#avatar-rigging
1 messages · Page 175 of 1
If they have the same name as the vertex group then they're automatically assigned
if they're not matched to anything then the names differ
yeah i thought that to, the vertex groups did change names with the bones when i changed the names for the most part but some i think it didnt but trying to change them back iddnt seem to fix it
that'd be an actual bug then
yeah oof idk its a mess thats for sure, this other way seems to be working though so thats what im going to try for now
do you know how to rotate things a specific amount in unity?
oh wait i found it
upper chest is optional, but chest is not
@turbid spear on my model upper and normal chest are optional, idk why
i realised something, so the twisting still needs to be fixed when i put the bones all in the right spot, so still could be something else
ah, question about muscles: my avatar has a weapon in his hands, do I have to align muscles to make it look like hes holding it with 2 hands?
chest isn't optional, or you'll get no IK
i can show you
yes pls
you wouldn't even be able to upload it actually iirc
because you'd get the error about chest not being mapped
idk what happened to his head rn
chest is marked as optional
same goes with fingers
but i cannot find any bones to fit the mapping points
and that went through the upload and it has IK ?
can you show the vrchat sdk panel for upload ?
So how did you upload ?
not easily, and not in unity
oof ok, but thanks
does that work in unity/vrchat?
Blender bone constraints dont export, you have to redo them with unity constraints/final ik
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?
Is there anything like a rotation constraint that does only the local rotation? I want to tie my toes to me finger movements but it taking the movement of the arms into account
so i got a model i was making. and somehow while making it i messed up the rigging to where my bones on one side control both sides bones. its a model that already had the riggin done but i cut it in half and mirrored to make some easy edits. any ideas on fixing the skeleton?
so hey
i need some help by either a master rigger or someone who thinks they can make a fallout 4 deathclaw work properly with no full body
this is the default base rig without any changes.
this is a newer version that i tried to fix up but am still having tons of movment ik and tippy toe problems
it looks okay when im still but when i start walking with either versions my neck starts dipping straight down and my chest area is doing weird things too its kind of hard to explain.
Hi guys! I'm making a character and he got a long tongue. I want to make 2 versions of face expression. Closed mouth (for voice shape keys) and open mouth with tongue out having a dynamic bones. How can I set it up in vrchat/blender? Give me just a hint because I have no idea now. 😄
I have a model with a coat, I added a bone in blender and weight painted the coat veriticies to the bone. Pose mode works fine in blender, when I rotate the bone it rotates only the coat. CATS fix and import to unity. Rotating the bone in unity moves only the coat. Go to add dynamic bone to the bone, it doesn’t animate. Even if I put it on the top armature hierarchy it does not move
I think it’s a parenting issue or reference object? Where would I go to figure out where it may be wrong
Is the bone parented correctly?
It sounds like either it's not parented or might even be a separate armature
Can someone help me with a problem. When trying to upload an avatar, I get "Spine hierarchy incorrect"
it's within the same armature, and a child of the hip, it's likely something to do with the parenting in blender though
Looks like you have 5 spine bones.
And collar bones
The correct bone hierarchy is in the pinned messages, you’ll have to fix it in blender.
No, re-rig it.
Or use mixamo.
But you’ll have to remove the rig and vetex groups in blender first for either.
Hm, shit
If you have extra bones rigging shouldn’t be necessary. Merge the extra ones to their parent
Should work the same as if they were skipped in bone config
In fact I thought bone config could just skip bones
Like skip in-between bones. Could be wrong
So I can just delete the extra bones and parent the ones left?
You can’t delete them, no
You need to merge them. It deletes the bone but also transfers it’s weight to its parent
Simply deleting it will leave you with unweighted verts
Ah, I see...I think. But how the hell do I merge them?
If you have cats plug-in installed there’s a merge to parent button
If you don’t, there’s another way but cats has made me lazy
never used Cats before.
It’s a bunch of VRChat macros
And....how do cats...nevermind
Small problem...my model has multiple textures and I can only place one on the model in blender after fixing it with cats
Cats only merges similar materials
I had that problem a lot too especially when trying to import source film models
It'll combine materials that aren't even similar at all
Usually just end up fixing the skeleton manually in cases like that and assigning all the materials myself
Generally most models you're going to find they're at least reasonably human in design don't require too much to fix the skeleton
Usually just things like merging multiple arm bones and extra spine bones and stuff like that
You can find plenty of tutorials out there about how to manually fix a skeleton for vrchat
Damn it. I fixed all this shit just for the model to look fine in unity but be pink in vr chat. Fuck me
don't use legacy shaders
Standard?
ah that's 3.0
Also, do you know where the example model is in the sdk? Last time I uploaded my boy was fucking huge
he's not yet in sdk3 but here you go
Danke
God damn it again
It's always something XD. Textures-fine. Body- Kill it with fucking fire
Anyone have any advice for digitgrade legs?
Ye, if anyone can help me with my problem. Please DM me.
Hard to see in that photo. Don't forget, you'll come out farther from the camera then you think you are seeing in VR, when you take pic
Ack, and what bones are assigned to where?
No fucking clue. I used cats since I can't rig for jack shit and my model came with an incompatible rig
I also use that plugin but had a complete rig beforehand, too.
If you're using CATS, you must be using Blender.
Yessir
Err, the rest of helping would probably need seeing.
I could display my screen in a stream but dunno if you'd want to do that
I'm just starting over at the blender export right now
For a bit, I could share my experience. I'm not expert but figured out lots.
This is really weird... I've got the bones weighted, they're in the right vertex group and assigned to the right armature, but they do not move with the bones in pose mode... Anyone ever seen anything like this?
That's does sound strange, did you make sure thet the mesh is parented properly to the armature?
Yes. Some parts work, but others don't.
I combined two meshes, and one of the meshes doesn't move with the bones at all, but the other does. Even though they're both the same mesh now.
