#avatar-rigging

1 messages · Page 176 of 1

teal oasis
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colapse inwards?

manic marsh
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try scaling it along normals maybe

teal oasis
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seem logical

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but

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how?

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what is the name of the modifier

manic marsh
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alt+s

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its like normal s, but better

teal oasis
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oof i have few inward normals but it seem that is the way

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thank you

manic marsh
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👌

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oh, another thing, why not just separate the mesh into a different model and disable it entirely?

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oh nvm, that would be a skinned mesh than, that's a no no vrcChicken

teal oasis
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boy that would be not 1 but 16 skinned meshes

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vrc would kill me

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oh fuck...

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alt+s partly... does the job

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yeah i think i will have to find other way again

manic marsh
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well, if that part is affected only by one bone you can scale it down normally

teal oasis
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i found a better idea to avoid rigging collision and extension

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shrinkwrap function

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damm

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it is much closer

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but still too far considering how much work would there be

crystal depot
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So when i go down my right leg alsways bends first as if its longer then the left one but its not longer! doese someone know how to fix that?😩

somber summit
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tf do I do?

crisp tendon
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@crystal depot Make sure bone rolls are cleared on legs, also side view would be more helpful

amber kestrel
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@fringe citrus I finally got around to grabbing a couple pics. Looks like the couple edits I did fixed the side tilt, but now I'm looking at a much more subtle issue. I can't find a middle ground between the chest puffing out enough to obstruct my view looking down and the body leaning forward like this.

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My hip, hands, head, and feet irl are aligned in that picture

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This is the rig. I recognize the distal bone doesn't line up with the thumb

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I imagine lining that up would fix the distal bone bend, but the hook still remains

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oh i figured the first one out. my view is lined up with my mouth somehow

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Any idea why it would do that? It calibrates in that position, there's no offset from calibration or drop/rise while walking, it just lines my viewpoint up in the wrong place

fringe citrus
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@amber kestrel I just read this right before I'm gonna be busy with work for quite a few hours, so can't respond much. If you drop me a dm I can remember to get back to it. As a first suggestion though for the viewball, make a copy of your avatar and drag the proxy_tpose anim from av3 examples onto it and start up play mode and see how the viewball aligns with the avatar under the effect of proxy_tpose.

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If it's off you can adjust the viewball to be in the position you'd want when your avatar is under proxy_tpose (even if that position looks off when your avatar is in its usual position and isn't under any animation in scene view)

amber kestrel
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View ball is aligned correctly with the default tpose

fringe citrus
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Ok then it'll take some more figuring out of things but rn I don't have any time to troubleshoot 😅 maybe someone else in this channel can give some ideas, but also I can help you after my work

trail nova
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looking for some help for this gap between his eyeball and his eye lid

trail nova
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I need something to be applied to the bottom of the eyelid when the character leans back to bring the bottom of the eyelid closer to the eye.

azure gate
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Greetings! i decided to make a model that has asymmetrical hands

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and now im trying to understand, is that actually possible to pull off?

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not a final skeleton, but in process..

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would this work? perhaps i should add some extra bones in shoulders?

crystal depot
crisp tendon
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That seems ok, not sure what else could be the issue

odd kernel
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Wings for some reason won't stay up, I tried copy pasting the angle from the OG version but it just goes back down.

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Anyone know if this is a rigging issue or?

crisp tendon
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aren't they in play mode ?

odd kernel
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Nope.

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It's only this varient.

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Every other time its fine.

turbid spear
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likely the dynamic bones

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actually that would only happen in play mode

ruby socket
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can you guys help me with my avatar

jagged swan
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this is a super noob question but how do i get back into this modehttps://media.discordapp.net/attachments/748107037845749830/766913814062432256/unknown.png

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i can figure it out

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sorry i got no clue im a nooob

lime star
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Anyone know any cool tricks to automate stuff like this? Some thing to the tune of: "Rename all symmetrical bones to bone{id}.L and .R", "Create bone groups for bones within x + y surface areas", ... etc etc

crisp tendon
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That's what symmetrize and mirror do automatically afaik

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@jagged swan Edit mode is tab

jagged swan
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THKKKK

verbal jackal
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Ok so I’m working on this avatar, (there’s still a lot of work to do on the weight painting), but one thing I can’t figure out how to fix is why he leans like this and causes the coat to clip through his legs. Is it a rigging issue or would it be something to fix with the weight paint? Here’s the armature if there’s something wrong there

astral warren
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Anyone know any cool tricks to automate stuff like this? Some thing to the tune of: "Rename all symmetrical bones to bone{id}.L and .R", "Create bone groups for bones within x + y surface areas", ... etc etc
@lime star It's time to to learn Python and start writing blender macro scripts.

And then realize in the time it takes to learn it you could have done them all manually, so you never get around to actually learning said python.

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but yeah if you know python, just pop open a code panel, type it out, and hit play. that's how you do.

mystic igloo
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Idk if this is the right place to ask; But Im in Unity and my top stays like this, even with the material+tex added qq What doo

crisp tendon
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how does it look in blender ?

mystic igloo
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I just went to use another top loll, there were some vertexes' that were invis n stuff. :T Gonna clean up the shirt fbx later.

rich dew
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What's the naming scheme of the bone hierarchy again?

crisp tendon
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pinned in this channel

rich dew
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So L_Thigh and R_Thigh are the first leg bones connecting to the hip?

crisp tendon
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Not connected, only parented

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That specific naming doesn't matter

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only if you want to symmetrize the armature in blender

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As long as the body mesh is called Body

rich dew
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Alright. I was just wondering because I made a pair of fake leg bones and wasn't sure if I had to rename them or not.

crisp tendon
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If they're named correctly then unity will try to automatically map them in the humanoid configuration

vapid rune
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Hey I'm having trouble with my avatars full body tracking. The hip tilts and spreads the legs out to the side. Does anyone have any knowledge how to fix this?

turbid spear
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your upper legs should be pointing straight down from the front

fringe citrus
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@vapid rune your main issue is that your hip bone can't be at or below the height of where your thighs start. Move it up like this:

vapid rune
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Ayyyy I was watching you full body vid tryna find a fix. Thnx mate worked a treat

misty plaza
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Unsure of if it's a rig issue or if it's VRC's IK, but there are a lot of times where my avatar's shoulders slouch downward to an unruley extent when in VR. is there a known reason to why this may occur?

crisp tendon
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there's a shoulder fix

misty plaza
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i'll look into it, merci

hasty musk
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if i dont force t pose in the rig configuration its messed up in game, but when i force t pose it does this

floral briar
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guys if anyone know much about dynamic bones issues / avatar than please DM me ..

formal hare
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I'm getting an odd issue, unity is saying giving an error saying the proximal is not the child of its hand's transform, and then listing the opposite hand (as seen in the screenshot). This is happening for both hands and every finger, any ideas on why this is happening and how to fix it?

violet citrus
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Hit this button... you're likely on one of the other to the right next to it.

