
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just make sure to make your life easier when you name bones you include a _L or _R at the end of their names

gentle horizon
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yeah look up "humanoid mecanim" hex

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basically though, 3 spine bones (hips, spine, chest (leave upper chest unampped)), 1 neck bone, 1 head bone,1 shoulder bone a side, 1 hand bone, 3 bones a finger, toes optional but I think they're nice.

No pelvis/hip bones needed.

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also when setting up your eye bones have them sticking straight up instead of forwards

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dunno why but that's what it expects, easy enough to fix in the SDK later but yeah

wintry thicket
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Does anyone know how to prevent limbs from losing their thickness when bending? cause when ever i bend my hands,the wrists get alot thinner for no reason

jagged badger
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probably being creased from weights, might be woth trying to smoth or lower weight levels in the bone vertex group

wintry thicket
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cant really be lowered anymore

small harness
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If anyone knows a good online tutorial on making a rigg for Vrchat in 2.8 could you @ me?

next plume
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Another problem is my file is very big when i sent my fbx that only have 30mb then i rescale+add bone and import back so i got 200 mb fbx file, maybe i have many animation in my original fbx file and very big scale in Blender, This big new fbx file make my unity freeze when put as well

next plume
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Another problem is my file is very big when i sent my fbx that only have 30mb then i rescale+add bone and import back so i got 200 mb fbx file, maybe i have many animation in my original fbx file and very big scale in Blender, This big new fbx file make my unity freeze when put as well
@next plume still not finish import btw

crisp tendon
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Why do you need to import all those animations ?

next plume
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I just wanna use this animation in vrchat as well

mild stratus
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@next plume btw, you'd have to use SDK3 if you wanted to use even a quarter of those.

next plume
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Yeah i use sdk 3 rn

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What do you mean about " use even a quarter of those" btw

mild stratus
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SDK2 only has a small amount of slots for custom animations.

next plume
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yeah i know haha

mild stratus
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Imma be honest tho, you probably don't need most of those.

next plume
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Not sure if i add some new bone my animation will still work or not

mild stratus
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There's 25 animations for flinching.

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bro

next plume
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There's 25 animations for flinching.
@mild stratus I dont use those walk animation btw lol

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@mild stratus But those animation still work if i just only add new rig but not to delete old rig and put new rig instead?

rose mountain
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I cant get anything to work when testing dynamic bones in unity. Everything works fine in vrc. Just cant figure out why I cant test with the play button before uploading. Help please.

next plume
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Btw i dont know how to make 1 bone that just add in mesh work together lol

mild stratus
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@next plume If you deleted the rig, no. It wouldn't work.

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And adding a new rig would do nothing, because the old rig is the one being animated.

next plume
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Ohh that sound good for me

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I am not sure why some bone that add already work with mesh instancely but some didnt

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like my fingers isnt working with mesh or jaw

mild stratus
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You could animate both with constraints.

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that would use a LOT though

next plume
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You could animate both with constraints.
I just wonder how do you gonna edit rig if you gonna add some bone and make it's working with mesh, because i only see tutorial make all rig before attach with mesh and not sure technical to some bone work with mesh part, I am just a newbie XD

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I gonna try rip more model in game to edit rig as well

dim musk
vague dew
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No, not at all.

dim musk
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thanks

vague dew
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You should probably check the weight maps just in case though

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IDK how mixamo works in that regard

dim musk
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there were empty, but I do think the finger are still off in general. I cant properly make a curled hand for the thumbs up, for example

vague dew
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if you aren't happy with it, you could try rigging it yourself

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or just tweaking the fingers

dim musk
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going to try the latter

vague dew
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to me it looks like the problem is the joints for the bones are too far back

dim musk
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ok, I will begin there. can I see what the hands should look like ideally?

vague dew
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uuuuuuuuh

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all of the models i've made have been kind of poorly made in that way but I can try

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not in the rigging aspect, just the model

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The best way to figure it out is to examine your own hand and see how it works

dim musk
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thanks

hearty cloak
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Question: How would I go on about doing to test the fingers of an avatar looking good in vr if i dont have a VR headset myself?

astral warren
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If on SDK3, someone made a nice emulator plugin

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Also, in game you can just use Shift + F2 to F8 to test hand poses, tho it may be hard to see

fading verge
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i tried rotating the bone but it just rotates it and takes it off the other bone

crisp tendon
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import with automatic bone orientation

left stag
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anyone here use substance painter?

crisp tendon
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probably the wrong channel

fading verge
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@crisp tendon how do i do that?

crisp tendon
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armature tab, import window

fading verge
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gah nevermind i got it, sorry for the dumb questions

dim musk
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I am starting to think I may be better off just mirroring virtually all of my model, and creating vertex groups from scratch. mixamo didnt mirror well for me and now my vertex groups are all messed up.

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the mesh mirrors but my current vertex groups do not, which makes any weight painting an exercise in futility

ivory kraken
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Hey there, i'm having some issues at the moment with my model with full-body tracking on. Ingame the hips jut out backward, and I don't know how to fix the issue without messing up the weight paints.

crisp tendon
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i'm guessing your hip bone is the issue

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too far forward

ivory kraken
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Yeah, I wonder if there's a way to move every bone above the legs backward a bit to see if that helps

crisp tendon
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jjust grab the hip and spine and move them back

ivory kraken
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do the hip-spine-chest-neck bones need to be connected to each other?

crisp tendon
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it's better to avoid issues yes

next plume
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I don't know why when add new bone make it to be parent/child ,then i auto weight my model because my new bone maybe not connect with mesh like many tutorial video then lay down on floor lol

cold kestrel
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hey would anyone know why i cant add more to a weight paint? i went to object mode and back to weight paint and now its not painting anything...

crisp tendon
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Screenshot ?

cold kestrel
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idk what you could see from this but i forgot to do the shoulders and went back to do them and nothings painting

crisp tendon
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Are you using the multiply mode for a reason ?

cold kestrel
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it was just painting the best since i was just doing max weight everywhere

crisp tendon
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if i were you i'd paint with the vertex menu instead

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a lot more convenient for your model

cold kestrel
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thats it though i used add and it worked. Im sorry i dont really know all the brush differences. yea someone was telling me that im not too sure how to exactly do that

crisp tendon
ivory kraken
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@crisp tendon Thanks for the advice, I managed to fix the problem with the hips! Was splitting hairs for days trying to figure out how to fix it lol

cold kestrel
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oh dang its that easy huh

next plume
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I dont know why no any movement for finger

burnt goblet
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Sweet lord jesus

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how did you get your bones all orientated like that? lol

next plume
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From game

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He dont have neck and shoulders that why i gonna edit in blender

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I dont know to do much lol

frigid swan
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I don't understand, but a set of bones on the head, that named EarLeft and EarRight, look right in Blender and in Unity....UNTIL I apply the Humanoid rig.

