#avatar-rigging
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does it look fine in blender?
yeah
what if you drag the FBX into the scene again? does the new one look fine?
no
click on the FBX, go to the inspector window
ok
go to the Rig tab, click Configure, then find the "Pose" tab below the green humanoid figure, and click "Reset pose" then "Enforce T pose"
then click apply, and click done
there's no configure button
no lemme do that
hey @sage patio Ive got 8 materials now with a lit and unlit material
will that hurt performance much?
should be alright, but is there a reason you need that many?
then something is wrong with the pose in blender
try going to pose mode, then go to the Pose menu at the top left, and find Apply pose as rest pose
actually wait condensed it down to 6
nice
blended the pants and shirt materials together and then condensed the bulb screw and the skin together
neat
apply pose as rest pose didn't work
hm
I think that the bones for the arms are not parented correctly
usually they are parented to the chest bone
but you don't have one
Clear bone rolls
it's like that because it's a simple model
i'd probably parent the bones to the spine
they are
oh
nvm
they aren't i think
ok this is confusing
i don't know what to do at this part
what does your rig look like in blender?
this
i'm really close to just giving up and commissioning someone at this point
is the orange dot the origin point
yes
do shift S and select Cursor to world origin
then select everything in object mode, and do Object > set origin > origin to cursor
i should also name my bones
you didn't?
ooh thanks
you won't have all of these but the names should be similar
there's no exact naming convention
so this is just an example
Good day/evening, fellow VRChatters! It's my first time rigging an Avatar for VRChat and I'd like to learn more about it, like for example, where is Rigging itself is done? Is it Blender or Unity by any chance? If there are any useful tutorials you may have, then please do share with me. Thank you in advance!
Blender, most tutorials out there are good so take your pick
Ah, thank you once again!
blender is a general purpose 3d workspace, you can do 3d modelling, rigging, animation, texturing, and much more. unity is a game engine, which vrchat runs on. in this case, you use unity to import assets and put them together. after you're done, you use the VRChat unity SDK to upload the model from within unity
I mean, I have an idea what Blender is, but from what I've seen, Unity has a selection of rigs too
unity does not have options to rig models
a lot of games actually run on unity
I know that
I believe beat saber also does
Can someone help me?
For some reason when I import my model into unity, the model is facing downward and it scuffs in VRC even worse
I think Unity is Y-up - in Blender/Maya etc, make sure that your transforms are applied and that you're exporting with Y as up? o:
try applying your transforms in blender before exporting? o:
How do I fix this?
By pictures of the armature i meant the one in blender
As you can see your shoulder bones are pointing backward instead of the expected outward
Ah ok, so I have to rotate the shoulder bones?
yep so that they're in line with the upper arm
then clear rolls with alt + R on all bones, apply transforms to everything in object mode with ctrl + A and then export
I'm having an issue where the breast bones are moving opposite of each other and i'm not sure how to fix it... like, when I jump, one boob goes up and the other goes down, would anyone know how to fix lmao
Same thing as my last line above
It looks like the breast bones are pointing forward and separate from each other though so i'm not too sure how i'd go about fixing it
Press 7 on your numpad
ok so since it is symmetrical, go into edit mode, select all bones and do alt + R
okay, anything else i'll have to do or just clearing the rolls?
looks like they're all set to 0
hopefully that'll fix it, if not then i'd blame your dynamic bone settings
in the event that it is a dynamic bone setting causing the issue, where'd I look to fix it? I copied the setting from one breast to the other and it just moves opposite of each other
i'll report back if fixing the roll didn't work
I've never used them personally, so i'm not sure, but post a screenshot here and someone might notice something i can't
Mh, my avatar seems to have his hands too far forward when im hands down at my waist while in game
what could cause that?