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@fading verge

crisp tendon
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just change the material settings

crisp tendon
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in the material tab

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Did you select your mesh ?

crisp tendon
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It says Settings right there

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Are you on 2.91 or something ?

faint anvil
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Hey, is there a particular way the bones in the spine should be placed in order to sit correctly? My character hovers and their legs are stretched out when sitting

crisp tendon
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side view would help

faint anvil
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I changed a few things idk if they were good or bad things to change though lol

crisp tendon
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Make sure to clear rolls on all bones

faint anvil
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Cleared them ill reupload and see if it fixed it

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Idk if the rolls fixed it or it was the spine height but something fixed it lol

crystal flare
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It was most likely the hips height as fast as I've seen

crisp tendon
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if rolls are wrong they do a lot more damage than anything

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hip seems a bit high, but it helps in most cases

wide urchin
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how do i make it stay on the glove? should i mess with the weight paint?

crisp tendon
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yes

wide urchin
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okay i fixed it

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but now

crisp tendon
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you need to fix your mesh first before doing weight painting

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can't have floating geometry like that for limbs

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that's asking for trouble

wide urchin
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fuck okay

left flume
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Not sure where else to post this but I can't really come around this issue considering I'm not much of a Unity user. Could someone tell me if I have to mess with the rig's bones or possibly have this resolved in unity itself?

crisp tendon
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Are they causing issues in vrchat ?

left flume
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Haven't tested the rig yet

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so no

crisp tendon
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Then why fix what's not broken smart

left flume
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I just uploaded and tested around with it and seems as though the expressions make both arms clip a little through the torso itself, not only that but when I crouch the legs kind of stay a little inward instead of staying forward as other avatars usually would.

crisp tendon
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Then a few fixes in blender are in order

left flume
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Alright then I'll get to it 👍

olive shadow
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My avatar's fingers seem to be trying to auto correct themselves to fit index controllers and it ends up moving them unnaturally instead.

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As far as I know, the armature looks okay but do not know what is causing this.

astral warren
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What are the correct rolls, anyway?

limber glen
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my bones are there but they're not showing up?

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im so confused

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and i need to test them out but i can't cause no matter what i do i can't get to see them

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and thee bones are there cause i can "switch positions" and it does move the top part

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but i need to check the pants

finite arch
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I use oculus quest > virtual desktop > vrchat. anes anyone know why my character has a strange habbit of either standing slightly crouched, or on his tippy toes, there is almost no betweene...how do i fix this and make him stand like a normal person?

mossy flint
rose wagon
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That's just vrchat for ya :D

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👍

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@mossy flint

crisp tendon
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That's your pose vs the idle pose taurishrug

rose wagon
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Yeah and it sucks that it snaps like that since the new update

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All my avatars with custom idles do that now and it's horrible. I wish they'd revert it

mossy flint
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is there any way to manually change my idle pose so it isn't distorting my model

rose wagon
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No

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Like even with an idle animation... As soon as you stop moving it will do that

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I guess if you made your idle animation exactly the same as the rest pose... But that sounds tedious and awful

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But just know it pretty much affects all avatars so it's not a you issue

mossy flint
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fuck

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the problem is the idle pose is distorting his face for some reason

rose wagon
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Part of your neck bone is weighted to your face I think

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Did you use miximo?

mossy flint
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yeah i did

rose wagon
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Yeah miximo always does that xD

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Is bad bad

mossy flint
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alright, i'll just re-weight paint everything lol

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i was gonna do that anyway but the snapping was concerning me

rose wagon
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Yeah. Just re paint the neck and head

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Sorry about the snapping thing. I wish vrchat would revert it

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It used to be your legs would always stay in the idle animation. Now they dont

mossy flint
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i guess if it happens for everyone it wouldn't be horribly distracting

mossy flint
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i fixed everything but my shapekeys aren't working, i made them with cats and they all work in blender...

crisp tendon
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Is the avatar mesh called Body ?

mossy flint
crisp tendon
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And they're assigned correctly in unity and work there as well ?

mossy flint
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how do i actually check they work in unity?

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unity's not my wheelhouse

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nevermind, i figured out how

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@crisp tendon they're all here, but they don't affect my mesh in unity.

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they only work if i turn off legacy blendshape normals - and then i can't upload

crisp tendon
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Did you do that on export in blender ?

mossy flint
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i turned off legacy blendshape normals in unity. when i do that, my blendshapes work, but i can't upload. when i turn on legacy blendshape normals, my blendshapes do nothing.

crisp tendon
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What export settings do you have in blender

mossy flint
crisp tendon
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Check apply modifiers and try again

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Also is that 2.90.1 ?

mossy flint
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it's 2.90.0

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i had check apply modifiers before and it still was broken

turbid spear
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Apply modifiers don't apply the armature
And modifiers can't be applied to a mesh with shape keys

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Also scaling set to all local can cause you problems later as your armature scale will be 100 instead of 1 (needs to be fbx all)

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Use cats' export button to export with the right settings

crisp tendon
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I'd blame 2.9 tbh

turbid spear
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only issue with 2.9 I've had so far was the mesh being uneditable, which was fixed by unhiding everything in edit mode

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i dunno why it's supposedly so broken

mossy flint
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i'll try it, thank you kings

agile escarp
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Hi guys, do you have any idea why laying animation is so weird? Never had this problem before.

fading verge
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what do you mean?

turbid spear
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That's the 3.0 crawling animation

neon gulch
neon gulch
sweet rain
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hey anyone here know the fix for the complete body crumple in FBT? I'm getting the "hips aren't 180" error but fromw hat I can see everything looks right

fading verge
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sorry if this has been answered before, but I want to edit this material

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but it's blacked out

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or, greyed out in this situation, how do I fix?

turbid spear
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select the fbx asset and click on extract materials

fast scaffold
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Hey guys, I'm looking for someone I can hire to rig my Avatar for me? I have the model ready and stuff I just want him to have eye-tracking etc and I'm not having any luck with it, DM me please if you're interested :)

winter wasp
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okay this is gonna be my first attempt at rigging this

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any advice i should listen to before starting?

fast scaffold
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@winter wasp When experimenting with mine I found that I needed a backup, So yeah have a backup.

winter wasp
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okay

tired palm
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can someone help me point out what I exactly gotta fix here? ; w ;
modified Blender's Rigify Armature for the bones, got an error about Spine Hierarchy when trying to Build & Test, not sure what the issue is tho.

crisp tendon
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You have bones that shouldn't be there

tired palm
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oh shit, thank you! I'll go back and edit

rose wagon
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can someone explain to me wtf has happened to my avi
@neon gulch did you edit it in blender again and then overwrite it?

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it happens sometimes if you modify bones and stuff

neon gulch
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It’s okay I fixed it

fading verge
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I've been working on this Kon avatar in Blender, to make it more compatible with my body a little bit so I can move my arms out a bit more in full body.
I did that, but the only problem is that my left leg is now suddenly twisted and I'm not sure why or how to fix it since I see no problems from everything I've checked. owo The avatar is 3.0.

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The weight paints are all good from what I've checked and the bone positioning looks okay to me, I'm not sure what else it could be

frosty stirrup
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Is there a way to convert the XPS bones to something like the bones used in .pmx files? I'm used to working with .pmx files.

