#avatar-rigging
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Iβm not so sure about how that ankle joint is located though. Animal ankle. The one below the knee.
If you are going to have an actual weighted animal leg like that itβs usually a good idea to have invisible human style legs and bind the humanoid foot to the animal legβs toe bone
Otherwise itβs going to animate like an actual foot
For rigging is there a specific set of bones / names for bones that Unity/VRChat is expecting?
Unity will flag your humanoid rig configuration if it does not meet the Mecanim requirements for a humanoid. Please read and be familiar with the Unity Documentation on configuring avatars. There are special considerations if you are using Full-Body tracking, ie. y...
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"
ooh wait, I found a base avatar in the sdk. I'll take a look at that
just make sure to make your life easier when you name bones you include a _L or _R at the end of their names
yeah look up "humanoid mecanim" hex
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.
also when setting up your eye bones have them sticking straight up instead of forwards
dunno why but that's what it expects, easy enough to fix in the SDK later but yeah
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
probably being creased from weights, might be woth trying to smoth or lower weight levels in the bone vertex group
cant really be lowered anymore
If anyone knows a good online tutorial on making a rigg for Vrchat in 2.8 could you @ me?
Vrchat sdk builder warned me to add neck and shoulders so i open blender and add bone for shoulders and necks that it's working with my mesh movement
But when i gonna add finger into look like my mesh didnt work with my fingers that it have arm as parent... I don't know why
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
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
Why do you need to import all those animations ?
I just wanna use this animation in vrchat as well
@next plume btw, you'd have to use SDK3 if you wanted to use even a quarter of those.
SDK2 only has a small amount of slots for custom animations.
yeah i know haha
Imma be honest tho, you probably don't need most of those.
Not sure if i add some new bone my animation will still work or not
There's 25 animations for flinching.
@mild stratus I dont use those walk animation btw lol
@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?
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.
Btw i dont know how to make 1 bone that just add in mesh work together lol
@next plume If you deleted the rig, no. It wouldn't work.
And adding a new rig would do nothing, because the old rig is the one being animated.
Ohh that sound good for me
I am not sure why some bone that add already work with mesh instancely but some didnt
like my fingers isnt working with mesh or jaw
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
I gonna try rip more model in game to edit rig as well
Do I need these end finger bones generated by mixamo?
No, not at all.
thanks
You should probably check the weight maps just in case though
IDK how mixamo works in that regard
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
if you aren't happy with it, you could try rigging it yourself
or just tweaking the fingers
going to try the latter
to me it looks like the problem is the joints for the bones are too far back
ok, I will begin there. can I see what the hands should look like ideally?
uuuuuuuuh
all of the models i've made have been kind of poorly made in that way but I can try
not in the rigging aspect, just the model
The best way to figure it out is to examine your own hand and see how it works
thanks
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?
If on SDK3, someone made a nice emulator plugin
Also, in game you can just use Shift + F2 to F8 to test hand poses, tho it may be hard to see
how do i fix such a thing
i tried rotating the bone but it just rotates it and takes it off the other bone
import with automatic bone orientation
anyone here use substance painter?
probably the wrong channel
@crisp tendon how do i do that?
armature tab, import window
ok so i want left eye and right eye to be a child of 5, how would i do this
gah nevermind i got it, sorry for the dumb questions
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.
the mesh mirrors but my current vertex groups do not, which makes any weight painting an exercise in futility
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.
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
i'm guessing your hip bone is the issue
too far forward
Yeah, I wonder if there's a way to move every bone above the legs backward a bit to see if that helps
jjust grab the hip and spine and move them back
do the hip-spine-chest-neck bones need to be connected to each other?
it's better to avoid issues yes
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
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...
Screenshot ?
idk what you could see from this but i forgot to do the shoulders and went back to do them and nothings painting
Are you using the multiply mode for a reason ?
it was just painting the best since i was just doing max weight everywhere
if i were you i'd paint with the vertex menu instead
a lot more convenient for your model
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 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
oh dang its that easy huh
From game
But in unity
He dont have neck and shoulders that why i gonna edit in blender
If you interesting to add rig for neck and shoulders(maybe all jaw eye finger as well) I give this file
I dont know to do much lol
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.
Why would this happen?
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
it's as if the tilting up didn't carry over
I assume you applied pose as rest pose ?