I got it, the avatar descriptor view point decides where the hands go so it was too far forward
If I wanted to make an avatar with birdlike legs, how would I go about getting that into unity?
what do people use to make avatars
I want to make a Vtuber avatar but Ive never done it before
have the leg bones like normal
otherwise the IK will be weird
it should still work the same for the most part
Is blender free?
yes
im super new to this
Chances are, your DB component is broken. If it's still messed up, you have to remake the component. Not sure how to reproduce this, but it usually happens when you use a root bone to do dynamics in multiple chains
I'm trying to find a good tutorial to help me learn how to rig this avatar, but they've all kinda confused me. This is a base model, so it already had riggin when i started, but ive changed a few things about it such as the ears and the tail, so i was thinking of either changing those parts of the rigging or redoing the rigging altogether. either way, i dont know what im doing. any help would be really appreciated. i also need to rig the chest
for some reason, the dynamic bones on this avatar wont work in game. in the unity file they are all there, and when i hit the play button in unity everything moves as its supposed to. idk what the problem is
you have the dynamic bone limit enabled in game
go under Safety > Performance options > Dynamic bone, and uncheck the box
if there's already an armature and it's already weight painted to the mesh, then I would definitely keep it and fix any issues
rather than doing it from scratch
you can test it out in Pose mode
how should i go about doing it then? idk anything rigging and the tutorials i find are either too vague or too fast
first, make sure the armature is actually in view, you can check that in the hierarchy in the top right
should be a little eye icon
this is my first time rigging, does it look okay?
Hi, I had this problem before and its where when i export my fbx into unity and do a humanoid rig. the bones get rotated a little on the bone mapping which makes me look weird when im crouching
The blender rig looks normal
last time a miracle happened it fixed it self but two miracles in a row isn't likely
I am trying to add dynamic bones to my vrchat avatar in Unity but the bones won't move with the model. I have tried to google the issue, trouble shoot, start over, etc. but nothing works. Does anyone have any recommendations and/or tips
@tranquil arrow I am not entirely sure, I am pretty new to this but I think you need to make bones through blender
From what I have researched, you can do it with unity too with package but if I can not find a solution I may have to go to blender.
Oh ok, well I am sorry I don't know now.
You're fine! Thank you anyway!
@cold coral The legs seem to go inwards - leg bones should be as close to 90 degrees as possible c:
so should i select the legs and press S, Y, then 0?
not familiar with blender shortcuts lmao, but yeah moving the legs to 90 degrees in pose mode and then setting as rest post should work
I finally got a working rig in blender
idk what I did wrong the first time but I restarted
I'm having a certain issue with dynamic bones. I'm trying to make it act like cloth, since the cloth tool thing in unity isn't working in the slightest.
And I feel like I almost got it right, but when I exported into vrchat, the cloth doesn't function like cloth anymore.
I honestly don't know what to do. none of the cloth tutorials have solved this issue
@hard drift Make sure your dynamic bone limiter in-game is turned off o:
in the top-right of the Safety settings, there should be an option to turn it off
does anyone have any suggestions for fixing the problem where your hip swings to the side in full body?
friend was testing out my newest model for me and i dont know how to fix it
I think another user fixed that by adjusting the hip height?
down? up?
not sure, finding the message again
would def help to have a screenshot of your avatar's rig though o:
would probably try moving the hip bone up in that case o:
hmm
nice one
nice
so i have a problem with my legs
they seem out streched , do a weird crounch and in vr i straight up float
Not a single part is moving๐คฃ
@worthy lagoon either you didn't set your rig as humanoid in unity, or the model does not have bones or weight painting
if you move a part of it in unity, does it move?
how do i move it
Step 1: Select it
Step 2: Move it
Really not sure what else to tell you
Do i select the whole thing, a bone or a joint
yep that worked great! ๐ thankies!
guide me please
Move mouse, left click, V, R, C, Enter, move mouse, left click, would you like me to continue?
cut the sass, I just wanna know how to make this into a functional avatar
Cut the crap, ask a question that people can answer instead of "guide me please" with a vague picture of a deranged nutcracker
does this happen often? because I see no reason to be hostile
Don't mistake my bluntness for hostility
2 things you gotta do real quick. There are a lot of decent end to end avatar uploading tutorials, I recommend watching one and taking it all in thoroughly. I also recommend asking for help in #avatars-3-help since you do not seem to be asking a rigging question yet
That is, when you have a question that people can help with
well I mean, I do have a skeleton in the blender file for the model, and I would like to add jiggle physics to the scarf so
Cool, then all you gotta do is rig the scarf and add a dynamic bones script rooted at the first scarf bone
is this usable?