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Nvm fixed it

fading verge
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i repositioned the bones and changed some weight paints and now its fixed

hoary mulch
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im having this error and i dont know why i have done the rig three times and still is there, i always use the same proces but this time is not working, is there a way to fix it from blender or in unity?

crisp tendon
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click configure

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go to head

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unmap the jaw

hoary mulch
crisp tendon
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have never seen this issue

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can you screenshot the whole unity window with the console open ?

hoary mulch
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even in an empty file that happens too

crisp tendon
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You tried adding the fbx itself to a new empty unity project

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just the model

hoary mulch
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yes just the fbx with the rig and its the same error

crisp tendon
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"Try to reset the layout to factory settings, that did it for me. To do that click on the Layout roll out in the upper right corner in the main editor." @hoary mulch

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found on a thread of the same issue

hoary mulch
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wow it work!!

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what a weird issue

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thank a lot rubick!!

raw wren
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why does cats disconnect all the bones?

floral glade
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If the cause of hip tilt to side known already?

I made my avatar/rig from scratch and it tilts to side in fbt

crisp tendon
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Nope

crisp tendon
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2.8

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It doesn't matter

turbid spear
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Just get the lts one

verbal jackal
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Ok, I’ve tried spine stuff, weight stuff, and I still can’t figure out why I have this lean that clips my legs through my coat. Does anyone have any ideas for why this happens?

wise summit
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Anyone know how to convert a .obj file to .pmx? Can't use .obj in CATS unfortunately.

modest sky
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I think CATS supports fbx, and if so you can just export from blender as an fbx and then reimport and convert it from there with CATS

fossil nacelle
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I'm making an avatar for a friend, I have tons of experience modeling and rigging characters and have helped people with VRChat avatars before, but this will be the first time that I actually do all the legwork exporting it out and configuring it for VRChat myself (whereas in the past I would just rig a character and give them the FBX file). TWO QUESTIONS. Is this hand arrangement acceptable and does VRChat support individual toe bones? This is the way that I like to do hands for my personal models.

fervent hornet
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Do you not have a wrist bone? Fingers should work like real life where you have a bone starting at the knuckle, proximal, and distal points.

balmy cape
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I need help with this avatar when I use blender it selects the whole model instead one part of what I am trying to delete I want to delete the dress but I don't know how to separate the material.

manic marsh
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@balmy cape you can press space to bring up the search menu and type in separate by material, click on that and is should separate your model into multiple meshes that you can then select individually to edit/delete

balmy cape
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Thanks so much

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how do i delete bones do I just hide them..?

turbid spear
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Use the to parent button in cats just to be safe

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merge to parent, by the bone icon

balmy cape
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hmm ion see it

turbid spear
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bone parenting tab probably

balmy cape
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I think I did hopefully

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can i keep it like this to edit and put clothes on the model or do I have to change anything

turbid spear
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Get rid of the bones you don't need by selecting them in edit mode and merging to parent

balmy cape
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This tab?

manic marsh
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are you in edit mode?

balmy cape
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yup

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is this it..?

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oh nvm i got yup yup

mossy creek
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Why does the avatars feet come off the ground?

winter wasp
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alright here is my progress

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should i add bones to the tail too?

still fossil
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If you want a wiggly tail then yeah

winter wasp
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okay yeah gonna make my tail wiggle all over the place

still fossil
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Those extra leg bones are gonna give you problems in unity

winter wasp
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ahh so i should reduce them?

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there like velociraptor legs kinda

still fossil
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Yeah. Remove that middle leg bone

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And you're missing shoulder bones

winter wasp
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ahh okay

still fossil
crisp tendon
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Is the model off the ground for a reason ?

still fossil
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I just accidentally made it a bit too high that's all lol

meager zealot
warm oyster
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i have experience doing this but this question has never come up before with my other avatars:
if i have an avatar with shorter upper arms and longer forearms and big hands (so that the overall length is still comparable to a normal arm, so i can avoid bending arms)

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is it gonna mess anything up?

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i realize it might make it a little incompatible with premade animations but that's not really an issue, like i'm not doing head-scratching emotes or whatever

fervent hornet
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Shouldnt cause any problems IIRC as it will just bend in a different spot

warm oyster
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ye

gloomy wing
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all im going in the video is sliding my foot onto my toes

gloomy wing
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welp that was a fun few hours of messing with arm length, got it working

balmy cape
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Does anyone know how to add a shader to a model

pine sapphire
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@balmy cape Please post this in the shaders chat.

balmy cape
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oh their is a shaders chat oops didn't know

fading verge
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houw can i get the brush skin model ??

turbid spear
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you have to buy it

winter wasp
winter wasp
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okay so any tips about the armature with the eyes? since there not connected to the model?

crisp tendon
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They should be

turbid spear
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They should not

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As in the bone doesn't have to be connected to the head bone

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just parented

crisp tendon
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i thought they meant the meshes

still fossil
crisp tendon
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that's a very odd armature though

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not gonna play well with vrc's animations

winter wasp
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you mean like this?

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also got him to t pose lol

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there we got it

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also dont mind the things on the side those are from my streams

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all whats left i think is how to make the mouth move lol

crisp tendon
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the very large hip bone that is too low, the non flat shoulder bones, the tiny upper leg bones, the rotated head bone

gritty girder
crisp tendon
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bone chain should be connected

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then fix the weight paint

gritty girder
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I had one connected before with weight paints that overlapped but its still bein crappy, this was my attempt at a workaround haha

crisp tendon
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that's how they're made taurishrug

gritty girder
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thats fair I'll play around some more and hopefully its just some weird settings or keyframes or smthn

jolly elk
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I'm adding 2 new bones to my avatar's hair. After I set them up, I'm able to pose them in blender as well as unity. They move perfectly.
But for some reason when I add the dynamic bone component to these 2 bones, it doesn't work. They won't move at all when I enter play mode like the other dynamic bones.
Any idea? This issue pops up occasionally but I forgot how to fix.

gritty girder
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ohhh just in case it helps other people the weight paint for mine was just also on the legs haha im poopoo brain

carmine halo
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Trying to remember how to rig

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anyone look over this and make sure its correct as well as telling me how to mirror it?

sly canyon
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Does someone know if/how you can force an Armature into T-Pose? (in blender)

tough robin
fervent hornet
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Its not going to be happy, you could try manually positioning them after enforcing tpose but rotation constraints are still probably your best bet

fading verge
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How do i make my own anime avatar

quartz oriole
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@fading verge I use something called VRoid studio

fading verge
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Ok

half grail
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How can I restrict a joint to only rotate around one axis?

sleek isle
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rotation constraint component

half grail
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trying that, any way to test it? play mode isn't showing any difference

sleek isle
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it do not need play mode to show what it does

half grail
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hmm, i'll mess with it some more

pine sapphire
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@crisp tendon Wait, what happens if your shoulder bones aren’t flat? Does it mess up your arms? (Asking because I’m working on a specific use case).

crisp tendon
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yeah, causes slouch in idle

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Kung mentions it in his fbt video fix

slate fable
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If I'm making a lamia, how would I do the tail?

crisp tendon
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dynamic bones, unless you plan on animating

slate fable
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Oh well

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I dont exactly know, I wanna have it slither, but I dont know what to do about like, slithering and physics at the same time

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Is that possible?