I've tried reassigning the weights and everything.
I've never seen this happen before. :l
During my experience with my new base model, I have found a few fixes to common issues. For the "slight hip tilt" issue, move the root of the spine downwards. For the viewpoint shift issue while laying down in FBT, move the root of the head bone downwards, effectively shortening the neck bone. No rig hacks needed.
im in dire need of help, im am NO GOOD with weightpainting and im trying to fix this problemhttps://cdn.discordapp.com/attachments/633777456616177694/760630664465874984/6daeda9d3ed24ec92da9e1e04111408d.png
set those very bottom verticies on the neck to not have any weight painted, and smooth it out.
aka smooth with the smooth weights button a bunch
@half grail you mean like this?
wait one sec imr etarded
i tried this and got the same results
that second one shoud be good
wait
the first one, you want the bone to have no influence over those verticies
so completely blue is good on the end
@agile escarp Don't map the toes in humanoid configuration
Got it. Thanks
Good Evening all, I've got a new model that I've just uploaded. when I callibrate for full body, the hips jump down about 6 inches below where they are when I callibrate. I attempted to fix this in blender by moving the hip bone higher, but it continues to drop immediately after calibrating
Any picture of the rig would help
i have a question when i try to merge two armatures it keeps deleting the hair bones when it already has a parent bone of the head is there a reason why its doing that?
and when i do fix model the hair keeps deleting itself also?
i think the problem is that the foot bone is tilted (dont take my word on it though i would wait for someone else to tell you)
I have downloaded a base, but it has an issue when i lean my head down, and sometimes when crouch walking, that people tell me is the fullbody "fix" that vrchat said to stop using. How do i remove this? Can anyone link me to a guide?
I have a fbx of an avatar that had blend shapes on it for expressions, after i put it in blender and exported it it lost all of the blend shapes
@fading verge Lots of stuff wrong in that image
first is that the leg bones are not connected, second is that the foot bone stops in the middle of the foot, third is that the bone rolls are not cleared
select all bones and do Alt + R
and then grab the bottom of the foot bone and move it so that it is on the 0 height on y axis
does anyone know what would cause the vrcsdk tpose to lift the whole avatar off the ground this far? As far as I can see the origin point for the mesh and armature is correctly at the feet
for anyone interested it appears that my avatars toe bone was causing this issue.
Anyone else have the problem when in unity it can’t find your bones? Like it keeps telling me not enough bones to create human avatar
hhhhhhh how is """"wingspan""" measured exactly. Is it distance from each wrist bone? Tips of fingers? Middle of hand bone??
How do vertices work when mutliple bones have weight on them. I had the top of the shoulders sagging and removed some of the arm bone's weights so that the shoulder moved down less and stayed relatively in place. But now when I raised my arm, the top of the shoulder now goes up too high. Does removing one bone's weight make another bone (shoulder bone) affect it more instead?
Max 4 bones per vertex
And yes, removing a vertex group will make the bone move more for the others
This is more like a problem of to few bones.
Since there's less to share it with other groups
Hmm, so it's a 0-sum game. (as in, in the end, one bone or the other, have it?
Sure, but it's not that complex
Cause, when the arm lowers, the shoulder lowered with it too much...but when I took it away, it got better in that direction, but worse in the other direction.
I'm kinda suspicious, that when your arm lowers, just the arm bone rotates, but once you lift your arm up enough, does THIS (highlighted) bone also move?
Where can I find that avatar that is just rigging bones, in VRChat, so you can preview the bone movements? I've seen someone with it but not sure where they found it.
It was an avatar that litterally was just this, more or less:
@frigid swan I think I know what you're talking about. It's in the avatar testing world. You can clone it near wall by the mirror it's in the corner a bit tricky to find unless you're looking for it.
My body jerks forward whenever I stop moving, as shown here. Is this expected behavior? It doesn't look right to me.
Do hip and bones above have to be set up a certain way? I have hip at 0,0, and the spine, chest, neck, and head bones curve upwards naturally
That's the Autostep IK kicking in. You can disable it in the Avatar descriptor when you upload and it will prevent that from happening. But you give up when you're in VR and move your head your feet will "auto step"
This is my rig. I try to follow the natural curve of the spine as so
Oh, that is what it is? Why does it look so glitchy?
I really have no clue but I'd assume it has something to do with the idle animation just having different positions stored and then when the auto-step kicks in it juts to whatever positions that uses.
It's probably a super small difference that just looks weird in different cases. Like my avatar does that as well but it's such a minor shift that it's hardly noticable.
I noticed a minimal shift with the default alien avatar too
@deft snow Thanks for the heads up.
I was wondering what bones specifically are used to measure the avatar scale/wingspan, anyone know?
I thought it was arms.
is there an image that shows the ideal armature for current IK? between all the updates and janky fixes Im not sure what it should theoretically be
Hi guys! I'm trying to make 2 animations for closed and open mouth using jaw bone. Why it's not saving changes I'm making for rotation?
https://gyazo.com/07f6f87f8d9fccc79fa3b919afa4efc2
Does anyone know the Changes that need to be made for a VRoid avatar for Full Body Tracking?
@turbid spear thank! I gonna try it
Can anyone help me out with an avatar I am working on via blender? Its my first one, and its a completely hardsurface mechanical model. The model itself is done, but I am stuck at the rigging part. I figured I could just select the objects, select the bone in posemode, use ctrl+b to parent the objects to the bone, but I guess that doesnt translate into unity. After importing it into unity, nothing was working.
Does that work with hard surface characters where there can be no stretching? Never used it before.
