#avatar-rigging

1 messages · Page 175 of 1

small harness
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the vertex groups are there but they are no longer linked to the bones

crisp tendon
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If they have the same name as the vertex group then they're automatically assigned

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if they're not matched to anything then the names differ

small harness
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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

crisp tendon
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RuuuThunk that'd be an actual bug then

small harness
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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

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do you know how to rotate things a specific amount in unity?

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oh wait i found it

royal ocean
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upper chest is optional, but chest is not
@turbid spear on my model upper and normal chest are optional, idk why

small harness
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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

royal ocean
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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?

crisp tendon
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chest isn't optional, or you'll get no IK

royal ocean
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i can show you

crisp tendon
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yes pls

royal ocean
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and if it wasn't, there wouldn't be a fitting bone for it

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sounds weird ik

crisp tendon
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you wouldn't even be able to upload it actually iirc

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because you'd get the error about chest not being mapped

royal ocean
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chest is marked as optional

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same goes with fingers

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but i cannot find any bones to fit the mapping points

crisp tendon
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and that went through the upload and it has IK ?

royal ocean
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yep

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i got it from the unity asset store

crisp tendon
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can you show the vrchat sdk panel for upload ?

royal ocean
crisp tendon
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So how did you upload ?

royal ocean
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oh sorry, my mistake

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didn´t upload it

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is there any way i could solve this?

crisp tendon
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not easily, and not in unity

royal ocean
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oof ok, but thanks

lost narwhal
fervent hornet
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Blender bone constraints dont export, you have to redo them with unity constraints/final ik

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

quiet edge
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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

exotic umbra
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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?

sly mirage
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so hey

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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

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this is the default base rig without any changes.

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this is a newer version that i tried to fix up but am still having tons of movment ik and tippy toe problems

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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.

agile escarp
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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. 😄

nova lark
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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

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I think it’s a parenting issue or reference object? Where would I go to figure out where it may be wrong

astral warren
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Is the bone parented correctly?

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It sounds like either it's not parented or might even be a separate armature

rain scroll
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Can someone help me with a problem. When trying to upload an avatar, I get "Spine hierarchy incorrect"

nova lark
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it's within the same armature, and a child of the hip, it's likely something to do with the parenting in blender though

mild stratus
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Looks like you have 5 spine bones.

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And collar bones

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The correct bone hierarchy is in the pinned messages, you’ll have to fix it in blender.

rain scroll
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Alright

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Am I supposed to just rename the bones?

mild stratus
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No, re-rig it.

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Or use mixamo.

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But you’ll have to remove the rig and vetex groups in blender first for either.

rain scroll
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Hm, shit

astral warren
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If you have extra bones rigging shouldn’t be necessary. Merge the extra ones to their parent

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Should work the same as if they were skipped in bone config

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In fact I thought bone config could just skip bones

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Like skip in-between bones. Could be wrong

rain scroll
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So I can just delete the extra bones and parent the ones left?

astral warren
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You can’t delete them, no

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You need to merge them. It deletes the bone but also transfers it’s weight to its parent

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Simply deleting it will leave you with unweighted verts

rain scroll
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Ah, I see...I think. But how the hell do I merge them?

astral warren
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If you have cats plug-in installed there’s a merge to parent button

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If you don’t, there’s another way but cats has made me lazy

rain scroll
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never used Cats before.

astral warren
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It’s a bunch of VRChat macros

rain scroll
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And....how do cats...nevermind

coarse sequoia
rain scroll
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Small problem...my model has multiple textures and I can only place one on the model in blender after fixing it with cats

crisp tendon
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Cats only merges similar materials

coarse sequoia
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I had that problem a lot too especially when trying to import source film models

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It'll combine materials that aren't even similar at all

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Usually just end up fixing the skeleton manually in cases like that and assigning all the materials myself

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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

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Usually just things like merging multiple arm bones and extra spine bones and stuff like that

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You can find plenty of tutorials out there about how to manually fix a skeleton for vrchat

rain scroll
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Damn it. I fixed all this shit just for the model to look fine in unity but be pink in vr chat. Fuck me

crisp tendon
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don't use legacy shaders

rain scroll
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Standard?

crisp tendon
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can you screenshot your unity scene with materials

crisp tendon
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ah that's 3.0

rain scroll
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Also, do you know where the example model is in the sdk? Last time I uploaded my boy was fucking huge

crisp tendon
rain scroll
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Danke

rain scroll
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It's always something XD. Textures-fine. Body- Kill it with fucking fire

vague dew
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Anyone have any advice for digitgrade legs?

rain scroll
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Ye, if anyone can help me with my problem. Please DM me.

frigid swan
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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

rain scroll
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I'll take a closer photo then

frigid swan
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Ack, and what bones are assigned to where?

rain scroll
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No fucking clue. I used cats since I can't rig for jack shit and my model came with an incompatible rig

frigid swan
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I also use that plugin but had a complete rig beforehand, too.