crisp tendon
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if it is i haven't seen it

slate fable
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Dang iiittt

turbid spear
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Dynamic bones still let you animate stuff

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So it will still jiggle even when animating

crisp tendon
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i'd love to see how that would look

turbid spear
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I have it on my ears

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Lots of ear flap animations have that in fact

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Or rather lots of avatars have ear flap animations and dynamic bones on them at the same time

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All the animation is just rotating the ear

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Dynamic bones normally don't let you rotate the bones in unity as they override the position but if you have an animation for it, which you can record with them disabled, it overrides the dbones

crisp tendon
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i see how this works since it's A to B, but for a slithering, i'm not sure what a dynamic bone would do

turbid spear
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Entirely depends on the settings and animation I guess

tight musk
turbid spear
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you could try adding some twist bones

tight musk
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i will try that, ty

stiff plover
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Bones are all fine in blender

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no idea whats going on here

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unity bone settings are good too

crisp tendon
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Make sure do do Alt + R on all bones in edit mode before export

stiff plover
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Ah I think that fixed it. Thanks!

wooden blaze
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is there a way to do non-spherical eyes with VRChat eye tracking? I have stretched eyes vertically by about 30%

arctic jacinth
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@crisp tendon you think you can help me with this? I have an avatar with a near identical rig that doesnt twist

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i followed all of this

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but the issue still persists

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thats how my skeleton is set up

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It starts twisting when i hyper-straighten my knees in full body

arctic jacinth
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could it be related to the 3.0 issues? (prob not right?)

crisp tendon
#

You got a screenshot of the armature side view without the arms ?

#

legs are usually not the culprit

arctic jacinth
#

Well it magically fixed after i overbent the thighs and then swapped to a different avatar

#

calibrated

#

and swapped back in

#

so... 🤷‍♂️

#

lets see if it breaks after this rig update

#

fucking neckbone hack

#

she'

#

is broken again

#

and now she's fixed again

#

this is so scuffed LOL

#

im not even changing anything just reuploading and calibrating different avatars

#

and then swapping back in and recalibrating

crisp tendon
#

And you fixed the neckbone ?

#

You can otherwise try raising the hip bone even higher

astral warren
#

Lately I have been seeing an issue in VRchat were suddenly the hip stops rotating with you

crisp tendon
#

@astral warren in FBT ?

astral warren
#

Nope!

crisp tendon
astral warren
#

Just normal vr

crisp tendon
#

What type of rig do you have ?

astral warren
#

Humanoid with no rig hacks. And by turning I mean turning without locomotion. Head and hands flip with me as expected with my but spine gets all twisty be because the hips aren’t rotating. Kind of similar to when you have the big menu open. Except even if you start walking around they don’t flip over. Then randomly they start working as expected after maybe 2 seconds 

#

It feels very similar to having full body tracking and your hip tracker freezes in place

crisp tendon
#

Do you have a recording of that ?

vague dew
#

I have to adjust the weight paints of the clothes by hand because auto weight does a shitty job

half grail
#

the topology may not exactly match, try the mirror topology option

vague dew
#

Is that just the same as the regular mirror option or is that somewhere else/

#

cause this is mirrored

fading verge
#

Lumpy, are you talking about trouble with the "X Mirror" option when weight painting, or are you using the "Mirror" button under Weight Tools?

#

Either way, if your mesh isn't exactly mirrored (if it's asymmetrical in any way at all), you probably need to enable the "Topology Mirror" option under "X Mirror" when painting, or the "Topology Mirror" option when using the "Mirror" weight tool

#

if your clothes are super asymmetrical, hate to say it but you probably have to do both sides by hand. it'll take longer, but you'll get much better results

vague dew
#

Nah it's a perfectly symmetrical mesh

vague dew
#

The issues are being cause like so;
I have a mirrored mesh with mirrored Vertex Groups.
When I paint on one bone, the mirrored bone gets painted as well except for these stupid spots where for some reason it doesn't work.
I can't turn this off. or if I can, I don't know how to.

coarse delta
#

@vague dew instead of using auto weights, add it with envelope weights and then do a weight transfer from the body to the clothes

#

to do a weight transfer, select the body and then shift or ctrl the clothes, then enter weight paint mode, go to the drop down menu for weights and select "transfer weights" . If you need good settings for this, dm me ^^

#

this type of auto weighting works super well, and only needs minor touch ups

vivid verge
#

Could anyone help me learn how to add dynamic bones to items such as hoodie strings? I am guessing it has to do with creating bones in blender but I'm not too sure.

fading verge
#

That is exactly what is has to do with, yes
It'd be tough for anyone to explain exactly the nuances so you have to look up a blender tutorial on how to weight paint.
The basic idea will be add string bones to your armature in blender, then paint your strings to be assigned to those bones. Watch some tutorials, and it might help to find a free mmd hoodie available to download so you can look as see how they've done it

crystal flare
#

First time that happens to one of my avatars..

crisp tendon
#

check the bone names

crystal flare
#

I can't tell what's wrong with it :c

coarse delta
#

probably cause the angle is straight on the legs

#

you should look up a tutorial, theres tons for body fixes

crisp tendon
#

@crystal flare Are the bones actually the correct names in armature

#

not mapping

#

also could definitely be too straight legs as Mari pointed out

#

move the knee bones forward slightly

crystal flare
#

Again, the names are correct, I use the exact same rig for all my avatars and all the others are fine. I'm following a tutorial on the straight legs fix

#

....ok it doesn't work

crisp tendon
#

did you clear bone rolls ?

crystal flare
#

I did

#

It should work DX

crystal flare
#

Ok nvm, got help ^^

crisp tendon
#

what was wrong ?

sleek isle
#

Depend of what idle you use. I find that the female (proxy_idle2) for example can avoid leg issue when crouching.

cinder portal
#

Anyone know how to fix the CATS plugin not merging weights?

fallen field
#

Hey, im making Bob from Animal Crossing as an avatar, and i was just wondering does your character need to have rigged fingers for it to work in vr chat?

turbid spear
#

yes and no

cinder portal
#

You just need to make the bones

turbid spear
#

you need finger bones but they don't have to actually be weighted to anything

fallen field
#

Ok thanks

pine sapphire
#

Does anyone know of a good tutorial I could follow regarding elbows (how to make it so that they don’t fold in on themselves)? I’ve heard that people use corrective shape keys; or additional bones; but I don’t really know what that means...

#

Photo for reference...(left bad; right good)

turbid spear
#

Use a twist bone

#

at the elbow

pine sapphire
#

Are there any tutorials that I could follow?

