#avatar-rigging

1 messages · Page 179 of 1

gloomy ether
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Thank you. That fixed it!

fervent hornet
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@fading verge Your arms are tilted upwards but the bones are straight, it should look more like this

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The bones should be at the center of the arm for its entire length

fading verge
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oh i didnt even see that thanks for the tip! @fervent hornet !

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how did i even miss that

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does that have to do with the mentioned issue though?

long bridge
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ugh im having issues w unity again, i set my avatar as humanoid and it tells me theres a bone missing in the left hand so i go and select the proper hand bone, it says everything is working, i click apply and then click done and then it goes back to saying theres a bone missing. Everything is working fine but the sdk keeps telling me that the head, hands, and feet bones mapped as well as having upper arms specified but they are and its not letting me upload. someone help pls

fervent hornet
long bridge
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ok great now none of the bones are mapped

median oxide
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你们好

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I have problem

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I need help

spiral shard
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hmm wait i figured something lemmie check if it works

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k got it! the arm just wasnt set assumingely cause i symmetrized afterwards

crisp tendon
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I see you're still using your phone to record Rave_chicken

spiral shard
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😔

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hmm i fixed its appearance but its still offcentered

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my tpose is off vrcChicken

crisp tendon
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off how

spiral shard
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i messed with it in pose mode before it crashed and i forgot to go back so its offcentered by an inch or so

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or before i exited out of blender isk

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idk

spiral shard
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i think i found a fix for it :)!

fringe bronze
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Any good tutorials on dynamic bones rigging?

golden hull
crisp tendon
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weight painting issue

golden hull
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Oof im kinda bad with blender how would i fix that

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could i just remove all the weight painting stuff on it or will that cause more issues?

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ill open the model in blender and see

fringe bronze
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I think you might've painted weight to the bone on the other arm

golden hull
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umm yea... im doo doo at blender

fringe bronze
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Check vertex groups

golden hull
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i was watching a video and guy was like ok do this so i did it

fringe bronze
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Weight painting is actually the most annoying thing in blender for me

golden hull
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blender is the most annoying thing for me

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if i just removed all the weight painting there would that be bad?

fringe bronze
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Yes

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The hand will stop moving

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at all

golden hull
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oof imma load up the fbx rn

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can u kinda help me with the process?

fringe bronze
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I'm not too good with that too

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But i will try

golden hull
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ty

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idc if it looks good or not i just dont want it to look like what ever it is now lol

fringe bronze
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Try watching this thing

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Just to get the idea what is happening

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Don't really follow it

golden hull
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ok

fringe bronze
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Because you already have weight

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He's doing it from 0

golden hull
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ok watched it

golden hull
fringe bronze
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Upper left corner

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Where object mode

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And edit mode

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There is Weight paint mode

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Go to object mode

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Click your Armature

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Then shift click the model

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And go to Weight paint mode

golden hull
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oh gawd

fringe bronze
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Then you should be able to ctrl click the bones

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And see the weight

golden hull
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why is it all blue?

fringe bronze
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You dont have the bone selected

golden hull
fringe bronze
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You need to click you shoulder bone

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Press alt+z

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To see the bones better

golden hull
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uhh it wont let me select

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it just paints it

fringe bronze
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ctrl+click on the ball thingy

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Of the bone

golden hull
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nope

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doesnt work

fringe bronze
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Then go to this tab

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And in vertex groups find the one you need

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Something like shoulder.R

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Also

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Is your problem on one arm or on both?

golden hull
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just right

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eblow

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elbow*

fringe bronze
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Check the weight on those 3

golden hull
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elbow

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arm

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wrist

fringe bronze
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Yea

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You need to get rid of it

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Dont forget to normalize

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"auto-normalize"

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In brush settings

golden hull
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uhh ok

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should i screen share this bit lol

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where is brush settings for this

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nvm found it

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cant find auto normalize

fringe bronze
golden hull
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oh ok

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ok so the problem is with the wrist

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right?

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so i remove the paint on the elbow for the wrist?

fringe bronze
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Yea.....

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And hope for the better

golden hull
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ok but how do i make it remove

fringe bronze
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There is substract brush

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You can also paint it over with the right weight

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But getting the right weight is hard

golden hull
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i checked the other side and its same but nothing on the elbow

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rip there isnt a dropper tool to match the weight

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where is the subtract brush?

fringe bronze
golden hull
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done

fringe bronze
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But auto-normalize doesn't work well with subtract sometimes...

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Go to pose mode

golden hull
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the value of the wieght is 0 around that whole area

fringe bronze
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And move the arm around

golden hull
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pose mode?

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like animation

fringe bronze
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Nah

golden hull
fringe bronze
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Go to object mode

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Click your armature

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And change object mode to pose mode

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And you should be able to move your bones around

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The model is supposed to follow them

golden hull
fringe bronze
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Yes

golden hull
fringe bronze
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Click on it

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G

golden hull
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it selected it and diabled

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disabled

fringe bronze
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You are not in pose mode

golden hull
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i clicked running dude

fringe bronze
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Then change the mode

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Top left

golden hull
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ohh

fringe bronze
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To pose mode

golden hull
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lol am stupid

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sorry

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now what? move arm

fringe bronze
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Yes

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Is elbow following or is it stuck?

golden hull
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using what tool?

fringe bronze
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Just select the bone

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And press "G"

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Or "R" to rotate

golden hull
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is that right bone

fringe bronze
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Pick the shoulder one

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And try moving it

golden hull
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elbow no move

fringe bronze
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Yea, that sucks

golden hull
fringe bronze
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It looks fine

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Screen share?

golden hull
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sure

fringe bronze
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Now, that it is done

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Can someone help me?

fringe bronze
vocal pier
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looking for someone to rig an avatar for me
willing to pay up to $100 usd
dm for more info

kindred trout
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in 2.8.2 its not letting me select the individual bones for weight painting

wind osprey
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Why it's a default makes no goddamn sense

kindred trout
wind osprey
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Is your rig in pose mode?

kindred trout
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its in "pose position" is that the same

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oh wait i switched it into pose mode

wind osprey
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Yeah, pose position and mode are different. Working now?

kindred trout
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no should i reparent the mesh and rig together

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in pose mode

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wait now its working!

fading verge
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sometimes the clothes that i put on avatars attach to the bones in a weird way, is there any way to prevent that ? hard to explain but : avatar i made had a big collar on her neck and the collar doesnt stick to her neck, it like moves weird as she walks. not sure how to fix it :/

crisp tendon
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In blender, weight painting

fading verge
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ty ty <3

zenith cloak
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I dont play vr chat, but i figured to come here for help cause im pretty sure the rigging and stuff is that same for my purposes. but ive been trying make a little worm guy i can use in discord calls and ive gotten a pretty rough base, but the arms were limp. so I tried to fix it and now the mouth is too far open and the arms are twisted. I am wondering if anyone can help me learn how to rig properly and stuff like that. here is what it looked like at first https://gyazo.com/81719d0cd4b4270d88fd14950b0124f4
https://gyazo.com/599642d92ecbd4b3f64ee4363122d038
and heres it now after i played with it and ruined it, the mouth is too far open and the arm is stretched

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tag me or dm me if u can help me learn to rig better, and hopefully help me fix my rigging mistakes

fading verge
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Seeking general help with rigging a Roblox avatar and using the action menu / controller binds for actions

(i.e. holding secondary trigger and thumbstick to hold a prop in your hand)
I currently don't have anything rigged on blender and it's ONLY a full-mesh import if I'm not wrong. I have 0 experience using Blender and need assistance from someone who can help me. Tutorials simply do not provide me effective information which is why I'm reaching out here.