Dont think that will be compatible with my mesh. All of my weights have to be either 1 or zero, with no inbetween. After watching a video of how it works, I think i would have to manually weightpaint everything anyway. ):
Ill look a bit more into it incase im missing something tho.
when my character moves their legs the legs move but the back pant leg decides not to
@fading verge that part of the pants have no weight.
what was causing it? usually something like that is a weight paint issue
weight paint issue
but again as a person that has 0 clue how to weight paint
im actually quite happy with how well it worked
Yeah mixamo wont work with my character sadly. The kind of weight maps it needs require manual work. :c
i wouldnt use mixamo for my life
the model is a mix of spy and demoman from tf2
with the Enhanced Spy rig from the SFM workshop
really nice rig
but weight paint doesnt export with it
Can anyone recommend a video/guide that shows the manual creation of a rig for VRchat models in blender?
Does anyone know how to make the shoulders shaped right once you get in game in desktop mode? They're either too round and wide, or too tight making the arms clip into the body
@mossy creek you have to remove whatever bone is not used
also bone length zero needs to be fixed in blender
Oh ok
Can someone teach me how to fix that?
I know its in blender, but I dont know blender well
Oh wait I didnt realize it wont let me upload if I put nothing
For some reason the visemes dissapeared to ill have to re make them
i think this goes here, but if not let me know, dose any one know if its possible to have corrective shape keys on models in vrc? @ me if any one knows.
Help.
I dont know how to do anything.
How do I see the rig?
How do I see the bones?
How do I move the model around?
How do set the bones in specific areas?
You might want to look at any tutorial
I have.
I just got unity today.
I'm entirely new to this.
hence the tutorial part
How many finger bones do you need in a normal humanoid rig?
at least 3
so uhh i tried uploading my own avatar on unity but the log in on unity doesnt work
or better said i cant find it
Does anyone know any good websites or programs for Avatar Rigging?
mixamo
In blender should I join all objects into one object before rigging?
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altho rigify is probably not what you want as it's more of an animation rig
i think you want to join all your objects yeah
@turbid spear I tried mixamo but I’m trying to rig different characters from a game but they won’t rig. I don’t know why.
Would Unity or blender be any better?
unity can't rig stuff
Ok. Can blender?
yes
youtube tutorials
Not from scratch
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...
But mixamo should be fine too, I dunno why you'd have issues
You'd probably need to fix up the mixamo rigging a bit but it should be a good starting point
Ok. Thanks 👍🏻
so i made an avatar from scratch and i dont know what to do about the eyes
that's how they looked in blender
and the bones worked fine
but now it does this
i feel like this must be a rigging problem so i asked here
probably painted to something else
okay thanks
Hey are I need help with something
In blender, I have all the required bones in my rig. When exporting into unity as an FBX, I lose the chest bone and shoulder bones. How do I fix this? I assume it was because these bones had zero weight, but I need them to have zero weight in order to work with my model.
@analog eagle assign 0.001 weight strength to any vertex
@analog eagle in fbx export, under Armature settings, make sure "Only Deform Bones" is not checked.
oof someone else having problems like me?
just problems with finger stretching for me, sorry if I'm interrupting u helpin someone else
make sure the bone is parented to thumb2 and inherit rotation is on
that connected checkmark is on?
The weight painting is likely messed up
Very unlikely that anyone messed with the inheritance
yeah there may have been mirroring on when it has weight painted.
select te armature in object mode, go in to edit mode and then that bone properties tab
then it may be fucked up weight painting. Like Left thumb weight paint is on the right thumb too
in object mode select the armature and then shift select the body mesh, then switch to weight paint mode on the top left menu
then select the thumb bone and check if the painting is fucked up
all i see is this
select thumb bone
crtl select the body sorry, not shift
and select bones with ctrl click too
Hmmm. it might be different in your version of blender then
I have to use 2.79 cuz of pmx models lol
but i doubt it's just version that makes it different
2.83.4 works just fine with CATS
i remember faintly that some commands changed in 2.8
it's definetely easier selecting certain things in 2.8
I could just try reimporting the whole model idk
i can import .pmx models just fine. But yeah i dont even have 2.79 intalled so i really cannot help, but atleast you have something to check. Just make sure when you see the thumb weight paint so its not on the other side too
just select the vertex group for the bone you want while in weight paint mode
it's gonna be the same as selecting the bone
oh yea thats right lol
Also
Go into pose mode and rotate the arm
and you'll see if it stretches like in unity or not
it's likely painted to multiple bones or not painted at all
So it seems like the bone is not attached to the vertex group
keep t he pose like this
select the vertex group for the bone
paint over the stretchy bit
until it snaps into place
with weight paint?
yeah
Everyting
oh
I'm a dumb
now I just move the one bone back to position right?
ok if that's all that was wrong thank you all
Thanks @turbid spear and @wooden shale
🙏
Aight, then my problem next. My elbows are in pretty wide stance compared to other avatars. How i move them closer to the body? Pretty bad pic showing the ''problem'' but you can see it tho
Also, to move bones back you need to do clear pose transforms (you can press space and search for it) in pose mode
How are your proportions, mmd models usually have pretty unrealistic proprotions
https://cdn.discordapp.com/attachments/739600826066272297/762259790482243605/unknown.png is there a way to uniformly decrease the strength of the weight paint on the vertices by like half for example?
Smooth/blur/paint over with a 0 weight and low strength
have no idea. oh well
Hey there, so I got a model and knees are bent inwards in game. Do I have to rotate them in blender?
I have FBT btw
make sure the legs are not too straight
@stiff vault 👀 MK IV
What you want to do is pose the avatar before you export from blender. You do not need to apply the pose, just have it in that pose on export. For this reason do not use CATS' pose mode as it clears any posing on exit which is stupidly useless.
Once you have a unity-compatible T-Pose I also suggest saving it in a pose library so you can easily restore it later if need be.
https://docs.blender.org/manual/en/2.83/animation/armatures/properties/pose_library.html
So I have to manually T-pose it correct?