#

I’ve looked it up and it doesn’t seem like it’s super well-documented.

sleek isle
#

you need a combination of aim and rotation constraint

turbid spear
vague dew
crystal flare
#

@crisp tendon Actually after these updates all my avatars have twisted legs, they didn´t do that at all before D: guess I'll just wait for it to be fixed U.U I thought mine was fixed but in VR it still doesn that

crisp tendon
#

Did you have custom idle animations ?

vague dew
#

So uhhhh... does anybody have any fixes for my weight painting issues?

crisp tendon
#

is your mesh mirrored

vague dew
#

yes

#

When I weight paint by hand though, the mirrored weight paints get all spotty for some reason

#

Makes it all ugly and jagged

sleek isle
#

blur

crystal flare
#

I had one, when I deleted it the model looks fine in desktop, but in VR the legs do twist

#

Like a lot of my avatars do this now, some don't, it's crappy

vague dew
#

I don't think blur is gonna fix this

crisp tendon
#

you shouldn't do manual weight paint for that stuff, doesn't automatic weight paint give you good enough results ?

vague dew
#

Cause whatever I do to one bone, also happens to the other bone but shittier

#

No, i've already stated that auto weight painting does a terrible job and causes it to turn inside out & Clip through the arms

#

So I basically have to edit the whole thing manually

#

It almost looks good then, the only thing keeping me from uploading it right now is these stupid sharp spots And the new 3.0 bugs

fading verge
#

Why are my model's bones doing this in Unity and how can I fix it? It's fine everywhere else. There are no twist bones etc. on the model, and everything is parented right in Unity's rig thingie.

crisp tendon
#

what about in blender ?

fading verge
#

It looks totally fine in Blender

crisp tendon
#

try clearing bones rolls in edit mode

#

and apply pose as rest pose through cats

#

then export as new

fading verge
#

Let me try that

#

Hmm nope they're all at 0 degrees

#

Oh okay I loaded the wrong FBX, they have rolls on them. I think that'll fix it, thanks!

crystal flare
#

This is frustrating, this avatar was perfectly fine, then yesterday it became this

#

Is this because of the recent updates?

crisp tendon
#

How does the armature look from the side in blender ?

#

another pair of straight legs ?

crystal flare
#

Most of my models have straight legs, but none of them do this

#

This is the only one that does this extreme twist

crisp tendon
#

Would be good to check out this one specifically then

crystal flare
#

I did, but this wasn't happening before yesterday

#

Like I made this one a month ago

fading verge
vague dew
#

So uh... anybody got a solution for my issue?

coarse delta
#

@vague dew is it skin-tight? and what settings did you use when you did my method

vague dew
#

It's not skin-tight and I just used the default settings

#

It's quite loose compared to the body, since the front is open I need to have the torso modeled underneath

#

I actually gave Mixamo's rigging a try but it made the vest flap around when the arms moved, and that's not what i want

vague dew
#

Works great, but it still needs adjusting

#

And whenever I make adjustments, that's when the spots start coming up

#

Oh, whatever. I think i've found my own solution anyways

#

I'm just going to fix one side and then mirror it with the mirror tool

ebon token
#

maybe this is a good place to ask, when I walk my legs start to walk up and in front of me, any reason to wy this would happen?

#

looks like I'm laying in mid air waving my feets around

plush phoenix
#

Hey yall.
Do you have advice on rigging a hunched over character like this for VRC? Arms and legs are working fine, but Unity tries to straighten out the spine and head into an upright position. In game it twists in a unusuable fashion.

#

I have seen Avatars where you essentially view from behind the head, as if sitting on the Avatars back, while the head copies your movements. I dont know how to set that up, though

neon gulch
#

Could I get someone to weight paint some hair for me ?

crisp tendon
#

@plush phoenix look up Xiexe's tutorial on constraints

plush phoenix
#

@crisp tendon I can only find the one on Twist Bones, do you mean that one? Anyway, I know about Constaints from there now, so I should be able to work it out. Thank you!

crisp tendon
#

that's the one !

unreal granite
#

so... no matter what i do my models mouth is just styaing open, this is new... something wrong with avatars?
it has visemes, has its jaw bone... everything is set up...

crisp tendon
#

if it has viseme it should not have jaw bone

alpine frost
#

@ebon token Vrchat probably F'd up again, will need to wait until they fix it

stuck dagger
#

Can I have some help rigging? I've never... I've never really done it before like at all haha

#

Like can someone send me like a good video to teach me how, or like

#

a guide to rigging a humanoid

crisp tendon
#

there's tons on youtube

#

take your pick

slim scroll
#

So, I'm rigging this LEGO Clone Trooper, but his shoulders don't stick to his torso. Not really sure how to fix that. Could it be a rotation thing?

unreal granite
#

can someone tell me how to get my model to work, i shrunk her down shes sitting in a ufo... i need a body that im gonna make invisible to be the vessle of me walking around but i also want my main model to still move her arms and upper half body..

wide urchin
#

does anyone know how to rig a avatar with 4 arms?

mild stratus
#

@wide urchin Unity constraints

wide urchin
#

is their a video explaining how?

mild stratus
#

Probably, you could find one easily on youtube

wide urchin
#

can you try to find one for me please?

mild stratus
#

Ok, turns out I can't find one.

#

But, I don't really know what you want to do now that I think about it.

#

I'm assuming you want the arms on the same side of the body to be in sync with each other, is that correct? @wide urchin

wide urchin
#

yes

mild stratus
#

Alright then, find the Arm bones that are NOT used in the humanoid configuration, and click 'add component'

#

The type in "rotation constraint"

#

Then click the option saying "rotation constraint".

#

(just a quick warning, you'll have to do this on EVERY bone)

wide urchin
#

Okay

#

So basically add rotation constraint on it to see it it works?

mild stratus
#

Not yet.

#

Click the plus, then drag the armature that would be moved in game from the hierarchy to the empty slot

wide urchin
#

Okay got it

mild stratus
#

Then click "activate"

wide urchin
#

I will try all of that tomorrow cause I'm tired as fuck

mild stratus
#

Rotating the original should rotate the object with the constraint

wide urchin
#

Alright I'll that out tomorrow to see if it works

#

Thanks for the helpful advice

mild stratus
#

no problem, if you need help, @ me, because I'll be at school tomorrow.

wide urchin
#

Alright I will if I need help

valid locust
#

my avatar is rigged but when i try to publish it, it says i need to map it, how can i do that?

wide urchin
mild stratus
#

Does it work in Unity?

wide urchin
#

yes

#

it works wel in unity

#

but not vrchat

mild stratus
#

It’s a whitelisted component in the docs

#

I don’t know why it wouldn’t work

wide urchin
#

idk either

mild stratus
#

Did you make sure to constrain the armatures unused in the config?

wide urchin
#

i believe so

#

i'm not too sure

mild stratus
#

Actually, if you did the wrong ones, I don’t think it would move...

#

Unless VRchat has some override for ik

#

Which it probably does

#

Make sure that you did do the correct armatures, you can see the bones used by vrchat in the humanoid config menu

#

I have school now, so I have to go, I’ll try to help when I’m free

wide urchin
#

i did do the correct armatures it was the arms so i put it on those

slate fable
#

So, the viewball on my avatar is too far forward, what should I do?

#

Nevermind I got it

verbal jackal
#

So I have this weird issue on my avatar where when I stand still he’s fine for a few seconds and then the area around his neck on the back sort of snaps up a little bit, making it look awkward. The same issue occurs when I start walking as well. What part of the body would cause it to snap up like this? I’ve tried adjusting the head, neck, spine, and shoulders but nothing seems to be working. Anyone else have this kind of issue?

crude dust
#

Hey um idk if this is the right chat to ask yet I really need help on this...
Does anyone have experince with live2d I am getting a commission done so I wanted to pratice before I get the full thing and um.. I dont know how to import the model too start the rigging and no matter what heccing video I watch they never mention it! NEVA!!