Yep! The resting pose looks like before the rig is applied in the video
Any other guess as to what's happening at the key moment when I switch the rig from None to Humanoid?
Not sure why applying the rig caused the problem but this is how I cleared it on each bone manually:
for an animation I'm working on I plan on having the hips and spine bone be out of alignment
unity humanoid rig won't let that happen right?
like it'll force them to be aligned?
How do you rig a tail on a humanoid avatar?
It has bones but I cant assign it to the tail mesh
The rig VRChat uses has nothing it does with anything outside the humanoid body.
You do your own customized animations
Somehow the tails armature got merged with the rest which is why it wasnt moving
It should be parented to the rest of the armature, at the hips, like mine:
Would I have to parent it in Blender?
It seems to be working even without parenting
haha nv,
nvm
If i just drag its armature under hips would that work as parenting? @frigid swan
I did the parenting in Blender though. Do you have an outside editor like it or Maya to do that in?
I just dragged it under hips in unity and its all working now. Ty for the help
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
idk how to redo that in blender
because i started from scratch because i messed up the last model
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
how do i fix that?
exclude the bones from the dynamic component
if i do that it breaks everything except the tail
fr tho i need help, i need a end bone to keep the models mouth from hanging open
i cant remember how i did it last time
@fading verge Then it's misconfigured
Unmap the jaw bone fromhumanoid configuration @fading verge
in unity?
yes
then i wont have visemes
this has a "special" mouth on it
then it's not visemes
but iv gotten the visemes to work before with the bones and then "end" bones
thats all i need
is to recreate those end bones
but i forgot how
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?
Attach it to the mesh
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
and if i move the ball thing farther baclk the view is in the mesh wich makes it hard to see
Couple issues too many hip/spine bones
Next issue is gigantic arms
You can fix the spine axis, but the arms will always be kind of odd
like i said the problem i been having is the hands dont seem to be far enugh infront
thats why i had then long
they seem shrot becuse they are long??
Yes, if the rest of the body is not proportional then that's what it ends up being like
Adjust your body first then match the arms
huh ok then , i will see what happens
I am not sure how make my new bone work with mesh body btw?
Even i auto weight this model and then model lay down like that my fingers still not working lol
Any solution for this?
another thing when i import this as fbx file to unity,unity freezed and wont work even i wait for 1-2 hours
Apply all transforms before weightpainting, the mesh rotates around the bone, and your visemes may be broken, or you're exporting with animations
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
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
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
well i dont use a humanoid model
its a tv with hands and legs lol
Wat dis?
Im at a loss here LUL
ook so, the head gets scaled correct?
Does it work for EVERY bone named Head?
Does one usually use the normalize feature whenever weight painting is complete?
i really need some help here, when im removing weight paint from a bone it doesnt seem to effect anythng, the bone still moves as if i never did anything
it probably still has weight on a child bone
i tried remove all weight paint from my whole model, still doesnt work
Then delete the vertex groups
that seems to work
ty
welp, nvm
doesnt matter what i do, weight paint doest effect anything
i've tried deleting tje vertex groups so many times
nothing seems to work
check specific vertices on that mesh to see what's affected
most vertices had weights on them, but even after removing with the weight tool it doesnt seem to affect them at all
like i didnt even weight paint
if it's blue it won't move yes
thats what im saying
but in your image i'm pretty sure the bones above would have red in them
at least one of them
neck and head bone ?
100% blue
deleting all vertex groups make every bone not do anything
which is very weird
Select a vertex on the head that moves and check manually
in edit mode, select one of those vertices that move
ok?
Then side panel Item, you can see the vertex groups
the "hips" bone has 0 weights on it
but still does this
i've tried to weight paint that so many times
it just doesnt care
can you post a screenshot of the item menu on one of the moving vertex ?
item menu?
this?

a vertex is a single point on your mesh
there are points on your mesh that move when you rotate the bones
select one of these point in edit mode
then screenshot the item menu
Which vertex is that on the mesh ?
???
i don't think you clicked on the correct thing
when i right click it just shows me that
so...
i dont have that option
welp, i need to go anyway. thanks for trying to help
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?
Should follow the curve of the leg
Whenever I do that, Unity seems to straighten out my leg like a human
How do you stop it from straightening me out?
Ack, that's way further forward than I woulda guessed.
You can probably ask around furry discord to get some examples of other digigrade legs, it defers a bit per model
otherwise it's custom animations, but that's much harder
Yeah, it's kinda a niche field to know digigrade leg anatomy.