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If you're using CATS, you must be using Blender.

rain scroll
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Yessir

frigid swan
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Err, the rest of helping would probably need seeing.

rain scroll
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I could display my screen in a stream but dunno if you'd want to do that

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I'm just starting over at the blender export right now

frigid swan
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For a bit, I could share my experience. I'm not expert but figured out lots.

rain scroll
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I'd appreciate it

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This server doesn't have a voicechat so i can't stream here

frigid swan
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Err, where at? Some servers have dedicated voice chats

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Ahh, I see.

near heron
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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?

manic marsh
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That's does sound strange, did you make sure thet the mesh is parented properly to the armature?

near heron
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Yes. Some parts work, but others don't.

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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.

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I've tried reassigning the weights and everything.

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I've never seen this happen before. :l

ripe coral
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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.

fading verge
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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

half grail
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set those very bottom verticies on the neck to not have any weight painted, and smooth it out.

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aka smooth with the smooth weights button a bunch

fading verge
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wait one sec imr etarded

half grail
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that second one shoud be good

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wait

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the first one, you want the bone to have no influence over those verticies

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so completely blue is good on the end

agile escarp
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Hi guys, Why character is standing on his toes instead of whole feet?

crisp tendon
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@agile escarp Don't map the toes in humanoid configuration

agile escarp
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Got it. Thanks

crisp elbow
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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

crisp tendon
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Any picture of the rig would help

manic gust
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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?

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and when i do fix model the hair keeps deleting itself also?

mortal oriole
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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)

unreal shoal
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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?

mossy creek
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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

crisp tendon
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@fading verge Lots of stuff wrong in that image

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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

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select all bones and do Alt + R

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and then grab the bottom of the foot bone and move it so that it is on the 0 height on y axis

buoyant salmon
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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

buoyant salmon
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for anyone interested it appears that my avatars toe bone was causing this issue.

high wigeon
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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

high wigeon
summer oar
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hhhhhhh how is """"wingspan""" measured exactly. Is it distance from each wrist bone? Tips of fingers? Middle of hand bone??

frigid swan
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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?

crisp tendon
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Max 4 bones per vertex

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And yes, removing a vertex group will make the bone move more for the others

frigid swan
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This is more like a problem of to few bones.

crisp tendon
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Since there's less to share it with other groups

frigid swan
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Hmm, so it's a 0-sum game. (as in, in the end, one bone or the other, have it?

crisp tendon
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Sure, but it's not that complex

frigid swan
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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.

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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?

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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.

deft snow
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@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.

dim musk
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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

modest sky
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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"

dim musk
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This is my rig. I try to follow the natural curve of the spine as so

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Oh, that is what it is? Why does it look so glitchy?

modest sky
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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.

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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.

dim musk
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I noticed a minimal shift with the default alien avatar too

frigid swan
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@deft snow Thanks for the heads up.

dusky jackal
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I was wondering what bones specifically are used to measure the avatar scale/wingspan, anyone know?

frigid swan
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I thought it was arms.

crisp tendon
solar raft
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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

sleek isle
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idk

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something like that

agile escarp
turbid spear
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Get rid of your dynamic bones while animating

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Oh wait, click record first

marble perch
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Does anyone know the Changes that need to be made for a VRoid avatar for Full Body Tracking?

agile escarp
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@turbid spear thank! I gonna try it

analog eagle
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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.

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Does that work with hard surface characters where there can be no stretching? Never used it before.

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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.

fading verge
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when my character moves their legs the legs move but the back pant leg decides not to

analog eagle
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@fading verge that part of the pants have no weight.

fading verge
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I have 0 clue how to do weight painting

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yo i fixed it tf

analog eagle
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what was causing it? usually something like that is a weight paint issue

fading verge
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weight paint issue

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but again as a person that has 0 clue how to weight paint

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im actually quite happy with how well it worked

analog eagle
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Yeah mixamo wont work with my character sadly. The kind of weight maps it needs require manual work. :c

fading verge
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i wouldnt use mixamo for my life

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the model is a mix of spy and demoman from tf2

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with the Enhanced Spy rig from the SFM workshop

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really nice rig

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but weight paint doesnt export with it

analog eagle
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Can anyone recommend a video/guide that shows the manual creation of a rig for VRchat models in blender?

mossy creek
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Does anyone know what causes the spine to wack out

orchid acorn
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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

crisp tendon
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@mossy creek you have to remove whatever bone is not used

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also bone length zero needs to be fixed in blender

mossy creek
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Oh ok

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Can someone teach me how to fix that?