#

Sorry I been trying to figure this out for hours that im going insane q-q''

high skiff
#

Does anyone know of a good guide to learn to rig an avatar? i looked ut havent foumd one thats is using blender 1.8, theyre all either for dynamic bones or are 1.7

mild stratus
#

@wide urchin I managed to get the constraints working with a cube, I don't know what'd be different in your case.

warm smelt
#

I was going to ask something about weight paints, but then I realized I had symmetry on while painting...

sturdy belfry
fading verge
#

Are you testing it in play mode?

teal oasis
#

please anyone.

#

explain what the fuck is going on

coarse delta
#

youre not in pose mode?

teal oasis
#

i am

#

i have no idea what is wrong

#

i guess i have to go back into a backup and redo it

#

excuse me what

#

i select diffrent bone and it says it has weight paint on it as well

#

yeah my arm has weigh paint too

#

what is going on.

lost narwhal
#

are the ears in the armature?

teal oasis
#

they are the same mesh

#

so yes

crisp tendon
#

is the mesh actually parented to the armature ?

teal oasis
#

armature is the parent of the mesh...

strange yew
#

so uh

#

how do you go about rigging a leg with more joints

#

like this

#

i just sorta moved them to look right but idk if this is how it works at all

teal oasis
#

i give up for now. i gotta get a break and thing what i did wrong

coarse delta
#

@strange yew anthro type legs still use a normal humanoid rig

strange yew
#

yeah i ended up doing everything

#

also weight painting is gay

fading verge
#

i can't go in weight paint...

#

while in pose mode.

grim temple
#

go to edit at the top and uncheck "lock object modes"

turbid spear
#

select the armature, go into pose mode then shift select the mesh and go into weight paint

#

and yes, lock has to be disabled

fading verge
#

FINALLY

#

THANK YOU

#

how do i turn on wireframe now?

#

wait nvm

fading verge
#

guys

#

i need help with unity

#

when i imported avatar

#

it said

#

error found while importing rig in animation file

#

and leftfoot not found

fading verge
#

i don't want to add foots though

fading verge
astral warren
#

Mechanical rigging is probably the easiest, there’s no weight painting, each part is just solid blue or red

#

Put the bones directly on the hinges

turbid spear
#

Yeah and you can assign weights directly though vertex groups

fading verge
#

how do i tpose my avatar

#

in blender

#

it's not in tpose

astral warren
#

If it’s in something like a pose that’s also fine. T pose is not actually necessary

fading verge
#

but unity says avatar is not in tpose

astral warren
#

That’s because it’s not in t pose

fading verge
#

and i also don't wanna add foot on my avatar

astral warren
#

It’s just telling you it’s not in T pose, it’s not saying it has to be

fading verge
#

so it's not nessecary?

astral warren
#

Nope

fading verge
#

necesarry*

#

my grammar :/

#

ok well i guess i

#

i'm gonna weight paint then

#

but wait

#

i don't wanna add foot on my avatar like i said

#

and the unity isn't letting me

turbid spear
#

show screenshots

fading verge
#

hang on

#

i'll be back in like 10 minutes

#

you know what i give up

turbid spear
#

your descriptions are kinda hard to follow without screenshots so

fading verge
#

how do i remove this

#

thing

#

block thing

#

it rotates freely

#

which i don't want it to do

turbid spear
#

is that a roblox avatar

fading verge
#

well... tbh yes.

#

i kinda had an idea

#

soo...

turbid spear
#

and you're trying to remove the arm?

fading verge
#

no but trying to somehow import a roblox avatar to vrchat

#

if that's possible

#

i'm trying to remove that block thing

#

around it

turbid spear
#

people have done it before plenty of times

fading verge
#

really?

#

and how...

turbid spear
#

those look like the rig

fading verge
#

i'm trying to do it for 2 days

turbid spear
#

but you want bones

#

does your model have an armature, check top right in the outliner

fading verge
#

yes

#

it does

turbid spear
#

unhide it, show a screenshot

fading verge
#

uhh....

turbid spear
#

of your armature

#

don't zoom in on stuff so much

fading verge
#

you know what i just give up

#

because everything i try is pointless

turbid spear
#

alright

fading verge
#

i've been trying to do this for 2 days 24/7

#

nothing

#

so i give up

lucid cove
#

Can anybody help me pleeeze

#

Is there an way to bend her arms to tpose

#

If I do enforce tpose it looks scary

crisp tendon
#

if it looks scary then your model is probably busted

#

looks like weight paint is broken

lucid cove
#

:(

#

So back to blender then

crisp tendon
#

ye

lucid cove
#

:(

#

whats wrong with it

turbid spear
#

You have extra bones that were wrongly assigned in the humanoid rig

#

You need to merge them

lucid cove
#

i thought i did, its like click shift, and ctrl j right

#

on each of the skeletons

turbid spear
#

in edit or pose mode, select small bone, shift select big bone, click merge to active in CATS

#

do that for lower arm and wrist as well, on both sides

lucid cove
#

where is merge to active in cats

turbid spear
lucid cove
turbid spear
#

bone you shift select last is the active bone

#

so the big bone has to be selected last

lucid cove
#

k

#

ahhh i see

turbid spear
#

that will transfer the weights from the small one to the big one and delete the small one

#

you can merge what looks like the breast bones to the chest bone

lucid cove
#

does that look alright

turbid spear
#

your wrist is also kinda messed up

#

does she have hands

lucid cove
#

under her sleeves but they arent important right now

#

this is my first model ever

#

just do the merge to active for her hands, but like the fingers to the forearm?

turbid spear
#

Nah, keep the hands as animations break if you don't have finger bones

lucid cove
#

so leave that alone then

turbid spear
#

yeah

#

might need to fix that up later

#

alongside the legs being / \

lucid cove
#

whats wrong with the legs

turbid spear
#

the bones need to be more straight from the front

#

| | rather than / \

#

but check if it causes issues first

lucid cove
#

can i do that in unity

turbid spear
#

if it does you will need to move the tips of the leg bones to make the legs more straight

#

no, but it's easy

#

because you just move the bones in edit mode

#

and don't touch the mesh itself

lucid cove
#

oh i see

#

lemme do that real quick

turbid spear
#

just select the top balls on the top leg bones, both left and right legs

lucid cove
turbid spear
#

then go front view with 1 on the numpad, and scale them away from each other on the X axis

lucid cove
#

like that

turbid spear
#

scale back in a tiny tiny tiny bit

lucid cove
#

like back in

turbid spear
#

back into the middle

lucid cove
#

better?

turbid spear
#

try it, i dunno

lucid cove
#

k

turbid spear
#

if you see legs being funky you know what to change

lucid cove
#

just the hands are funky

#

at least the arms are better

turbid spear
#

it's your hand bones being up there

#

it's trying to align stuff probably

#

you need to move the bones to be more in line with the hand

#

but you'd need to move your hand mesh as well

lucid cove
#

thats in blender too right

turbid spear
#

yeah

#

unity is just quick setup and upload

#

90% of problems need blender

lucid cove
#

k ill do that

#

that sucks lol too bad its not one software

#

this look like a good hand

#

ima try

#

looks alot better

turbid spear
#

nice

#

but some of your bones look like they're assigned wrong

#

hair bones shouldn't really be showing up as green i think

#

check that you have matching bones assigned (chest for chest, head for head etc) also set jaw to none

lucid cove
#

how owuld i do that

#

is that the parent bone stuff

#

i think i got it

#

i need to duplicate the custom override thing where do i find that

turbid spear
#

not sure

#

if you're on sdk2 you gotta search for it

#

search for override

lucid cove
#

pretty sure im on the 3

#

thats for the audio

#

im going to bed now lol this is to much

turbid spear
#

if you're on sdk3 the process is a bit different

#

but override stuff is only needed it you have animations

#

I'd upload without all that for a start

warm oyster
#

before i continue sculpting, can anyone tell me if the red bone structure will cause problems or not?

