#avatar-rigging

1 messages · Page 178 of 1

tulip root
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One thing is for sure. Even if ive barely slept my humour is still there ;P

silk jewel
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why does the camera get so stiff when i zoom in a bunch

tulip root
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DONT do this to me XD

silk jewel
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its when i shift + middle mouse button it to move it around

silk jewel
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XD

tulip root
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Well perhaps its just happy to see you working on dem fingers 😄

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I cant with this right now XD

silk jewel
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haha

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omg ive zoomed in to the limit 0_0

tulip root
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Its normal though. Sometimes the camera decides to be a bit... wonky... :3

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Just unzoom and move the camera angle. Thats should do the trick on dat stiffness of that camera. Gotta show it whos the boss.

silk jewel
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also dont you have a test to take?!?!

tulip root
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Stretch it where ever you want sweetie :3 Ma test starts in an hour :3 I have a break now. Im trying to stay awake and this is the only thing I came up with. Dont you flippin try to get rid of me now when youre clearly enjoying my company! XD

tulip root
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Nuuuuuuuu ill fall asleep! XD

silk jewel
tulip root
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You have no idea how hard those books take me into the sleepy land if I lack the proper entertainment and motivation. Last night my friends drank a beer every 10 pages I read until they realised that there was quite a few pages. XD

tulip root
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Dont you worry. So far I have not failed any tests and I read like 75% of the book :3

silk jewel
tulip root
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Stretch that boi!

silk jewel
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i did do it more?!

tulip root
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No no you choose the lenght of your fingers :3

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I mean if it was upto me id love to see those stretch to the lenght of slendy bois fingies.

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But then again dats not what youre after :3

silk jewel
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XD omg really like slenderman

tulip root
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Dem creepypastas ;P I actually saw splenderman walking around in vr chat a few days ago.

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Omg XD I was not splenderman!

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Typos...

silk jewel
tulip root
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s it down!

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That beautiful eggplant shaped fingie XD

silk jewel
tulip root
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TBH

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Id like to pick dem notes up. I have a few words to say about his first game and id love to say it to his face XD I feel like mister slendy boi would be runnin at that point. I never got them all because he was on my butt like a dog who has discovered a human leg.

silk jewel
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i feel so bad streching these fingers

tulip root
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Why so? XD

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oh...

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btw..

silk jewel
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ye?

tulip root
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Did you remember to mirror it to the other hand?? :3333

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I have a bad feeling about this next text

silk jewel
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i was gonna symmetrise it when i was done

tulip root
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ok then....

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In that case

silk jewel
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FUCK

tulip root
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Yeees? :3

silk jewel
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one node on the hand :C

tulip root
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ctrl z the flip out of it

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36 minutes...

silk jewel
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okay we good

tulip root
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Mood of trying to stay awake is BIG.

silk jewel
tulip root
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Hope so too or someone has a lot to make up to me since ill fail my course if I fail this exam! XD

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Good job! ^_^

silk jewel
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something about the palm where the thumb join the hand just looks odd you see what i mean?

tulip root
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Well I mean... If you decide to bum out my mood in the middle of the night when I tell the person we can talk about the things bothering the person after my exam etc but the person isnt able to wait there because they have no respect for me or my school life then yep. I will be pissed!

tulip root
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I dont see it no. I mean sure you can flatten the joining area a bit or make it skinnier but that would go off as a chubbier mans hand.

silk jewel
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hmm

tulip root
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Im not talking about you btw XD

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Me choosing to stay awake to improve my night was my own thing and hey. Youre not that bad of a person in the end ;P

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Id consider it worth it 🙂

silk jewel
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and thank you im glad im not trash XD

tulip root
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If youre trash then youre the best trash ive met 😛

silk jewel
tulip root
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Nothing wrong with a bit of confidence boostin (not sure how the wording goes but I tried). I mean sure unless you have more stuff you need help with XD.

silk jewel
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looking much better you think?

tulip root
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So much better. Look atchu doing your thing! ^_^

silk jewel
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ay its actually really chill

silk jewel
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so ive selected a perimeter but when i go to "select, select loops, select loop inner-region" it select all of the outside instead of the visor which is the bit i want selected in the first place :/

open bloom
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can some one help me? i am completely new to avatars and i need help understanding bones(wasnt sure if i post here or in support)

silk jewel
tulip root
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Im simply howering here till im done with my stuff with my avatar XD I like keeping this channel open if I ever need help so why not help others in the meantime

open bloom
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well, i have dynamic bones

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and im on desktop but i want my avatar rigged for motion eventually

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im not exactly sure what im doing

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at all

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i have bones from my legs to hips to spine and arms etc but im not sure where the root should be (i have a tail and head to do too)

tulip root
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I personally dont know anything about dem dynamic bones. Sorry 3:

open bloom
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its ok

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i sont even know how to highlight them to see if they are connected XC

tulip root
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Someone will help you dont you worry! ^_^

meager ether
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@open bloom so, again, do you have problems with rigging or with dynamic bones?

open bloom
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I’m Not sure cause I’m new to it

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New to all of it

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Like just picked up the stuff new

silk jewel
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does anyone know how to create 4 bar linkage with Inverse Kinematics at all? im trying to figure it out and i need some help

fervent hornet
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IK just needs a point A to B linkage, I'm unsure what you're stuck on

pure dome
astral warren
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Some worlds are built very far from origin and dynamic bone will start getting float rounding errors

pure dome
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still happens there

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all my other dynamic bones work as expected by the way

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this is how the bones are set up in unity by the way, i have a BellRoot bone to put into dynamicbones that isnt weighted to anything and then a Bell bone that is fully weighted to the bell https://i.imgur.com/1ykuG8r.png

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it calms down after my avatar stands still for a while but the slightest movement causes it to flip out for several seconds, even with damping and inert all the way up to 0.9

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...come to think of it, all my dynamic bones kinda jitter a little bit at the slightest movement, but none of them are nearly as bad as the bell

astral warren
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Change end length to 1.0 and see if it still happens

pure dome
astral warren
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I’d check two more things
-Make sure fbx import scale is 1.0
-make sure root game object of avatar (the one with the descriptor) is scale 1 1 1

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If this is not the size you want, edit it in blender

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Just to avoid any weirdness with scale as dynamic bone script sees it

crisp tendon
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clear bone rolls !

pure dome
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ive modeled starting from the correct scale from the beginning so i dont believe that's at fault, lemme check bone rolls

astral warren
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why I find is that if you have a tiny/huge avatar that has been normalized via game object resize, dynamic bone script still behaves as if you are massive/tiny, and details it believes are too small can be culled

pure dome
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.....actually, hang on, do dynamic bones just sort of tend to break if theyre too small?

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because as a test i set the end length to 25 and it works much better ingame now

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just checked the rolls in blender and the bell bones were at about 0.000082 degrees, dunno if that matters

astral warren
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I haven’t looked into his code very carefully nor do I know if vrc modified any of it on their end, but I would assume it would cull out tiny movements

pure dome
# crisp tendon clear bone rolls !

what relationship do bone rolls have to dynamic bones, exactly? the bones on my model are rolled throughout, do you think that's what's causing the slight jitter?

crisp tendon
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I'm not sure there would be a cause relation between the two, but it's generally good practice to clear bone rolls on everything before export to avoid issues with IK

pure dome
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anyway setting the end length high enough that the bone isnt too small seems to have fixed it i guess

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by the way, uh...am i doing something horribly wrong, or is it pretty much expected that your hair will clip through your neck when you press z ingame?

coarse delta
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unless you weight the end of your hair to your neck/back, you'd need to add a collider for the db

pure dome
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i kind of doubt a collider would do anything since pressing z caused your character to instantly snap to the prone position rather than it being a gradual movement

coarse delta
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you could also do a constraint on the bones

pure dome
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i feel like it'd be a lot of work that would just end up making things look weird in other scenarios honestly

jolly yarrow
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i have a bell type object on my avatar with no bones that works correctly

astral warren
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I’d weight some of the hair to neck and chest

jolly yarrow
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its just 3 nested objects with jigglebones

astral warren
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That’s the typical videogame thing

pure dome
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hmmm i might try

jolly yarrow
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you have a nice av btw :p

pure dome
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thankies, i'm very happy with it