Looks usable to me, but it's hard to tell. I recommend running a quick Fix Model with CATS to better visualize the armature
ahah, cool
I dunno how to get that into unity
how do I do that?
wait nvm I have to pay for it
yeah maybe not today
so i have a problem with my legs
they seem out streched , do a weird crounch and in vr i straight up float
umm, will this be a problem? (bones outside of hips)
first time rigging, does it really need to be inside of hips?
ears are normally connected to your head. If I can use me. a human as reference
unless you want the ears to not move at all, you probably want them parented to the head
you can change the parent in Object mode by clicking on a bone and going here
just select Head
Ah so its a rigging problem?
one part of the problem probably
I thank you my model does lacks toes soo
The IK use the toe as an anchor point. If you don't have those you will float.
how to fix bones
be more specific
how to i transform them
@sage patio
some of them might be too short
is there a keybind for transforming
Go into Edit Mode and rotate/move the bones that way o:
also note, VRChat really likes for the leg bones to be as straight as possible
try using CATS blender plugin and the "Fix model" button
i already tried to do so
it crashes blender
is it possible my graphics card isnt good enough?
how much memory does your computer have? o:
would recommend moving the weird sticky-out bones until they're aligned, then moving the legs to be straight in pose mode and applying as rest pose
There should be a drop-down menu with "Object Mode" on it in the top-left - click that and you should be able to get to Edit mode
it breaks the model
..in what way?
make sure you're in edit mode while moving the bones, not pose mode
i just changed the mode
didnt do anything else
when i change it back it looks normal
ah, go back to object mode and press ctrl + a, then apply all transforms
yw lmao
select all in edit mode (press a) and see if you can rotate it upright, then apply all transforms there
try setting the bones to "connected"
Any ideas for getting double-jointed limbs without some sort of constraint would be appreciated. Weight painting/rigging techniques preferably. Constraints always wiggle in mirrors, making them not ideal for something like IK driven limbs. Please and thank you!
You don't need mirror
@worthy lagoon you will more bone to work well ingame" like a fake head
what
head and eyes
It's probably dinner time where you are, I would suggest getting a nice meal, maybe try some food you've never heard of before
It 0:40 am for me
I dont eat past 11 pm
Not even a midnight bagel snack?
is that supposed to be P-body? i cant quite tell but if it is when u done can i have the link for it?
Sure
I'm just having trouble with the bones
I wouldve used adobes auto rigger mixamo or whats its called
But it doesnt accept the model
damn
damn pbody but no info_player_start the true source engine icon? smh
laughs in nodraw
So my freind and I are trying to make a model and it rigs fine for everything
Except for the knees
They kinda spaghetti when you crouch
@junior ether Make sure that the legs are completely straight in Blender - also, would def help to have a screenshot of the rig o:
I will get a screenshot when he wakes back up he has all the files, my computer can't run even unity well :p
maybe we could get this image pinned, very useful
Someone is doing an avatar for me, but when looking up the character bends her knees and when looking down the character gets on her tiptoes. The ends of her boots seem to be in the floor as well and we have no clue why. Any ideas?
Thing get rarely pin. Soo the only ressource are the cryptic infomation on the documentation website. Or none official source as independent youtube tutorial.