Please DM me / @ me if you're willing to assist me, particularly with the controller binds and SDK.

brave juniper
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Hello! This may be a bit of an odd question/problem, but I found a Demogorgon avatar in some random avatar room and really like it. Problem is, its very sloppily implemented and wonky.

So I spent the last 5 days trying to learn how to create and modify avatars for VRChat. I'm currently struggling with the characters pose and movement. I'm not sure how the bone/rig setup has to be in order to get the characters slightly hunched pose and bent legs, without breaking IK and tracking.

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The major issues in game right now are wrong floor level, the arms are tracked too far forward and when I tilt my head in any way, the entire shifts up and down or rotates left or right

fringe otter
vocal pier
fringe otter
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Oh

vocal pier
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its my xbox avatar, they give you the model
it glitches every time i use mixamo

quartz pond
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Hello! I don't use Blender a whole entire lot so I don't know much about this one, but while importing this into vrchat there seemed to be an issue with it's legs? So I'm taking a guess that it has something to do with the bones, and because I'm not as knowledgeable with Blender how would I be able to fix this?

kindred pollen
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That looks like a weight painting issue, the calf bone doesn't look like it's actually painted to the calf verts

opaque jackal
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Anyone in here?

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@kindred pollen boop

covert dome
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apparently this is a weight paint issue or something? how do i fix this?

crisp tendon
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in blender

covert dome
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well yes, but i dont know what to do

crisp tendon
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select those shoelace vertices in edit mode (L on a vertex to select all connected) then go to the vertex group menu on the right panel, and assign 100 to the left foot group

sturdy belfry
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how would I go about making the neck / torso shorter on an avatar without messing up the body movement?

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/ is it possible to do in unity without causing issues in game?

turbid spear
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you can try

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but scale it on the humanoid configuration screen

alpine eagle
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I'm making a og nanachi model, and I'm wondering whether you can disable dynamic bones in an animation to save performance when you disable the helmet

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here's a pic since it's more likely for people to answer that way XD

brave juniper
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Can anyone tell me what I have to do to my rig in blender to avoid the humanoid rig configuration in unity breaking any animations I made?
Is that part of what CATS is supposed to do? And if so, which options are required?

brave juniper
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I mean which of these options are required. 🙂

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Unity's humanoid rig configuration appears to connect all unconnected bones, so would that be it? Or is it more than just that?

rancid moon
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never messed with that shit for 3 years

half void
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@alpine eagle did you sculp it by your own? it looks really goooood 💙✨

alpine eagle
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@half void I polymodeled it, if u want It, it'll be available on my gumroad soon

alpine eagle
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I tried it already though it didn't work correctly

turbid spear
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Kinda does, kinda doesn't

alpine eagle
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I'm guessing it's similar to spring joints where it has to start out on and then be deactivated

turbid spear
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You can only enable/disable them and nothing else

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You can use rotation constraints that copy the rotation of a chain of invisible dynamic bones

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Then mess with that

alpine eagle
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well i'm just trying to save performance by disabling them

turbid spear
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Or put all your db onto a empty game object and enable/disable that object

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It doesn't matter where dbs are, only their assigned root matters

alpine eagle
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or I could have a rig for the helmet

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thx for the idea pumkin

fading verge
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how'd I fix empty blendshapes? bought a model and it does have blendshapes name in Blender but Unity wasn't be able to read it somehow.. I can't have some expression set up :/

turbid spear
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Do blendshapes not export for you?

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Or are they empty and don't get exported?

fading verge
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I did even rename them but it's still not showing up, which is very weird

turbid spear
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well as long as they do something they should be getting exported

fading verge
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yeah, I'll triple check that 🤔

turbid spear
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if you want to export an empty one you can just move a vertex slightly somewhere where it's not visible

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so it doesn't get removed on export

fading verge
sleek lintel
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Hi, I've been looking around for some male bases, and quite a few of them had the same weird issue

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Many avatars take a step to readjust..something, once you stand still after moving around

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Usually i just ignore it, however whenever i stop moving with any of these bases, anything that has a dynamic bone script starts to twitch/vibrate until they have taken that one step

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I take it this is a somewhat common issue given how many bases seem to do it, tho i couldn't find any fixes by looking for some keywords. Any help would be appreciated ^^

signal tapir
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Hey guys I parented an armature on each leg bone. Any clue why it’s not working?

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My legs are frozen

rancid moon
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it's not rigged properly

signal tapir
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Nahh

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I found the problem

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my fx layer was doubled up

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I had wheelchair timeeee

iron roost
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Just reposting this here since I should have put it here instead of avatar 3 help

Heyo everyone. Got an avatar commission of a Pokemon trainer, but having an issue with full body where every time I finish calibrating it, the knees stay bent and the hip tilts a bit. Avatar maker said he tried the usual fixes but he doesn't have fbt himself so it's difficult for him. Anyone deal with this issue before? Any help would be greatly appreciated!

meager ether
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by the way, same answer here: can you open this model in blender and show to us your armature?

iron roost
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asking the maker to grab it, if it takes too long I'll just grab it myself

meager ether
brave juniper
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I may be completely wrong on this but it looks to me like its a proportion issue where the ratio of the avatar‘s leg and arm length differs from your real life proportions.

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Skip to 5:54 and see if this is what youre experiencing.

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You may also have to adjust your „user real height“ ingame.

brave juniper
iron roost
brave juniper
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The video i linked goes into a lot of detail on different problems with FB avatars, have a look through it and see if any of it can help. NP. 🙂

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I dont have FB myself so i cant definitively tell you what issue or combinations of issues it light be in your particular case.

deft snow
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I've been having an issue where my avatar sinks partially in the ground when I sit in FBT. Would adjusting the hip bone placement resolve this?

iron roost
brave juniper
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I know the feeling. 😄

iron roost
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P much the process I have to do is start calibration, use playspace mover to put myself in the ground a bit, finish calibrating, and then in settings lower my height to raise where it detects my head is so that it straightens out the legs

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That'll take a bit of getting used to

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Gonna especially suck when it decalibrates when swapping worlds

spiral shard
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is it possible to delete and re apply shape keys to a part? i uh.. completely forgot to apply my subdivide modifier to my mesh and now i cant add it, if i cant its okay i'll figure out a way but it would be nice haha

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or how do you guys go about teeth? im really confused about teeth in lip sync, are they seperate? joined?

brave juniper
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The one in working on myself doesnt have a humanoid face so i dont have personal experience with the matter unfortunately.

turbid spear
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Doesn't matter. If it's a blendshape you just move the teeth as well

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Blendshapes just move verticies around

spiral shard
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ooh blendshapes huh, i havent heard of that yet and maybe thats a bad thing