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I know its in blender, but I dont know blender well

crisp tendon
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avatar descriptor

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there's a face mesh field

mossy creek
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Oh wait I didnt realize it wont let me upload if I put nothing

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For some reason the visemes dissapeared to ill have to re make them

floral bramble
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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.

compact bolt
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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?

crisp tendon
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You might want to look at any tutorial

compact bolt
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I have.

crisp tendon
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And you learned nothing ?

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That's like the basics of the basics

compact bolt
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I just got unity today.
I'm entirely new to this.

crisp tendon
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hence the tutorial part

analog eagle
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How many finger bones do you need in a normal humanoid rig?

crisp tendon
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at least 3

fading verge
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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

trim path
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Does anyone know any good websites or programs for Avatar Rigging?

turbid spear
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mixamo

analog eagle
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In blender should I join all objects into one object before rigging?

turbid spear
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1 minute long

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or this

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altho rigify is probably not what you want as it's more of an animation rig

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i think you want to join all your objects yeah

trim path
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@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.

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Would Unity or blender be any better?

turbid spear
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unity can't rig stuff

trim path
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Ok. Can blender?

turbid spear
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yes

trim path
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Ok

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What’s the best way to do it

turbid spear
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youtube tutorials

trim path
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👍🏻

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Have you rigged before with blender?

turbid spear
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Not from scratch

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But mixamo should be fine too, I dunno why you'd have issues

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You'd probably need to fix up the mixamo rigging a bit but it should be a good starting point

trim path
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Ok. Thanks 👍🏻

livid dagger
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so i made an avatar from scratch and i dont know what to do about the eyes

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that's how they looked in blender

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and the bones worked fine

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but now it does this

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i feel like this must be a rigging problem so i asked here

turbid spear
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Might be bone rolls

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Try to recalculate them or something

crisp tendon
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probably painted to something else

livid dagger
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okay thanks

fading verge
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Hey are I need help with something

analog eagle
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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.

crisp tendon
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@analog eagle assign 0.001 weight strength to any vertex

mossy creek
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I get this error when I try to rig the avatar in unity

vestal dirge
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@analog eagle in fbx export, under Armature settings, make sure "Only Deform Bones" is not checked.

jolly wyvern
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oof someone else having problems like me?

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just problems with finger stretching for me, sorry if I'm interrupting u helpin someone else

wooden shale
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make sure the bone is parented to thumb2 and inherit rotation is on

jolly wyvern
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thumb1 number 2 is the third bone but

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in unity that still happens

wooden shale
turbid spear
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The weight painting is likely messed up

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Very unlikely that anyone messed with the inheritance

jolly wyvern
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oh no i know how to fix the texture lol

wooden shale
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yeah there may have been mirroring on when it has weight painted.

jolly wyvern
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it's an mmd model

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from genshin

wooden shale
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select te armature in object mode, go in to edit mode and then that bone properties tab

jolly wyvern
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it has its parent already

wooden shale
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then it may be fucked up weight painting. Like Left thumb weight paint is on the right thumb too

jolly wyvern
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well, how would I fix it then

wooden shale
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in object mode select the armature and then shift select the body mesh, then switch to weight paint mode on the top left menu

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then select the thumb bone and check if the painting is fucked up

jolly wyvern
wooden shale
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select thumb bone

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crtl select the body sorry, not shift

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and select bones with ctrl click too

jolly wyvern
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it's selected

wooden shale
jolly wyvern
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I just get the blue thing like before

wooden shale
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Hmmm. it might be different in your version of blender then

jolly wyvern
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I have to use 2.79 cuz of pmx models lol

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but i doubt it's just version that makes it different

wooden shale
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2.83.4 works just fine with CATS

jolly wyvern
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no mmd tools

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that's what I mean

wooden shale
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i remember faintly that some commands changed in 2.8

jolly wyvern
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it's definetely easier selecting certain things in 2.8

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I could just try reimporting the whole model idk

wooden shale
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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

jolly wyvern
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but that'd mean scaling the bones again ugh

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yeah

turbid spear
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just select the vertex group for the bone you want while in weight paint mode

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it's gonna be the same as selecting the bone

wooden shale
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oh yea thats right lol

jolly wyvern
turbid spear
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Also

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Go into pose mode and rotate the arm

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and you'll see if it stretches like in unity or not

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it's likely painted to multiple bones or not painted at all

jolly wyvern
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ooooh hold up

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this bone not do anything

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see???