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Why would this happen?

crisp tendon
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Doing this on a .blend sounds problematic

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you should use an fbx

frigid swan
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Soo far, it had worked over several rigging adjustments, but after tilting head up from an initial resting pose being not straight ahead looking, but tilted down

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it's as if the tilting up didn't carry over

crisp tendon
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I assume you applied pose as rest pose ?

frigid swan
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Yep! The resting pose looks like before the rig is applied in the video

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Any other guess as to what's happening at the key moment when I switch the rig from None to Humanoid?

frigid swan
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Not sure why applying the rig caused the problem but this is how I cleared it on each bone manually:

gentle horizon
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for an animation I'm working on I plan on having the hips and spine bone be out of alignment

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unity humanoid rig won't let that happen right?

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like it'll force them to be aligned?

weary brook
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How do you rig a tail on a humanoid avatar?

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It has bones but I cant assign it to the tail mesh

frigid swan
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The rig VRChat uses has nothing it does with anything outside the humanoid body.

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You do your own customized animations

weary brook
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Somehow the tails armature got merged with the rest which is why it wasnt moving

frigid swan
weary brook
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Would I have to parent it in Blender?

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It seems to be working even without parenting

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haha nv,

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nvm

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If i just drag its armature under hips would that work as parenting? @frigid swan

frigid swan
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I did the parenting in Blender though. Do you have an outside editor like it or Maya to do that in?

weary brook
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I just dragged it under hips in unity and its all working now. Ty for the help

fading verge
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so i somehow achieved to make end bones wich was actually exactly what i needed to make the mouth move on a avatar without it hanging open

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idk how to redo that in blender

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because i started from scratch because i messed up the last model

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every time my avatar walks forward the back flys back the spine is set to dynamic but if i disable that it breaks the head and hair bones

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how do i fix that?

crisp tendon
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exclude the bones from the dynamic component

fading verge
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if i do that it breaks everything except the tail

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fr tho i need help, i need a end bone to keep the models mouth from hanging open

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i cant remember how i did it last time

crisp tendon
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@fading verge Then it's misconfigured

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Unmap the jaw bone fromhumanoid configuration @fading verge

fading verge
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in unity?

crisp tendon
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yes

fading verge
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then i wont have visemes

crisp tendon
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visemes or jaw flap ?

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visemes doesn't need a jaw bone

fading verge
crisp tendon
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then it's not visemes

fading verge
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but iv gotten the visemes to work before with the bones and then "end" bones

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thats all i need

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is to recreate those end bones

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but i forgot how

fading verge
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So I got a piercing from another avatar and want to bind it to the new one. It was previous a lip piercing but now its a snake-bite. How would I go about making sure it moved properly when the mouth does?

crisp tendon
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Attach it to the mesh

bronze plinth
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so i was told to come here and post my problem trying to make this thing work but the hands seem relly close to the face in vr chat, i tried makeing the arms longer but then they drag on the ground

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and if i move the ball thing farther baclk the view is in the mesh wich makes it hard to see

crisp tendon
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Couple issues too many hip/spine bones

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Next issue is gigantic arms

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You can fix the spine axis, but the arms will always be kind of odd

bronze plinth
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like i said the problem i been having is the hands dont seem to be far enugh infront

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thats why i had then long

fading verge
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By attach it to the mesh, you mean merge it with the face's mesh?

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Or...?

crisp tendon
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Yes

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@bronze plinth Because your arms are too long ?

bronze plinth
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they seem shrot becuse they are long??

crisp tendon
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Yes, if the rest of the body is not proportional then that's what it ends up being like

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Adjust your body first then match the arms

bronze plinth
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huh ok then , i will see what happens

next plume
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I am not sure how make my new bone work with mesh body btw?

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Even i auto weight this model and then model lay down like that my fingers still not working lol

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Any solution for this?

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another thing when i import this as fbx file to unity,unity freezed and wont work even i wait for 1-2 hours

crisp tendon
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Apply all transforms before weightpainting, the mesh rotates around the bone, and your visemes may be broken, or you're exporting with animations

dreamy swift
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How far is one supposed to set the View position on a character with a flat face? so far i've been fazing inside of my character lul

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i wish there was a way to test the view b4 actually having to publish it and open up vrchat just to test out the model

manic marsh
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normally everything connected to the head bone will get scaled to 0 on the local view so you should not be able to see the head when set up properly

dreamy swift
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well i dont use a humanoid model

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its a tv with hands and legs lol

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Im at a loss here LUL

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ook so, the head gets scaled correct?

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Does it work for EVERY bone named Head?

dim musk
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Does one usually use the normalize feature whenever weight painting is complete?

keen vale
crisp tendon
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it probably still has weight on a child bone

keen vale
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i tried remove all weight paint from my whole model, still doesnt work

crisp tendon
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Then delete the vertex groups

keen vale
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that seems to work

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ty

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doesnt matter what i do, weight paint doest effect anything

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i've tried deleting tje vertex groups so many times

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nothing seems to work

crisp tendon
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check specific vertices on that mesh to see what's affected

keen vale
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most vertices had weights on them, but even after removing with the weight tool it doesnt seem to affect them at all

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like i didnt even weight paint

crisp tendon
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if it's blue it won't move yes

keen vale
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well, everything is blue, everything still moves

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help?

crisp tendon
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on each bone ?

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if all bones are blue then yes that's odd

keen vale
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thats what im saying

crisp tendon
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but in your image i'm pretty sure the bones above would have red in them

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at least one of them

keen vale
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every single bone is blue

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still lookes like this

crisp tendon
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neck and head bone ?

keen vale
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100% blue

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deleting all vertex groups make every bone not do anything

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which is very weird

crisp tendon
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Select a vertex on the head that moves and check manually

keen vale
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wait

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nvm

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i think i got it

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nope

crisp tendon
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in edit mode, select one of those vertices that move

keen vale
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ok?

crisp tendon
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Then side panel Item, you can see the vertex groups

keen vale
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i've tried to weight paint that so many times

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it just doesnt care

crisp tendon
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can you post a screenshot of the item menu on one of the moving vertex ?

keen vale
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item menu?

crisp tendon
keen vale
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you mean that?

crisp tendon
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A vertex

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that's a bone

keen vale
crisp tendon
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a vertex is a single point on your mesh

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there are points on your mesh that move when you rotate the bones

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select one of these point in edit mode

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then screenshot the item menu

keen vale
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got it...?

crisp tendon
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Which vertex is that on the mesh ?

keen vale
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you want me to show you on the model?

crisp tendon
keen vale
crisp tendon
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i don't think you clicked on the correct thing

keen vale
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wdym

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i just right clicked

crisp tendon
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yeah i put the menu on thing you're supposed to click

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it's highlighted

keen vale
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when i right click it just shows me that

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so...