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spent the past few months making it from scratch

jovial dune
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I spent four score and seven years trying to figure out how to line up these bushy eyelashes after disconnecting them from the eyelids...now the eyelid blink looks great but I can't possibly fathom how the lashes are supposed to flatten with the eyelids 😆

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I regret disconnecting the eyelashes now

crisp tendon
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personally i scaled them -1 on the Z axis and moved them with the eyelid

jovial dune
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Where have you been all my life

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I forget, I always ask, but are you the same Ruuuubick that was an Altspace mod way back when, like before MS claimed them and all?

crisp tendon
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Kinda, there wasn't any real moderation when i worked there, just a team of virtual concierges that'd be in charge of events and to welcome people on the platform

jovial dune
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Well yeah okay but to us normies you were a mod lol

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I always think it's so cool how you managed to transfer into the same sort of position for the same sort of company and you still do it

crisp tendon
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Been full time QA for two years now though RuuuThunk

jovial dune
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Well that's even better, QA is awesome

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That's what I interned on @ Amazon :3

crisp tendon
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Yeah, definitely a lot more interesting lulw

jovial dune
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Also thanks much, this is fucking awesome

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3 days stumped out with 1 smol sentence lmao

crisp tendon
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No prob, if you see me online feel free to ping me if you think the answer might be simple

jovial dune
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I'll remember that 👌

slate hearth
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um idk if this is the right chat, but im trying to make my own VR Chat model with a Dragon Ball Xenoverse model, I got the textures and model up, but the bones for the arms,legs, and feet are backwards, as well as the original feet being reversed.

crisp tendon
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Check the bone names

slate hearth
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just an FYI Im not using Dynamic Bones ofr unity as i cant pay for it atm, im using Unity's own thing

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what do I do after cvhecking the bone names?

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I found out wahts wrong with the feet now ^^'
Just not with the bones being reversed

jovial dune
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problem solved!

crisp tendon
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@slate hearth Well hopefully the names should be correct

slate hearth
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idk what names u want me to give you xd

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It looks like it has everything it needs (besides the chest and upper chest)

jovial dune
crisp tendon
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@slate hearth I'd suggest importing it in blender first, and running it through the cats fix

slate hearth
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Ruuubick I think all the names are correct, and from what I see now is that the thumbs are in a weird powsition, and I was able to rotate the feet in the right way

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um how do I do that?

crisp tendon
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blender lets you import fbx

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and cats is a blender plugin

slate hearth
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okay

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Ill get cats plugin right now then

crisp tendon
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"Fix"

slate hearth
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so I go to cats plugin and press fix model?

crisp tendon
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yep

slate hearth
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Then what? (sorry this is my first time doing this)

crisp tendon
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Select everything with A then Ctrl+ A > apply all transforms

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then export into unity

slate hearth
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I dont see an apply all option

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is it "All Transforms to Deltas"

crisp tendon
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Can you take a screenshot of the menu ?

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They keep changing names of stuff between blender versions

slate hearth
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cant

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it keeps disappearing when I try too

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nvm

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idk why it did both my monitors xD

crisp tendon
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mmh, in that case do it for all three at the top @slate hearth

slate hearth
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okay

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I did all top 3

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now I export it to Unity?

crisp tendon
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yep

slate hearth
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okay I did that

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and now its texture less

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did I need to add the textures to Blender? because it was oringally textureless

crisp tendon
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in unity

slate hearth
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theirs different textures i have, its not all 1 texture

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When I uplaoded it to Unity it doesnt do seperate parts for the textures, its doing the whole thin

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or do I do a create from model in the rig section?

crisp tendon
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How many materials does it have ?

slate hearth
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15

crisp tendon
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yeah that's a bit much

slate hearth
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Sorry

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thats the way the video I saw showed to do it for Xenoverse Models

crisp tendon
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As long as it uploads correctly

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you can optimize after

slate hearth
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I can try ig

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so what do I do now after exporting it?

crisp tendon
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You go through the normal uploading process in the sdk

slate hearth
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but what can I do about the textures first? also it says its not a humanoid model?

crisp tendon
slate hearth
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Am I supposed to cahnge it to humanoid again?

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I did that and now its messed up again

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My texture files arent even the way the video shows

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If u didnt know already I said the model in Blender has no textures on it

crisp tendon
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blender doesn't matter for textures

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As long as the materials are there in Unity

slate hearth
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Alright, but this video doesnt help with how my textures are

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I have them like this, and normal pictures

slate hearth
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Im guessing im the only one whos attempt it like this?

slate hearth
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Soo anything u can do to help me with the model textures with knowing how they are?

crisp tendon
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Sorry i have no idea how the model's textures work, but if applied in the mesh's material slots it should work

slate hearth
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on blender or in unity?

crisp tendon
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Unity

slate hearth
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okay, wheres the mesh material slots at then?

crisp tendon
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in the hierarchy

slate hearth
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Where in the hierachy? I only see armature, camera, and light

crisp tendon
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in the armature

slate hearth
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theres only 1 material slot

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I dont have a full texture map as I dont know how to make one

crisp tendon
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In that case redo the steps with the first model into cats, but in the cats option disable merge materials, maybe it'll keep them

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cats probably thinks they're the same

slate hearth
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Oaky

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so then next question

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how do I turn the prefab into something Blender will register

crisp tendon
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what's in the prefab

slate hearth
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the prefab is the model?

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well the only extra thing is the VRC

crisp tendon
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the file is probably an fbx

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the model itself

slate hearth
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The textrues didnt go to the original .fbx

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and if I undo the fbx to allow me to edit it doesnt say how to put it back

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I think I found a unity plugin for it

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Didn't work

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actually nvm again I think it did maybe?

slate hearth
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okay I did it!

idle pebble
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I worked with Xenoverse 2 models before

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With cats when you fix it do not have the combine same materials and aswell you have to flip the rig

slate hearth
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oh?

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whatchu mean by dont combine the same mateirals

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nvm I think i get it

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Is it okay if I DM you for assistance? Since u have woirked with Xenoverse models

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where do save atlas's get sent too? its not letting me pic where to send them

tulip root
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Im trying to symmetrize my weightpainting from the left to right but it keeps saying that some of them failed. How to fix? I already symmetrizised the bones. Do I need to do the same to the body?

tulip root
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My avatar has so many holes that IF I could go inside Blender id go in and just use needle and thread at this point... Dont even care if my character would look like a voodoo doll later since im apparently really good at making those... Might aswell add some pins in there too while im at it.... -.-

slate hearth
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Okay, so I think I found a Fighter Z Model I can try to edit, anyone here have expierence with Fighter Z Models?

slate hearth
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Any of u know how to help me with Atlas saving? It keeps giving me an error

slate hearth
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hey Ruubick I got the textures on Blender now for my model, but I cant save it as an Atlas still

robust crescent
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re-assign the texture its having issue finding or try the 'fix missing files'

slate hearth
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wheres that at?

robust crescent
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then point to wherever the textures are, if you atlas and get one white/missing thats the one material you need to re-assign texture to, the times i gotten it that fixed it

slate hearth
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ok

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didnt work

fading verge
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Hey im having issues with this. Ive tried remapping the bones,
Ive tried renaming them and even auto Fix using Cat plugin on blender. ;-;
Been trying all day

slate hearth
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Mines been doing that too

fading verge
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;-;

slate hearth
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I got it fixed one way but I dont remember how

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Is ur model having the bones be reversed too?

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or not?

fading verge
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i don't think soo

slate hearth
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checked cause thats how I think I got them to disappear for me the first time

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but if it is idk how to fix the bones

fading verge
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hmm i will keep trying.. ;-;

abstract merlin
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Probably not the right place for this but, does anyone have experience with photogrammetry? I'd like to import a 3d model of myself, and rig it. I feel like rigging a photogrammetry generated model might be a little difficult though. I've little rigging/modeling experience.

wind osprey
# abstract merlin Probably not the right place for this but, does anyone have experience with phot...