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wtf

wooden shale
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So it seems like the bone is not attached to the vertex group

turbid spear
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keep t he pose like this

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select the vertex group for the bone

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paint over the stretchy bit

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until it snaps into place

jolly wyvern
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with weight paint?

turbid spear
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yeah

jolly wyvern
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I trying to do that but nothing happens

turbid spear
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are you painting with 0

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increase the strength

jolly wyvern
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str is 1

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now 10

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what am i doing wrong

sleek isle
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Everyting

turbid spear
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Your weight is on 0

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You want more

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Strength is a multiplier for weight

jolly wyvern
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oh

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I'm a dumb

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now I just move the one bone back to position right?

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ok if that's all that was wrong thank you all

turbid spear
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🙏

wooden shale
turbid spear
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Also, to move bones back you need to do clear pose transforms (you can press space and search for it) in pose mode

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How are your proportions, mmd models usually have pretty unrealistic proprotions

wooden shale
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Scratch made body and rig soo..

fading verge
turbid spear
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Smooth/blur/paint over with a 0 weight and low strength

fading verge
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have no idea. oh well

stiff vault
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I have FBT btw

crisp tendon
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make sure the legs are not too straight

wind osprey
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@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

stiff vault
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So I have to manually T-pose it correct?

wind osprey
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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.

stiff vault
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Awesome thank you so much!

astral warren
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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?

winter gyro
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I think I remember a muscle system/editor being mentioned but I'd also be interested in a guide on it

trail nova
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how should I rig my eye tracking for an avatar with only 1 eye?

half grail
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set an unweighted bone as the other eye

trail nova
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okie

trail nova
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T_____T

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it's fine, I made a dot vertex thing which is completely irrelavent and assigned it to that

trail nova
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before I delve into a super long day of trying to make a new head bone and redo the eye tracking

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can someone please tell me if it's possible to have the eyes not on the head bone?

crisp tendon
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if they need to function for eye tracking then they need to be children of the head bone

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but in your case that's not really what you want to do

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or you'd have to use bone constraints on the ones that work

turbid spear
#

Yeah you can get away with just one eye and rotation constraints probably

trail nova
#

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

turbid spear
#

Attach it to head then try using a parent constraint to the chest

#

Unity constraints

trail nova
#

damn, I got no idea what any of that is

#

I thought i did until you said unity

turbid spear
#

Luckily they're super simple

trail nova
#

any guide you could point me to?

turbid spear
#

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

trail nova
#

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?

turbid spear
#

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

trail nova
#

ohhhh this is making sense in my head now

#

but

turbid spear
#

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

trail nova
#

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

turbid spear
#

What do you mean

trail nova
#

""Put a constraint component on the eye and pick chest as the target""

turbid spear
#

You just click the circle next to None (Transform) and pick something, or just drag a bone into the box directly

trail nova
#

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

turbid spear
#

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

trail nova
#

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.

turbid spear
#

try it, i have no idea but it might

rapid mauve
#

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 ?

iron pond
#

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)

magic pewter
#

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 :/

mossy creek
#

Can you force a T-Pose in the bottom left inspector?

#

Pose- Enforce T pose

#

@magic pewter

magic pewter
#

I'll try ^^

#

yep I can ^^

mossy creek
#

I dont know an insane amount of rigging but that sometimes works for me

magic pewter
#

Oh, okay i'll try upload it, thanks ^^ I'll tell you if it's works

mossy creek
#

alright

magic pewter
#

MMh, It tell me I need an animator, i'm right it's the "animator controller" ?

mossy creek
#

Yea

#

It should be

magic pewter
mossy creek
#

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

magic pewter
#

sdk3 yup
mmh okay i'll try, thanks ^^

magic pewter
#

Mmh, My avatar is invisible 🤔

mossy creek
#

So, how was it before you added the override?

#

Oh wait you couldnt upload

#

Can you show me where you put it?

magic pewter
mossy creek
#

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?

magic pewter
#

I don't have set animation yet ^^'
and I think yes ^^

mossy creek
#

Ok, go into the area where the configure button

#

Set the animation type to humanoid

#

and press apply

magic pewter
#

I already do that :/

mossy creek
#

oh

magic pewter
#

then I'll had to reconfigure my rigs

mossy creek
#

The avatar descriptor said it was non-humanoid in your past screenshot

#

Right there

#

that should say humanoid

magic pewter
#

Oh, erh I'll try to rectify it thanks ^^

#

Mmh, Did I have to rename a bone "Head" ? Instead the french name ?

mossy creek
#

Yea

magic pewter
#

i'll rename all my bones then xD
what is done, is done xD

#

thanks ^^

mossy creek
#

No problem

#

usually unity auto fills when it recognizes the names

magic pewter
#

I see ^^

fading verge
#

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?

thin haven
#

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.

magic pewter
#

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

vague dew
#

any tips for rigging Digitgrade legs?

fading verge
#

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)

turbid spear
#

I think the upper leg is too straight, you want the blue

vague dew
#

👀

buoyant ibex
#

i gave a problem..