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welp, i need to go anyway. thanks for trying to help

frigid swan
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Still trying to figure out Digi-grade leg rigging. The sample t-pose rig from the SDK library at Assets\VRCSDK\Examples2\Animation is in grey, and my rig is the active orange outline, in Blender. Am I doing it right?

crisp tendon
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Should follow the curve of the leg

frigid swan
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Whenever I do that, Unity seems to straighten out my leg like a human

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How do you stop it from straightening me out?

crisp tendon
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That's how some are done

frigid swan
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Ack, that's way further forward than I woulda guessed.

crisp tendon
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You can probably ask around furry discord to get some examples of other digigrade legs, it defers a bit per model

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otherwise it's custom animations, but that's much harder

frigid swan
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Yeah, it's kinda a niche field to know digigrade leg anatomy.

crisp tendon
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Not on vrchat lulw

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In this server maybe though

frigid swan
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Ohh no! I don't want to custom animate walking and standing and turning and stuff

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And not seen many furries on here?

crisp tendon
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a few, but there's so many furry communities out there dedicated to vrchat that they generally remain there

frigid swan
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But development too?

manic marsh
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custom animations? no thanks
spider ik with only 2 legs is where its at vrcSmooSmart

frigid swan
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Hmm, saw shellfish of some sort (crawfish?) that seemed to have all the legs working independently...not sure how!

manic marsh
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probably the spider ik system

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do you wish to join the forbidden spider cult?

frigid swan
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Ohh, there really is one?

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Err, fascinating and curious but not planning to make such an avatar

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But always be curious!

manic marsh
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very well, i will send you a vid of the locomotion system so you can get an idea how it works doe even if you dont wanna make one yourself, its quite interesting

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btw Ruuubick, when can we expect a fix for the execution order component its been broken since the open beta vrcSad

frigid swan
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Hmm, there's some sort of IK for it?

crisp tendon
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i thought scion fixed it on his own, or is that something else ?

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if you got a canny

frigid swan
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What is canny? Never used or heard of it before VRChat.

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Is it a bug tracking service?

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It seems like it!

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(just looked)

manic marsh
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well, its sort of kind of fixed, but its more of a hacky work around and for some reason quite inconsistent

frigid swan
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Hmm, hacking is the fun challenge!

crisp tendon
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@manic marsh lmk if there's one

manic marsh
sweet rain
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hey friends! I'm having a serious rigging issue on an avatar commission and I've never encountered something like it?

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The shoulder have no weights on them, and yet putting my arm out causes it to do this

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I know vrchat can cause some minor pinching problems on the shoulders but I've nevr encountered somerhing this bad

crisp tendon
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your shoulder bone is going the wrong way

fervent hornet
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@crisp tendon Yeah I found a way to get around it so it's not high priority. Would be nice if it was fixed though.

sweet rain
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@crisp tendon omg wait, what do you mean "wrong way"?

crisp tendon
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can you do a top view of the model

sweet rain
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yeah! just a sec

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is it the pivot point?

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I need to change myt bone view lol

crisp tendon
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Are you sure they have weight paint ?

sweet rain
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they don't have any weights on them, it's actually made them much worse lol

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I ususally won't add weight painting on the shoulder bone

crisp tendon
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There should be some

sweet rain
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I added some and it actually turned out much worse! like SEVERE pinching

crisp tendon
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Can you show the weight paint of the arm bones ?

sweet rain
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yeah just a sec!

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I'm doing similar weights to some models I've seen with great shoulders, but they were much less broad

crisp tendon
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Same thing happens here when you move the arm ?

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also in edit mode, clear the bone rolls

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alt + R

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you usually want the shoulder bones to be straight horizontally

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to avoid other issues

sweet rain
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actually, no issues show in blender!

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and they barely show in unity

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you know what it might be because the shoulder starts like, really far out

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I'm dragging it in a bit and weight painting accoprdingly

crisp tendon
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what about chest and neck bones ?

sweet rain
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they're pretty normal!

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it seems like I've started fixing it but I think it's got a long way to go

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also a big thing, the shoulder isn't even visible in unity

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when I got ot configire the rig

next plume
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but i dont know why some new part like shoulder or neck work with mesh

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only fingers not work

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Apply all transforms before weightpainting, the mesh rotates around the bone, and your visemes may be broken, or you're exporting with animations
I dont know how to apply all transform?or just auto weighting tranform?

crisp tendon
sweet rain
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omg........we figuredf it out? we had to fix a bone rotation issuer and thatw as it

next plume
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@next plume #rules 13 pls
@crisp tendon oh okay thren

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omg........we figuredf it out? we had to fix a bone rotation issuer and thatw as it
@sweet rain What is that :0

sweet rain
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excuse all the typos lol

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but yeah just a min

next plume
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Your neck model is missing as well?

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But i dont know how to solve my problem any way

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with my fingers that i just added :/

crisp tendon
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Did you apply transforms like i suggested yesterday ?

next plume
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Yeah i try object,amature deform,bone,bone relative

fading verge
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Alright, so, how would I get this piercing to move with the mouth when talking?

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I could just weight-paint it to the head bone but don't think that'd turn out right.

fervent hornet
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You need to manually move it for all the visemes

fading verge
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Oh, crap. Never messed with visemes before.

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How would I go about adding the piercing to the visemes and editing them?

turbid spear
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merge the piercings with the face and click on each viseme that moves the mouth in edit mode and move the piercings

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or if they're a separate object, create visemes with the same name as the ones on the head mesh

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move up the head viseme slider to see what you're doing and in edit mode with the piercing's viseme selected, move it to match

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gotta do that for each

fading verge
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So I've attached a few new additions to this avatar but for whatever reason, this happens

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The only bones they're attached to is the ears (for the piercings) and head (glasses + lip piercing).

crisp tendon
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fix that manually, takes 30 seconds

fading verge
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How though? I'm not sure what the cause is.

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My thought process is that they'd maintain their relative location regardless of head orientation since the bone they're parented to move with the head.

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But obviously that's not what's happening.

crisp tendon
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bone parenting is irrelevant is the weight paint isn't there

fading verge
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Well, they should be 100% red for the ear and head bones respectively.

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And if they are, no idea why they're moving so far away from their bones.

crisp tendon
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because they're most likely painted to something else

fading verge
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Okay, tried 100% painting them and didn't help.

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Should I just merge them with the ear meshes?

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Okay, removing the old weights, setting automatic ones, and then merging the piercings w/ the ear mesh seems to have done the trick. I also adjust the bone positions which further minimized clipping when moving.

analog sparrow
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Does anyone know how to fix the bones so it doesn't look like I have a broken neck when I move

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I don't know if this is the right tab to ask

crisp tendon
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Yeah, post screenshots of your armature and weight paint on neck

analog sparrow
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Oh yes I will do that now

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i cant tell if this is bad or not

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im guessing it has to much blue

crisp tendon
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well that and your bone is not connected to the chest

analog sparrow
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yah good point

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does this look sorta right

crisp tendon
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Which bone is that

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can you take screenshots in orthographic perspective in edit mode

small harness
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Anyone know a good rigging for Vrchat tutorial? Like from starch?

crisp tendon
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small harness
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That’s not what I mean but thanks

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I know what’s needed but not how to do it in blender

crisp tendon
small harness
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That’s not what I mean either, Im looking for a video to see the pipline of it. Idk how to explain very well sorry

crisp tendon
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The video is a playlist

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that's the pipeline

small harness
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It’s not really. I don’t need ik bones Or child bones

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Anyway it’s fine I’ll find something I guess

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Oof at this rate I’m just going to go back to maya

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Anyway thanks

bronze plinth
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Bone Heat Weighting: failed to find solution for one or more bones
i keep[ getting this warning and i have tried everthing, can i get any advice?

crisp tendon
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you tried merging doubles and making sure there's no gap in the mesh ?

somber flicker
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My friend is having an issue where he cannot paste a pose to the mirror side.