Ohh no! I don't want to custom animate walking and standing and turning and stuff
And not seen many furries on here?
a few, but there's so many furry communities out there dedicated to vrchat that they generally remain there
But development too?
custom animations? no thanks
spider ik with only 2 legs is where its at 
Hmm, saw shellfish of some sort (crawfish?) that seemed to have all the legs working independently...not sure how!
Ohh, there really is one?
Err, fascinating and curious but not planning to make such an avatar
But always be curious!
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
https://youtu.be/qOZGBVhGQwc (totally not getting paid to shill out this vid)
In this video I talk about how to use a whitelisted component called Final IK to create an avatar where it's legs will use inverse kinematics to move. This system is more realistic than using animations or rigid body fixed joints to make the spider legs move.
Time stamps:
0:3...
btw Ruuubick, when can we expect a fix for the execution order component its been broken since the open beta 
Hmm, there's some sort of IK for it?
i thought scion fixed it on his own, or is that something else ?
if you got a canny
What is canny? Never used or heard of it before VRChat.
Is it a bug tracking service?
It seems like it!
(just looked)
well, its sort of kind of fixed, but its more of a hacky work around and for some reason quite inconsistent
Hmm, hacking is the fun challenge!
@manic marsh lmk if there's one
https://vrchat.canny.io/avatar-30/p/bug-execution-order-causes-vrik-locomotion-settings-to-speed-up yeah, its the one you already seen
hey friends! I'm having a serious rigging issue on an avatar commission and I've never encountered something like it?
The shoulder have no weights on them, and yet putting my arm out causes it to do this
and this is my rig, like it looks fine from what I can tell?
I know vrchat can cause some minor pinching problems on the shoulders but I've nevr encountered somerhing this bad
your shoulder bone is going the wrong way
@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.
@crisp tendon omg wait, what do you mean "wrong way"?
can you do a top view of the model
yeah! just a sec
they go back a little bit, the original bones were from a booth.PM model that worked very well with this!
is it the pivot point?
I need to change myt bone view lol
Are you sure they have weight paint ?
they don't have any weights on them, it's actually made them much worse lol
I ususally won't add weight painting on the shoulder bone
There should be some
I added some and it actually turned out much worse! like SEVERE pinching
Can you show the weight paint of the arm bones ?
yeah just a sec!
I'm doing similar weights to some models I've seen with great shoulders, but they were much less broad
Same thing happens here when you move the arm ?
also in edit mode, clear the bone rolls
alt + R
you usually want the shoulder bones to be straight horizontally
to avoid other issues
actually, no issues show in blender!
and they barely show in unity
you know what it might be because the shoulder starts like, really far out
I'm dragging it in a bit and weight painting accoprdingly
what about chest and neck bones ?
they're pretty normal!
it seems like I've started fixing it but I think it's got a long way to go
also a big thing, the shoulder isn't even visible in unity
when I got ot configire the rig
but i dont know why some new part like shoulder or neck work with mesh
only fingers not work
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?
If you want to look
omg........we figuredf it out? we had to fix a bone rotation issuer and thatw as it
@next plume #rules 13 pls
@crisp tendon oh okay thren
omg........we figuredf it out? we had to fix a bone rotation issuer and thatw as it
@sweet rain What is that :0
Your neck model is missing as well?
But i dont know how to solve my problem any way
with my fingers that i just added :/
Did you apply transforms like i suggested yesterday ?
Yeah i try object,amature deform,bone,bone relative
Alright, so, how would I get this piercing to move with the mouth when talking?
I could just weight-paint it to the head bone but don't think that'd turn out right.
You need to manually move it for all the visemes
Oh, crap. Never messed with visemes before.
How would I go about adding the piercing to the visemes and editing them?
merge the piercings with the face and click on each viseme that moves the mouth in edit mode and move the piercings
or if they're a separate object, create visemes with the same name as the ones on the head mesh
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
gotta do that for each
So I've attached a few new additions to this avatar but for whatever reason, this happens
The only bones they're attached to is the ears (for the piercings) and head (glasses + lip piercing).
fix that manually, takes 30 seconds
How though? I'm not sure what the cause is.
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.
But obviously that's not what's happening.
bone parenting is irrelevant is the weight paint isn't there
Well, they should be 100% red for the ear and head bones respectively.