#

this is preventing me from uploading avatar

#

im not an expert in this but the chest is parent, right?

vague dew
#

I aint no expert, but it looks like your shoulders are parented to the neck

buoyant ibex
#

would separating that work?

#

wait, it's not parented

#

does parenting mean that it's under the column?

modern drift
#

You'll have to change how they're parented in blender

#

Yes, children show up below their parent

buoyant ibex
#

but it's not under the neck

modern drift
#

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

buoyant ibex
#

yeah, i do

#

i dont have anything for upperchest

modern drift
#

Something is set improperly then

#

Do you have a spine, upper chest and upper chest 2?

buoyant ibex
#

Do you have a spine, upper chest and upper chest 2?
@modern drift i have upperbody and upperbody2

modern drift
#

What's the parent of your waist bone?

#

As well whats the parent of your upperbody bone, the first one

buoyant ibex
modern drift
#

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

buoyant ibex
#

alright

#

i'll come back if i have it fixed or another question

modern drift
#

Sounds good

buoyant ibex
#

so should i separate the upperbody and lowerbodys from the waist? @modern drift

modern drift
#

I would look up an mmd base and fix it with cats tools. Then try to recreate that

buoyant ibex
modest sky
#

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)

astral shore
#

why is it hanging over the ground🤦‍♀️

fading verge
#

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.

crisp tendon
#

There's quite a lot of tutorials for that

unborn moth
#

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?

crisp tendon
#

Can you post any pic of the armature in blender ?

unborn moth
crisp tendon
unborn moth
#

Ah should I set it to 0? It's straight up at 0.002

crisp tendon
#

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

unborn moth
#

I'll try zeroing the x coords

#

That didn't seem to work either

crisp tendon
#

you can try fixing the tilt in the way Kung shows it in his video

unborn moth
#

I believe I've tried that too. Like I said the hip goes straight to the spine

crisp tendon
#

that's not what the fix is about, make sure to watch the video

teal badge
#

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.

vague dew
#

CATS has a tool to help you speed along the process of merging two armatures

teal badge
#

What tool and how does it work?

turbid spear
#

Merge armatures under custom model creation

teal badge
#

Interesting, I don't remember getting this to work before but it seems to do the job. Though it is really slow. Thanks.

sleek isle
#

kilt no fun to rig but now it work.

sweet rain
#

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

crisp tendon
#

there is paint on other bones

sweet rain
#

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

crisp tendon
#

your're moving the entire arm

#

so if it's not the shoulder it's any other bone that is moving with the arm

sweet rain
#

Oh I needed to record I moved the joint just below the shoulder

#

and it doesn’t pull

crisp tendon
#

Then check the vertices that move individually and you'll see which vertex group it's part of

#

in edit mode

#

item menu

sweet rain
#

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)

crisp tendon
sweet rain
#

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

modest sky
#

Have you tried checking when selecting only one vertex at a time?

#

particuarily the ones that are moving

sweet rain
#

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

crisp tendon
#

@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

sweet rain
#

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

crisp tendon
#

in the end you can just use a mirror modifier on the mesh, and symmetrize the armature, and it'll be perfect

wide urchin
#

Is anyone good with sfm models?

tulip ravine
#

When mirroring wrights, make sure your vertex groups are named in a format blender understands, I think I had that problem before

wide urchin
#

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

crisp tendon
#

armature modifier has a apply as shape key button, use that

frigid swan
#

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

crisp tendon
#

check the individual bones in weight paint mode ?

frigid swan
#

Yep, checked

crisp tendon
#

did you also check the vertices manually ?

frigid swan
#

The lowest bone here

crisp tendon
#

what about the index and middle finger bones

frigid swan
#

Those aren't moving, and are staying upright, not moving inward

#

The index finger and middle, stay up to make the peace sign.

crisp tendon
#

can you try to do the peace sign in blender in that case

frigid swan
#

The fingers are almost fully errect already in rest pose

crisp tendon
#

they're not moving through

#

so move them as the peace sign would be and check if anything moves

frigid swan
#

Is it best to have a wide open hand for your rest t-pose, instead of this natural half open pose?

crisp tendon
#

no clue, i've seen it done in many different ways over the years

frigid swan
#

It's my first rigging and admittedly didn't start out fully spread

crisp tendon
#

i don't think it matters

#

just makes it harder to weight paint

frigid swan
#

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?

crisp tendon
#

bone rolls should always be cleared

frigid swan
#

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

crisp tendon
#

clear bone rolls

frigid swan
#

It should be at none, then? Is it based on local or global axis?

crisp tendon
#

local iirc

#

it should be at 0

frigid swan
#

As in this?