Yup, fortunately posing is a fuckload easier in blender than unity, and if your rig is named properly you can copy and paste the pose from one half to the other (ctrl+c and ctrl+shift+v) so you only have to do one side.
https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
This should be in the unity docs but for some ass-backwards reason it isn't, the section The T-Stance describes exactly what unity expects out of a correct T-Pose.
Awesome thank you so much!
I’m somewhat new to Valve Index is there a guide on how to fix avatars that get broken thumbs when you use index controllers?
I think I remember a muscle system/editor being mentioned but I'd also be interested in a guide on it
how should I rig my eye tracking for an avatar with only 1 eye?
set an unweighted bone as the other eye
okie
T_____T
it's fine, I made a dot vertex thing which is completely irrelavent and assigned it to that
before I delve into a super long day of trying to make a new head bone and redo the eye tracking
can someone please tell me if it's possible to have the eyes not on the head bone?
if they need to function for eye tracking then they need to be children of the head bone
but in your case that's not really what you want to do
or you'd have to use bone constraints on the ones that work
Yeah you can get away with just one eye and rotation constraints probably
yeah.. I want him to more the giant cap when he moves his head, so I made the eye attached to the chest bone instead... but I guess I'll have to make a bone above his head bone that moves the cap more than he would move the portion right above his one eye
"Yeah you can get away with just one eye and rotation constraints probably"
processing what you mean by this rn
Attach it to head then try using a parent constraint to the chest
Unity constraints
Luckily they're super simple
any guide you could point me to?
Parent constraint is the same as parenting something to something else
But it can be enabled and disabled among other things
Rotation constraint copies rotation from another object
Put a constraint component on the eye and pick chest as the target
Put a rotation constraint on each other eye and pick the main eye as the target
Click activate or enable and you're done
Might not work, but worth a try
err
"Put a constraint component on the eye and pick chest as the target"
which one of these?
Parent constraint?
you mean put the parent constraint component and target the head?

No, attach the eye to head in blender
Then in unity put a parent constraint on the eye
Then in it's settings click add and pick the chest as source
If you click zero it will move the eye to the chest but you probably don't want to do that, so try clicking activate
Then go into play mode and test if it stays
how do I add another bone as the target
I just want to know now before I end up doing the whole procedure tomorrow
since i have this window up anyways
I don't see a place to target another bone right now though
What do you mean
""Put a constraint component on the eye and pick chest as the target""
You just click the circle next to None (Transform) and pick something, or just drag a bone into the box directly
when I put the eye bone's parent as head tomorrow in blender and I come back into unity and apply this parent constraint, how will I target the chest?
drag a bone hmm
i'll try
ahh
that worked
Yeah but you want to parent it in blender to head so eye tracking works
The to chest with the parent constraint
Might not work even but i dunno
Can't you pick any bone as eye with av3?
or does it still need to be patented to head
I think I know what AV3 is but I have no idea how to implement it or w/e
I will try this parent constraint tomorrow, after I've parented the eye I want to the head.
This should work I hope because, my whole problem has been that the eye would move retardedly with the head bone.
Perhaps the eye tracking won't work though? since it is constrained to the chest?
I suppose it's just a parent constraint and not a rotation constraint
right?
I should work? I hope so
either way, top notch suggestion, you really know your stuff thank you. I'll try it tomorrow.
try it, i have no idea but it might
have rigged a magaz for a friend - they use desktop mode / avatar works fine - i try avatar with full body tracking but it collapse into floor - i did not weight the neck or shoulders bones / do i need only weight the neck to something / base of the head perhaps - do i need also weight shoulders ?
So uhhh, the model I worked on in SDK2.. the head just whips backwards now when I'm sitting IRL in VR and moving simultaneously. I see that I'd probably need to restore the neck bone and weight paint it in blender? Now for the other thing.. The feet tend to.. get a little bit too close together when tilting my head down left or down right and back.. is there something I can do to prevent that or make it less prominent? do I have to adjust the size of hip bones or something?
(these weren't issues prior to SDK3's release / changes in the SDK2)
Hey here ^^
I'm a lil' lost with my rigging, I don't know what's wrong with it, I screen the left hand but it's same with the another one :/
NB : now there are the left hand riggin screen
Can you force a T-Pose in the bottom left inspector?
Pose- Enforce T pose
@magic pewter
I dont know an insane amount of rigging but that sometimes works for me
Oh, okay i'll try upload it, thanks ^^ I'll tell you if it's works
alright
MMh, It tell me I need an animator, i'm right it's the "animator controller" ?
but witch one ? (I know dumb question ^^")
Is this sdk 3?
If so then to do gestures would be Hands Layer
But if you mean the general avatar then I would say the override
sdk3 yup
mmh okay i'll try, thanks ^^
Mmh, My avatar is invisible 🤔
So, how was it before you added the override?
Oh wait you couldnt upload
Can you show me where you put it?
Oh!
Do you have animations on your avatar?
if you have animations on your avatar, then you should get something like this
but your avatars name instead
use that
and another question, is your avatar meant to be a humanoid?
I don't have set animation yet ^^'
and I think yes ^^
Ok, go into the area where the configure button
Set the animation type to humanoid
and press apply
I already do that :/
oh
then I'll had to reconfigure my rigs
The avatar descriptor said it was non-humanoid in your past screenshot
Right there
that should say humanoid
Oh, erh I'll try to rectify it thanks ^^
Mmh, Did I have to rename a bone "Head" ? Instead the french name ?
Yea
I see ^^
Not sure where else to ask about this but for whatever reason, my mouth Visemes don't work in-game. My mouth sometimes moves a bit but just a tad.
Testing the visemes in Blender shows them working fine, however, so not sure what's causing the issue.
The tongue has multiple bones so maybe that could be the source?