#

i can't move the hip bone's head out, i know, or else when the leg twists it'll pop the ball joint out of its socket

#

but idk if the knee/foot being further out than the hip is an issue

#

(also i drew this in 3d so the perspective is off, hip bone head will be centered in the ball joint itself)

#

i keep trying over and over to google it, but i might be dumb, i can only find information on the beneficial slightly-forward-knee adjustment

turbid spear
#

I'm not sure what you mean by that image tbh

warm oyster
#

that's the robot's butt

#

can the knee be further left or right from the hip

#

instead of straight beneath it

#

it just matters a lot since if it affects IK or tracking i need to know, since the robot's all hard surfaces and i can't just squish the leg over after it's made

turbid spear
#

I think in that case it might still bend your upper legs inwards ingame

warm oyster
#

hmm, alright. yeah, good enough for me. thanks

turbid spear
#

but bones don't have to be exactly where the mesh is

astral warren
#

Or just disconnect the tail so they point straight down even if they don't join up with the knees.

#

that's also fine

gritty girder
#

hey guys, how can i make it so the hard material on the head isnt as gummy?

#

I've tried zero weight painting, but it makes things look awkward and stretch beneath the head, and bone constraints seem to effect the eyes so the player cant physically move their head

#

this is a model I was provided but it isnt in full tpose like the arms are down a bit

crisp tendon
#

Remove the weight paint from other bones on it

gritty girder
#

thanks, I'll try it now!

#

is there a way to like boolean weight paint so I can just discard the weight paints that coincide with them in another group?

teal oasis
#

ah....

#

seems right

fading verge
turbid spear
#

Yes

#

Twist bones work and unity constraints work

#

Blender constraints don't

fading verge
#

would setting up unity constraints even be worth it for full body tracking movement?

turbid spear
#

Probably

#

If you do it right

warm oyster
#

@astral warren i hate to at you, but to expand on that, is it okay to just leave all the leg joints detached? like

#

the bunny bot's wide stance has hips, knees, and ankles all progressively more outward from the midline
(but note that the curving legs will still have bones that point straight down from the joints, the curves are just cosmetic)

#

i swear i've done this before, i just know this is gonna be a lot of work and i'm nervous about mistakes early on lol

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i've done AV2 but i'll learn AV3, it sounds nice

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(again i've tried googling it, i know how frustrating it is handholding people so i won't pester you again ;-;)

astral warren
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there's no need for the tail of one bone to be the location of it's child bone's head

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at least in terms of vrchat legs it's a cosmetic choice when working with the model's rig

warm oyster
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excellent, thank you and i appreciate you

floral bramble
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i believe this goes here but let me know if im wrong
dose vrc support any form of corrective blend shapes? ive got a few things that could really use them

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@ me if any one has any word on this

alpine eagle
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does anybody have any idea how to do visemes for dogs?

turbid spear
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With avatars 3.0 you can edit the movement controller so you can do corrective blendshapes, but you have to manually set them up in every animation @floral bramble

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I doubt unity supports it natively

floral bramble
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so it work with animations, but what about general moving around in vr?

turbid spear
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Doubt you can do it for IK but you could use constraints to limit deformations

fervent hornet
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Only locomotion control you get is velocity and angle, not actual bone deformation information. Safest bet is to use constraints to create twist bones instead of using corrective blendshapes.

uneven thistle
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If you add or remove bones from your rig, do you have to re-do the entire setup process for the avatar in Unity?

astral warren
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No. You may need to re-check the bone config screen and check any blendshape assignments that might have been re-ordered

uneven thistle
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Oh hey Adeon :D

astral warren
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Hot swapping the FBX in unity should be safe from messing anything else up, just make sure you import using regular blender fbx import the second time around, don’t import with cats plugin after its already been in unity 

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Hi Gama!

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Oh and if you use blenders FBX export uncheck “add leaf bones” as an option otherwise you’ll keep getting extra end bones every time it goes through blender export

obtuse willow
#

So i have this model that i ported from sfm to blender. I imported it into blender and fixed it with cats blender plugin to combine the meshes and fix the bones. It then messed up the bone rotations and scaling and it breaks whenever i import it into unity.

lucid cove
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can anybody help a cow out with bones

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nothing i try is working

crisp tendon
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?

lucid cove
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working right at least

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sometimes it works wrong

lucid cove
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how do i make this work

manic marsh
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good god that looks cursed

gritty girder
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hi again, still working on this one, i have a bunch of tears but I cant find the areas not being weight painted anywhere so im not sure how to fix them

gritty girder
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@lucid cove that rig should work if you unparent the legs, and reparent them but don't make them connected

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Should be able to just move them where you actually want the legs to be and weight paint and you're all good!

fading verge
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someone help me with the eyes please

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or send me a tutorial video i couldn't find one

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also mouth

gritty girder
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what kind of eyes are you doing?

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like eyeballs or plane irises?

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for the mouth extrude back a section for the lips, another for the back of the lips, then one for the mouth cavity, and another for the end, then close it and shape differently using shapekeys

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if you use cats it'll autocreate the different visemes for you based on 3 you sculpt

fading verge
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Alright, so, trying to attached some piercings via the Set Vertex as Parent (Triangle). This works for the visemes without having to modify them but then this happen when moving the head.

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That's how they're suppose to look.

#

The piercings are a separate mesh. While I could combine, that just flips the problem: now the visemes won't have them move.

fading verge
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Is there really no simple way to add an object (same mesh or separate) to the Basis shapekey and have it apply to rest?

turbid spear
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apply how

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if your mouth opens it'll not move

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maybe your piercing is just not weighted to the head

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select it, then select the head vertex group and click assign in edit mode

slow garnet
#

Could someone help me import my model into unity? I'm not sure what to do for the bones to make sure that its usable in vrchat

crisp tendon
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vague dew
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I can't figure out why my weight paints aren't mirroring

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The mesh is mirrored, the bones are mirrored and correctly named, I can't figure out what's going on

#

nevermind, fixed it]

split void
#

How could I rig 2d face sprites to have changing expressions

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when talking or something like that

turbid spear
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You'd need avatar 3.0 to do it properly

split void
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oh

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Ill ask over there then

turbid spear
violet turtle
#

Since my question got burried, I suppose I can ask here>

My avatar knees are going inward when I crouch. I've brought it into cats and fixed model, and I've adjusted my ik pose to have the knees slightly bent out yet theyre still moving inwards

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any suggestions?

turbid spear
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upper legs are pointing inward

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you want blue

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In front view they should be straight down, in side view they should be bent a little at the knee

violet turtle
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yeah that they are not. hmm.