#

Just to make sure I'm looking in the right spot.

crisp tendon
#

yes

worldly summit
#

How do I adjust the sleeves to fit properly

#

This is with shrink-wrap off

modest sky
#

weight painting. You can find several tutorials on YouTube that'll walk you through it pretty well.

worldly summit
#

Will that make the sleeves fix themselves properly?

modest sky
#

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.

worldly summit
#

I want the sleeves in a T pose

modest sky
#

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

worldly summit
#

Thanks

#

Oh wait

#

I have to rig the shirt, dont I

crisp tendon
#

yes

worldly summit
#

Ughh

#

Ok

worldly summit
#

The bones wont parent to the sleeves

worldly summit
#

I've tried everything and I literally cannot get it to move with the bones

arctic jacinth
#

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

crisp tendon
#

@arctic jacinth That is in the Item menu in edit mode

#

select at least one vertex and it'll appear

fading verge
#

Is there a reason why nothing pops up after I click "Build and Publish" for my avatar?

crisp tendon
#

Check the unity console

fading verge
#

Ah, I see. I have 70 errors.

fading verge
#

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?

crisp tendon
#

mirror modifier

#

You shouldn't have to rename anything in the first place

cunning willow
#

i feel like this the best spot so does anyone know why my dynamic bones dont work in vrchat but work in unity

worldly summit
#

What would be the best way to combine the shirt and body bones, I have the CATS plugin if that makes it easier

worldly summit
#

I've been trying to figure this out for like 5 hours total

unreal shoal
#

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

crisp tendon
#

Why do you need four bones ?

#

Eyes don't always track players

fading verge
#

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.

crisp tendon
#

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

fading verge
#

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?

crisp tendon
#

that's what basis is for

fading verge
#

But I've made changes to it and they revert for the others when I select anything else in Blender.

crisp tendon
#

If you edit Basis, they're all updated

fading verge
#

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.

crisp tendon
#

Yeah i'd suggest getting the version of it that works

fading verge
#

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?

crisp tendon
#

You can just snap the old head back on the current body you have

fading verge
#

Right. Do I need to keep or merge the base's bones?

#

I didn't rename them or anything.

crisp tendon
#

You can merge the old head bone into the current one

fading verge
#

So just the head bone then?

#

I can delete the rest?

crisp tendon
#

well yeah, you're only merging the head

fading verge
#

Alright, just wanna make sure.

fading verge
#

Added the piercings! Had to establish parent vertices which is probably why they didn't work first time around.

fading verge
#

Should I be worried about merging two armatures using CATS' thingy for it and the armature is separate from the mesh afterwards?

vague dew
#

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

turbid spear
#

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

crisp tendon
#

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

turbid spear
#

I do that too but i delete the head bone before merging as it's redundant

manic marsh
#

No one truly knows

west obsidian
#

Hey guys, is there anyone familiar with setup for something with more then 2 legs?

#

Specifically in Unity

fervent hornet
#

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

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?

fervent hornet
#

VRC only supports bipeds naturally, if you wanted IK on the extra legs you need to manually set it up with Final IK

west obsidian
#

More or less what i was asking for

fervent hornet
west obsidian
#

Thank you! I'll give it a try

vague dew
#

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

manic marsh
#

Oh, we getting hibby on the team now?

meager zealot
#

wondering how to fix this :p

fair citrus
#

Any chance I could get help figuring out why the shoulder joints wont move?

latent pendant
#

THey might be too far out? My avi was like that till I moved the shoulder joints more inwards

fair citrus
#

Ooh good idea! Ill try that

limpid crescent
#

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?

stable fern
#

Try moving the bones individually
It could be an issue with what the bones are attached to...

limpid crescent
#

Omg fuck this avatar.... never seen more broken one.

#

Everything is made wrong in it

#

even weight paint

#

its badly modeled

stable fern
#

I’ve never used weight before, so good luck on that...

Maybe just try to find a different model of the same character?

limpid crescent
#

Yeah i'd rather do that

mystic igloo
#

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. 🥺

sleek isle
#

weightpaint

dry umbra
#

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.

crisp tendon
#

You can update them in the muscle editor right ?

dry umbra
#

muscle editor? I'll have to look into that and figure out how to use it.

turbid spear
#

If you want to move just the thumb you can just do that manually inside the animation window

#

Since muscle editor is paid

wind osprey
#

They're referring to the Muscles & Settings tab in the humanoid rig configuration, a native unity thing.

turbid spear
#

Huh, I guess that's a thing then

dry umbra
#

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.

molten rock
#

anyone know some good Dynamic bone settings for a coat/ Jacket?

turbid spear
#

its usually relative to your bones

severe wagon
#

does anyone in here do rigging commissions? i have some knowledge with modeling but I cannot rig for the life of me

worldly summit
#

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

turbid spear
#

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

worldly summit
#

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

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thank you

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You saved my ass

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Of course cats just decided to merge all my meshes even though it was unchecked

fading verge
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So for whatever reason, several of my visemes have this going on for the blush even though the base viseme is fine.