Is there a way to stop VRchat from straightening out the leg bones? I have them bent because the avatar is supposed to be digitgrade (walking on toes).
It's also causing the hips and everything above it to be offset upwards in-game.
Like, the head is shifted up from where the viewport says it should be.
Well, It's work a half to rename rig in english xD
the plus : my avatar is animate, the less, see the screenshot
And the tail it's not animated even rigged
any tips for rigging Digitgrade legs?
my avatar has an issue where, shortly after binding, the posture will be such that my legs are bent and my pelvis is tilted forwards. afaik I have a good armature so I'm not sure exactly how to fix it
(the arms are an appropriate length)
👀
i gave a problem..
this is preventing me from uploading avatar
im not an expert in this but the chest is parent, right?
I aint no expert, but it looks like your shoulders are parented to the neck
would separating that work?
wait, it's not parented
does parenting mean that it's under the column?
You'll have to change how they're parented in blender
Yes, children show up below their parent
but it's not under the neck
Ooh my b I read that wrong
You need to configure the rig so all the slots have a bone aside from jaw and upper chest
Unless you have a jaw bone you'd rather use over blendshapes of course
Something is set improperly then
Do you have a spine, upper chest and upper chest 2?
Do you have a spine, upper chest and upper chest 2?
@modern drift i have upperbody and upperbody2
What's the parent of your waist bone?
As well whats the parent of your upperbody bone, the first one
There's definitely too many bones there. It's difficult to tell what's the equivalent of a "spine" "chest" and "hip" bone without seeing it in blender but your rig doesn't seem to be set up properly for this.
I'd say start with trying to fix the model with cats tools in blender and if you still have the problem you'll have to look into parenting and merging bones to create an equivalent to the usual bone layout
Sounds good
so should i separate the upperbody and lowerbodys from the waist? @modern drift
I would look up an mmd base and fix it with cats tools. Then try to recreate that
i separated the upperbody
Your bones more or less need to look like this in the hierarchy, if they're different it could cause issues (can find the bigger picture in the pins)
Anyone able to help with visemes? I've made some changes to the base but no idea on how to make them carry over to the expressions.
There's quite a lot of tutorials for that
I've got a problem with my avatar if anyone has an idea. Whenever I calibrate into my avatar with full body, the hip tilts slightly down on the left side. I've tried just about everything. There's no roll on any bones near it, it's going straight up from hip to spine to chest, the legs are the same exact height and are straight down, hip is not zero length or upside down. Any ideas?
Can you post any pic of the armature in blender ?
You sure it's all straight ?
Ah should I set it to 0? It's straight up at 0.002
if it's that minimal i'm not sure, some people currently tilt their hip to the opposite side to counter the effect of calibrating
the avatar has odd proportions so it's difficult to totally solve
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandlin...
you can try fixing the tilt in the way Kung shows it in his video
I believe I've tried that too. Like I said the hip goes straight to the spine
that's not what the fix is about, make sure to watch the video
I can't remember how to do this. Given two or more armatures that are mostly the same but with some extra bones, what do I use to merge them together? Like, one armature's got a few bones on the hips, the other has a few bones on the spine... I could do it manually, but it's a lot of armatures to sort through.
CATS has a tool to help you speed along the process of merging two armatures
What tool and how does it work?
Merge armatures under custom model creation
Interesting, I don't remember getting this to work before but it seems to do the job. Though it is really slow. Thanks.
Omg hey has anyone every had this issue https://i.gyazo.com/1aca51bf70caff86197d010bda2dfe22.mp4
There’s NO weights on the shoulder but it’s pulling the ring finger for no reason . I delete the vertex group on the shoulder and it makes that error go down to the upper arm
So then the right upper arm pulls it instead. I’ve never had an error like this
there is paint on other bones
I’m saying there’s no paint on the shoulder and that’s the only joint that’s pulling the ring finger : (
I looked at every other bone and nothing lit up on the ring finger other than the finger bones themselves, and it’s definitely the shoulder that’s affecting it. But again, I click on the shoulder and there’s zero weight anywhere on it. If I delete the shoulder vertex group, the pulling effect is triggered by the upper arm bone on the right
I tried showcasing that by moving the right upper arm joint chick doesn’t pull that finger area until I delete the right shoulder group
your're moving the entire arm
so if it's not the shoulder it's any other bone that is moving with the arm
Then check the vertices that move individually and you'll see which vertex group it's part of
in edit mode
item menu
oh! Yeah I was hearing about this but had no idea how to check the actual group
If you could let me know where to check that it would be a life saver (I assumed it would highlight In my little vertex groups box but I was wrong)
Omg I never even had the extra view/item/toolbar thing open to see them, thank you
Oh my god it has no groups on every other bone, this is........freaky
I’m at a complete loss, like the only weights are the finger/hand bones on the left side, how on earth is the upper arm bone pulling
However none of those 0s should be there so I’m gonna delete them anyway
Have you tried checking when selecting only one vertex at a time?
particuarily the ones that are moving
yes I just found ONE and fixed it
But selected another and nothing happened omfg
WAIT got it
Doing a little scavenger hunt
Thank you so much guys this was killing me all day
I straight up have to delete all these 0.00 weights by hand and then all of a sudden the weight value appears on the upper arm one, hit only after deleting a zillion of these
@sweet rain Do a clean vertex group on everything
that's what the option is for
sorry i didn't answer quickly enough
hopefully still useful
Haha you’re fine! I finally fixed the fingers but I can’t mirror the weights for some reason even when I’ve symmetrized everything 😔 usually it wouldn’t be a huge deal but I’m gonna be seedling this model on gumroad
in the end you can just use a mirror modifier on the mesh, and symmetrize the armature, and it'll be perfect
Is anyone good with sfm models?