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oh i might have come across it a little but not enough

brave juniper
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You kinda need them for lipsync. If youre lucky the model you downloaded comes with them, if not you have to create at least 3, then CATS can auto generate the rest.

spiral shard
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yea i made some and realized my jaw wasnt sub divided and i also realized i can make a better result doing something different so im remaking them and making the teeth static (because theres actually not that many videos i can go by right now :(_ _)

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some people can edit the vertices on the head and jaw for the same shape key when they're seperate and idk how they do that

fading verge
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yo

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can someone help me realquick

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so i rigged my model

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and it comes in like a white file that i cant open

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how do i fix that

turbid spear
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where

fading verge
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look

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the ones on the top

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how do i fix that

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wait imma send the file

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how do i open these kinda files

turbid spear
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you import them

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if it's unity you just drag and drop it into your project

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if it's blender you go file > import > fbx

fading verge
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thanks

fading verge
turbid spear
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watch a tutorial

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you gotta select the fbx file in unity and change the rig to humanoid

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and also change the shader as it says

fading verge
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thanks again lol

wanton dove
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so does anyone know a good/quick way to make the model not do this? Basically I want the coat to stick to the body instead of clip through whenever the chest bone moves. And I would rather avoid having to repaint weights if possible.

crisp tendon
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Well that's how weight painting works, so you can't fix that without paint

wanton dove
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well since there are already bones on the coat, is there a way for me to just transfer the weights and stuff instead of repainting?

crisp tendon
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transfer from what ?

wanton dove
crisp tendon
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are they painted to anything ?

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These bones still need to be influenced by something

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Not sure why there's bones in the first place tbh

wanton dove
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it is a MMD model. so im working on re-rigging it for VRchat use.

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Those were there because the coat has physics

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which isnt really needed/good for use in vrchat

crisp tendon
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You should delete all unnecessary bones and drop it in mixamo

wanton dove
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mixamo?

fading verge
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Okay friends I'm stumped.
So when I initially crested my visemes on my model my shirt was higher up, I then later on I ended up dragging it down some. Now my "basics" in the blend shapes still has the shirt at its higher position when I move it to 1.0 on the slider and all the other blend shapes that make up my visemes are using the basics tab as reference. Is there any way to change out the basics for a new blend shape that isn't using the basics as a reference?

swift tide
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can someone help me with this avatar rig? i'm having trouble getting it working with vrchat

tulip ravine
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what’s the issue?

swift tide
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it says it is missing bones but i'm pretty sure it has them already

swift tide
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how do i do that

tulip ravine
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it looks like you’re missing quite a few

swift tide
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it is from a game

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I'll show you the original bone thing before exporting it

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hold on

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it has quite a few more

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CATS might be messing with them

tulip ravine
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yeah that’s weird, I would stop cats from merging them

swift tide
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k

tulip ravine
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iirc unity definitely needs more leg bones for the default humanoid setup

swift tide
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i would be fine with having this model rigged again if possible

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although i have no experience in doing that

tulip ravine
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yh unity requires three per leg, upper - lower - and foot

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why not use the original rig?

swift tide
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hold on

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so it has all of the bones but it maps them in a way that vrchat doesn't like

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what should i do

tulip ravine
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wdym "vrchat doesn't like"?

swift tide
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spine hirachy and what not

tulip ravine
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ah okay, that was out of view of the screenshot

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just reassign them in that window, i think it has those bones?

swift tide
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i'll try

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it keeps giving errors when i attempt to remap it in a way vrchat would like

tulip ravine
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make sure there arent duplicate entries, that might be what it's complaining about

swift tide
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no duplicates

tulip ravine
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also post a screenshot of the bone hierarchy too, i can take a look

swift tide
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i'm just not sure what i would map each one to

tulip ravine
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what do you have set to neck and head rn?

swift tide
tulip ravine
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and whats the error? it looks all green here

swift tide
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it is missing things vrchat needs like the chest and stuff

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the mappings

tulip ravine
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ahh okay

crisp tendon
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you kinda need a neck bone

swift tide
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i mapped one

tulip ravine
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i would just cheat for right now, and set the head as the neck, and the end bone as the head

swift tide
tulip ravine
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hrmm i think we might have to modify the rig after all

swift tide
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yeah

tulip ravine
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we definitely need shoulders at least

swift tide
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this rig is a bit limited

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it was for a wii game, after all

tulip ravine
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it should be really simple to add the bones though at least

swift tide
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walright

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alright

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i can send you the model in dms if you want

tulip ravine
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yh send it over, and we'll walk through it

swift tide
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alright

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what formats?

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fbx or dae

tulip ravine
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doesn't matter, prefer fbx though

swift tide
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alright

eager badger
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When a world makes your avatar play an animation ( e.g. VKet showcase catwalk ), my own uploaded avatars do not animate the head, instead leaving it controllable, and the avatar center does not seem to move around with the animation properly either. I am unable to reproduce this with other people's avatars.
My uploaded avatars otherwise work fine playing expression animations, with the only other problem being a hip that is pushed away from the center when using 3+ point tracking, which I am hoping is related somehow.
I have only been able to find one or two mentions of the animation playback issue, and was hoping someone might be familiar with it.
Controllable head ref: https://streamable.com/5y94h5

vestal dirge
sinful hill
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So when I import my FBX into blender with a know good rig this is how the bones show up help!

knotty grotto
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I used to seperate bases on this, and the bones look kinda weird. Does it think I have a seperate set of bones for the face? If so, how do I fix it?

turbid spear
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select them and merge to parent

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in cats, there's a button with a bone icon

knotty grotto
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ok but

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Why are there to spine rod things there

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like the mouth

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is attached to what appears to be a second head bone

turbid spear
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no idea

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what are they named, that might give you a clue

knotty grotto
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named?

turbid spear
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select armature, go into edit mode and select the bone

knotty grotto
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You'll have to explain how to check that; I've literally never used belnder bfore

turbid spear
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time for hit up youtube for some tutorials

knotty grotto
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armature?

turbid spear
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yep, tutorial time

knotty grotto
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ooooohhhhh no I messed up significantly didn't I

turbid spear
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no idea

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but you're not going to get a result if you don't know what you're doing

knotty grotto
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I didn't start with a base I started with an empty project and imported to body

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so it's not organized by "armature"

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is that doing to be a problem?

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@turbid spear

turbid spear
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armature is the just the name for the bone skeleton thing

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but i don't know what's up with your model

knotty grotto
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ok

balmy prawn
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good gravy, trying to pick up Blender is giving me a damn heart attack.

brave juniper
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Going to ask here again since I'm not sure if it's actually a rigging thing or not, but I'm currently working on an avatar that has disproportionately long arms. From what I understand, this is what causes the in-game floor to be too high (just below real life knee level).