Photogrammetry is some pretty wild shit.
That said, rigging something from a photogrammetry source would not be much different from a normal model, as it'd need a good amount of pre-processing anyway.

General workflow for a character model from photogrammetry would be something like this:
~Photogrammetry witchcraft~
Clean up high poly, remove floaty bits, etc
Retopologize a game-ready low poly over it
Add rig
Weight lowpoly to rig
Test it
Fix weights (crying optional)
Bake textures from highpoly to game mesh
Test in Unity (possibly cry some more)

abstract merlin
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Thanks for the answer :) So you think face rigging shouldn't be too difficult to achieve? I'm going for a bit of a perfectionist route.

astral warren
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Depending on how realistic the model is, Face rigging is the hardest of rigging to get right. The more photorealistic the model is, the harder it is to rig without it looking uncanny

wind osprey
abstract merlin
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Thanks again.

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I'm not very artistic so modifying textures to stop my model from hitting "uncanny valley" should prove to be some hours of quitely crying.

astral warren
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Yea that’s why anime models are so common - even if you don’t like anime, they safely side step the whole uncanny issue from using more realistic looking humans

wind osprey
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At least on the viseme front, since they're basically jawflap.

astral warren
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It’s hard to think what kind of more realistic looking player models would actually be better received

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Everything shys away from actual realistic people - anime, robot, animal

wind osprey
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Three biggest problems with realistic models are skin shading, eyes, and subtleties.

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Hey, I look like a realistic person 😦

astral warren
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Come to think of it I’ve never seen you in vrc

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What’s your avatar look like? :D

wind osprey
astral warren
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I stand corrected

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But that also makes me realize - realistic models sort of need to be personal. The more realistic a human looks, the more individualized they look too. You just can’t make a realistic face and mass sell it - everyone would have the same face

rapid mauve
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isn't 50,000 miku avatars the same thing ?

astral warren
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But it’s stylized

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Change the hair and you have a different character

rapid mauve
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just not famous enough

wind osprey
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Kind of the same problem though. Although VR helps a lot to differentiate people with movement differences.

coarse delta
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I’m honestly sick of the mmd same faces

astral warren
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Heh... some friends play a game by making our avatars public and wear each other’s main avatars and see if someone with name tags off can tell who we really are while we all go mute

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We all fail badly

slate hearth
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okay I got an atlas of my model, and it exported

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so how do I add the Atlas to it?

crisp tendon
slate hearth
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thx

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its still backwartds with the bones

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Cats plugin did not work at all it seemed xd

inner tree
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is there like a new way to fix your viewpoint for fullbody that i dont know of? cuz for me my viewpoint ends up in the chest if i lean back while sitting or laying down

slate hearth
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I fixed it, the arms and legs were reversed in the bones

icy jungle
naive ridge
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Question for anyone: I am having some difficulty rigging my model in Blender, as whenever I crouch in-game, my legs keep crossing like so:

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The model bone rig from the front and the side looks like this:

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was trying to get it to match up with this template I found on this server from a user who had a similar issue in the past:

meager ether
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legs must be straight on x

naive ridge
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Is there an easy way to check for that?

dawn oak
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From the front your legs seem to bend inwards slightly. They need to be completely straight

meager ether
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yea, your head and tail of your bone needs to be same

crisp tendon
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clear bone rolls ?

meager ether
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and this one too

naive ridge
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I am completely new to Blender, it's my first time ever using it. Is there a tool or a window for clearing bone rolls?

meager ether
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Alt+R

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but first you need to select bones

dawn oak
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Select your armature -> Go into edit mode (can press tab) -> Select all of your bones (Can press A) -> Alt + R

naive ridge
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Ah, perfect! I see that did make a difference, all of the bones are now aligned

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Is the placement correct at least?

meager ether
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but you can make positions on X same, it's ok too

latent tide
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No IK even though fingers are mapped? (supposed to be just 1 joint btw)

dawn oak
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Pretty sure it needs 3 bones for each of those fingers

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Well specifically it needs 3 for the Thumb, Index, and Middle finger

latent tide
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edit - fixed

glass panther
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My avatars fingers are crooked in the Armature Inspector in Unity. As well as during animation. In Blender testing each finger bone the weight painting is fine, should i check for bone roll?

turbid spear
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could be it

glass panther
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I'll test it

tulip root
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No matter how much I try to stitch this hoodie back together it always ends up with more holes... I wish I knew what my friend did to fix it last time. 😔 This feels hopeless... I dont want to give up on it since the original avatar holds so many wonderful memories in it thanks to the amount of time me and my friend spent on it but I cant just pretend like it will be fine. This is breaking my heart. I just dont want to lose the memories. This bittersweet feeling when youre crying in VR after checking the avatar 5th time in a row without making any progress.

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Its even worse when youre testing it in Blender and its all fine. Then you publish it and all that pride of you doing your favourite avatar almost completely alone is then robbed from you because you realise how bad you are at it in the end thanks to VR Chat showing the issues you didnt see in Blender and it even worse when theres more than 3 issues. Like the amount of issues in this one hoodie is insane.

turbid spear
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what's wrong with it again

glass panther
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I managed to actually fix the wonky fingers in Unity! Turns out the wrists were both rotated. In the armature inspector i reset pose and then enforced t pose again, that fixed it. No need to go back into Blender, must've messed that up somewhere during the whole process.

fading verge
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SO! I've been trying to look for the answer actually everywhere and I cannot find it and I literally need to be walked through things with visuals.

Shape keys suck. Importing a model that is stuck in A pose while having shape keys also sucks. Because you cannot apply a new rest position to shape keys. How do I fix this? I need the avatar to be in tpose to do what I need do :c

wintry bane
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@fading verge Create all of the shape keys that you think you will need before changing poses should help. Also, always make a base shape key and a base pose in the pose library. Assuming that you are working in Blender.

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Also assuming that you are working on the face, with the base pose in your pose library, you can always return to it when/if you want/need to make a new shape key for an expression.

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Now, I would like someone to explain to me how, if possible, to change the amount of influence Dynamic Bones have so that I can blend between dynamic movement and a pose. Situational context: I have a character with ears that are normally floppy, but become raised and less floppy when alarmed.

sleek isle
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You can't animate dynamic bone parameter. Only option os to disable it.

turbid spear
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You can probably create a chain of dynamic bones somewhere and use a rotation constraint or something to copy it's movement, then animate the constraint weight for more or less influence

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But no idea how well that would work

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But constraints seem to be the go-to solution

wintry bane
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I thought that might be the case; thanks for the confirmation

dim wren
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Hi all, I'm looking for some sort of blender noob-friendly tutorial for rigging from scratch - I've googled EVERYWHERE and I can't find anything I can follow, I've tried to rig in mixamo then bringing it into blender, but as soon as I go into edit mode the model faceplants and I don't know how to fix it.