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Any idea WHY?

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Looking at the blender docs and every forum out there I can't figure it out

jagged badger
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could possibly be because the groups and bone either arn't named the same or they don't have _L or _R at the end of their names

gentle plinth
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help, i renamed the bones in unity

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now i got the error that humanoid avatar isnt mapped

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i went back and renamed them to the original names

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they are not mapped

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i tried to configure the model again but it doesnt help

jagged badger
#

are the bones placed in the rig editor?

gentle plinth
#

yes

surreal anvil
#

What's a good way of rigging digitigrade legs? Ran into an issue on an avatar where the legs get pulled both forward when walking, and stretched terribly when standing. Figured rigging it up like a human leg would work but no dice

surreal anvil
#

Welp I can't read, I didn't see this, thanks!

frigid swan
#

I've been experiencing that, too.

magic pewter
#

Hi, I have a question about rigging, I've put riggs in my Blender file but unity say isn't animated, I did something wrong I'm sure, but what ?
N.B : I've add a "Animator" component but it' doesn't work :/

turbid spear
#

animators don't work anymore

#

you need to use animation controllers

magic pewter
#

AW, How so ? ^^

turbid spear
#

they were deprecated a long time ago

magic pewter
#

I see ^^ Thanks ^^
so, how I upload avatar then ? (or prepare it, I can't upload avatar for now xD)

covert jay
vague dew
#

Did you weight it to the wrong bone? i do that sometimes when I forget to select a new bone and it ends up weighted to a toe bone or something

covert jay
#

I was able to fix it, ty

ornate aurora
#

So, strange issue. When I move in game, things look fine, but as soon as I stand still or idle, my neck shifts to the side. Like so:

#

These are all vroids -- this isn't the first one I've built, but it's the first that this has happened to. Bones:

#

I've tried lengthening/shortening the neck as well as a few other things. Can't figure this out.

lost lantern
#

anyone has a clue what i can try? oh i also tried cats 'fix avatar' magic stuff , still same result :P

lost lantern
#

hey pucky , have u tried disabling the toes on the avatar? they are very smelly. no pucky , i didnt know that made any sense. thx pucky.
(isue fixed , had to disable the toes in unity ... i tought it was isue with hip )

sleek isle
#

descriptor too forward

fading verge
#

So I was combining assets from several avatars, wanted to add some custom-made piercings to the vismes so they actually moved with the mouth aaand this is what awaited me.

#

I still have access to the original head + the vismes, is it possible to just copy those over and have the vismes be functional?

mossy creek
#

How do You make the avatar T pose in Blender?

#

Cause when I do it in unity the model stays the same

crisp tendon
#

below the mapping there's a pose button

mossy creek
#

When I do that it does this

crisp tendon
#

then i doubt your mesh is correctly weight painted

odd summit
#

Is there a way to automatically make the tail of all bones move to the head of the child bone? Without using Cats?

crisp tendon
#

you can copy all transforms manually maybe

slim bear
#

anyone know if there's any way to get past the 4 weights per vertex limit? i know you can in unity 2019, but obviously that's not an option

#

i've been trying to just re-weight my model so vertices don't need more than 4 weights each to deform correctly, but it's very very difficult

dark current
#

hello. can someone help? I need to know what bones to create to rig my character. I know how to do rigging but unsure which bones to make and what names to give them

dark current
#

nevermind I found it.
thank you so much for all the help.
goodbye

feral aspen
#

the vrcsdk is saying it doesnt detect a left shoulder

sly dragon
#

Is there a way to make your knees bend in the oposite direction?

#

So instead of being forward like normal, can you make them bend backwards?

lethal granite
#

That sounds like an edit to locomotion

#

Since all that happens is the avatar blends between Crouch and Standing

sly dragon
#

Like, in the same place you edit the eyes?

lethal granite
#

If you make your crouch bend your knees backwards

#

What SDK?

#

3.0 or 2.0

sly dragon
#

Okay wow, i for sure have the 2.0 SDK i didnt know there was an update

#

where can i check?

lethal granite
#

It is a suggested update

sly dragon
#

2019.09.18.12.05

#

is my version lol

lethal granite
#

hmmm

#

There is a LOT to learn in 3.0

#

And you will have to delete all notes to 2.0

#

If fact, it is suggested to make a whole new unity project

sly dragon
#

Roger, i appreciate that!

lethal granite
#

I suggest sticking with 2.0 if you aren't very strong with Unity

sly dragon
#

Im pretty confident with it, and i want to make avatars for people in the future so it would be best for me to keep going with the updates

lethal granite
#

Okay

#

If you don't mind

sly dragon
#

Perfect, Thanks!

old kite
#

does anyone have any quick tips for copying bone weights to the opposite side in blender after i've already done the weight painting?

#

symmetrize just copies the bones

#

nevermind i think i can do it with vertex groups

crisp tendon
#

@sly dragon that's the wrong unity version FYI

sly dragon
#

@crisp tendon 2018.4.20.f1 is wrong?

crisp tendon
#

no that's the correct one, the one you mentioned you had was

sly dragon
#

yeah that was the version for the SDK i was using

#

not the unity haha

#

Thanks though!

sleek isle
lapis plume
#

Hey! I was wondering if anyone could help teach me how to rig avatars. Any videos or websites or almost anything related to this topic would help a new learner would be super helpful. The only experience I have in avatars in general is converting and mmd file to vrchat.

crisp tendon
#
#

@lapis plume

lapis plume
#

Ty!

agile vector
#

Hi! If I made a model, could one of yall rig it for me and send it back to me??
I suck at rigging and it isnt clicking for me, I just need the help on that

#

It would be an animal model, so it would have a tail and ears

manic marsh
#

8 vrcMoney and its a deal

agile vector
#

Thanks, I'll hold you to that.
I'll try to do it on my own first, but if I keep having trouble, I'll contact you

manic marsh
#

aighty, can you send a pic of the model tho, might be able to give you some tips

rapid mauve
#

anyone know how you reverse a shape key so 0 becomes 100

mossy creek
crisp tendon
#

weight painting

dim musk
#

Do bone rotation constraints function exactly the same in blender and unity?

sleek isle
#

dont think so

robust crescent
#

@mossy creek check your bones, looks like when hair got added, the bones are attached to your spine/legs instead of head

mossy creek
#

Thanks

astral shore
#

why my avatar's hip would tilt left weirdly when a full body user uses my avatar?

agile vector
#

aighty, can you send a pic of the model tho, might be able to give you some tips
@manic marsh
I haven't made it yet. I'll text again to follow up once I finish making it

fair citrus
#

I made a test avatar to try to figure this out, Why does my avatar exist halfway into the ground?

crisp tendon
#

Because it was created that way

fair citrus
#

How can I revert it back to t-pose so My avatar does not appear to be halfway into the ground while I am in-game?