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Active blush

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Wouldn't be a issue if the offending geometry didn't shoot out the side of my head when talking

crisp tendon
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move it back ?

fading verge
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It's for several expressions though. Would there be a way to apply the uniform changes across them?

crisp tendon
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Are those faces being used for anything ?

fading verge
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Outside the actual blushing viseme, no. They're completely hidden within the head otherwise.

crisp tendon
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Then shape propagate those vertices on Basis and then edit the blush shapekey manually afterward

fading verge
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Shape propagate?

crisp tendon
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select the vertices, open search menu, shape propagate

fading verge
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Gotcha, that did the trick.

vague dew
#

How do I do rotation constraints? I have a toggleable "pet" that has eyes that I want to follow my main eyes.

crisp tendon
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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

vague dew
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How do I set the constraint? with the sources menu?

worldly summit
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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

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Oh wait, it may not be parented

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Yep, nvm

crisp tendon
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Look at the unity section

vague dew
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oop, my antivirus blocked that site

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I read on the unity manual that I should use the source menu anyways

worldly summit
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No matter how much weight painting I do the sleeve still rips at the armpit

crisp tendon
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is the shoulder weight painted ?

worldly summit
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Yep

crisp tendon
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You should merge by distance on the shirt

#

if there's actual holes it means the mesh is busted

worldly summit
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Thanks, damn, it might be, now that I look at it up close there's seams in the model

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Any way to patch it in edit mode?

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wait

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mesh is fine when I'm looking at just the verts

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this is weird af

crisp tendon
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select all of the clothing and do merge by distance

worldly summit
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What context menu is that under

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sorry I'm a bit new

crisp tendon
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none, you have to open the search bar

worldly summit
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Didn't do anything 😦

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I'm gonna try adding a bunch of extra polys on the shoulder to see if that works

crisp tendon
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you can increase the distance of the merge

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but there's clearly double vertices in a few places

worldly summit
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I only got to the merge through search so there's no place for me to change the distance

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Ope

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found it

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Yeah, merging didn't do anything even after adjusting

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oh shitttt

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yepppppp

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thats it

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Ok, I think I fixed it

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thanks so much

winter matrix
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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.

crisp tendon
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the hip bone has to be above the leg bones

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scale it down by 50% upward

winter matrix
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Ah, cheers

crisp tendon
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shoulder bones don't look symmetrical

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neck bone is super long

winter matrix
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They are, it's just the angling.

crisp tendon
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you need finger bones unless avatar 3.0

winter matrix
crisp tendon
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oh that's a bit odd

winter matrix
crisp tendon
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yep

winter matrix
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Cheers!

willow jolt
#

can someone help me convert an avatar from vroid to vrchat?

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dm me if you can

eager geyser
#

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?

bronze plinth
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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

turbid spear
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make sure your steam vr floor is right

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and your ingame height is set to your real height

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then your legs are probably too long if they still bend

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or proportions in general

fringe otter
#

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

worldly summit
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Should I straighten the back? I've noticed that it does a weird hunchback when using FBT

crisp tendon
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yeah, same with the neck

worldly summit
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Ok, thanks

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This look good?

worldly summit
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My shoes work fine in blender but they have an offset when importing to unity

crisp tendon
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you should join your meshes

worldly summit
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All of them?

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Ok

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Makes it a bit harder to work on but I'll give it a try

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When I merge everything, the shoes seperate from the feet

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Before

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After

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I've been fighting blender over crap like this for a week now

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Gonna try re-rigging the shoes

worldly summit
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Gonna tear my hair out then go to bed

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thanks for all the prior help

nimble aspen
#

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?

crisp tendon
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@worldly summit apply all transforms before joining

rose mountain
amber kestrel
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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

crisp tendon
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any rig picture ?

amber kestrel
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I can send one tomorrow morning. I'm heading to bed now, was hoping there was a common cause/fix

fringe citrus
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@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.

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(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.

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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.

amber kestrel
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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

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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

fringe citrus
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@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 )

amber kestrel
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Yeah, bone rolls are cleared

fringe citrus
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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

worldly summit
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@ me when you're done getting help, I dont wanna interrupt @amber kestrel

fringe citrus
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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

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so also maybe not a good idea

worldly summit
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Also, Kung, my current issue is just a few posts up if you think you might have a solution vrcHappy

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I've tried applying transformations

fringe citrus
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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?