@deep ridge change your real hight in setting
Tried that, didn't seem to help
Svreenshot help to have faster answer
Hard to pin a problem with the wrong vocabulary
I could try to take a vid? Hard to take a pic of the issue
Rig would be one of the issue. That is something that not move without animation in blender. No need of video
Im having an issue where when im in Fullbody the upper arm and lower arm flip backwards when the are in a specific spot
I'm still a bit confused
@deep ridge remove the toe bones in the configuration
Normal. That the ik that guess where to put the elbow
We'll try that, thank you
@sleek isle the issue is i have a model that is the exact same but the only change is the head mesh and it doesnt do it
Try giving the arms a slight bend in the right direction in the Unity Rig Config.
IK might think the arms are too straight.
So it makes some wrong guesses on bend direction.
I figured it out @bold locust it happened to be none of those things since i tried them from the start but for some odd reason the veiwpoint caused this issue
My Model doesn't attach to the armature unless it has the wrong naming on the armature
Hey, has anyone had this issue when you try moving the legs in Unity?
The lower leg stays put the whole time and everything else moves around it - I checked the weight painting in Blender and it looks fine
why are you moving the legs in unity?
I mean the armature, I'm just posing it
make sure that the ankle bones are properly parented to the lower leg
Ahhh, I'll check that, thanks
click on the FBX, and go to the rig tab
interesting
I'll have another look and see if I can work it out, thanks ^^
I'm having a problem with vertex data transfers in blender 2.9.2 (latest). I'm using the latest version of CATS too. All of the tutorials I watch use an older version of Blender so I can't figure out the right way to transfer the weights from my body to my shirt. Anyone know how I would do this on the latest blender release?
yea it's wrong
"Torso_3" is probably the upper chest
it does not make sense that the neck is on the same level as that
the neck should be parented to that upper chest bone
I recommend renaming "Torso_3" to "UpperChest" and parenting neck to it
should be the same
select the thing to transfer to first, then the thing to transfer from
set the destination to by name or something
This is what the modifier looks like for me
out of body experience
rotate the object back 90 degree
was thinking of the operator not modifier, but it should be similar
just do vertex data I guess?
Not sure, it's annoying
Don't really know a good way of doing it but you can select the inner faces in edit mode then in weight paint mode press M to mask to selected and paint over until it doesn't clip
or you separate the inner faces as a different object and transfer the weights from the outer with interpolation
yeah the problem is that if I get it to stop clipping at this angle then it will start clipping at the opposite angle
strong weight paint on the parts inside
when i lay/sit down with fullbody the neck bone goes in like this, is there a fix?
Can you post pictures of your armature in blender
That's pretty tall for a neck bone
might wanna try making it half the size and try again
i'll try that, thanks
Lately, I've been rigging quite a few public avatars. However, when I tested them in full body (OG Vive + waist + legs), the hips seem to drop to the floor and flip over. Are there some proportions that I'm failing to follow?
The models seem to work fine when I walk/run
@wise mist screenshot of rig in Blender? o:
Yes one second
I always test the weights throughly in Blender, and it doesn't have issues in desktop, so I'm not sure why this happens.
The hip bone on some of those ends below the legs - try raising the hip bones up a bit and/or making the leg bones less long o:
Has that been my problem the whole time?? - makes a lot of sense I guess ^^'
Like this?
Yes, though I'd recommend making the hip higher
Like that?
might work! would probably recommend shortening the entire spine slightly to bring the hip bone up in that case, but that might work as-is
This one has the hip bones above the legs, should I adjust the legs?
The head or arms, maybe?
That one should actually be fine? o:
does it have all five fingers' bones on each hand, too?
Yep, always put the bones there even if the model doesn't have fingers
kk! in that case that one should be fine
did that one have the same hip-in-the-floor issue too? o:
Yes I sent a photo of it
maybe moving the hip bone slightly closer to the leg bones could help, but I'm not sure on that
Like this?
yup! no guarantees on that though lol
Gotcha ^^'
Thank you, I'll try to get it working from here
yw! hope it works out c:
I hope so too because these issues are keeping me from uploading my new avatar world XD
awh lmao
E
What do you mean
like in the premade animations
@wise mist I might know how to fix that, If your still having the issue.