And if they are, no idea why they're moving so far away from their bones.
because they're most likely painted to something else
Okay, tried 100% painting them and didn't help.
Should I just merge them with the ear meshes?
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.
Does anyone know how to fix the bones so it doesn't look like I have a broken neck when I move
I don't know if this is the right tab to ask
Yeah, post screenshots of your armature and weight paint on neck
Oh yes I will do that now
i cant tell if this is bad or not
im guessing it has to much blue
well that and your bone is not connected to the chest
Which bone is that
can you take screenshots in orthographic perspective in edit mode
Anyone know a good rigging for Vrchat tutorial? Like from starch?
Unity will flag your humanoid rig configuration if it does not meet the Mecanim requirements for a humanoid. Please read and be familiar with the Unity Documentation on configuring avatars. There are special considerations if you are using Full-Body tracking, ie. y...
Thatβs not what I mean but thanks
I know whatβs needed but not how to do it in blender
Welcome to the 2nd Blender 2.8 speed tutorial!
Today I'll show you how to create your character rig in less than 5 minutes! Hope you guys enjoy and learn a lot from the video! Don't be afraid to leave comments or questions about anything below!
If you enjoyed this video, plea...
Thatβs not what I mean either, Im looking for a video to see the pipline of it. Idk how to explain very well sorry
Itβs not really. I donβt need ik bones Or child bones
Anyway itβs fine Iβll find something I guess
Oof at this rate Iβm just going to go back to maya
Anyway thanks
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?
you tried merging doubles and making sure there's no gap in the mesh ?
My friend is having an issue where he cannot paste a pose to the mirror side.
Any idea WHY?
Looking at the blender docs and every forum out there I can't figure it out
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
help, i renamed the bones in unity
now i got the error that humanoid avatar isnt mapped
i went back and renamed them to the original names
but they are still this way
they are not mapped
i tried to configure the model again but it doesnt help
yes
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
Welp I can't read, I didn't see this, thanks!
I've been experiencing that, too.
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 :/
AW, How so ? ^^
they were deprecated a long time ago
I see ^^ Thanks ^^
so, how I upload avatar then ? (or prepare it, I can't upload avatar for now xD)
why does the wing not move when I rotate it? It's weighted....
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
I was able to fix it, ty
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.
(I hope this is the correct place to post this)
Hello ~ i been trying to get my avatar working inside VRChat , but she keeps leaning forwards....
i tried rigify , mixamo , SDK2 and SDK3 , same results ... but she still thinks shes michael jackson after all of that... (link is a image that shows the isue : )
https://cdn.discordapp.com/attachments/531546537382379520/756876348168863896/2020-09-19_15_56_20-Window.png
anyone has a clue what i can try? oh i also tried cats 'fix avatar' magic stuff , still same result :P
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 )
descriptor too forward
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?
How do You make the avatar T pose in Blender?
Cause when I do it in unity the model stays the same
below the mapping there's a pose button
then i doubt your mesh is correctly weight painted
Is there a way to automatically make the tail of all bones move to the head of the child bone? Without using Cats?
you can copy all transforms manually maybe
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
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
nevermind I found it.
thank you so much for all the help.
goodbye
the vrcsdk is saying it doesnt detect a left shoulder
i mean it looks good to me
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?
That sounds like an edit to locomotion
Since all that happens is the avatar blends between Crouch and Standing
Like, in the same place you edit the eyes?
Okay wow, i for sure have the 2.0 SDK i didnt know there was an update
where can i check?
It is a suggested update
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
Roger, i appreciate that!
I suggest sticking with 2.0 if you aren't very strong with Unity
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
Perfect, Thanks!
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
@sly dragon that's the wrong unity version FYI
@crisp tendon 2018.4.20.f1 is wrong?
no that's the correct one, the one you mentioned you had was
yeah that was the version for the SDK i was using
not the unity haha
Thanks though!

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.
Unity will flag your humanoid rig configuration if it does not meet the Mecanim requirements for a humanoid. Please read and be familiar with the Unity Documentation on configuring avatars. There are special considerations if you are using Full-Body tracking, ie. y...
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
@lapis plume
Ty!