#

Sorry I dont know a lot about animation and I was just hoping to use the default humanoid animations

#

They seem to work but my character still has everything from the waist down inside the ground

astral shore
#

Drag the character into the scene to make a new one, delete the old one. If you try animating the avatar and pressed the play button it would go into motor cycle pose and break the avatar since unity just like to make things go that way. That's why people always make a duplicate of the model for animating stuff.

mossy creek
#

Im using the Nanachi 3.0 and for some reason the mouth stays open and the blendshapes wont close the mouth

lofty void
#

do you have the jaw assigned in the humanoid definition?

#

having it assigned while using blend shapes for visemes can cause that issue

mossy creek
#

Ohh

#

ill check that

#

That worked thank you

stark musk
#

Anyone know how I can prevent this weird issue from happening when I look around with the head bone? The cord that's attached to the mask here detaches from the mask when looking up only with the head bone.

#

The issue too, is that I had to weight the cord to four different bones (the chest, left shoulder, head, AND neck bones), since all of those bones have an effect on that cord.

stark musk
#

@fair citrus You'd have to reset the position of it in blender, and then re import it into unity.

velvet copper
#

yeah, you’re having a weight paint issue

#

just makethe weight on the end zero on all the other bones then the head

stark musk
#

The end? @velvet copper

velvet copper
#

@stark musk the piece that attaches to the mask

stark musk
#

hmm, okay I see what you mean, I'll try that.

#

Ah that fixed it, thanks!

stark musk
#

Should I just weight the entire head bone to the cord, and then make it so the weights for the shoulder and chest aren't weighed to the cord?

#

I don't think the latter will work actually, since that same issue will happen wherever I end the weight.

velvet copper
#

smoothing the weight paint from the head should work

fervent hornet
#

You could always use fabrik instead of trying to fake IK with weight painting

mental moat
#

my rig works everywhere except ingame and I';m at a totall loss I need some help

#

basically the legs aren't working and I don't understand what makes a character stand in a specific way because there is the rigging in blender and in unity

stark musk
#

fabrik? @fervent hornet

#

sounds familiar, but I'm not sure what you mean..

fervent hornet
#

Its part of Final IK, you used it for the grounder on the spiders

#

For something like that tube, you can use a fabrik component and a fabrik root so that it is rooted to the chest and targets the face

#

Keep in mind that all Final IK components need to be siblings of the armature instead of children. All connections must be made using constraints

vague dew
#

Oh boy, I was planning on making a quadruped avatar using Final IK but not only does it seem excessively complicated, but there's no way i'm forking out 90 dollars that I don't have for something i don't understand

#

Someone should make an easy-to-use version specifically for VRchat that idiot cavemen like me can understand

mental moat
#

If you rig works correctly in blender and unity but not ingame what is likely the cause?

half grail
#

Anyone know a way to limit a dynamic bone's rotation once I have it in unity?

#

Nevermind, just used a stiffness distribution

fervent hornet
#

@vague dew Regardless of the ease of use, you need final IK to use VRIK to have a procedurally animated quadruped. However, you can look into using constraints to copy rotations of your main humanoid legs and then use a custom animation to compensate for that

ocean bison
#

can I ask about how you do bones for tail? or rather...what bone do you parent it to (like which bone makes it move?). I'd want to create some dynamic bones.

vague dew
#

Yeah, I'm not doing any custom animations. Unity's method of creating animations is dumb and i'm not paying for Muscle editor.

fervent hornet
#

You can take advantage of doing animations in blender on an FBX and export it as such, you can extract the animations from it and convert them to humanoid afterwards

#

@ocean bison You should always parent bones in a logical manner, so the tail is a child of the hips and you have a chain going from the start to end

ocean bison
#

thank you.

vague dew
#

Scion, since you seem to know a lot more about how unity works, can you please explain what an Animation Inventory system is?
I asked yesterday in #animation about how to make a gesture persist through emote, and only one guy responded, simply said "use animation inventory" without explaining what that means or how to set it up.

fallen bronze
#

Does anyone know how to flip a skeleton? The bones are weighted to the opposite side

fervent hornet
#

@vague dew animation inventories are an SDK2 workaround to get toggleable states via gestures or emotes. It's quite hacky and does not sync at all so it was kinda niche imo. If you want to toggle something on your avatar you should just use SDK3 for AV3 as toggles are naturally supported there

#

@fallen bronze Couldn't you just select all the bones in edit mode and scale them -1 across the x-axis to flip it?

fallen bronze
#

I can only do that for the mesh, unless you know how to do that properly

vague dew
#

I have no clue how to do SDK3 avatars, all I know is that it involves some kind of programming language and that scares me

fervent hornet
#

SDK3 avatars has nothing to scripting. You're probably thinking about Udon which is only for worlds

#

@fallen bronze You can scale the bones over the median point in edit mode and they will act like if you were doing vertices

vague dew
#

Oh? Well that makes it seem a lot less threatening

#

Just one more thing

fervent hornet
#

That can happen sometimes, you should make it so they point correctly

vague dew
#

Alright. Thanks for the help! Sorry if i was being an annoying bitch

mental moat
#

I need help. I feel small.

worthy moat
#

ok, so how would i be able to make a sub rosa vrc avatar? can i just use a mixamo rig or would I have to use like a specific rig or something?

clear verge
#

I'm relatively new to both blender/rigging. I have a background in maya with purely hardsurface work so this is all new to me. I don't quite understand how the hierarchy is supposed to work when attempting to add clothing to a base character model. I can scale the clothing correctly, rotate the armature to match the a-pose of the character - but I cannot reliably join the meshes. After a join, the hoodie reverts to it's default rotation and moving the base model pose/armature won't affect said hoodie. I cannot find anything related to my specific situation through docs or youtube, so it's making it hard to understand what I'm actually missing here in my process.

crisp tendon
#

@clear verge Tried Cat's armature merge feature ?

clear verge
#

I'm exploring all my options atm. I think I know where I'm screwing up. I was merging backwards I believe.

clear verge
#

Sorted it out, as I suspected I was merging backwards. Thank you.

left stag
#

Hey guys, never seen this before

#

Extra large bone between the legs that Unity is calling "Armature"

#

Any idea what this is?

#

It wasn't present in Blender

mild stratus
#

@left stag likely just the root of the armature.

#

You can leave it there.

left stag
#

But it's not visible on any other model

#

nor have I ever seen that before

mild stratus
#

Probably just some difference with how the armature was first created.

left stag
#

It's not. I've pulled fbx from this blender file before without this

#

something recently changed.

#

I'm just not sure what

mild stratus
#

Β―_(ツ)_/Β―

#

should be fine

#

Check the location of the object, then the location of the hips.

#

specifically the (unity) y axis

#

I expect the β€˜Armature’ be at 0, while hips will be something else.

left stag
#

It is.

#

And hips is at a non-zero amount of Y

mild stratus
#

ok, so the hips bone was moved, and the root of it wasn’t.

#

that should do literally nothing.

#

blender wouldn’t show it because the object parenting the bones isn’t a bone itself

#

and you wouldn’t have seen it before is other models had the hips at the same place as the root.

left stag
#

one thing

#

When I imported, and went to configure the armature assignments

#

Hips was set to this bone, instead of normal Hips

#

obviously I fixed that, but that's something I haven't seen before either.

mild stratus
#

Idk, 3D modelling is wierd, and you probably have more experience than me at it.