Normally when I import avatars from blender to unity, the chest and spine bones get swapped and that causes the chest to be where the crotch is, breaking it for full body but not for regular vr/desktop
You can fix that by configuring the rig in unity and making sure the rigs spine is set to the characters spine and same for chest, etc
I always check the rig before putting it in the Unity file but I will double check when I upload them again
i have a model that came pre rigged because its from a video game but im bad at setting up the rigging in unity to make hands work and stuff
can anyone help
Also note for them: not sure if they want it set up as Humanoid or use the existing Pokรฉmon animations if possible, their call. Just thought a bit more clarification may help for someone who knows how to rig an avatar other than humanoid
i cant set it up as humanoid because im missing upper leg bones
oh wait wouldnt getting an example humanoid avatar work and then you make it invisible and put it inside the non humanoid avatar
im re rigging the model in blender rn
to make it humanoid
I need help rigging a model, I have no experience and it would be nice if someone could teach me how to do it.
Youtube is your friend
A lot has changed since I made this one last year. Thought now would be a good time to bring it up to speed. Learned a few new tricks this time too~ Hope it helps :)
Big thanks to all the amazing helpful comments from the last Rigging Video to help find shortcuts for this one~!
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyul...
Please could someone help me with a really weird issue? When importing my avatar into unity, its legs cross like this.
I'm quite confused about why it's doing this, made plenty of avatars in the past and it's never done this before.
Bone names are correct in configure. And in blender.
what about the weights
Weights are fine
Ah rexported it and it seems fine, maybe it just got messed up somehow?
I genuinely do not know what caused this and thats worrying.
maybe is not the ankles that are wronk but the toes
Check the Rig Settings (click on the mesh in the asset browser), click configure, and make sure that the correct bones are assigned to the legs
I need help, Im trying to use MMD to rig this avatar but for some reason the right elbow isnt long enough and it looks like there are some useless bones, could someone help me understand how to fix this?
You can merge the unessicary bone's weights to parent with cats
i keep having an issue where unity is forcefully rotating bones of the model im importing
the rig is fine in the config screen in unity and is fine in blender, but when i drop the fbx in the hierarchy some bones are rotated like 30 degree
can provide pictures in DM if anyone knows how to fix this or has had this before
@golden zenith clear bone rolls in Blender? o:
i have already
odd o:
would you mind posting a screenshot here?
@golden zenith are the bones rotated in Edit mode, and are all the transforms applied
yes
odd
I unfortunately don't know what to suggest past that, sorry o:
I'm trying to rig the shoulder of my character so that it only rotates on 1 axis to follow the arm, similar to this example I got working in Blender. https://i.imgur.com/bYlBv8N.mp4 But I can't seem to get it to work in Unity. LookAt Constraint doesn't seem to have any rotation lock options, and when I try it with the Aim Constraint, it spazes out and doesn't work. Does anybody have any ideas?
you'd need to have fake bones
Your real IK can't be constrained, but fake bone that have a RotationConstraint on your real bones can
The mesh would be weight painted to those fake bones
@wary nest
Thank you! I'll look into it!
So my avatar has some exclusive Digitgrade legs. Anyone know a few tricks and work arounds in order to get rid of crouching, and IK issues while using the Humanoid default in Unity. Any method is welcome to me as long as I have good crouching in the end. ( Even custom animations )
Merge the lower bone to the knee one
yea for humanoid avatars, there can't be 3 leg bones. like the person above suggested, you'd want to merge one of the bones to one of the others
probably the lower one to the middle one
and then rescale the bones in edit mode
moving a bone/bone joint in edit mode does not move the mesh
Don't worry about the blender bit for me ^^
๐
There is another thing. I've been playing some lobbies lately and I can't help but wonder how some people make non-human characters like spiders and dogs work with animation in the game. I imagined there was some sort of technique to it. Something like editing the Humanoid Standard rig for unity or something. Correct me if I'm wrong I am really new to porting in unity.
they are probably using the VelocityX, VelocityY and VelocityZ parameters to drive specific animations
Yeah, when they turn their 6 legs magically snap to the floor surface. How do they do that?
well they probably have specific walking animations that play when they move in a specific direction
have you messed with the unity animation system at all?