Does anyone know any tricks to alleviate this problem somewhat, without making the arms smaller/legs longer than what I've already done? Would repositioning the viewball help?

balmy prawn
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yeah, I probably need to contract some rigging services again, this is too much XD

knotty grotto
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The base model I want to use doesn't have a head

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So I have to take a head-less face model

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and make a head, put a face on it, put them together, and get the model to work

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It's a massive pain

balmy prawn
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Yeah Blender scares me lol

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I've tried so hard to work through the fear but it's just so frustrating

opaque jackal
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how do ypu inport a model in unity?

fading verge
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you drag it into ur scene

fading verge
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can someone send me a humanoid rig

meager ether
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you can use armature from blue guy in examples for sdk2 i guess (if it's still there)

fading verge
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in blender

meager ether
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so, export him on blender, it's .fbx if i remember correctly

fading verge
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ok

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how do i get the model

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do i import an sdk in unity

meager ether
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no, in unity

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and then import fbx to blender

fading verge
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ok

fading verge
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when i import fbx models into blender sometimes their bones are weird
can i do something about this?

uneven stump
gloomy ether
gloomy ether
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its probably not weight painted to anything

finite jackal
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hey! is anyone around that can help me out with soemthing?

fading verge
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uh i can try

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idk

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😭

finite jackal
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ok so, by the advice of someone else i am reformatting my question

#

give my a sex while i type it out

#

ty btw

fading verge
#

okay

finite jackal
#

ok so here we go:
I am trying to use this video as a basic guide and a jumping off point
its my first attempt at something like this

#

the part im stuck on is at about 6:38

fading verge
#

okay let me check

finite jackal
#

changing the parent bone j_sebo_b to be parented to j_kosi

#

my attempt to do so is met with this!

#

and thats where im stuck, i promise ive tried my best to figure it out on my own, but i am simply out of my depth

fading verge
#

okay uh

#

the blinking part

#

and mouth thing

#

right

finite jackal
#

im not sure if we are there yet

fading verge
#

6:58?

finite jackal
#

38

fading verge
#

OH

finite jackal
#

bad miya! too many caps! youve upset out robot overlord

fading verge
#

😭 sorry

finite jackal
#

lol

fading verge
#

okay the bone thingy

#

umm

#

thinks

finite jackal
#

ok restroom real quick brb, ive been sitting here for hours i jsut relaized

fading verge
#

okay

finite jackal
#

realized*

#

also we can hop into voice if you want as well

#

if thats easier

#

omg thank you for waiting im back

#

@fading verge i have returned to you!

fading verge
#

okay

#

um

#

so

#

uh the bone yeah

finite jackal
#

lol yes

#

bones

fading verge
#

what are you confused on like ummm hahaha

#

umm ya haha

finite jackal
#

i followed along perfectly

fading verge
#

i totally know what im doing 💯😇

finite jackal
#

and if you see the pic above thats what im dealing with

fading verge
#

okay

#

let me

finite jackal
#

im wondering if i did something wrong

#

like tried tom parent the bone using the wrong menu

#

ummmm

#

idk

fading verge
#

cause im on phone so the video

#

is like

finite jackal
#

im out of my depth

fading verge
#

small let me just screenshot the video and zoom

finite jackal
#

ah!

fading verge
#

hold on im so confused cause the video

#

it looks different from the thing you have

#

or like what place your doing blender / if you are

finite jackal
#

yeah ive got a differnt version of belnder it looks like

fading verge
#

oh okay so

#

im actually so confused too hold on what

#

😭

#

im so sorry uh

finite jackal
#

yeha, i saw him click an icon that looks like a bone, couldnt find it. however! when i selected the other option "Object Properties" I found a menu that looked......similar, in that it had the "Relations" tab and a drop ddown menu from there

fading verge
#

so in the picture right

finite jackal
#

aye?

#

mine or his?

fading verge
#

i mean

#

i think you

#

the bone

#

haha

#

so

#

basically um

#

this is so confusing oh my god

#

im so sorry im really confused rn too

#

😭

finite jackal
#

its ok!

#

thank you for trying

fading verge
#

ofc sorry

finite jackal
#

no need to apologize!

#

but how was your christmas day btw?

finite jackal
#

@fading verge omg i figured it out! There was an add-on that I was missing!

#

This whole time I’ve been struggling for hours with it!

gloomy ether
#

i have a problem with my shoulder positioning when i apply vr chats animations to my model. her shoulders appear so close together and up too high. what went wrong in my blender scene to cause this issue?

covert orbit
cold coral
#

hello, when i export my model from blender the rig from the legs rotate slightly making me look strange in vrchat. can anyone help with this problem?

#

this is in unity btw ^

mortal lotus
cold coral
#

is this a problem i have to fix in unity or in blender?

cold coral
#

because the armature look fine in blender

kindred pollen
#

That's something to fix in Blender, the leg bones shouldn't be tilted whatsoever

cold coral
#

i made sure they are straight but it is still messing up.

cold coral
#

ok ill try that

cold coral
#

k the bone rig is still a mess. ( the best i can describe is "walking it off" when you have snapped both legs in have)

#

but it works fine in vrchat so im just not going to touch anything

fading verge
#

anyone have a chart with all of the visemes shapes and names

stray schooner
#

Does anyone know how to fix this issue where the legs IK inwards?

kindred pollen
#

Leg bones look like they go out slightly, try moving them to be as close to vertical as possible

candid iris
#

imported a models fbx into blender but his jaw mesh is gone

#

lower half below eyes tbe

stray schooner
#

can someone help me in a call with my legs bending inwards issue? no matter what I do it keeps happening

golden hull
#

how do i connect an avatar with a shirt

golden hull
#

how to connect bone to mesh

fading verge
#

having same issue here lol

turbid spear
#

use CATS custom model creation tab and join them

fading verge
#

Or just click them both in object mode and ctrl+j?

#

Maybe I'm wrong, it's 6am and I'm pretty tanked

fading verge
#

anyone able help me rig the clothes to my body using already made avatar just changing outfit everything is fitted together just cant get the clothes to work

fading verge
#

@fading verge didja weight paint it? 😊

rose wagon
green coral
#

Hello! What was the Adobe website that did something to avatars?

fading verge
green coral
#

I know but no one answered my question

fading verge
#

@fading verge yeah when I do it the clothes just mess up watched a YouTube video what’s 3 months old and did what he did but didn’t work

#

Did you hit ctrl+j with the clothes and avatars to join them?

#

And are you independently weight painting each part of the clothing to the corresponding bone it needs to be attached too

#

@green coral what was it supposed to do to the avatars lol

green coral
#

I dont even know

tardy gorge
#

im having an issue where the head of my model is dragging the body with it when i look up or down, this is what the head of my skeleton currently looks like

#

this is my first rig ever so i assume i screwed something up

#

ok so i realized i clearly know nil to nothing about skeletons and your neck bone shouldnt be in your throat lol

tardy gorge
#

ok the issue still exists

rose wagon
#

Maybe it's a weight paint problem?

urban plover
#

when i import a unity fbx file and fix using cats, it just shows up black

burnt goblet
astral warren
burnt goblet
#

Are you able to have a humanoid avatar without shoulder bones?

mild stratus
burnt goblet
#

Ok just making sure, for some reason it was allowing me to configure the avatar with no errors without shoulders hooked up

mild stratus
#

Huh, normally without shoulders, the SDK gives an error.

bitter birch
urban mango
#

Hope the x-post isn't a problem.

Hi all, I'm having a bit of an issue with my avatar when using FBT and lying on my side.
The chest portion seems to stay oriented facing upwards despite my hips and headset being on their side.

Moving my arms seems to have an effect, if I outstretch in front of me entirely, or down towards my knees then the chest will rotate, but if I keep my hands in front of my chest or by my head the chest doesn't rotate.