When mirroring wrights, make sure your vertex groups are named in a format blender understands, I think I had that problem before
can someone send me a video on how to do shape keys but in pose mode i've been having trouble with this loona model
armature modifier has a apply as shape key button, use that
I've been trying to fix weights, and after removing weights entirely from a section, it still moves way too far when a bone moves. Is there anything else to look for? It's whenever doing the"peace" sign, the mesh between index amd thumb moves inward toward the center of the hand, and has no weights from any of the thumb bones
But a test in Blender looks like this
But that's not what it looked like in VRChat
check the individual bones in weight paint mode ?
Yep, checked
did you also check the vertices manually ?
what about the index and middle finger bones
Those aren't moving, and are staying upright, not moving inward
The index finger and middle, stay up to make the peace sign.
can you try to do the peace sign in blender in that case
The fingers are almost fully errect already in rest pose
they're not moving through
so move them as the peace sign would be and check if anything moves
Is it best to have a wide open hand for your rest t-pose, instead of this natural half open pose?
no clue, i've seen it done in many different ways over the years
It's my first rigging and admittedly didn't start out fully spread
Hmm, I'll check the index finger when I can get back to my PC.
Didn't think it caused it, since it moves so very little from rest to fully extended
Oh, could it be the bone rolls some when extending?
bone rolls should always be cleared
I have cleared it before but should double check, since some roll seems to work it's way in when adjusting.
Ever use "recalculate roll" or just clear?
I'm still vague on how it's interpretted in game
clear bone rolls
It should be at none, then? Is it based on local or global axis?
yes
weight painting. You can find several tutorials on YouTube that'll walk you through it pretty well.
Will that make the sleeves fix themselves properly?
If you mean shrink down to fit the arms? No but it'll attach them to the arms so that when they move the sleeves will as well. You'll probably have better luck just manually selecting the vertecies and shrinking them down to fit if you're talking about scaling them properly.
I want the sleeves in a T pose
Ok, then yeah you'll want to look up weight painting. That's how you get the sleeves to attach and move with the arms. So in this case they would be t-posed with the arms if you weight painted them
yes
The bones wont parent to the sleeves
can anyone help me find this menu?
i cant for the life of me find it
i need to find it cause somehow a small part of my hair is affecting a part of my foot
and I cant find which strand of hair is affecting it
I went through all of them manually
@arctic jacinth That is in the Item menu in edit mode
select at least one vertex and it'll appear
Is there a reason why nothing pops up after I click "Build and Publish" for my avatar?
Check the unity console
Ah, I see. I have 70 errors.
Dumb question: I want to over-ride pre-existing vertex groups for a hand I mirrored. How do I make it so the mirrored hand mesh does keep the renamed ones so I don't have to weight-paint again?
i feel like this the best spot so does anyone know why my dynamic bones dont work in vrchat but work in unity
What would be the best way to combine the shirt and body bones, I have the CATS plugin if that makes it easier
I've been trying to figure this out for like 5 hours total
Does anyone know why an avatars eyes would... wander? Instead of looking at other players
Taller avatar here, with wandering eye
There's bones
Left eye
Right eye
Real left eye
Real right eye
Is there a way to import visemes? The basis for my model is a pretty common on, only made some minor physical adjustments to the face. However, something completely upset the ones I had and so vertexs just went everywhere on them regardless of the actual expression.
no
If the visemes of the face broke, then reimport the face again
Take the habit of saving your face mesh on its own that way you can always fix it easily
Yeah, figured as much for that.
Thankfully, I do have a somewhat-recent version I can use with functional expressions.
Now, is there a way to update the basis viseme and have that retroactively apply to all the others without manually editing them to account for the alterations?
that's what basis is for
But I've made changes to it and they revert for the others when I select anything else in Blender.
I adjust eyebrow height and blunted the nose + chin a smidge. Even creating a new basis key doesn't help as the changes aren't kept.
Yeah i'd suggest getting the version of it that works
Fortunately, I haven't made much actual changes to the face mesh, most of it's texture-side.
Would the best bet to fixing this be using the original base and then updating it accordingly?
You can just snap the old head back on the current body you have
Right. Do I need to keep or merge the base's bones?
I didn't rename them or anything.
You can merge the old head bone into the current one
well yeah, you're only merging the head
Alright, just wanna make sure.
Added the piercings! Had to establish parent vertices which is probably why they didn't work first time around.
Should I be worried about merging two armatures using CATS' thingy for it and the armature is separate from the mesh afterwards?
Why does my armature do this when using the mirror tool to move the bones on both axis?
It was acting weird while in unity so I tried to fix it, but the more I try to fix it the worse it gets
If you're reimporting the head onto the same armature you don't need to merge anything
You already have a head bone and the head already has weights inside it's vertex groups
Just grab the new mesh, delete everything but the head and put it into place with no new bones
True, i just personally keep the bone to snap it back in place easily if i've made edits to the avatar's pose since i last saved the head mesh
I do that too but i delete the head bone before merging as it's redundant
No one truly knows
Hey guys, is there anyone familiar with setup for something with more then 2 legs?
Specifically in Unity
What exactly are you aiming for?
You can do quick and easy with rotation constraints on the extra legs aiming at your real ones, or you can do a more realistic approach with procedural animation @west obsidian
Its a 6 legged being, I was curious how to setup the IK with it correctly, or if I had to setup with custom animation?
VRC only supports bipeds naturally, if you wanted IK on the extra legs you need to manually set it up with Final IK
More or less what i was asking for
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...
Thank you! I'll give it a try
If you want an avatar woth more that 2 legs you either gotta do constraints, custom animations or fork up 90 bucks for Final IK
Oh, we getting hibby on the team now?
Any chance I could get help figuring out why the shoulder joints wont move?