I've played around with some animation controllers. But when I need to animate custom animations in unity I would be baffled though. I can animate/rig very well in blender but unity is completely new to me. How does IK animation work in the animation tab from unity?
by default, the IK system will override the movement of all humanoid bones, so trying to play animations that animate those will not work at all. you can, however, disable tracking of certain parts of the avatar using the "VRC Tracking control" behavior script to specify which parts of the avatar should be set to "Tracking", and which should be controlled by animations
Hmm. So that means I could somehow exclude the ankle bone on the digitgrade legs and manually overwrite it?
that wouldn't apply for your situation
you still want the legs of the avatar to move with your real legs, or using the normal IK system
digitigrade legs are usually done by having the middle and lower bone as one bone
let me show you using my avatar
the thigh bones are done a little weird on this model
I could fix it if I wanted to but it works fine so idc
they work the same way anyways
but you can see how the lower leg is done
Hmm I see it. There's still much to be learned though so I am open if anyone else has other methods of bypassing that ^^
you have to remember that in VR, especially using full body tracking, that the avatar rig should be humanoid
so that it can follow your movements accurately
if you were to play in either desktop mode or half body mode (regular vr), then you could override the lower body with whatever you want using animations
but don't expect to be able to do much if using full body
Ah yes. I do use full body though. And my avatar Sort of looks like a human. But it's really pushing the boundaries lol
the only way I can see this working is using fake bones
fake bones are extra bones that are placed alongside the real, humanoid skeleton
so instead of weighing the mesh to the normal skeleton, you weigh parts of it to other, fake bones
which will not be controlled by the IK system
which means you can use things in unity such as rotation constraints
so you'd essentially make the fake bones follow the real ones, but then you'd have more control
Can you give me some more visual examples?
hmm
ah I see why my avatar has the thigh bones the way they are]
because if they pointed straight down, they wouldn't line up with the lower leg bones
interesting
Yeah IK doesn't like that
let me make a copy of my project and mess around
@zealous raft okay so
did not do any weight painting yet but
this is the basic idea
the thigh and foot are the real bones, and controlled by the IK
but the lower leg bone (also controlled by IK) doesn't actually move anything
the fake bones, aka the ones that actually line up with the leg, are the ones moving the mesh
to get them to move correctly, you can probably use rotation constraints in unity to make them follow the foot in the way you need
this is untested, but is probably the only way I can see this work
That will definitely help thanks^^
It also seems to me as some sort of workaround for merging two vertex groups together.
doing so is quite easy though
it's one click if you have the CATS blender plugin
useful for model edits
I've used it. It's great for applying posed meshes without breaking the shape keys
I just got one more question. What are the old bones connected to? Or what's the hierachy like in the workaround you posted
the only thing that is different is the lower leg
the foot is still the same
and so is the thigh
the only difference is that the lower leg bone has no weights, and instead has 2 other bones controlling the leg
don't mind the 6 extra bones on each foot kek
that's for the squishy toe beans
I see. This helped a lot thanks ^^
the "knee" bones in this case are the normal lower leg bones that don't do anything
That's clear.
If anyone else knows a few more creative workarounds then just reply to my message.
thinking I might also need to fake the foot
just so that the fake bones in the leg can be connected to the foot in some way
which means I need 2 foot bones
one for the IK, one for the weights
which also gives me another idea
Sorry to ping you, but I can't seem to get it working either. Looking at the settings, it looks like it should be working, but instead of it being set to only rotate along 1 axis, it swivels around. Very frustrating.