Please see the attached video, does anyone have any ideas?

stable tulip
#

Hey there. So I am doing the rig proportion and have one problem. Here is my reference and as you can see I really need to squish the body to fit the body proportion.

Maybe it's better to scale the head or some how fit the body?

#

I think I just need to scale other axis

#

Yep - just scale all axis

hollow mist
#

Hey, I have a super stupid question. I'm trying to get am armature to bind to clothing I just finished modeling, and I've been fighting with this for 3 hours. No matter what I do, I can't get these to move together in either Unity or Blender, even though I've attempted to bind it multiple times. I've also verified that the armature is selected in the modifier section in Blender, as well. Is there something stupid/silly I'm missing here? I'm way too new to anything with 3D, if I'm being honest.

#

oh. I can't send images.

#

there

crisp tendon
#

are the meshes joined ?

hollow mist
#

Unity also doesn't accept the mesh when they're joined

hollow mist
#

And the exact same mesh doesn't even show the armature bound in Blender.

crisp tendon
#

Apply transforms to the mesh before joining

#

Also from the third gif it looks like the weight paint is incorrect

hollow mist
#

Does that include the armature transform as well?

#

I also haven't actually tried weight painting before. I didn't end up having to use it for the last avatar I worked on. (This is only my second go at modeling clothing, admittedly)

crisp tendon
#

You're not meant to apply this modifier

#

Only apply transforms on the meshes you have, then join the clothing onto the body mesh

hollow mist
#

Then yeah, everything's applied.

#

I think I may just need to restat making the mesh, I must've broken something along the way.

#

which'll probably be a project for another day. 7 hours is enough time for the day. >.>;

kindred pollen
#

It looks like a weight painting issue to me, yeah

hollow mist
#

I'll need to look up some tutorials on it, then

#

It's all weight 0 right now, because I've never touched it before

#

lol

#

The base itself is rigged with all 0's

sinful hill
#

Hey everyone,
So I just made a avatar and all is going well until I turn a sharp left or right then my legs fly out like I am superman. I have been trying to fix this for a an hour now without any luck. Can anyone point me in the right direction?

crisp tendon
#

pictures of your armature/model in blender would help

sinful hill
crisp tendon
#

Did you check the names of your bones ?

sinful hill
#

Do they need a specific name? Still a bit new to VRChat SDK

crisp tendon
#

numbered ? Do they have left and right in their names at least ?

#

Also the hip bone looks a bit odd

sinful hill
crisp tendon
#

Yeaaah that wouldn't work, you'll need to fix that in blender

#

Or it might be doable in Unity

sinful hill
#

So do I need to rename everything?

#

I mean I can I have a google sheet with all the bones on it

#

Just a PIA

crisp tendon
#

Correct

sinful hill
#

What is it looking for so the naming convention I use this time does not cause an issue lol

crisp tendon
#

Not sure, i think it's anything with L/R at least

#

Having your own naming convention that follows that is good practice

#

LeftX or X.L

#

X being the bone name

sinful hill
#

Well I mean most of the bones are unilateral so what is used there?

#

Just X?

crisp tendon
#

You have two arms and two legs, right ?

sinful hill
#

Yes

#

But only one spine lol

crisp tendon
#

Sure, then you can guess that in that case you don't need to add X

#

Pinned items in channel

sinful hill
#

Aesome

#

I'll rename them and give it a shot

#

Thanks a million for the help!

cyan adder
#

VRCで腰が横に曲がるやつはhipと足の付け根の間が短いと起こる(モデル作るたびに忘れる)
右の感じにすると直った

Retweets

367

Likes

1072

#

(KUNG's tutorial didnt solve the issue, same with his 'hacks')

hollow mist
#

HEY Just wanted to follow up from my posts yesterday. Learned some weight painting and spent a few hours, it actually moves proper now.

astral warren
#

Blender modifiers look for L and R at the end of a bone name and vertex groups. If the bone names are the same aside from ending with L and R, mirror operations will apply

#

All vertex groups and bone names must already exist, modifiers don’t create them

tight musk
#

So i took a mesh and split it to see certain part and when I joined it back it made these lines...

turbid spear
#

do you have any sharps in edit mode? cyan lines

tight musk
#

no

rocky atlas
#

hello everyone. I've a little issue, in Blender, I don't exactly know how I did this, but I separated my Body mesh from my armature in my hierarchy. Is there a way to fix this? I did not notice this error earlier and I save many times after the mistake. Once on VRChat, my avatar still work, but I have now some weird issues especially regarding material rendering which I didn't change at all on my avatar after my modifications (mainly Shape keys).

turbid spear
# tight musk no

then it's probably your normals, try clearing custom split normals data

turbid spear
wicked jungle
#

Hey guys. I have a small problem. When I put my hands on my shoulders, my elbows move behind my back. Any idea what might be causing that? I've tried moving the shoulder bone around but I can't figure out where to put it. Thanks

rocky atlas
stray chasm
#

Anyone had issue where one avatar arm turns a bit outwards/inwards? Looks normal in blender/unity but when I upload it rotates a bit and then it just looks weird

burnt goblet
#

Check your bone roll

safe sedge
#

Is there a way to anchor a small mesh to a vertex on another? I wanted to make some body jewelry but the place I want to put it is right in the weight paint transition zone between two bones... I'd want it to stay at the same location on the surface of my body but idk if that's possible if it's not in a "red" weight paint zone...

rough coral
#

Can someone help me everytime is et my bones up in blender everything is there but when i go to unity ny shoulders and neck are gone. Its a spongebob model idk what im doing wrong

safe sedge
safe sedge
# wicked jungle Hey guys. I have a small problem. When I put my hands on my shoulders, my elbows...

You have to have at least a small amount of bend in the elbow in the "correct direction" in your rest pose in Blender so the game knows which way your arms face. So with your avatar in T-pose in Blender looking from top down your elbows should be bent slightly forward, like they would in real life. If they are perfectly straight or bent backwards then they can flip in game. Also, clear all bone rolls before exporting. (Edit mode on armature, A to select all, Alt+R to clear bone rolls). I'm assuming you mean they're completely backwards from where they should be, like in an impossible position.

meager ether
sleek isle
#

@safe sedge transfer the weight to that jewelry mesh from the body

safe sedge
sleek isle
#

You can use the modifier for it so its easier to edit it

#

That what they usually do for game. Thats why what would be an hard armor will strech a little to prevent clipping

meager matrix
turbid spear
#

rotate bones in edit mode to match your arms

fading verge
#

How do I add textures to this if this was originally an .obj?

#

Right now, there's nothing but meshes, and the armature is already made. Would I have to import the textures INDIVIDUALLY if I need to revert to pre-armature?? If I have to, I don't think it's possible to do so as all the textures are 1 single image, and these are multiple meshes.

dusky jackal
#

If my avatar's knees go behind them when crouching, what do I need to adjust?

still fossil
dusky jackal
#

The character is unguligrade and the knees are bent a fair bit different than standard standing pose

#

But it is bent in the 'right' direction

still fossil
#

🤔

dusky jackal
#

I fear the 'shin' bone may be a bit too long

#

Actually now that I look at it, that is probably the case

#

the IK can't solve for the knee position without shoving it through the character

still fossil
#

If there's still issues after shortening it try getting rid of this bone

#

Wait that's the foot right?

dusky jackal
#

Yes it's named and applied as the foot

still fossil
#

And the one after that is labeled toe?

dusky jackal
#

Yeah there's a single toe

untold ingot
#

Hey, can anyone rig a model to be vr ready? For the quest?

tender summit
#

anyone know a tutorial video to start learning how to import and make avatars?