Here is the rig if thats the issue
THey might be too far out? My avi was like that till I moved the shoulder joints more inwards
Ooh good idea! Ill try that
I have a big problem, my character looks like that in Blender, but whenever i import it to Unity it looks broken... can anyone help me with this?
Try moving the bones individually
It could be an issue with what the bones are attached to...
Omg fuck this avatar.... never seen more broken one.
Everything is made wrong in it
even weight paint
its badly modeled
I’ve never used weight before, so good luck on that...
Maybe just try to find a different model of the same character?
Yeah i'd rather do that
Anyone able to help;
I've put clothes on a model in Blender, and for some reason a patch of the top (specifically chest area) is following the hip bone. So it doesnt move unless hips move; Not sure how to fix. 🥺
weightpaint
Does anyone know if it's possible to post the thumb positions for index controllers? When looking at my thumbs, it's always felt unnatural that they aren't pointing upwards more.
You can update them in the muscle editor right ?
muscle editor? I'll have to look into that and figure out how to use it.
If you want to move just the thumb you can just do that manually inside the animation window
Since muscle editor is paid
They're referring to the Muscles & Settings tab in the humanoid rig configuration, a native unity thing.
Huh, I guess that's a thing then
Yeah, and the fingers aren't affected by animation controllers as far as I can tell. Otherwise I would've tried that route instead of asking here. Hopefully I can get the finger bone to move inwards and outwards as well for my avatar with paws, but I'll have to experiment with the muscle setting before I'll know if they can do that.
anyone know some good Dynamic bone settings for a coat/ Jacket?
its usually relative to your bones
does anyone in here do rigging commissions? i have some knowledge with modeling but I cannot rig for the life of me
Whenever I set this as the rest position, the arms go back down to an A-Pose (how the model came) but the bones stay in a T-Pose
is there a way that I can "bake" the mesh into this position so it become the default?
I'd really appreciate help, I've been trying to get it on and off for about a week
use the button in cats to apply pose as rest pose
if you're in blender 2.9, update to the development version of cats
Oh, dev version?
That might be my issue
thanks
@turbid spear Where do I get the dev version?
I dont see it on the git
NVM, I found it in the menu
Oh my god
thank you
You saved my ass
Of course cats just decided to merge all my meshes even though it was unchecked
So for whatever reason, several of my visemes have this going on for the blush even though the base viseme is fine.
Basis (no visemes active)
Active blush
Wouldn't be a issue if the offending geometry didn't shoot out the side of my head when talking
move it back ?
It's for several expressions though. Would there be a way to apply the uniform changes across them?
Are those faces being used for anything ?
Outside the actual blushing viseme, no. They're completely hidden within the head otherwise.
Then shape propagate those vertices on Basis and then edit the blush shapekey manually afterward
Shape propagate?
select the vertices, open search menu, shape propagate
Gotcha, that did the trick.
How do I do rotation constraints? I have a toggleable "pet" that has eyes that I want to follow my main eyes.
You'd have to use the constraint component on the eye bones of the pet and constraint them to the main model's eye bones
How do I set the constraint? with the sources menu?
I've tried weight painting and all it does is make the shirt go back to its original position, not get closer to the arm
Oh wait, it may not be parented
Yep, nvm
@vague dew https://vrcat.club/threads/tutorial-guide-twist-bones-what-are-they-and-how-do-you-use-them.3622/
Look at the unity section
oop, my antivirus blocked that site
I read on the unity manual that I should use the source menu anyways
is the shoulder weight painted ?
Yep
You should merge by distance on the shirt
if there's actual holes it means the mesh is busted
Thanks, damn, it might be, now that I look at it up close there's seams in the model
Any way to patch it in edit mode?
wait
mesh is fine when I'm looking at just the verts
this is weird af
select all of the clothing and do merge by distance
none, you have to open the search bar
Didn't do anything 😦
I'm gonna try adding a bunch of extra polys on the shoulder to see if that works
you can increase the distance of the merge
but there's clearly double vertices in a few places
I only got to the merge through search so there's no place for me to change the distance
Ope
found it
Yeah, merging didn't do anything even after adjusting
oh shitttt
yepppppp
thats it
Ok, I think I fixed it
thanks so much
Is there anything about this armature that immediately leaps out at people as to why full-body rigging doesn't like it? The avatar builder's not flagging anything wrong with the hips, but the hips pivot 90 degrees forwards on anyone with full-body tracking.
Ah, cheers
They are, it's just the angling.
you need finger bones unless avatar 3.0
Shoulders are symmetrical. And it is indeed a 3.0 avatar
oh that's a bit odd
Like this then?
yep
Cheers!
idk why but on my avatars when I'm standing irl the knees are slightly bent however when I try my friend's avatar they're not bent when I'm standing(as they should be). Does anyone know what this could be due to?
picture of my armature
I have the same kinda problem, i think it might be do to the eye level thing not being high enugh or somthing, i had not relly had a chance to test it tho
make sure your steam vr floor is right
and your ingame height is set to your real height
then your legs are probably too long if they still bend
or proportions in general
Kind of related to rigging i had a hatsune miku nodel and i deleted the mesh so i just had the armature/bones so if i uploaded that it would be invisible so im individually modeling every single one of the 75 bones in this avatar do that way i cna have an avatar thats just hatsune mikus skleton
Should I straighten the back? I've noticed that it does a weird hunchback when using FBT
yeah, same with the neck
you should join your meshes
All of them?
Ok
Makes it a bit harder to work on but I'll give it a try
When I merge everything, the shoes seperate from the feet
Before
After
I've been fighting blender over crap like this for a week now
Gonna try re-rigging the shoes
Does the dynamic bones plugin only work on bones, or will it work on any chain of objects I create in the hierarchy regardless of whether the objects in the chain are bones?
@worldly summit apply all transforms before joining
Any common fixes to hip side tilt in FBT? Kung's tutorial doesn't seem to address it, the hip is level with the legs and 180 degrees with them, all vertical. Body proportions seem normal too
any rig picture ?