#

Should be fine as is though.

left stag
#

not fine

#

why does this bit of the mesh act like it's not paired to the armature

#

it moves with my head like it's not on a bone

lost narwhal
#

check the weight painting

left stag
#

question

#

if something has zero weight paint

#

like pure blue

#

does it not even act like it's paired to the bone

#

or does it stay put to the mesh

#

if it's a separate object

#

because

#

just as you said that

#

I was checking the weight paint

#

and it's painted to the front pelvic bone

#

like this

lost narwhal
#

it just needs any weight in it so yea blue means no control

left stag
#

See I thought no control = it wouldn't deform, but would still stay put on the mesh

lost narwhal
#

these bones hmmmm vrcThinking

left stag
#

they're for skirts, control yourself lol

lost narwhal
#

lmao

#

but yea everything needs weight

left stag
#

hmmmmmmm

#

If the weight it was painted was paired to bones that are disabled

#

would it produce this behavior

#

cuz the model was wearing the cup plate, not the skirt

#

@lost narwhal

#

another quick question

#

is there a faster way to set up an fbx in Unity

#

that doesn't involve literally starting with a blank fbx and adding all the components to it

#

cuz that shit takes a literal hour

mild stratus
#

You could make a prefab, that has a reference to the model which updates when you change the model.

#

@left stag

#

I’ve done it before and it works fine.

left stag
#

oh excellent, that saves a ton of time

#

Thanks dude

worthy moat
#

would i have to use a specific rig or a mixamo rig for getting a character ingame

cerulean silo
#

Is there a way to add vertices to a vertex group without messing up the weight painting? Every time I do it I have to. Or am I doing something wrong?

crisp tendon
#

what do you mean by messing up ?

cerulean silo
#

Like everything will work fine then I'll add vertices to the group and then go to weight painting and it's all weighed at 1

crisp tendon
#

because you assigned 1 ?

mental moat
#

hey Ruuubick, if a rig looks right in blender and unity but breaks ingame, do you have any idea what could cause that

astral warren
#

If you assign verts to vert group, all verts you currently have selected will get assigned the weight you have selected on the slider below the assign button.

crisp tendon
#

@mental moat Depends what you mean by "looks right"

#

and "break"

mental moat
#

ah, good point

astral warren
#

Make sure you don’t have β€œpreserve volume” checked on the armature modifier. Unity doesn’t use that

mental moat
#

well my avatar stands correctly in unity and blender but doesn;t ingame, the legs jut forward at an angle

#

nvm figured it out

fading verge
#

How do I copy vismes in Blender 2.79?

#

The pre-existing ones I had got borked to hell and back at some point.

arctic jacinth
#

I have an issue with my avatar in full body. she folds when i calibrate my bones seem correct in blender but in unity theres some weirdness going on

#

like everything seems to be rigged correctly but when i calibrate in VRC i crumple over

crisp tendon
#

@arctic jacinth can you take an orthographic screenshot from the front ?

#

in blender

arctic jacinth
crisp tendon
#

ok, connect your spine bone to the hip bone, and scale the hip bone by 30%

#

upward

arctic jacinth
#

when i hit connected

#

it shot up my entire model

#

like this

crisp tendon
#

ah

#

only select the spine bone for connection

arctic jacinth
#

not sure i follow what you mean

#

could i screenshare with you?

crisp tendon
#

i'm gonna grab a video one sec

arctic jacinth
#

but its not giving me any luck

crisp tendon
arctic jacinth
#

oki i connected it

crisp tendon
#

Do you still get an issue ?

arctic jacinth
#

i'll check

#

its still extremely borked in unity

#

for some reason it seems to be moving the base of that bone down

crisp tendon
#

Is that a fresh import or did you overwrite ?

arctic jacinth
#

and thats causing the extreme tilt

#

i overwrite

crisp tendon
#

yeah you can't with bones sadly

arctic jacinth
#

oh what

crisp tendon
#

if you do a bone change it needs to be reimported

arctic jacinth
#

how do i go about that?

crisp tendon
#

to make the process easier you can use pumkin's tool

arctic jacinth
#

without having to redo everything manually

#

i have that installed

#

but never used it

crisp tendon
#

it's real nice

#

so export the one you fixed in blender as a new fbx, add to your unity project

arctic jacinth
#

done

crisp tendon
#

configure the new one as humanoid/legacy blendshape

arctic jacinth
#

where can you find legacy blendshape again?

crisp tendon
#

model option

#

near the bottom of the list

arctic jacinth
#

found it

#

oki

crisp tendon
#

all configured ?

arctic jacinth
#

nothing's copied over yet but its on humanoid/blendshapes legacy

crisp tendon
#

sweet, drop it in your hierarchy

#

then select the new one, open pumpkin tool tab

arctic jacinth
#

yep yep ready

crisp tendon
#

So in this image, gobbo would be your new one, and sensei the old one

#

all you need to do is assign those two, and then under the Copy Components list, copy to selected

#

i think that's the name

arctic jacinth
#

i dont need to toggle any of this?

#

i think my settings arent on default

crisp tendon
#

ah, odd, select all i guess

#

i also suggest setting the skinned mesh anchors in the settings above

arctic jacinth
#

is this all correct?

crisp tendon
#

yeah looks perfect

#

and then Copy Selected

arctic jacinth
#

uhhh

crisp tendon
#

then i guess you would disable the old model in hierarchy, and go in play mode to test the dynamic bones on the new one

arctic jacinth
#

it copied most of it?

#

didnt copy the materials though

crisp tendon
#

ah, not all ?

#

ah

#

i guess the tool doesn't do that

#

@turbid spear How difficult of an option would that be to add?

arctic jacinth
#

is okay i did all that

#

only 11 mats anyway

crisp tendon
arctic jacinth
#

dw i can push her to green later

#

basically only thing holding it back is a ton of dynamic bones and 3 mats

#

so i'll just trim the hair and compress some materials

#

on the collar

#

:vibe:

crisp tendon
#

Sounds glorious vrcPerfExcellent

arctic jacinth
#

do i just test it now πŸ€”

#

in vrc?

crisp tendon
#

well, check first in playmode by dragging it around

arctic jacinth
#

ye worked fine

crisp tendon
#

and if it looks fine for dynamic bones then yeah go test it

arctic jacinth
#

is this correct tho

crisp tendon
#

ah so it's 3.0

#

well that should be fine

#

i did forget to tell you to clear bone rolls in blender so that's my bad

#

hopefully it won't cause any issue

arctic jacinth
#

what the heck are bone rolls

crisp tendon
#

also, is your avatar scaled to 1,1,1 ?