#

completely new to all of it

fading verge
#

can someone tell me why this happened when I port it to unity?

#

its completely fine in blender but once its in unity it dies

crisp tendon
#

Clear bone rolls and apply pose with cats

fading verge
#

that worked thanks

twilit urchin
#

Just import fbx and happen this situation

crisp tendon
#

Check the automatic bone orientation on import

supple egret
#

hey so i got a quick question and im sorry if im in the wrong chat but is it possible to get the model for one of the avatars i have favorited so i can change it in unity?

crisp tendon
#

Nope

mint magnet
#

Hello everyone!! I had a quick question in regards to Rigging a character for VRchat. My character is a humanoid, but with digitigrade legs. (He's a satyr). The bone structure will be different from that of a humanoid. I'm fairly familliar with Rigging/Modeling, but ive never done so for VR chat. Is there a specific skeleton that I should branch off of, or can I just make my own skeleton and use that with no issues?

kindred pollen
#

You could probably get away with using a standard humanoid rig, unless you want the digitigrade leg bits™ to bend

mint magnet
#

yeah, I would want that! I tried using a standard one and it looks a bit silly hehe

kindred pollen
#

kk lol
You could try making the actual foot be the toe bone, and the ankle/bend above that the foot bone? def not sure if that'll work though

mint magnet
#

is making a custom rig something that one can do? Because I can easily do that on Maya. I just wasnt sure if it was an option since all the tutorials online just use a premade one.

#

Yeah, I was thinking that too

kindred pollen
#

You can, but I don't think it'll work with VRChat's IK

mint magnet
#

Agh ree

#

Well, if I just animate the walk cycle myself it shouldnt be that bad? Maybe?

kindred pollen
#

I'd prob recommend the foot/toe and anke/foot thing first lol

mint magnet
#

yeah you right

#

Imma try that, thanks!
And to get the skeleton, yall just go to Mixamo right?

kindred pollen
#

i'unno, I just used Blender's standard humanoid rig for a recent thing lmao
can't comment on it since I haven't used it but it'll prob work!

mint magnet
#

Ah. Im not used to blender since I've used maya in college lol, but Im sure I can get back into it!! last time I used Blender it was 2012 and I was doing minecraft animations lol

mint magnet
#

Trying to mirror his skeleton so the right side mirrors to the left. but for some reason in 'edit mode' he goes off center. if I go to 'pose mode' he resets back to 0. how come?
sorry. new to blender. used to maya.

austere rain
#

How do i add stuff like shirts and pants to my model?

fading verge
amber kestrel
#

Are there defined measurements used for avatar scaling and determining the avatar floor? I know it uses "armspan", but what is the exact measurement used there? Distance between wrists in t-pose? And I'm also assuming the floor is displaced down from the viewpoint?

wind osprey
turbid spear
amber kestrel
wind osprey
#

However I have been using this method for a few years now and it has been consistently good enough.

amber kestrel
tender light
#

I was wondering if someone could rig my avatar. I already have the model itself just need someone to rig it

amber kestrel
# wind osprey In T-Pose, let `x` = distance from head bone to wrist bone. To make the VRC floo...

Trying to get a handle on what you referenced. I've got a few measurements here, some restricted to the XZ plane, some dependent on an example viewpoint. Based on what you said, my best guess is that the head-wrist distance (here, 0.332458) is supposed to at least approximately proportionally match the viewpoint height (here, 0.653493). Are any of these other measurements relevant specifically for height scaling, or do I have it right?

turbid spear
amber kestrel
turbid spear
#

in what world does a 16 decimal number make sense

#

looks too specific

wind osprey
wind osprey
wind osprey
amber kestrel
amber kestrel
#

Where is your viewpoint?

#

What exactly did you change about the bounding box?

#

scaled up the whole avatar by 10
From where?

#

I don't recommend messing with the bounding box

#

You literally just sent me a cropped screenshot of a transform component

#

What object?

#

Oh lord

#

I'm not even religious

#

Nah. My suggestion is to create another instance of your model asset, only scale down the root object if needed, and set the viewpoint accordingly

#

What you are defining as "the prefab" is an entire hierarchy of objects that define a 3D model. The body mesh and IK are included within this prefab.

#

I figure you scaled something you shouldn't have. Sometimes it's better to start from scratch and limit yourself to what you know works on its own, isolate some things from each other

mint magnet
mint magnet
#

I’m thinking it may be lack of polygons and it’s just ripping. He sits at around 27K.

#

(Btw I’m using maya AutoRigger! Sorry I know it’s different from the norm of blender )

turbid spear
#

It's just that the seemingly needless precision and the obscurity of the calculation really made it seem like a joke

turbid spear
#

Does maya rip vertices when it deforms stuff?

gloomy ether
#

Anyone here use the cats bake tool yet in blender. How do I find my textures once my model is done baking?

tough robin
#

I have an object parented to my arm with a Aim IK script, thats targeting a world object. Everything works correctly but moving my head changes the angle of the object for some reason, I even tested this in full body with moving ONLY my head and the IK was still changing just my shaking my head, Why is this and how can I fix it?

spark hearth
turbid spear
#

they're using maya

#

dunno how it's called in maya but yes, in 3ds max it's called weld

rare flame
#

trying to figure out which bone does which, obviously using another sergal skeleton cause fuck trying to make one myself lol, but organising it and confused on what goes where for face

spark hearth
#

the bones have names

rare flame
#

oh? w8heres that?

spark hearth
#

top left

#

just remove ones you dont need

rare flame
#

ah fuck its the hair bones, that explains it

#

ty

#

should i remove these 2 since ear is too small?

turbid spear
#

don't delete bones, always merge their weights to parent

#

so you don't end up with unweighted bits

#

but if you don't want stuff to move independently, like with dynamic bones, just get rid of the bone

rare flame
#

i deleted hair

#

cause my character doesnt have hair so bones do nothing

#

that ok?

gleaming tangle
#

Imagine being able to make a 3D model

mint magnet
sweet rain
#

alight hey guys I have a VERY strange issue with an avatar re-upload of mine
I have NEVER seen this issue before but, my hair bone appears to be whipping back whenever the character is used in VR. it's doesn't show in unity OR the avatar preview in my menu. turned off all colliders and got nothin, also the hair bone isn't assigned to anything in the config settings. anyone have any ideas?

crisp tendon
#

try resetting bone rolls in blender if not already done

sweet rain
#

yeah that's what I'm gonna do rn haha, it 100% isn't dynamic bones or colliders cause it does it with neither

#

omg it's still busted

crisp tendon
sweet rain
#

might have to start from scratch and manually input all my descriptors etc

#

I'm wondering if it's like, copying bone transforms or something

#

okay nope putting it in from scracth also doesn't work
looks like my original model had assigned one hair bone to the eye but the new one doesn't do it. maybe that was holding everything together LOL

digital gorge
#

Can anyone give me a lead on how to fix this tilt on the hip when in fbt? This is how my armature looks like, also as a note adding an opposite tilt to the hip bone as reccomended in the mega tut didnt work so dunno what is it

crisp tendon
#

Try raising the head of the hip bone up a bit

digital gorge
peak sparrow
#

when i turn the head, some stuff stays frozen

amber kestrel
#

Full body is stupid and sometimes tilts the hip to a leg. That just be how it do

amber kestrel
peak sparrow
#

i tried putting weight paint on it but it makes the problem worse

#

or maybe i just did it wrong

#

when adding the weight paint, they just stick out even more

craggy kettle
#

anyone know why this happen after i import the model into unity ?