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
8
and its a deal
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
aighty, can you send a pic of the model tho, might be able to give you some tips
anyone know how you reverse a shape key so 0 becomes 100
Does anyone know why this happens?
weight painting
Do bone rotation constraints function exactly the same in blender and unity?
dont think so
@mossy creek check your bones, looks like when hair got added, the bones are attached to your spine/legs instead of head
Thanks
why my avatar's hip would tilt left weirdly when a full body user uses my avatar?
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
I made a test avatar to try to figure this out, Why does my avatar exist halfway into the ground?
Because it was created that way
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
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.
Im using the Nanachi 3.0 and for some reason the mouth stays open and the blendshapes wont close the mouth
do you have the jaw assigned in the humanoid definition?
having it assigned while using blend shapes for visemes can cause that issue
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.
@fair citrus You'd have to reset the position of it in blender, and then re import it into unity.
yeah, youβre having a weight paint issue
just makethe weight on the end zero on all the other bones then the head
The end? @velvet copper
@stark musk the piece that attaches to the mask
@velvet copper is there any way to fix this from happening?
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.
smoothing the weight paint from the head should work
You could always use fabrik instead of trying to fake IK with weight painting
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
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
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
If you rig works correctly in blender and unity but not ingame what is likely the cause?
Anyone know a way to limit a dynamic bone's rotation once I have it in unity?
Nevermind, just used a stiffness distribution
@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
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.
Yeah, I'm not doing any custom animations. Unity's method of creating animations is dumb and i'm not paying for Muscle editor.
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
thank you.
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.
Does anyone know how to flip a skeleton? The bones are weighted to the opposite side
@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?
I can only do that for the mesh, unless you know how to do that properly
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
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
Oh? Well that makes it seem a lot less threatening
Just one more thing
Is it normal for bones to do whatever this is after hitting "fix model" In CATS?
That can happen sometimes, you should make it so they point correctly
Alright. Thanks for the help! Sorry if i was being an annoying bitch
I need help. I feel small.
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?
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.
@clear verge Tried Cat's armature merge feature ?
I'm exploring all my options atm. I think I know where I'm screwing up. I was merging backwards I believe.
Sorted it out, as I suspected I was merging backwards. Thank you.
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
Probably just some difference with how the armature was first created.
It's not. I've pulled fbx from this blender file before without this
something recently changed.
I'm just not sure what
Β―_(γ)_/Β―
should be fine
Check the location of the object, then the location of the hips.
specifically the (unity) y axis
I expect the βArmatureβ be at 0, while hips will be something else.
ok, so the hips bone was moved, and the root of it wasnβt.
that should do literally nothing.
blender wouldnβt show it because the object parenting the bones isnβt a bone itself
and you wouldnβt have seen it before is other models had the hips at the same place as the root.
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.
Idk, 3D modelling is wierd, and you probably have more experience than me at it.
Should be fine as is though.
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
check the weight painting
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
it just needs any weight in it so yea blue means no control
See I thought no control = it wouldn't deform, but would still stay put on the mesh
these bones hmmmm 
they're for skirts, control yourself lol
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
You could make a prefab, that has a reference to the model which updates when you change the model.
@left stag
Iβve done it before and it works fine.
would i have to use a specific rig or a mixamo rig for getting a character ingame
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?
what do you mean by messing up ?
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
because you assigned 1 ?
hey Ruuubick, if a rig looks right in blender and unity but breaks ingame, do you have any idea what could cause that
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.
ah, good point
Make sure you donβt have βpreserve volumeβ checked on the armature modifier. Unity doesnβt use that
well my avatar stands correctly in unity and blender but doesn;t ingame, the legs jut forward at an angle
nvm figured it out
How do I copy vismes in Blender 2.79?
The pre-existing ones I had got borked to hell and back at some point.
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
i promise you thats not my posture
@arctic jacinth can you take an orthographic screenshot from the front ?
in blender
@crisp tendon
i'm gonna grab a video one sec
https://youtu.be/2sfTEBAl8sA?t=1725 i tried to follow this
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
but its not giving me any luck
oki i connected it
Do you still get an issue ?
i'll check
its still extremely borked in unity
for some reason it seems to be moving the base of that bone down
Is that a fresh import or did you overwrite ?
yeah you can't with bones sadly
oh what
if you do a bone change it needs to be reimported
how do i go about that?
to make the process easier you can use pumkin's tool
without having to redo everything manually
i have that installed
but never used it
it's real nice
so export the one you fixed in blender as a new fbx, add to your unity project
done
configure the new one as humanoid/legacy blendshape
where can you find legacy blendshape again?
all configured ?
nothing's copied over yet but its on humanoid/blendshapes legacy
yep yep ready
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
ah, odd, select all i guess
i also suggest setting the skinned mesh anchors in the settings above
uhhh
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
ah, not all ?
ah
i guess the tool doesn't do that
@turbid spear How difficult of an option would that be to add?