It's been a few days of searching and I just want a comprehensive tutorial for an absolute blender beginner to start from, please help 😦

turbid spear
#

Try applying your transforms

#

With ctrl+a

#

But there's probably some import setting to change the UP axis to Z instead of Y

#

As some software uses Z for UP and some uses Y for UP

dim wren
#

Control + A shows an Apply Object Transform panel, everything's checked. Now when I go into edit mode it does this:

#

Can someone link me to a tutorial for rigging for vrchat that doesn't involve Mixamo? I think that's introducing some unknown stuff that I can't figure out and I'd rather cut out the middle thing and just rig from scratch?

turbid spear
#

I think you're missing some simple setting when exporting/importing

#

But I guess learning to rig from scratch would be more beneficial in the long run, but harder

#

There's a bunch you can check out

#

This channel has some pretty good stuff but it's short and might not be detailed enough if you don't know what you're doing

#

This channel has pretty good explanations

#

Don't really know other channels but I think you can't really go wrong with the top results on the topic on youtube

#

Altho you don't want to create rigs for animation that use drivers and helper objects

#

You want a regular armature and these bones

dim wren
#

Thanks! I've been googling for ages, and I don't how how to bridge the gap between a generic "rig with blender" tutorial and "rig for vrchat" tutorial - the latter seems to always start with a mixamo step, after which I run into a problem I can't solve because the tutorial doesn't run into it, and I google it and I get completely lost 😦

#

So like, following any rig tutorial will get the same result that will work for vrchat? How do I make sure a rig works for vrchat?

turbid spear
#

All you need for vrchat is just a regular unity humanoid rig

#

So you can look into humanoid rigs in unity

#

But it's pretty trivial honestly, you just want the bones linked above then unity will pick them up automatically if they're named right

dim wren
#

Ok thanks, I'll make a generic humanoid and give that a try

turbid spear
#

(careful because Generic is a different rig type from Humanoid)

#

But yes

dim wren
#

Another more advanced question - I modelled a quadruped bot (tachikoma) and I want to rig that - I know quads are hard so I'm willing to give up the leg movements and just have the arms wave around, how would I go about doing that?

turbid spear
#

Leg bones not weighted to anything

#

But people have gotten spiders and the likes to work

#

It's complicated, but possible

dim wren
#

Yeah... Baby steps lol

So build leg bones but weight them to nothing, and it'll just work? That should work, thanks

turbid spear
#

Yeah, they'll move but since not weighted to anything they won't do anything

#

But in that case your actual legs will probably be weighted to the hips, which might look pretty janky

#

Gonna have to do some trial and error

dim wren
#

Cool thanks, I'll cross that when I get to it. Just gotta get a basic handle on all this first :/

turbid spear
#

Best of luck!

astral warren
turbid spear
#

mixamo is just easy, but there are other options for automatic rigging as well

astral warren
#

It also will only do the human bones .. so things like hair, dresses, wings, still need to be weight painted

turbid spear
#

It's a start

#

Tho I've never tried and it seems like the joints are very rough from what i've seen

#

Weights need a bit more smoothing around the joints

proper hawk
turbid spear
#

looks fine to me

proper hawk
#

...

raw jackal
#

@proper hawk Looks like a weight painting issue on the shirt mesh piece (possibly on Right Arm bone)

proper hawk
#

i changed it to generic then back to humanoid then it fixed

naive ridge
#

Once a model is fully rigged with an armature/skeleton, are you no longer able to edit the mesh?

raw jackal
raw jackal
#

if you open him up in Blender or Unity and can see that he has bones -- yes

#

Yeah, you'd need to give him bones and then weight paint those bones. But if you wanted him to have eye tracking and lip sync and expressions, that's even more stuff you'd need to do

slate hearth
#

Is anyone able to help me out with this? Idk whats wrong and the bones are mapped correctly

wintry bane
#

@dim wren Learning basic rigging in Blender is good practice, but, the main thing to remember is that at the core of the problem that you asked about is an issue that plagues a surprising amount of people who work in 3D: object spaces.
The quick and dirty of it is that, in order to make transforms and modeling less computationally intensive, every object (mesh, armatures, lights, curves; everything) is contained in its own 3D space, separate from the world space. All object-level transforms are done on this object space, not the entity it contains. If two objects, such as one that contains a mesh and one that contains an armature, are put into a hierarchy and don't have "aligned" spaces, wonky stuff will happen, which is what you experienced.

woven plank
#

So I’m not sure if this has to do with rigging but I can’t import my avatar. I always get some error and I have no clue as to how to fix it. This is what I get and any help would be amazing

jovial dune
#

mmm, that's exactly what I wanted, thanks cloth component

spare radish
#

@woven plank go into configuration mode in the same place where you set the animation type of your avatar.
From there you should see a green humanoid menu on the right.
Locate your chest and drag it into the chest slot, keep the upper chest empty

spare radish
#

Hey guys, I keep having this problem when I lay down in fullbody my viewpoint goes to my chest and my avatar's spine doesn't bend at all

#

how can I fix this?

austere siren
#

@jovial dune delete root bone

jovial dune
#

What?

turbid spear
#

any colliders?

fading verge
#

hey everybody, im working on an avatar and when i am in game his arms always point to the sky.

sage notch
#

ummmm i was told to come here because the avatar i downloaded has no bones could someone help me with this

violet turtle
#

IVe used this rig before, the only change ive made was implementing Kung's shoulder sag fix. so I'm suspicious thats the cause, but before I redo everything id like to identify if its something else

crisp tendon
#

Your spine is disconnected

violet turtle
#

hmm, alright. thanks.

#

I spose I just got lucky when it worked with my old rig

sage notch
#

Can someone explain how to add textures to a model? Whenever I add it doesn’t show 😦

sage notch
#

Anyone?

crisp tendon
#

plenty tutorials on youtube, also wrong channel

pallid sierra
#

hey, i dunno where to put this an feel free to chew me out if i'm puttin this where i ought not to, not used to big servers like this, but i got a .blend file of the Mindflayer from Baldur's Gate 3 + all the clothing/head/body/eye/teeth options for them + all their textures
i've been trying to whittle at it all day but i've given up and mildly do not care anymore, would anyone want all that? basically the only thing it needs at this point is rigging which is why i'm depositing it here
this isn't really a request i just don't want all the effort i made digging him up up to be put to waste because i don't know what i'm doing, might be better suited to a baldur's gate fan in here who knows their stuff more
have a good night everybody

twin condor
#

I need to put the viewball in the middle of the head for it to look ok ingame is there any fix? .3.

fading verge
#

Please help, for some reason when I press play and go to scene my colliders are still on the avatar, but my dynamic bones disappear. However, the second I disable play the dynamic bones are still there.

open anvil
#

i can seem to get my dynamic bones

uneven dust
#

Why so some bones connect at different places or get removed in unity? also does it matter that the default pose is really weird

mild stratus
uneven dust
#

oh ok

mild stratus
#

oh yeah, the hips are upsidedown

#

and your missing either a neck or chest bone.

#

The correct bone hierarchy is pinned

uneven dust
#

oh I can try fixing that, is there a reference I should go off of when fixing everything

mild stratus
uneven dust
#

ok thanks

robust trellis
#

When rigging a model in blender, make sure you get the rigify plugin, it makes it much easier to rig it since you can load a pre-created avatar rig that just needs to be set to your model

wind matrix
crisp tendon
#

both

tardy talon
#

i was told to ask my question here seemed like a weird place considering this place is called rigging when my issue is texture related

i'm trying to use matterial combiner in blender and when i hit "enable material cobiner" button on cats i get this message pop up and i dont understand what any of it means at all

is there a easy fix for this???

fading verge
fervent hornet
#

Its fine for generic, but wont work for humanoid

fading verge
#

ok then its good
i want to make the animations since humanoid is gonna look weird

turbid spear
coral sigil
tardy talon
turbid spear
#

might want to delete the conflicting ones and install again

burnt goblet
#

Anybody know of any ways other than shortening the actual legs to get my actual feet where they should be on the models foot and not above it? Isn’t it something along the lines of how long your arms are and your height set in game

#

It won’t be a problem to actually shorten the legs however I want to be sure that would be the correct way to address the issue

astral warren
burnt goblet
#

Ok sounds good, Additionally which bone is the bone that vrchat uses for you to bend over , is it the hips or spine

astral warren
#

Both

burnt goblet
#

I guess I’m thinking stomach area unless I add a upper chest bone

astral warren
#

Your hip, spine, and neck all bend a little bit each. Even chest curves, but much less than the others

burnt goblet
#

Because when I bend over i only bend at the hips and no stomach bending

#

Looks very uncomfortable lol

astral warren
#

It sounds like your hip and spine are very short compared to your chest and upper chest

burnt goblet
#

So just lengthen those bones

astral warren
#

Best to have all four (hip, spine, chest, upper chest) be about equal lengths, though that will mean re-weighting the model

burnt goblet
#

That’s not a problem

astral warren
#

But yes hips and spine will bend the most, as you go up the spine it gets stiffer

burnt goblet
#

Overall if I can get my legs and knees to be where they actually are irl then I’ll be happy. Currently bringing them up to my chest they are a lot below where they actually are in real life