#

bone rolls are inherent rotations that are kept between blender and unity

#

so that can mess with the IK

#

it's good to zero it out

arctic jacinth
#

yea its 111

crisp tendon
#

neat

#

well, let me know how it goes i guess

arctic jacinth
#

okay im gonna try

#

if it works in one go im forever calling you the bone wizard

#

but after tonight my hopes are l o w

#

everythings been going wrong πŸ˜†

crisp tendon
#

i don't know if that's a good name lulw

#

rigging can go wrong in so many ways, that's expected tbh

arctic jacinth
#

you saved my night though. 9 AM time for my totally normal sleep schedule to go into effect vrcLove

crisp tendon
#

have a good night !

arctic jacinth
#

thank youuuu :]]]

turbid spear
#

@crisp tendon materials do get copied if you select that

crisp tendon
#

Not by default

#

but i guess it's there

turbid spear
#

well, its not default because if number of mats is different then it would look wrong

crisp tendon
#

for sure

turbid spear
#

and the idea was to copy settings between more than just reimported avatars

#

also to protect dummies from themselves

crisp tendon
#

the best kind of feature πŸ™

solid crypt
#

Good afternoon, I'm trying to change the hairstyle of my avatar
When I changed it in Blender it got broke (Like I can't do the gestures) etc.. ( It seems that It's designed only for Unity)
When I try to remove the Hair parts of the avatar so I can put the new hairstyle, the hair drop down like the picture shown below.

#

Some parts seems really connected to the avatar like the shoes.. which I can't remove unless I remove the whole feet or using blender..

robust crescent
#

If you attach a hair in blender, and dont really assign the bones where it should be if you just merge the armatures togeather and hit 'fix' , bones tend to get attach to your hip/leg/or other wierd places, gotto set them back to head or do that before clicking fix.

solid crypt
#

You mean that I should connect the bones manually? also there are the shaders, they will be messed to and won't go in the right places.. @robust crescent

small harness
#

so i exported my model from blender as an FBX then reimported it in and it changed to look like this. is this something i should be worried about in any way?

#

oh wait oof

dim musk
#

should we be using rigify and generating the rig that way for our models, or is that unnecessary?

crisp tendon
#

That would be unnecessary

dim musk
#

a weight painting guide I am following looks like this on left, yet my arm is all harsh and sharp. Is there something I must do to make it look more smooth?

crisp tendon
#

does the bone above have weight paint too ?

dim musk
#

yup. the quads in the left pic seem to bend and curve around, while mine stay sharp

crisp tendon
#

try to smooth it out then

dim musk
#

what I mean is, the guy's arm edges are not lines, they are literally curved

crisp tendon
#

i can't see what their topology is from the image

#

but their weight paint is probably why

fading verge
#

My avatar has all the necessary bones but I keep getting this error.

crisp tendon
#

it probably has none

fading verge
#

When I'm exporting, I'm using CATS though and have "export selected" with the armature chosen.

crisp tendon
#

you shouldn't need to do that

fading verge
#

Yeah, think that's what was borking things up. Got the armature working now in Unity.

glacial anvil
#

What does it mean when you attach an object to an avatar, and it simply disappears (shows a block+ in the hierarchy)

wheat tulip
#

@dim musk i have some good news for u blender 2.9 has auto rigging and automatically applies weight paint

dim musk
#

eh?! I already have placed all my rig bones fml

broken swan
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Hiya!! I've been having this issue with my rig clipping through the floor for a few months now, and I never really seemed to get a fix from anyone so I thought I'd check here!

Essentially, my avatar clips through the floor to the hips. I did a quick chat search for a fix to try and not bother anyone, but after scrolling through all 14 pages of references to the bug, I still cant seem to fix it.
I've both used and not used a special root bone to try and fix this, no luck. I have a few screenshots of the issue.

It doesnt occur locally which is why I hadnt noticed this until more recently, but everyone else can see it.. -v-

half grail
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I always set my root bone's origin to be at 0,0,0 and don't get that problem, perhaps try that?

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either that or apply hip bone's transforms to make it zeroed out?

broken swan
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No luck with 0,0,0.. Changing the hip bones settings in the Muscles & Settings menu doesnt save it..

half grail
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Have you tried in your modeling program?

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Muscles & Settings never worked well for me

broken swan
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Yeah, thats what I meant.. Shouldve said that.

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one sec

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This is the current layout, with the root bone at 0,0,0 connected directly to the hips

half grail
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Reparent the hips to the root but make sure it's connected, not offset

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Adjust accordingly

broken swan
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Still nothing bleghhh

half grail
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That's all the ideas i've got, sorry

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what's the model's origin point?

broken swan
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How do I check that? I thought it was just 0,0

half grail
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Where's the little cursor with the movement pointers when you click on the model?

broken swan
zealous cypress
broken swan
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0

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why does this have to be so dumb what can I possibly be doing wrong

zealous cypress
broken swan
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It's green, but its the only point visible..

zealous cypress
broken swan
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Sure enough, that did nothing

zealous cypress
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ehh what is ur "root" bone aka should be the Hips

broken swan
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Having the hips as the root didnt work, moving the hips 0,0 just made it worse..
I set up a special parent bone that is at 0,0 while keeping everything in the same place

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it parents the entire armature

zealous cypress
broken swan
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Yeah

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Having the hips as the root didnt work, and moving the hips 0,0 just made it worse..
@broken swan

zealous cypress
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i assume u tried the last post in the pins aswell.. ehh at this point i would just save it and reinport it

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followed by "Fix Model"

broken swan
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This was a self made model so reimporting it will be a pain in the ass

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but, moving the bottom of the hips to 0,0 also didnt work

zealous cypress
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ur not supposed to move the hips down to 0,0

broken swan
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thought that maybe if the entire bone stretched from its original point to the origin

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yeah it didnt

small harness
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does anyone know what could be causeing this?

turbid spear
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Apply transforms maybe

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If you're doing avatar 3.0 you don't need to test it in blender

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Because you can just set the angles you need in unity

small harness
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where do i apply the transformations?

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oh wait found it

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that worked

small harness
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so i have a question, can one use both bones and edit mode on the mesh to make one viseme?

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i feel like i cant because going into edit mode means the mesh is changed back to the orginal pose and not the posed version with the rig

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mmm maybe make shape key with the bone then edit it in edit mode?

small harness
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for creating blink shape keys how do i go about mirroring the effects from one side to another? or do i instead use just one shape key to blink both eyes?

turbid spear
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You can but I don't know how

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Look up how to make visemes with bones I guess

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Oh yeah

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Pose your bones how you want, then go to modifiers and under armature click on apply as shape

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Then in pose mode reset pose transforms

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To move bones back to where they were

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Then add the armature modifier back

rigid fiber
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is it possible to rig a blender model into an avatar

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if so how hard is it

small harness
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should have said i worked out how to do the other stuff, just not how to do the blinks for both side the same

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also ahh yeah

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well rigging involes a few main steps, bone placement, bone orinetaion (this dosent matter really for vrchat i find) and bone weight painting

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i personally dont think rigging is the hardest thing but it can take the longest to do right

umbral hinge
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I have NO CLUE how to animate the mouth or eyes or eyebrows on this model. Its overwhelming. Who's got a direction to point me in?

manic marsh
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just make a blend shape for each facial expression

crisp tendon
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@umbral hinge Create new bones specifically for the jaw and nose, and move those to make new shapekeys

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Same for eyebrows if you want

ripe coral
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when I have my arms straight down, they start to bend, this doesn't happen when I do a T-Pose. how do I fix this?

crisp tendon
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@midnight sand might know since he made it NepApproved

ripe coral
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believe me, this isn't even close to the avatar he made lol