#

the bones has no rotation already cleared those

#

0 rig fixes

amber kestrel
crisp tendon
crisp tendon
fading verge
#

I am trying to make dynamic bones but it seems that one of the bones ends opposite of where I want it to. I try to change its offset, but no matter what value I enter in x y or z nothing changes. Please help as I think I am missing something here.

craggy kettle
#

found the issue and the fix if anyone else has this issue in the future

#

hips bone was in the wrong direction

amber kestrel
crisp tendon
#

What does it look like in your uv map ?

amber kestrel
#

Not too hard to blend that out in free illustration software if you don't like the crease. Wet brush in krita has been a godsend for me

#

Well, my suggestion just modifies the texture that the UV's reference. If overlapping UV's is a problem by any means, then address that independently. Not sure how you expect me to answer that otherwise.

amber kestrel
#

Oh I thought that was your texture.

tough apex
#

does anyone know how to fix this? My fingers came out weird and dont bend properly in game

amber kestrel
sleek isle
#

@hasty scarab smear the texture in blender or other software manually after bake

#

They have to be the same anount and vertex order

#

If you have issue that could be it

#

If not dont think about it

mild stratus
#

No. They mean the count and order of the vertices. Each vertex has a number associated with it that is used for saving positional data, blendshapes, etc. Blendshapes are saved ( i think ) with a vertex number, and where the vertex is moved.

#

If the vertex numbers change, the blendshape doesn't know that, and will move the vertex with that number, causing garbled mess.

#

Or something like that.

tough apex
tough apex
#

i did but they said thats the best they could do

amber kestrel
#

Code for "tough shit, bud"

tough apex
#

yep, was told maybe someone could help here but guess not

crisp tendon
#

lmao they did nothing

#

Run it through the cats fix and it'll help

tough apex
#

well I have no idea how blender works so if anyone can help I would love for you to reach out to me about my avatar finger issue

safe sedge
# tough apex well I have no idea how blender works so if anyone can help I would love for you...

It's most likely a weight painting issue, but as others have said it's hard to tell without more info. This video will show you how to use pose mode in blender and how to fix weight paints. Probably all you need to do is blur the weights with the blur tool... https://www.youtube.com/watch?v=zVIFbqQAykk

This tutorial first goes over my method for weight painting in Blender 2.8 (relevant to everyone, not just VRChat users) using a simple example of tweaking an arm's weights to leave a sharper elbow when it bends. It then proceeds to apply these techniques to create the weights between the head and neck bone (more advanced 3 rotation axis joint)....

▶ Play video
tough apex
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Thanks, but wouldnt i still need to stitch up this fbx if the head and hair are all over the place? I am not an experienced blender user

safe sedge
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Yes. I didn't scroll back to see your entire question. Install Cats tool for blender and hit the "auto fix" button and it will join all the meshes for you.

tough apex
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Lets just say that made everything bigger and tilted 90° flat on its face

short tundra
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Hi everyone, my character models legs end up moving up and infront of the character when i walk, like im laying down. The legs reset after walking, i don't have a custom walking animation either. If i walk in none vr mode, the legs don't do it. Can anyone help me?

static sparrow
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Okay so like...I have a model... my friend said he would help me upload it, but he said it had no bones, and me being kinda new to Vrchat doesn’t know who to go to, because all i really have is a quest I don’t have a computer...can someone help me?

lapis bloom
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There's a problem I've seen with a lot of models in full body tracking where rotating the feet results in a big leg movement instead of just the feet, do you know what I am talking about? Does this mean something in the rig is wrong? Like the size of a bone maybe?

astral warren
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In most cases, the virtual feet are far below your real life floor, which in vr looks like the trackers are at your shins

lapis bloom
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I see, in that case it might be fixable just adjusting the real feet when calibrating I guess... I'll have to experiment with that

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Thanks

astral warren
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It’s sort of trying to fit a rectangle in a square hole. You can’t get height and wingspan to line up at the same time without making the model for your proportions

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Otherwise you will have a discrepancy somewhere

astral warren
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It is old and was made improperly back when everyone used to turn the hip bone upside down to try and fix full body. Those old avatars now break in fullbody

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Didn’t run an old version of cats plug-in on it or anything ?

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Hm. Well yes just about anything will work in nfbt

vivid temple
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What does it look like in front view

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Yeah

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Strange that it doesn't work

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Maybe trackers themselves?

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Toe bones are just toe bones

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Doubt they do anything to the hips

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Yeah check parenting

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They should be the root

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So only children

astral warren
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Unless the tail is confusing me the hip is upside down? Can I see side view

vivid temple
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That's normal

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Dont legs also need to be parented to hips?

astral warren
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Ok hip is fine legs are bad

astral warren
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The knee is fine. The foot however is far above the toes

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That is not really expected and may have issues in fullbody

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Just to be clear: you have bound the bones on the floor there as toes right? Not feet? The feet are the diagnol ones.

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I’m astounded if that works on nfbt

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However my guess is that if you stood next to your avatar, and scaled it to be your height, it’s hip would be at your chest

vivid temple
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You are reimporting the armature correctly into unity?

astral warren
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I believe that is the cause

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The issue here is the hip tracker’s real life location is too far from the avatar’s hip bone

vivid temple
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If you change the armature when overwriting a file, it can get messed up in unity

astral warren
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Yeah after changing armature in blender I always set from humanoid to none, none to generic, and generic to humanoid. Probably overkill but it reliably flushes out the previous cached skeleton data from unity and pulls it directly from the fbx again

vivid temple
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That works?

astral warren
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Yes

vivid temple
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I've been copying a second models definition and creating from model

astral warren
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Going through all three probably isn’t actually necessary but I just found what works and kept doing it from that point

vivid temple
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Sounds easier though, so epic

astral warren
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It ONLY binds to hip. Feet will bind to feet or shins, whichever are closer at bind time

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I believe there is a maximum offset the hip tractor can set itself to be from the hip bone. If it is any longer it binds too high, and then the avatar is pulled down to match 

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As far as proportions go I feel like that hip is way too tiny

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I would say the legs are insanely long yes

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I understand what it’s probably going for (digigrade legs?) but for fullbody the height-to-wingspan ratio needs to be human-like

vivid temple
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If you have an older save of the model you can copy the mesh from it

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Bake uvs?