#

Ok cool ☺️

#

Once I get all that finished this will be my second successive from scratch model, be expecting something cool in av3 show off !

twilit aurora
burnt goblet
#

is it still recommended to not have toe bones? or has that changed after all these years

astral warren
#

There is no downside to having toe bones. If your view position is higher than expected the avatar will stand on its toes. If they are missing, you will just levitate. Up to you what you want

lavish crag
#

whenever i add clothing to my character and combine meshes in blender it messes up the shape-keys and makes them explode. Is it possible to keep the meshes separate but still wight-painted to the body? because i don't want it to mess up shapekeys and i don't want
to redo shape-keys.

crisp tendon
#

Select body vertices in Basis, and Propagate from Shape, it will turn all other shapekeys to that for selected vertices

wary nest
#

Do any of you guys, upon getting your avatar in Unity, have Unity change most of your bones scale from 1, 1, 1, to .99999 etc.?

magic sonnet
#

cant say ive ever seen that

scenic shell
#

While not specifically VRC related, I've seen that issue in Unity before, even over time as I build and test scenes for my games.

#

Imported models, new gameobjects, etc. Sometimes It will do that. I've tried searching for solutions in the past but couldn't find much of an answer.

#

Obviously 0.999999 is close enough to 1 that it is negligible but it's still pretty annoying when that happens.

#

Most of it is related to floating point precision error, as far as I can tell though. rotations and positions are subject to it as well.

wary nest
#

Yea

#

It is annoying, but very small you're right.

wind osprey
wary nest
#

Thanks guys! 🙂

latent saffron
#

Anyone have some advice for making non-janky dynamic bones? I'm trying to get a cape working, and I can get it to look good in Unity, but when I load it into VRChat it behaves very differently, and it jerks around a lot when I'm moving.

lavish crag
#

how tha hell do i weight paint clothing to be realistic?

willow jolt
#

I need help, I want to make a custom prone for my avatar. I imported the avatar from vroid. I do not have anything from the unity asset store and I can't find a guide. Can someone please explain, what I need from the asset store, and how I can make the custom prone?

olive forge
#

These wont merge

#

im hitting CTRL - J and it does nothing

fading verge
#

@there not objects drag it on the other armature

#

@olive forge

olive forge
#

drag it onto the other?

#

still does nothing

#

@fading verge

fading verge
#

Sift click and drag if doesn’t work I can’t help becuse working

olive forge
#

im tryna fix the shirt pose, but it doesnt stay when i exit

#

help

willow jolt
#

Can somebody who knows how to rig avatars in unity please help me? I want to change the prone animation of my avatars but I don't know how to do it or what assets I need.

crisp tendon
#

You need a prone animation

willow jolt
#

how do I get one?

crisp tendon
#

the internet

#

Mixamo

willow jolt
#

well what do you mean by "you need a prone animation"

raw arrow
#

somebody tell me why whenever i try to import to blender it doesnt work

#

i have the addon enabled

willow jolt
#

oh

#

hey

#

I have not done a single thing in unity before

crisp tendon
willow jolt
#

I just import the vrm and send it to vr chat

crisp tendon
raw arrow
#

a vrm file

willow jolt
#

...

#

wait

crisp tendon
#

If you're using the latest version of blender it's probably not compatible

raw arrow
#

i'm using 2.8.3

#

I personally don't prefer 2.9.1

#

or 2.9

willow jolt
#

all the guides I see on youtube say I need the Muscle Animation Editor

crisp tendon
#

Not for a prone animation

olive forge
#

How to i keep the pose when i set it, because when i stop pose mode it resets

crisp tendon
crisp tendon
olive forge
raw arrow
#

The files just generally aren't there whenever I try to import

willow jolt
#

Im confused and have no clue what im doing

raw arrow
#

There are no errors

crisp tendon
olive forge
#

oh

#

dangit

crisp tendon
crisp tendon
willow jolt
#

but how do I get a prone animation

#

I dont even know where to start

#

do I need something form the asset stor

#

im lost

#

and confused

#

ACK

turbid spear
#

muscle editor can help

#

so you can do humanoid animations

willow jolt
#

doesnt that cost money?

#

if there is no way to do it for free then there is no way to do it for me

#

rhymes

#

.-.

crisp tendon
#

You can find free ones on the asset store or mixamo yes

willow jolt
#

ok

#

this should be easy enough

#

this is not easy enough

#

everything costs money

#

-.-

#

oh

#

maximo

#

they all like like people taking a shit on the ground

mossy creek
#

So I have a bone for my avatar that is supposed to be for the feet, but vrc doesnt keep my avatar on level with the ground, how do I fix that?

crisp tendon
#

Move the bones to match the ground

willow jolt
#

fuck how do I import the animation

#

to the youtube!

willow jolt
#

@crisp tendon how do I get the mixamo thing into unity

crisp tendon
#

export as fbx, and then duplicate the animation of the model in your asset

#

you drag the asset in your unity window ?

astral warren
#

Can’t believe that does not exist yet

burnt goblet
#

Does the new sdk not contain a base tpose.fbx?

languid ermine
#

It's not worth it. it needs to be 2.2 or higher. I figured out it doesn't work, so I just splurged and bought it

olive forge
#

how can this be fixed

turbid spear
#

Click select, it should select your avatar's .fbx file in your project tab, then go to the rig tab and configure

#

After that check that the chest bone is assigned to the chest slot. You can leave the upper chest slot empty

olive forge
#

is that good?

turbid spear
#

Yes

olive forge
#

ok

olive forge
#

its very major

#

I dont know it its rigging or what

turbid spear
#

Could be

#

Show the whole rig window

olive forge
#

i cant really stretch the window

turbid spear
#

Just screenshot the whole screen

olive forge
#

here

turbid spear
#

can you zoom in a bit more to your avatar

olive forge
#

there

#

and here is a better one

turbid spear
olive forge
#

uhhh

#

huh

turbid spear
#

Gotta be head

olive forge
#

how do i fix that

#

do i just drag it into head

turbid spear
#

Is this how your avatar came or did you export from blender

olive forge
#

exported from blender

turbid spear
#

I mean you can try dragging to head but i don't think it's that easy

#

Fix it in blender instead

olive forge
#

i can try

#

dont really know how

turbid spear
#

It's fine, open blender and i'll guide you

olive forge
#

ok

#

question

#

would it be easier to do if all the armatures were ungrouped?

#

like the clothes from the body and all that

turbid spear
#

Not necessary

#

you can hide the bones you don't need at the moment

#

click a bone then uh shift+G i think and select children or something

#

then you can hide with H

#

or just select what you don't need and hide

#

in armature edit mode that is

olive forge
#

cuz the hair is ungrouped from the body

turbid spear
#

Post a screenshot

olive forge
#

hold on, im fixing something

#

ok

#

@turbid spear

turbid spear
#

Yeah you want to join all armatures

#

can you expand them all so I can see what they have inside

#

make the outliner a bit taller and screenshot it

turbid spear
#

Actually know what, just join them all together with cats

#

Under custom model creation

#

You can join 2 armatures together

#

Just do that until they're all joined

#

It will merge bones if they're duplicate

#

If you don't have duplicate bones (like jacket only has chest and jacket bones and so on)

#

You can just select them all and ctrl+j

#

but if you have duplicate bones just do it in cats instead

olive forge
#

ok there

#

all merged

#

now what

#

do i just export it into unity?

turbid spear
#

depends, is everything parented properly

olive forge
#

i dunno

turbid spear
#

expand armature and screenshot

olive forge
turbid spear
#

Select them and in the bone panel find a box that says parent

#

there hips will be selected, you want it to say head

olive forge
#

in bone parenting?

turbid spear
#

yep

#

you might be able to just drag and drop it in the outliner to reparent

olive forge
#

er uh

turbid spear
#

Not in cats

#

In regular blender

olive forge
#

just drag them into the head?