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:
Sounds glorious 
well, check first in playmode by dragging it around
ye worked fine
and if it looks fine for dynamic bones then yeah go test it
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
what the heck are bone rolls
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
yea its 111
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 π
i don't know if that's a good name 
rigging can go wrong in so many ways, that's expected tbh
you saved my night though. 9 AM time for my totally normal sleep schedule to go into effect 
have a good night !
thank youuuu :]]]
@crisp tendon materials do get copied if you select that
well, its not default because if number of mats is different then it would look wrong
for sure
and the idea was to copy settings between more than just reimported avatars
also to protect dummies from themselves
the best kind of feature π
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..
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.
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
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
should we be using rigify and generating the rig that way for our models, or is that unnecessary?
That would be unnecessary
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?
does the bone above have weight paint too ?
yup. the quads in the left pic seem to bend and curve around, while mine stay sharp
try to smooth it out then
what I mean is, the guy's arm edges are not lines, they are literally curved
i can't see what their topology is from the image
but their weight paint is probably why
it probably has none
When I'm exporting, I'm using CATS though and have "export selected" with the armature chosen.
you shouldn't need to do that
Yeah, think that's what was borking things up. Got the armature working now in Unity.
What does it mean when you attach an object to an avatar, and it simply disappears (shows a block+ in the hierarchy)
@dim musk i have some good news for u blender 2.9 has auto rigging and automatically applies weight paint
eh?! I already have placed all my rig bones fml
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-
I always set my root bone's origin to be at 0,0,0 and don't get that problem, perhaps try that?
either that or apply hip bone's transforms to make it zeroed out?
No luck with 0,0,0.. Changing the hip bones settings in the Muscles & Settings menu doesnt save it..
Yeah, thats what I meant.. Shouldve said that.
one sec
This is the current layout, with the root bone at 0,0,0 connected directly to the hips
Reparent the hips to the root but make sure it's connected, not offset
Adjust accordingly
Still nothing bleghhh
How do I check that? I thought it was just 0,0
Where's the little cursor with the movement pointers when you click on the model?
assuming I did the right thing, it's 0,0
clickin on ur body mesh what is the Z value in Transform?
do u have an orange "point" at bottom of avatar?
It's green, but its the only point visible..
just ignore the FBT thing. try this Resetting Origin Point at 17:33
https://www.youtube.com/watch?v=2sfTEBAl8sA
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
Sure enough, that did nothing
ehh what is ur "root" bone aka should be the Hips
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
it parents the entire armature
and u tried with this setup? having no bones before the hips
Yeah
Having the hips as the root didnt work, and moving the hips 0,0 just made it worse..
@broken swan
i assume u tried the last post in the pins aswell.. ehh at this point i would just save it and reinport it
followed by "Fix Model"
This was a self made model so reimporting it will be a pain in the ass
but, moving the bottom of the hips to 0,0 also didnt work
ur not supposed to move the hips down to 0,0
thought that maybe if the entire bone stretched from its original point to the origin
yeah it didnt
testing out tracking in blender and it just moves the eyes out of the body
does anyone know what could be causeing this?
Apply transforms maybe
If you're doing avatar 3.0 you don't need to test it in blender
Because you can just set the angles you need in unity
so i have a question, can one use both bones and edit mode on the mesh to make one viseme?
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
mmm maybe make shape key with the bone then edit it in edit mode?
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?
You can but I don't know how
Look up how to make visemes with bones I guess
Oh yeah
Pose your bones how you want, then go to modifiers and under armature click on apply as shape
Then in pose mode reset pose transforms
To move bones back to where they were
Then add the armature modifier back
should have said i worked out how to do the other stuff, just not how to do the blinks for both side the same
also ahh yeah
well rigging involes a few main steps, bone placement, bone orinetaion (this dosent matter really for vrchat i find) and bone weight painting
i personally dont think rigging is the hardest thing but it can take the longest to do right
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?
just make a blend shape for each facial expression
@umbral hinge Create new bones specifically for the jaw and nose, and move those to make new shapekeys
Same for eyebrows if you want
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?