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is there a way to know when its straight? the shape of the bone controlls don't really give you a straight line.

turbid spear
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i think you can eyeball it

violet turtle
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ight

turbid spear
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from front orthographic view

violet turtle
#

yeah. whats the method to updating it to unity, since I've done a bunch of setup after ive imported from blender

turbid spear
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it doesn't have to be perfect I think, but if you want to make it perfect you can scale the bone to 0 on the x axis

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but that'll move it away from the knee bone so you'll have to move it

violet turtle
#

I just eyeballed it.

manic solar
#

hi, everyone ❤️ i've been working on a new avatar, all's been going super smoothly, but when I rigged it, I decided to use an old rig I had for a 2.0 avatar, which had the upside down hip-fix. Everything worked fine, but thinking it's better if I put the hip back to normal, I removed the hip fix by rotating it back, but now whenever I try my avatar in vrchat, my hips turned backwards.

Tried a few things. I tried setting rig to none, then back to humanoid and reconfiguring
Tried resetting and enforcing t-pose in configuration
Tried applying all transforms in blender
Tried setting all bone roll to 0 in blender
Tried setting hip bone specifically to 180
Tried dragging in my avatar FBX into the unity scene again and setting everything up again
Tried exporting a brand new version of the FBX into unity and setting it up with that
Tried re-doing all animations that involved the tail
Checked bone parenting of hip and related bones

No luck! Still happening. Anyone got any ideas? :<

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Just as a note, the hips aren't flipped in desktop. Only in full body vr

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another note, incase it helps, everything looks fine in the configuration preview in unity

teal badge
#

When I merge two meshes in Blender, the vertex groups from one lose all their weights. Does anyone know why? 👀

urban heath
#

I can't get it to work properly.

slim scroll
#

This is him in Blender (don't mind the different textures, I added those after I took the first screenshot)

crisp tendon
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@teal badge That happened to me recently, i just had to restart blender lulw

urban heath
#

Hi, guys. I'm having a issue with my avatars. I'm recent to rigging for VRChat. My avatars look stiff and the dynamic bones vibrate after walking or moving around. I haven't found a solutions for the vibrating and a way to make the animations smooth. Could anyone help me?

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The avatar vibrates when idle and stops after some seconds.

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@slim scroll You need to weight paint the shoulder to collar so it doesn't do that.

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I have done this to Syndrome's Disney Infinity model that also had this part on the shoulder and I weight painted it to the collar.

urban heath
eager geyser
#

this only happens on this avatar though

gritty latch
#

why is my open hand looking weird like that? what are the rules for rigging hands for vrc in general?

half grail
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Your bone's default position may be slightly bent open, and so VRChat opens your hands too much, try bending them slightly inward and setting as the default pose

gritty latch
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alright

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this is the rig

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is there anything noticeably wrong with it?

half grail
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it looks fine, are all the rotations at zero?

gritty latch
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how do i check that?

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probably not

half grail
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click the specific bones and check their rotation values

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In pose mode specifically

gritty latch
half grail
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Huh, weird

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If you get desperate enough, you can just remake the hand poses that don't work

gritty latch
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true but i really wanna learn how to rig properly 😦

half grail
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That's the thing, the rigging looks normal. Check your fingertips, I have problems with them on certain avatars when the imported default pose has them either bent or unbent

gritty latch
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i'll try bending them inwards slightly

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when i press "enforce t-pose" is all goes green

half grail
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Try to manually rotate into a t pose

gritty latch
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i mean, the button sets into a t-pose successfully

turbid spear
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you can try looking into twist bones

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or smooth the weights at the joint

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if you mean the wrist

gritty latch
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no, i mean the fingers

turbid spear
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hmm, not sure

#

probably a matter of rotating bones

gritty latch
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in edit mode or pose mode?

turbid spear
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I'd try edit mode since your mesh looks fine

gritty latch
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and how exactly should they be rotated? they're probably all over the place with their rotations...

half grail
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Possibly

turbid spear
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not sure

sleek isle
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do your own gesture pose lol

coarse delta
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most mmd model's open-hand looks like that, edit the gesture to change it

faint dome
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If it's green in unity after forcing t-pose, what are you trying to accomplish?

gritty latch
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I was trying to accomplish good looking hand gestures by fixing my hands instead of the gestures themselves, cause i didn't know the culprit

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I checked with normal mmd and indeed it's the animations themselves pushing the fingers all over the place in ugly angles

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Thank you for helping me, guys ^^

wary wave
#

Hello, I have an antenna on my robot with two bones, the base and the upper part

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I'd like to make it a dynamic bone, but I want to restrict the upper part to only jiggle up and down and not side to side

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How would I do that?

fervent hornet
#

@wary wave Dynamic bones do not support bone transforms, only rotations. I would recommend having a dynamic bone for the first bone like you do, then and then another fake one extending off of it. (This second bone would act the same way you have in the gif but have no weight to it). Then I would constrain your real second bone to this fake dynamic only on the up down axis.

wary wave
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Ah, thanks! That's ok. Is there a way to stop the child wiggling independently?

fervent hornet
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Dynamic bones has an Exclusions section you can put bones into to stop the chain early

wary wave
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Thanks!

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Adding it in as an exclusion made the entire thing stop moving

light sentinel
#

Hi. Im wondering if anyone could help me with the following: Setting up lip sync/eye movement for my vrchat avatar, and fixing the crossed legs bug i have when i crouch. Ive tried for so long to figure it out but im really not good at this :<

astral warren
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If it's green in unity after forcing t-pose, what are you trying to accomplish?
@faint dome A bind pose isnt the same as an idle pose

faint dome
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ah okay 👍

static solar
#

Hey guys My avatar crosses it's legs when I crouch I also Have a problem with the Spine it's says (spine transform Spine has bone length of zero) are they connected that's why I cross my legs in game ?

robust crescent
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sounds like an old avatar if it still has that, legs likely not straight if it goes crossed

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spine zero hasnt been a thing for awhile, can still use them

static solar
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@robust crescent yup It's old I was thinking the same lol so let me guess Blender ? straight the legs a little like I would set them up for full body ?

robust crescent
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yeh if they arent straight from front view its gonna be wierd in fbt

static solar
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@robust crescent Alright I will make sure to set them up right. Thanks for the help 🙂

west drum
#

Hello, new here. Anyone have an idea why my hips are in the ground for my prone animation?

astral warren
#

IK overrides custom animations. If you want an animation to take priority over the IK, use VRC Animator Tracking Control and set some body parts to animation.

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But you can only do that on avatar 3.0

fading verge
astral warren
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What are you trying to do? Hard to judge anything from a screenshot 

fading verge
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just rig my avatar i just made

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so i can walk n stuff

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and it sync

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because bones are aligned alr n stuff

west drum
#

ty @astral warren

untold charm
#

i am having a hard time rigging and adding armitures to this 3d model

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because they arent enough bones

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but there weren't any to begin with

astral warren
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You can add as many bones as you want

untold charm
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how though, ive been trying