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@worldly summit

worldly summit
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Yeah, they are

fringe citrus
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ok go in edit mode on the mesh and select a single vertex on the shoes

worldly summit
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Okay

fringe citrus
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can you show a screenshot of what it looks like for your shoe vertex?

worldly summit
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Sorry, I'm getting to the menu

fringe citrus
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try pressing N

eternal sandal
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can someone stop talking in this channel lol

worldly summit
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This is all it gives me

fringe citrus
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you have only a single vertex selected on the shoe in edit mode?

worldly summit
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mhmm

fringe citrus
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can you select another single vertex around your hip or something and show what appears?

worldly summit
fringe citrus
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ok, so you were doing it right, just had to make sure, seems your shoe has no vertex weights at all

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Do you have separately rigged toe bones?

worldly summit
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Yes but they aren't attached to the shoe

fringe citrus
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well a quick and dirty solution would be to assign the shoe vertices 100% to the foot bone

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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

worldly summit
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Ok, I'll try the former first just to get it working and I'll do the latter later

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thanks so much

fringe citrus
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ok so to attach your shoe to your foot, in edit mode select all the vertices of a single shoe

worldly summit
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Mhmm

fringe citrus
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ok then on your data tab of your mesh find that foot's vertex group

worldly summit
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I'm also using FBT, should there be any extra considerations for this?

fringe citrus
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not really for this, it's basic weight assignment

worldly summit
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Ok

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I found the ankle/foot bone

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Oh wait

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it would be right

fringe citrus
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yeah

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ok so with right ankle selected there click the big Assign button right under it

worldly summit
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Should there have been some kind of feedback?

fringe citrus
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nope

worldly summit
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ok

fringe citrus
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then repeat the process on the other foot

worldly summit
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Sounds good, thanks so much for the help so far

fringe citrus
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once you've done the other foot hop into pose mode and see if they move alright

worldly summit
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Yep, lemme try to "fix" the model with cats

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thats when the issues start

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Ok, it works

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Thank you so much!

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I really appreciate the help

fringe citrus
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nice! yw

worldly summit
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The foot connected itself to the rest of the body for no reason

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now whenever it moves, everything weight painted deforms

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Jesus christ, why do all of them have vertex weights to the ankles?

worldly summit
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Ok, I messed up and completely unparented the bone

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Blender is a fucking nightmare

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I've had nothing but issues with it since I started

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Oh, wonderful, it cleared all of my weight painting too

rapid mauve
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unparenting a bone will not clear weights

worldly summit
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No, that was caused by something else

terse spire
#

Is it better for the hip/spine/chest bones to be completely straight or should they have a curve like this?

worldly summit
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Straight

terse spire
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thank you

worldly summit
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np

terse spire
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And do you know if its better if they're completely vertical or just in a line between the upper legs and the neck

worldly summit
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I dont understand

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It should be like this
I
I
I

terse spire
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I want to know if the chest bone should end where the neck begins

vague dew
#

So with Avatar 3.0, do I need to have fingers in order for auto-footsteps

worldly summit
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@terse spire green

terse spire
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thank you

worldly summit
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np

terse spire
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@vague dew you just need it to be a humanoid rig

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I'm pretty sure that does require all the finger bones, but you don't have to weight paint them or anything

vague dew
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For some reason, whenever I have a bone that isn't weight painted it gets deleted when I import it

terse spire
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Are you using the CATS plugin in blender?

vague dew
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Yes but I have it set to not delete zero weights

ocean bison
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the bones (hip/spine/chest) are supposed to be straight? since when? Avatars 3?

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is there a certain specific position for finger bones?

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I put them like this...but the hands get messed up somewhat in game.

dense rose
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hand looks correct to me tho you say it messes up in game odd. unless im blind and not seeing something

ocean bison
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it ends up looking like this. I'm not entirely sure what I messed up.

crisp tendon
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clear rolls before export

ocean bison
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ah, I'll try that.

wind osprey
#

If that fails try exporting with leaf bones

wraith orchid
#

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.

crisp tendon
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eyes

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that's it

wraith orchid
#

really? no jaw?

crisp tendon
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If you don't have any visemes sure

wraith orchid
#

got it

meager ether
teal oasis
#

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

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shortly

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how does bone react to blend shape

manic marsh
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they will still affect the mesh, so you might get unexpected results

teal oasis
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ah fuck

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it does

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when i scale a object to 0 (to make it be too small to be visible inside the model) when the bone rotates the mesh sticks out

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i need diffrent way to transform

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to say...