#

its not letting me

#

wont let me drag it

turbid spear
#

Try that, when drag over it, it should say something when holding either alt, shift or ctrl

#

if it doesn't then you can't do it that way I guess

#

I never tried

#

Bone panel is here somewhere but lower

#

you can do it in there

olive forge
#

i foudn it

#

how exactly do i use this

turbid spear
#

in relations

#

not mmd bone tools

olive forge
#

ok i opened it

turbid spear
#

there's a box that says parent, and probably has hips in it

olive forge
#

ye

#

im not seeing head tho

turbid spear
#

Do you even have a head bone 🤔

olive forge
#

im pretty sure

turbid spear
#

Yeah you do, i can see it on the screenshot

#

What's it called?

olive forge
turbid spear
#

Select it and you should see it's name

olive forge
#

oh er

turbid spear
#

It was there in one of your earlier screenshots vrcThinking

olive forge
#

there

turbid spear
#

Well you can also parent with ctrl+p i think

#

select bone you want to parent, shift select head and ctrl+p

#

head has to be last every time

#

because it parents selected to last selected

olive forge
#

yep

#

it worked

#

all parented now

#

export im guessing?

#

actually

#

no

olive forge
#

it puts the hair bones at the head bone

turbid spear
#

choose keep offset instead of connected

olive forge
#

yep i just figured that out

turbid spear
#

or if you're doing it through the menu, untick connected under it

olive forge
#

ok

#

alright imma export now

#

if its all done which im assuming it is

regal leaf
#

When i try joining the bones or armature for a pair of shorts and my character model either the character model or the shorts dissapear, how do i fix that?

kindred trout
#

also whenever i go to upload this avatar to vrchat it keeps telling me "this avatar is too short, minimum is 20cm shoulder height"

pseudo salmon
#

Hey guys, a buddy of mine suggested I drop by here to try and get a hand with the two unity issues i've been having with a custom rex avatar I've been working on.
Everything appears to be working flawlessly, except the eyes are rolled backwards in game, and the facial expressions don't work at all.
I know there's some override I have to select somewhere, but i'll be darned if i can't find it :/

trail arch
crisp tendon
#

@kindred trout i can't tell if you're trolling or not lmao

zenith idol
#

Can anybody help me rig my furry avatar model in blender

pliant ermine
burnt goblet
#

Check to make sure all of your bones are parented correctly, make sure any bones affected by the IK have zero roll and that the entire mesh is weight painted to the armature. from there i would suggest enforcing T-pose for the rig setup when you configure the avatar in unity. tell me what that does for you

trail arch
#

any idea why this could happen?

#

when I bend down in this one I grow a tail lol 😛

bold locust
#

Does anyone have a clue on what affects how far the thumb moves from Thumbs up to curled for a fist when using Index controllers? I've started learning ASL and my avatar's thumb doesn't curl down far enough to not seem like I'm making a thumbs up when I close my fist. So it's causing some confusion and I'd like to adjust my thumb to bend down into a fist more noticeably.

#

I'm just not sure what I need to do in order for it to change for the Index' finger tracking.

#

In fact, the thumb hardly moves at all when going from thumbs up to fist-nested.

rose mountain
#

@trail arch If you have experience in blender I would suggest you take some time to see if all your bones are properly weight painted.

trail arch
#

i went into blender and fixed it, thank you 🙂

fading verge
#

Hi im new here 😅 i was given a unity package but the avatar has a broken neck, if anyone is willing to by chance maybe fix it for me you could keep the model if u like it 😅 i didnt know where to put this

astral warren
winged furnace
#

can someone make me an avatar

#

or show me how

upper yoke
#

Is there a free version of the dynamic bones script? If I make a dummy script with same parameters will the uploader just swap in the one VRC uses?

mild stratus
#

And creating a dummy script wouldn't work, as you need the variables set-up correctly, as well as probably some other stuff.

upper yoke
#

That's what a mean by a dummy script. Like a header file almost. At least see if that would work be pretty easy if I had a copy of it... Hmmm... Why did VRC choose to make that the only dynamic bone script allowed? Is it made by the developers?

mild stratus
#

No it's not made by the VRC devs.

#

And you can use constraints and joints.

#

on pc, but that's the same with dynamic bones

upper yoke
#

I'm on PC, screw Facebook.

mild stratus
#

I use Quest because I couldn't care less about a company knowing who I am because that's every single company pretty much

#

But, as I said, you can use joints (pretty janky though), or constraints (to simulate fake gravity) instead of dnamic bones in most cases.

upper yoke
#

Alright, I'll try that. That's how I set up jigglebones in Godot, I don't expect it to be too different. :p

upper yoke
#

I don't expect it to be too different
A bit more truth in that statement than I hoped...

mild stratus
#

Yeah, they are very janky.

drowsy trench
#

hi, so i was wondering how i'd merge the eye bones to the rest of my armature, the eye bones come from sonic forces' game files whereas the entire rest of the armature im doing myself so i dont have to merge all the other bones like this. the head mesh is parented to the rest of the model and is still controlled by the bones but the eye bones aren't part of the armature and i dont know how to merge the two without weight painting it manually.

im a huge noob to this so sorry if this is just unnecessary hassle

(and if this isn't the right chat then oops)

surreal anvil
#

@drowsy trench if I remember correctly you can use Ctrl+J to join armatures (and objects) together. Select the head stuff, select the body also, and Ctrl+j it. Not sure if it'll keep the weights though, it's been a while since I've done that trick myself

drowsy trench
#

thanks for the help though 👍

surreal anvil
#

Ah okok!

burnt goblet
#

@crisp tendon Would you happen to know if the tpose.fbx that came with the previous sdk's is suppose to have any roll on the bones? i know i read on the wiki online they arent suppose to have roll however when i removed all roll from the bones it seems to have broken the rig in game, shoulders moved out from the chest, hip bone extremely rotated?

crisp tendon
#

what does the armature look like after you cleared the rolls ?

#

afaik the armature still needs to be tweaked since some bones should be connected

burnt goblet
#

it seems the arms are still rotated a bit although it says roll = 0

#

Let me get a image from in game when it affects the armature

#

Interesting, it seems to only be affecting the armature in full body and not in regular desktop mode

chilly ginkgo
#

I need a little help fixing my avatar for full body. when full body tracking users use it, the chest sort of squishes down so they become a weird, nearly torso-less creature with long legs. I'm new to making avatars, any idea what causes this? the avatar doesn't do anything weird like this for non-full body tracking use.

drifting crest
#

My bones keep doing this in Desktop and in vr I am leaning far back, any idea why??? I really need help

urban crag
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Just began learning, and finished up the blender piece, but it looks like this when I go to configure in unity. Can anyone see what I can fix?

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Looks like this in blender, not sure what's causing the head to snap back

olive raptor
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it rotates in the reverse direction

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how to fix

olive raptor
fresh swallow
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is there a way to stop appendages from rotating in unnatural directions? (arms, legs, etc) for full body tracking

rapid mauve
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Joe-Bill - that Happens with mixamo rigged models a lot - imho mixamo is total junk

glacial vale
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Does anyone know how to fix the shoulder drop issues?

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I've tried adjusting the length of the arms to accomodate so the avatar arms match the real life arms but I still have the shoulder drop issue when the arms are fully extended downwards

sleek isle
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have the shoulder and arm in a T pose

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because fbt . shoulder drop by 25 degree and extended down

sleek isle
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soo if your shoulder are already drop and add 25 degree to that and here your issue

glacial vale
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I fixed the shoulder and arms into a t pose

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Still happens

sleek isle
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if your body get pull easy when extending your arm. ether your player high if off or your arm are too short

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sometime the headbone of the shoulder are too near the spine soo greater rotation

glacial vale
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Okay, I'll try fixing the arms and the head of the shoulder bone to see if that helps

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Thank you

glacial vale
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Still having the same issue

tulip root
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How do I make the wing bones not disappear when I press fix model in Cats?

turbid spear
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why are you pressing fix model

vague spear
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I'm new to Unity and working with a downloaded avatar and I can't touch myself.
I'll explain.
On the public version of the avatar, you can bring your hands close to your body, anywhere, including touching your boobs (words I'd never thought I'd write). But when I upload the private version of the avatar, my hands stop at about 6-12 inches away from most places, like I'm hitting an invisible wall. There are finger colliders and dynamic bones on the cat ears and boobs and they both jiggle around, and I can touch and wobble the ears, but not the boobs. Anyone know why?