@midnight sand might know since he made it 
Chance your height
And vrc let your arm a little louse so you don't pull your body every time you extend your arm
I don't pull my body
See
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
Your neck too short. Make the rest pose as a T. From the shoulder to the wrist
Could someone rig this model thatβs going on the Gmod Workshop Iβm in contact with the owner of it and heβs fine with it he has given me the models and textures all I need is for someone to rig the models to VRChat as I lack the skill for that https://steamuserimages-a.akamaihd.net/ugc/1546381162226712899/DC3065B866B45A244D5B6436AF1308E3228F29C3/
mixamo could rig it , then clean up oddities after
My model rigging still not work
Only fingers that i add not work
shoulders neck work
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
why is the lowr back constraint bone so small compared to the front ?
a guide I followed said to set the back to around 0.5 and front to ~0.7
definitely need to tweak it but for the moment, the pivot points are what I must resolve
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.
So Iβm working on my first avatar, and Iβve got the armature rigged, but when I test the posing, I notice some clothing doesnβt move with it and not sure how to have it move with the model. When I select them, it just says itβs part of the model and not anything separate, so Iβm really sure what to do
It's a weight painting issue
You need to probably weight paint it. @verbal jackal
and @grave oasis your problem is that the hoodie might have shape keys associated, you'll have to fix them
Ok Iβll check for some tutorials and see what I can do, thank you
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!

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.
Any one of these menus brings up only the "none" option
The model is only made of one mesh
..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
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
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?
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
Someone help me with this pls? (the neck snapping)
no
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
shift + winkey + S, mark area and Ctrl +v here
upload failed! here: https://imgur.com/a/A1hN2i8
suggest u move ur foot and toe bone down to bottom of said sandals
sort of like this
Ok
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?
well, my main problem is the mapping of optional bones like chestand fingers, but I cant find any options to map them
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.
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
its like, with this one tiny exception, my rig is totally ace, too.
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?
the chest mapping point is marked as optional and I can't find anything to fit the mapping point.
upper chest is optional, but chest is not
Hips > Spine > Chest > Neck > Head
All needed
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?
What's the best way to fix the unusually low sagging shoulders when arms are lowered?
Wait, that linked video might help. Does it apply only to Full Body tracking or would fix with only hand tracking?
shoulders barely move with non fbt vr, so it shouldn't be much of an issue if your rig is correct
eyes in unity get squished when i test out eye tracking
anyone know what could be causeing this?
also some bones are twisted, what do i need to do to fix this/ whats the issue causing this
found the issue out with the eyes
so yeah just the orinetaion with those bones, not sure what i need to do in blender to fix the issues
If they get squished it means they're weight painted to something else but the eyes
yeah i found out there was a double up of the eye bones'
idk how i didnt notice it before though, anyway just not sure how to fix the twisting
ok thanks ill try that
didnt seem to take the issue away
the roll is 0 one these bones
do you know what locking it might do?
i might try doing a 180 roll on the problem bones
lol nope
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
your left foot is called right ankle
Well that's what is causing your issue so up to you to fix it or not
is it? the whole arm and legs are swapped but no issues anywhere but the ankel and thumbs
i will try it but seems odd that its causeing just those parts issues if it is
Check the individual names in that case
of the thumbs and ankels? they line up with the rest of their corosponding limb
still i might try rename everything anyway
mm i might just change the location of everything in unity
unless there is some easy way to swap names in blender, i imagine there is not though XD
lol i think i know how this happened
so re naming things in blender like fucked everything over???
fixed the issue though
might just need to clear roations and other things
looks like the weight painting messed up
god yeah this has messed it up so far
π’
Not sure how you attempted to fix that but i'm going to guess it wasn't correct
i think i am close to getting it done
so im not chaning the names in blender, im just chaning the inputs in unity
seems to be going ok so far
Fixing the names in blender would have been better
chaning the names in blender desotyed the weight painting, kinda weird but oof
i tried
thats what it did to the model
well this
i don't think that's a weight paint issue though
it is. checking in blender the bones that are missing dont controll any mesh any more
well the weight painting is there still but the bones have lost any of its relation to it
Why would they be missing ?
idk i normally use maya
vertex groups don't disappear because you edit bone names
i mean relationship