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Don't think it's possible

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I think you can copy it

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It's bound to the bone name I think

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I think you just need to parent the armature to the mesh

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Not sure which option it was

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Try all the options

astral warren
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For what it’s worth my backbone is made of four equal length bones: hip, spine, chest, and upper chest.

Compare this to yours: the hip is almost zero length, so your entire backbone is basically only 2 bones

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If you don’t solve the issue by the evening and you don’t mind making a public/cloneable blueprint I would like to wear it and see what’s going on

hushed moth
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Blender won't let me move specific bones, is there a key i'm missing?

astral warren
hushed moth
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i grabbed the 3d model from a game and put it through mixamo cause it had completely broken bones before, and it's in an fpx format

astral warren
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Can’t imagine any reason you shouldn’t be able to move the bones around

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Are you a trying to pose it (model moves with bones) or move the bones (model stays put)

hushed moth
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i got the bones to move i was in the wrong mode, thank you

mint magnet
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So I began to do my rigging using Mixamo for my digitigrade character. After I have the FBX file, is there anyway I can go in and edit the leg joints so that way it is digitigrade instead of plantigrade without removing the skinning? Or should I just cut my losses and skin it myself?

turbid spear
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you can edit the weights yes

mint magnet
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Thank you!

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Also, one more problem. Sorry. But as you can see here it seems as though my origin point is in the middle of his head. How do I put it at his feet without ruining the skeleton? This is a direct import FBX from mixamo just to test stuff out.

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(It does not look like this in the mixamo viewer)

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Nevermind! Solved! If anyone else if having this issue, you need to go up to the top left and hit "Pivot" next to the movement controls.

hushed moth
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How would i get the gas cloud around the model to only move with the chest and not stretch or fold if i move an arm

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If it absolutely comes down to it i can remove the gas but i'd much rather keep it

kindred pollen
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Cloud's weight-painted to the arms, remove the cloud's weight painting from them and paint it only to the chest/spine bones instead

hushed moth
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how would i go about doing that? I'm super inexperienced with blender and unity so i've been attempting to follow guides

kindred pollen
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I personally couldn't help you too much lmao, but I'd recommend looking up tutorials on weight painting

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barely understand it myself lmao

hushed moth
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alright, thanks

mint magnet
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Just trying to test out my first model and I notice he doesnt have animations. Why? His rig has been configured to a humanoid with no issues. He was also imported from Mixamo.

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oh! nevermind? Somehow I just refreshed it and it worked lol

short tundra
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Hi everyone, my character models legs end up moving up and infront of the character when i walk, like im laying down. The legs reset after walking, i don't have a custom walking animation either. If i walk in none vr mode, the legs don't do it. Can anyone help me?

astral warren
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I don't know what a "regular seam" is, but a UV seam is where part of a model has a discontinuity in the texture - one triangle uses one part of a texture and the triangle next to it uses an entirely different part of the texture. Nearly all models have some kind of UV seam somewhere, unless they they can layed flat onto the texture without cutting.

astral warren
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Oh well that’s a baking thing I am not up on substance painter, sorry!

mint magnet
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Id like to make this pose his default T pose. Is that possible? Im looking to override the natural T pose which breaks his lower limbs since he has goat legs. Thanks!

still fossil
mint magnet
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When I click that it just makes his body stretch out all strange.

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What I did to make him go into that pose to begin with was I went into Maya and I adjusted the leg positioning without altering the skin weights

mint magnet
amber kestrel
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The T-pose in rigging configuration is just for rigging purposes. If you want to change the avatar's T-pose, you can, but be mindful it might mess with the IK a bit

hushed moth
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Mixamo won't create bones for my hands correctly so is there a different program that can handle that or can I do it manually

sleek isle
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Manually

azure gate
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what are the 3 visemes for CASTS to make the rest of them?

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AA, OO and..... CH?

astral warren
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Yeah. Chosen because they are the ones usually the ones available via MMD models

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The in-betweens aren’t great though and should be edited after being generated

quartz kayak
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Hello! I am planning on vstreaming soon & have a couple avatars from a creator (with permission) I am about to purchase. I'm not sure if this is a silly question, but is it possible to take this avatar and use it on a program that I can use for streaming? Also, if anyone has knowledge on how to upload an avatar package to Unity, please DM me I am willing to pay for your help T~T Thank you so much!

lapis bloom
astral warren
quartz kayak
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Ooh okie dokie!! Thank you so much for your responses! ^^

tender summit
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hey when im doing rig on the unity thing , it shows my chest is set to none and i dont know how to asign it

fervent hornet
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Click the small circle at the right of the text box or drag the correct bone into the slot

tender summit
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the circle doesnt click and idk what you mean by drag the bone

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only bone that isint green on the model is a trident bone on the chest

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no idea which is upper or just chest

kindred pollen
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on the box that says None (Transform), there should be a circle to the right of that text

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not the circle next to the "Chest" text

tender summit
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oh yeah thats what i was clicking but i didnt notice the menu popping in the corner

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im too blind

tender summit
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i have a unity avatar that i like ,however the hand has no movement , anyway to fix it and animate the hand or is it a fundamental model issue?

glass pulsar
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What do I need to do to stop the chest on my avatar popping out?

crisp tendon
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opened lips, connected teeth

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same as in real life really

wind osprey
unreal socket
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can someone please rig this for me, all help is appreciated 🙂

amber kestrel
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Couple questions. Is there a usual cause for side hip tilt on a perfectly symmetric armature? If so, and it's not completely obvious from the cause, is there a fix that isn't a shitty workaround?

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For example, I've got a model with hip tilt so bad it shoves the entire model to the left. And several others that push the right leg down

turbid spear
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how do your leg bones look like

amber kestrel
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In all cases, vertical upper leg, slightly bent back lower leg. I'll send a few screenshots

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Example #1, Ori. Legs are a bit far apart so I guess it leaves a lot of room for tilt, but no reason to have it.

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Example #2, Fjal. Had a pretty severe hip tilt before, I forget what I did to the hip bone (either shortening or lengthening it) but apparently it lessened the tilt?

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Example #3, Kale (Nekomata from Nioh). This is the one with the obscene hip tilt. The leg armature is a bit weird, but nothing asymmetric

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Selected the hip bone in both for visibility because there's a bit of clutter there

fading verge
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Hey there, is there any way to override VRChat's IK system by the one of your choice?

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hello could someone help me fixing the weightpainting issue im having? it basically does not applies weight values correctly and i am attempting to replace hands on an avatar for actually better looking hands. I will hand over the blend/fbx file so you can take a look. Thank you in advance.

astral warren
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Also recommend attempting to upload a version without the toe bones bound in at all and see if the problem still exists

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In general the “feet” bones should point directly forward, in your most recent one, they are pointing almost straight down

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It’s OK to have a digigrade leg but you want to bone pointing directions to be as if they are humanoid

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Unless you actually want to walk on its toes in which case you should bind it’s toe bones as the humanoid feet, and just merge its foot bone to its lower leg

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Unity Humanoids walk on their feet bone, not their toes

runic lance
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hey, does anybody here know a lot about the CATS plugin?

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or like a decent amount?

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im assuming most people

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anyway, im trying to make my eyes move up and down

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but it just rotates them left and right?

crisp tendon
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Post pictures of your armature

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your eye is probably pointing the wrong way