I've looked at other public avatars, and (1)on some you can touch the body surface/mesh anywhere, but no closer, (2)on some your hands just go right through it, (3)on some you can't get more than 6-12" within the mesh. Surely that can't all be due to dynamic bones?

odd flint
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Is this the correct chat to ask someone to rig a character for me? C:

I've commissioned a Model and it's not rigged yet, but it seems rather complex for someone like me who barely has any experience with Blender and 3D things in general. So I'd rather have somebody do it for me who knows what they're actually doing!

vague spear
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Grimnir you could try VRCTraders. The bot won't let me add a link but if you go to the "Community-servers" channel of this server and search for VRC Traders, you'll find them.

bold locust
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Does anyone have an example hand rig that makes a convincing fist with the Index controllers?

crystal vector
turbid spear
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dynamic bones force bones to stay in their position when you added the script

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Import the fbx as a new one and use pumkin's avatar tools to copy dynamic bones to your new fbx

vague spear
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If anyone was following my trauma - I re-imported the avatar, made no changes to it except for shaders and...it works. So I went back to the trouble version, clicked on the fbx in Hierarchy, put it in play mode and I can see large red spheres just outside the ankles, knees, hips and either elbows or ribs. They look like colliders. I don't know how to touch them, delete them, and I went to every bone in the armature and can't find them. But I can see them. I'm going to move on, using the re-imported version, and just hope that I don't manage to repeat whatever it was that I did.

turbid spear
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post a screenshot

vague spear
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Thanks I appreciate that. Though I'm cautious about posting a screenshot of a model that was made by someone else (I paid for it of course, but this is new for me and I want to be careful with his work). So I'm posting a partial screenshot! You can see the red colliders (that's what I'm calling them anyway) at the ankles and in front of the knees, and the yellow collider starting at the tip of the right middle finger.

turbid spear
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those are ik targets from the animator I think. ignore them

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they're just there for debug information

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not all sphere things are colliders or anything like that

vague spear
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Ok thanks - just a coincidence then that they're in the areas where my hands can't approach. They are, possibly, just a little further out from the body than my "exclusion" zone. But that's reassuring that I can't edit them and apparently shouldn't be able to.

astral warren
coral sand
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I have a rigged .max model, how would I properly export that to get it in VRChat? I didn't see anything online that pertained to it

tulip root
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Thank you Adeon and Hotox! I got it working. I named the bones and weight painted them manually. Now I need to do the same on the other wing and im good to go. ^_^ I didnt use tutorials yet I still managed to get this to work in a way that im able to bend it like a real wing. Sometimes im able to make myself proud of myself and id consider this to be one of those moments.

cerulean cloak
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I'm a 3d artist looking to implement one of my models into vrchat and i was wondering if there was a comprehensive list of what i should name bones in order for them to be recognized by unity's humanoid rigging thingy?

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i've found lists of which bones you need but not so much a resource on what i should name my finger bones

fervent hornet
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Something as simple as Right Index 1, Right Index 2, etc should work. Naming doesn't really matter though

cerulean cloak
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doesn't it use the names of the bones to determine which finger bone is which?

crisp tendon
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Automatically by Unity, but that can be manually reordered

gloomy ether
full stone
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:0

sleek isle
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Cloth physic kind of unpredictable in vrc

robust crescent
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Cloth is all over the place, what you see might be fine but other see it freaking out or stuck

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not very reliable 🤷‍♂️

gloomy ether
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Ah darn. Thanks for getting back to me on it then. I might try weight painting the skirt to the legs but I can never get it to come out okay

versed dune
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Hey, I'm rigging a model of a character I ripped from a game. Can't find a way to easily use the mouth bones it comes with in VRChat, and I've results to using Jaw Flapping.

It's moving a bit too much for my liking, is there a way to reduce how much it moves when I talk?

turbid spear
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you can probably add another bone and weight the jaw to it as well so it shares the weights

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and as a result moves less

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or you could create blendshapes with the help of those bones

versed dune
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I may have to resort to choosing to make blendshapes, since when I put it through the cats plugin it merges all the bottom mouth bones with the jaw bone

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And it still moves like that

drowsy trench
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how'd i join the feet to the legs?

they're both weighted but idk how i can join them without screwing up weights etc.

turbid spear
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weights just get combined

drowsy trench
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idk how to combine them im rly new sorry

versed dune
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Going back to my issue from earlier- I discovered that there was zero weight painting on the model. Should painting over the jaw area help with how much it moves?

turbid spear
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if it didn't have weights it wouldn't move

versed dune
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Well I mean they're low weighted. Dark blue

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Sorry, blame it on my experience

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Or Did I somehow make a miracle happen and have a model with no weight move lol

turbid spear
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no

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it only shows weights for the selected bone (or vertex group)

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

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now you can ctrl+click bones to select them and see their weights and paint

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make sure Edit > Lock object modes isn't ticked tho

versed dune
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Mmm, I'll try that in a bit

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But that would help, right?

turbid spear
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nope

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or well, maybe

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if the head has the rest of the weights

versed dune
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Yeah, I don't think it's gonna work lol. Not that type of model, and I don't think it was used in such a way originally.

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Did it merged and unmerged (the face is originally separate form everything else), and it's all dark blue.

fading verge
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testing out some advanced hard surface rigin stuff

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I have a universal join rigged in blender

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I want to copy the z rotation from the forearm to the to the bone that controls the first joint

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and retrict its rotaation on the other 2 axes

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and same for the second bone

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i've tried with unity rotation contraints but it does this

fading verge
fervent hornet
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@fading verge Rotation constraints axis limitation are based on their local rotation, you should see multiple axis changing even when rotating on a single axis. I usually get around this by duplicating the bones and setting the bones that are doing the transforms to these duplicates. Therefore, the rotation will be 0,0,0 in respect to the parent.

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Let me know if that doesn't work, can't test right now to make sure

fading verge
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ok so basically dup the forearm bone and stick on the location of the smaller bones that aactually control the arm ?

fervent hornet
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Yeah so youll have "joint" be a child of "joint.001" and "joint.001" a child of "joint"s old parent

fading verge
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sorry can't wraap my head around it let me sketch it up real quick

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I finaly wrapped my head around it

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But then how will join get the rotation from the ik of the forarm ?

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I wish you could set roation constrains to be local and not global

fervent hornet
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Your overall parent structure can stay the same, the individual pieces just need to be a child of a duplicate of themselves to zero out everything

fading verge
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okay even if I have rotation contraint linking to the forerarm bone i just have to have duplicates that those bones are parented to ?