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too many mods ;-;

sleek isle
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Chance your height

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And vrc let your arm a little louse so you don't pull your body every time you extend your arm

ripe coral
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I don't pull my body

sleek isle
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See

ripe coral
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whenever I set my height in VRC from 5'9" to 5'5" the arms fix itself but my feet are way below the actual avatar's feet

sleek isle
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Your neck too short. Make the rest pose as a T. From the shoulder to the wrist

plucky hamlet
robust crescent
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mixamo could rig it , then clean up oddities after

next plume
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My model rigging still not work

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Only fingers that i add not work

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shoulders neck work

dim musk
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the skirt joint bends at the knee nicely when leg is forward in a seated pose, but when I bend it backwards, the skirt bone doesnt bend at a nice spot. What should I do here? add more bones? Currently using rotation constraints

crisp tendon
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why is the lowr back constraint bone so small compared to the front ?

dim musk
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a guide I followed said to set the back to around 0.5 and front to ~0.7

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definitely need to tweak it but for the moment, the pivot points are what I must resolve

grave oasis
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So i use Vroid to make my avatars, this is an avatar for a friend and I had to make the lower part of the hoodie alot more narrow manually in blender since I couldn't do it with sliders in vroid. When I put the avatar in the game, the lower part of the hoodie moves along with different gestures / faces. Why? I can't figure out what's causing it.

Sorry if this isnt the right channel for it.

verbal jackal
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So I’m working on my first avatar, and I’ve got the armature rigged, but when I test the posing, I notice some clothing doesn’t move with it and not sure how to have it move with the model. When I select them, it just says it’s part of the model and not anything separate, so I’m really sure what to do

half grail
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It's a weight painting issue

lapis plume
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You need to probably weight paint it. @verbal jackal

half grail
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and @grave oasis your problem is that the hoodie might have shape keys associated, you'll have to fix them

verbal jackal
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Ok I’ll check for some tutorials and see what I can do, thank you

grave oasis
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and @grave oasis your problem is that the hoodie might have shape keys associated, you'll have to fix them
@half grail yes!! thank you so much!

half grail
shy shale
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I followed a tutorial and made viseme shape keys in blender for my model, but these keys don't show up when I import the model into unity.

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Any one of these menus brings up only the "none" option

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The model is only made of one mesh

surreal anvil
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..what exactly is the "sil" viseme supposed to be? is it supposed to mean "silent", like as in no sound? asking b/c every time i load my avatar it loads in with the mouth motion i set up for pronouncing "sil", mouth opened, tongue pressed up to the top of the teeth. when i speak it goes away

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also these visemes confused me badly the first time around, i animate lipsyncs in other programs but never have i seen some of these particular letters used

vast grail
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one of my models (and it's recolor) both have the left hand aligned but the right one isn't
it's only when im in full body
I use legacy FBT
anyone know what's going on?

slim bear
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anybody know if there's a way to make it so you're not limited to 4 bone influences per vertex? it's making having stuff weighted correctly nearly impossible

fading verge
sleek isle
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no

dim musk
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how do I stop the feet from sinking into the ground in-game. Do the feet and toe bones have to be placed at z=0? I'd post an image but it isnt uploading

zealous cypress
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shift + winkey + S, mark area and Ctrl +v here

dim musk
zealous cypress
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suggest u move ur foot and toe bone down to bottom of said sandals
sort of like this

dim musk
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Ok

royal ocean
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hey, IΒ΄m currently working on my first avatar but i got some problems with the bone structure and mapping of it. could anyone of you help me maybe?

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well, my main problem is the mapping of optional bones like chestand fingers, but I cant find any options to map them

zealous scaffold
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can someone explain to me this whole fullbody compatability thing with the hip/leg angle? ive been working with avatars for months and months and still cant seem to get one to come out right without using the CATS mod. its practically the only part in the entire avatar making process i cant do from scratch now.

crisp tendon
zealous scaffold
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its like, with this one tiny exception, my rig is totally ace, too.

royal ocean
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I'm struggling with completing the humanoid bone mapping rn. My (premade) avatar model does not have a chest bone (arms are attached to the spine) but I need a bone there to complete the humanoid avatar. How can I fix this?

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the chest mapping point is marked as optional and I can't find anything to fit the mapping point.

turbid spear
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upper chest is optional, but chest is not

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Hips > Spine > Chest > Neck > Head

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All needed

unreal shoal
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Question about avatars : my friend made an avatar, and when he's on desktop and picks up things the right arm raises to point at what he's holding. However, when he uses a particular premade base, it does not do this, even after he remade it's bones
Does anyone know why?

frigid swan
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What's the best way to fix the unusually low sagging shoulders when arms are lowered?

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Wait, that linked video might help. Does it apply only to Full Body tracking or would fix with only hand tracking?

crisp tendon
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shoulders barely move with non fbt vr, so it shouldn't be much of an issue if your rig is correct

small harness
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anyone know what could be causeing this?

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found the issue out with the eyes

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so yeah just the orinetaion with those bones, not sure what i need to do in blender to fix the issues

crisp tendon
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If they get squished it means they're weight painted to something else but the eyes

small harness
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yeah i found out there was a double up of the eye bones'

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idk how i didnt notice it before though, anyway just not sure how to fix the twisting

crisp tendon
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Clear bone rolls on all bones

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alt + R in edit mode

small harness
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ok thanks ill try that

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didnt seem to take the issue away

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do you know what locking it might do?

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i might try doing a 180 roll on the problem bones

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lol nope

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well i also have the issue that my spine is like nothing. but im thinking it is a similar issue to the rotation one just with scale so what ever fixes that might also fix this

crisp tendon
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your left foot is called right ankle

small harness
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mmm i think my left and right have been mixed up

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well its all the same though

crisp tendon
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Well that's what is causing your issue so up to you to fix it or not

small harness
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is it? the whole arm and legs are swapped but no issues anywhere but the ankel and thumbs

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i will try it but seems odd that its causeing just those parts issues if it is

crisp tendon
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Check the individual names in that case

small harness
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of the thumbs and ankels? they line up with the rest of their corosponding limb

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still i might try rename everything anyway

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mm i might just change the location of everything in unity

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unless there is some easy way to swap names in blender, i imagine there is not though XD

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lol i think i know how this happened

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so re naming things in blender like fucked everything over???

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might just need to clear roations and other things

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looks like the weight painting messed up

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god yeah this has messed it up so far

crisp tendon
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Not sure how you attempted to fix that but i'm going to guess it wasn't correct

small harness
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i think i am close to getting it done

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so im not chaning the names in blender, im just chaning the inputs in unity

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seems to be going ok so far

crisp tendon
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Fixing the names in blender would have been better

small harness
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chaning the names in blender desotyed the weight painting, kinda weird but oof

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i tried

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thats what it did to the model

crisp tendon
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i don't think that's a weight paint issue though

small harness
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it is. checking in blender the bones that are missing dont controll any mesh any more

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well the weight painting is there still but the bones have lost any of its relation to it

crisp tendon
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Why would they be missing ?

small harness
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idk i normally use maya

crisp tendon
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vertex groups don't disappear because you edit bone names

small harness
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i mean relationship