I can send one tomorrow morning. I'm heading to bed now, was hoping there was a common cause/fix
@amber kestrel The old rig hack of moving the hip root slightly to the side should still work. I've managed to get rid of the tilt with a custom tpose in av3 but when I've tried just sharing that tpose to others it doesn't fix it for them. So I haven't found a surefire fix in av3 yet.
(Full details that may or may not be relevant on what I'm doing that's working for me:) My rig is set up such that the root of my hip bone is roughly at the height that I wear my tracker on my real body. I exported my blender rest pose as a tpose animation to use in unity. I use this tpose as the default standing pose in the av3 base layer as well as ikpose and tpose. I make sure nothing is happening in the idle layer. If I'm using the new calibration scheme when binding in I make extra sure to look straight forward. In unity my viewball height is set where I expect my real eyes to be (and where my model's eyes are) and such that my shoulders are aligned when my hmd is at the viewball height.
I haven't teased out which parts of that can be skipped yet, and even if someone with the tilt did all that treating it as a guide, I haven't repeated replicating fixing it that way yet so no guarantee it'll work. So you might be better off using the sideways offset hip root.
Thing is, if it's the side tilt fix, I'm gonna have to put in a pretty severe angle. It juts out at like 45 degrees at least
For now this is what we're looking at. I've made a couple edits and haven't hopped into VRChat to test them yet: made the chest bone smaller, moved torso armature back a bit, adjusted legs to 180 with the hip since they were barely off vertical
@amber kestrel hmm yeah 45 degrees is pretty extreme, have you been clearing your bone rolls on export? ( armature edit mode select all -> alt+R )
Yeah, bone rolls are cleared
Hmm, I guess it'd be good to see some more screenshots of how the hip tilt looks in game (and how it looks with resulting from the armature pics you posted, those pics are after some edits right?) You could always try to counteract even the heavier tilt with the side offset rig hack but I don't know if that's a good idea
@ me when you're done getting help, I dont wanna interrupt @amber kestrel
Also having a zero length hip (hip and spine root overlap) seems to prevent the issue, but you also lose out on a rotation point in your spine chain, and it also might break desktop ik
so also maybe not a good idea
Also, Kung, my current issue is just a few posts up if you think you might have a solution 
I've tried applying transformations
I'm about to go to sleep but I can give a quick shot at it, so you say you shoes are now combined with your main body mesh?
@worldly summit
Yeah, they are
ok go in edit mode on the mesh and select a single vertex on the shoes
and show this:
Okay
can you show a screenshot of what it looks like for your shoe vertex?
Sorry, I'm getting to the menu
try pressing N
can someone stop talking in this channel lol
you have only a single vertex selected on the shoe in edit mode?
mhmm
can you select another single vertex around your hip or something and show what appears?
ok, so you were doing it right, just had to make sure, seems your shoe has no vertex weights at all
Do you have separately rigged toe bones?
Yes but they aren't attached to the shoe
well a quick and dirty solution would be to assign the shoe vertices 100% to the foot bone
a better solution would be to project weights from the foot onto the shoe so the toe can bend with the foot inside if it needed to
Ok, I'll try the former first just to get it working and I'll do the latter later
thanks so much
ok so to attach your shoe to your foot, in edit mode select all the vertices of a single shoe
ok then on your data tab of your mesh find that foot's vertex group
I'm also using FBT, should there be any extra considerations for this?
not really for this, it's basic weight assignment
yeah
ok so with right ankle selected there click the big Assign button right under it
Should there have been some kind of feedback?
nope
ok
then repeat the process on the other foot
Sounds good, thanks so much for the help so far
once you've done the other foot hop into pose mode and see if they move alright
Yep, lemme try to "fix" the model with cats
thats when the issues start
Ok, it works
Thank you so much!
I really appreciate the help
nice! yw
The foot connected itself to the rest of the body for no reason
now whenever it moves, everything weight painted deforms
Jesus christ, why do all of them have vertex weights to the ankles?
Ok, I messed up and completely unparented the bone
Blender is a fucking nightmare
I've had nothing but issues with it since I started
Oh, wonderful, it cleared all of my weight painting too
unparenting a bone will not clear weights
No, that was caused by something else
Is it better for the hip/spine/chest bones to be completely straight or should they have a curve like this?
Straight
thank you
np
And do you know if its better if they're completely vertical or just in a line between the upper legs and the neck
I want to know if the chest bone should end where the neck begins
should the spine follow the green line or the purple line
So with Avatar 3.0, do I need to have fingers in order for auto-footsteps
@terse spire green
thank you
np
@vague dew you just need it to be a humanoid rig
I'm pretty sure that does require all the finger bones, but you don't have to weight paint them or anything
For some reason, whenever I have a bone that isn't weight painted it gets deleted when I import it
Are you using the CATS plugin in blender?
Yes but I have it set to not delete zero weights
the bones (hip/spine/chest) are supposed to be straight? since when? Avatars 3?
is there a certain specific position for finger bones?
I put them like this...but the hands get messed up somewhat in game.
hand looks correct to me tho you say it messes up in game odd. unless im blind and not seeing something
it ends up looking like this. I'm not entirely sure what I messed up.
clear rolls before export
ah, I'll try that.
If that fails try exporting with leaf bones
I'm rigging my avatar for Vrchat/VRM in 3ds max. what bones do I need for the face? once I made them I was thinking to throw it into unity to finalize the exceptions.
really? no jaw?
If you don't have any visemes sure
got it
@ocean bison
A question to rigging. i have a blendshape that minimizes the clothes i want to swap them... but how will that work with the bones for example arm movement
shortly
how does bone react to blend shape
they will still affect the mesh, so you might get unexpected results