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i can essential do that in unity to test it out

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right ?

fervent hornet
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You can probably test it in unity after unpacking the prefab but I've never tried

fading verge
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like this ?

fervent hornet
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I'm not sure, in the end you are just trying to get it so that when you rotate whatever the rotation constraint is rotating that only one axis changes, with an offset parent, multiple axis will change when you only manipulate one due to how its relational based

fading verge
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basically

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dunno if it's possible tbh

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blender can just copy the rotation locally

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and I was wondering if there was a way to do that in unity

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because I want to be able use this type of riggin with eventually pistons and stuff for cybernetic limbs

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but if it's not possible I'll just stick to the old ball joints in my designs

fervent hornet
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Well I can guarantee you that its possible, just the rig structure will be worse

fading verge
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i don't mind how complicated it is

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thanks for the help tho

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if you have any other ideas I'll take em

fervent hornet
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Not at the moment, I would build a mockup for you but I've got a final tomorrow morning, maybe after that

fading verge
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yep np

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I can send you an fbx if you wanna fuck around with it

fervent hornet
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Sure

fading verge
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I'll do some research on my side as well

wintry thicket
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Does anyone know of a way i could make a 4-legged avatar with Full body tracking?

shell belfry
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whats a solid rigging tutorial ?

upbeat hollow
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hey, anyone know how to rig a model from scratch?

still fossil
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Lots of people

upbeat hollow
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nice, is there like a skeleton template that i could use or anything along those lines?

fallow shell
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Hello. I was wondering, would anyone be willing to look at my avatar and tell possibly tell me if they can figure out what is wrong with it? I'm having some issues...uvu

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like look at the files I mean

crisp tendon
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@upbeat hollow rigify skeleton in blender

rancid moon
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if I am a dirt poor peasant and don't have full body tracking

fallow shell
crisp tendon
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shape propagate the body in edit mode, in blender

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careful not to select the face though

fallow shell
fallow shell
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Okay I followed some instructions on Google and I get an error that says 'Mesh does not have shape keys'

umbral lichen
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big fat question
i upload a model onto unity from blender
and one of the bones shift from the original position, and i don't know why?
like a bone will be one way, then in unity, it rotates to a completely different direction

crisp tendon
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Clear bone rolls in blender @umbral lichen

grave isle
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Hello i'm new to creating avatars and stuck at the moment of creating bones. Where should the center of the armature be located, it must necessarily be at zero coordinates?

crisp tendon
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The hip bone should be at the hips height

grave isle
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The center of the armature is hips?

crisp tendon
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yes

grave isle
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Thank you very much

fallow shell
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@crisp tendon any more insight into my issues? uvu

crisp tendon
rigid eagle
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I'm trying to make a character with a mesh from blender, but his eyes keep floating off the model. Like if I move his head back, his eyes will only go back slightly, and float off his body. Dose anyone know how I can keep them connected?

crisp tendon
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Remove the weight paint from other bones on the eye mesh

rigid eagle
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How Do I find the weight paint?

rigid eagle
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Actually I don't think the eyes have a bone.

night tapir
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So.. I’m importing my roblox avatar into vrchat, (don’t make fun of me) but I don’t know how to rig it.. this is for when I get my Oculus, I need to know how I can import it and rig it to match movements and that, can you help me?

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Also, do avatars show as displayable for PC and Quest users?

fallow shell
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@crisp tendon do you mind if I DM you instead? Sorry, I'm a little sick and I keep dozing off uvu

crisp tendon
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Got my DMs off, but feel free to ask questions here

fallow shell
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Okay uhm let me first try to remember how to move the bones and model at the same time or whatever...it's been awhile since I messed with blender and I can't exactly remember the shitty unintuitive UI

fallow shell
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HECK

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OKAY I think I might have fixed it I think there's a spot that isn't weighted right....uh...how do I get to weight brush mode? fuck...

crisp tendon
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plenty tutorials for that out there ok

fallow shell
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I got that part

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but I can't seem to figure out how to select a bone. The tutorial says hold ctrl and click but that doesn't seem to do anything

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I think there are just a few vertices that don't have weights somehow but now I can't seem to select bones haha

crisp tendon
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in object mode, select the armature, then shift select the mesh then ctrl+tab

fallow shell
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OH

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I'm not sure what that did but now my bones are solid

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Well now the bone is selected but I can't enter weight paint mode

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OH got it

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OKAY so say I have painted an area with too much weight uh

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How do I fix that?

astral warren
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You can set your brush to a lower amount of weight

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Blue is none

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Painting blue is effectively erasing weight

fallow shell
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Ah...well it doesn't seem to do anything at all

fallow shell
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Hahaha this doesn't make any sense

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So I turned weight to 0

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and I paint and it adds weight

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I turn strength to 0, paint, it adds weight

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I set it to subtract, paint, it still fucking adds weight

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I'm going mental because Blender just doesn't do what it's supposed to do

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And then sometimes it just doesn't do ANYTHING

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Sometimes I paint on once side of the body, and even though X mirroring is turned off, it paints on the opposite side too

hallow tiger
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Hey... I’m just wondering if this is the right channel for asking for help with avatars?

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I’m a Quest user and I’m trying to find out what the name of the “Thumb and Trigger but not grip” Emote thingy is called

fading verge
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@crisp tendon Hey can you pm me when you can

crisp tendon
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what for ?

fading verge
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I have a model with all the textures in blender and need to move it to unity
but when i export it a fbx to unity the textures dont come with

crisp tendon
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yeah they're not meant to

spiral shard
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im not really entirely sure how to properly keep offset though so

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i could use some help with that

crisp tendon
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Recording the actual screen would help us a lot

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Most of the useful information is not in your video @spiral shard

spiral shard
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yea sadly i dont really know how to do that yet, but i think i kinda figured it out by taking a rig i made earlier from mixamorig but it isnt that great

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i swapped models from an untextured one to the one i already had in blender so im just wondering how to make the bones.. uhh.... stick

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though if i cant figure it out i can probably just figure out how to put the colored model into mixamorig

crisp tendon
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Download any program for window capture like ShareX or gyazo

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Mixamo should be giving you ok results for the most parts if the model is made correctly

spiral shard
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okay everythings good but how do ya get the meshes to stick to the bones? vrcSquidCat

crisp tendon
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Are they parented ?

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If you brought something over from mixamo then that should already be working as expected

spiral shard
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i mentioned that i swapped out the model itself and put the bones themselves onto a textured model a little earlier so idk

crisp tendon
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Can't you redo mixamo with that model ?

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Textures don't matter in blender

spiral shard
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ohh

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hmm

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eyes shouldn't be affected by mixamo if i wanna make em move around right?

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mouth rigs as well since i modeled my character with his mouth open?

crisp tendon
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Ok then you probably want to use the rigify premade skeleton in blender and use automatic weight paint with that

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Lots of tutorials on it

spiral shard
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i'll give it a shot! ^^

fallow shell
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Heya! This i...

▶ Play video
umbral lichen
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another epic funny question

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so my model's weightpainting will look fine, nothing stays in place in pose mode

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but when its in unity, one part of the mesh stays in place

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and???? i dont know why its doing that

fallow shell
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You could have missed a single vertex point which could potentially do that

astral warren
fallow shell
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(though sharex is way superior cause it uploads it for you to a hosting site so you don't need to worry about discord filesize limits)

gloomy ether
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how do i go about fixing a problem like this on my avatar? I think it has to do with my avatar having bow knees when crouching

robust crescent
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Back to blender, straighten the bones

gloomy ether
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this is what the armature looks like in blender. Where did I go wrong?

turbid spear
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Upper legs are going inward

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it's subtle, but noticeable

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you got red, you want blue

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grab the top balls of both top leg bones and move them inward a bit and you'll be good

viral seal
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What was the option you tick again to make sure that when you're falling or jumping, your head doesn't move outside your actual head?

fading verge
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Hi together o/ i have a pretty strange problem with my avatar. I'll try to describe it as good as i can.
Essentially i wanted to optimize this avatar to fit perfectly with my IRL Scale so the head is where the head is, arms and legs match etc. I followed the following tutorial on the matter from start to finish (https://www.youtube.com/watch?v=2sfTEBAl8sA), uploaded and saved different variants of the avatar with various fixes, reworks of problems that werent fixed etc. however i keep having the same issue where it looks like the avatar is sort of "hanging" to the front as if its arms and legs were bound to a wall. Pictures to follow including the images i used to resize the avatar

[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandline option --legacy-fbt-calibrate)

*The zigzag neck problem is less pre...

▶ Play video
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as can be seen here, the shoulders and the crotch area match with my trackers:

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i use this as the basis before adjusting arms and legs yet the avatar is hanging to the front like a money... Rig pictures to follow:

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hairbones have been hidden for simplicity's sake

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not really sure anymore what to do 😫 i need some help