Doing it via a fake bone, testing it on a game object, same results.
Make sure the constraint is set correctly
it's difficult to setup, some settings are inverted
Just using Rotation Constraint or a mix of that and LookAt or Aim Constraint?
I don't know what lookat does tbh 
@zealous raft Just a heads up, most spiders or multi legged avatars in game use Final IK to do all the special stuff you were talking about. You can use Final IK on a biped as well, but you can't mix it with VRC animations very well.
I would like some help rigging a non-humanoid character. A simplified representation of the character is shown in fig. 1. I initially tried to rig it as shown in fig. 2, but I can't find out how to make the head track the headset in a non-humanoid rig (if there are any guides to help with this I would appreciate a link). I resorted to fig. 3 but hit another issue. This setup requires IK, and the only IK solution I can find (Final-IK) doesn't seem to track super well in VR chat. It works great in Unity, but in VR chat if i start the chain from the foot, it doesn't always touch the head target, and if I start it from the head, it doesn't always touch the foot target.
Can someone tell me how to do a rig like fig. 2 and have the head track, or if I may just be doing something wrong with the IK? (FABRIK IK from Final-IK)
You can just rig it as a non-humanoid in figure 2 with custom locomotion, or create an unweighted rig like in figure 3 and, again, with custom locomotion.
You don't need final IK for this kind of thing anymore
Like Solis said you don't need Final IK but you can set it up like a spider if you want that foot to walk around with procedural animation
Also, to afix the chain to the head or foot, make sure all Final IK are siblings of the humanoid armature instead of children, then connect it via parent constraints. Final IK doesn't work if it is a child of the humanoid armature as it gets lost during networking.
can you do the lipsync blendshapes on multiple objects? (my face and teeth are separated)
Use the viseme parameters and then animate the visemes on the multiple objects manually from the any state (or better yet just combine the face and teeth, is there a reason they are separate?)
When i was modeling my avatar i forgot to merge them and i already did a lot of shapes for expressions for the face and i might lose those if i combine them now (using maya)
I've never used Maya, merging them is the easiest solution if you can figure out how without breaking it at least
maybe save and try doing it in backup file
I have a model that has working lip tracking but also has a bad case of can only be described as resting bitch face. I can figure out how to tinker to get it to the default lips I prefer, but my question is, is this edited pre-unity by fiddling with the model in blender, or through perhaps the viseme editor?
sounds like i'd need to create a new shape key and replace the default basis
you can just have the shape keys configured the way you want them in unity
@fervent hornet right so, where did you say I needed to have the IK components?
How does your unity setup look?
What bones are placed in the FBBIK? Fake ones or your actual humanoid armature?
Pretty sure that just straight up doesnt work anymore
I havent tried, but I remember all my FBBIK avatars breaking when NetIK came out
Good luck
Thanks. This seems to be working well
this seems like it could also help with my issue. so just to get this straight, I should have some object parented under "Coppouchi_M" that has the IK scripts, then create 6 game objects to assign as the bones in the IK scripts. then, use parent constraints on the bones to parent them to the newly created game objects?
That's the idea yeah. Though personally I would have normal human legs that are invisible for VRC to use and then use them as a reference for the other legs so that the digitigrade legs follow VRC animations or FBT
that's like
what i'm trying to do
except using IK to drive the digitigrade legs
while targeting the actual ankle
the idea is that if I have the real ankle slightly behind the foot of the avatar, then extending my foot should move the fake ankle forwards enough that it will pull on the rest of the leg bones to stretch out the chain
Well seprating it out should fix some problems at least
Can someone give me a tip on what might be going on here? The face and hair meshes seem to follow the armature at a different rate than the neck which is breaking neck movement
The head is weighed to multiple bones
pose the rest of the body, see which part moves the head
^
Make sure that the head is fully weight-painted to the head bone, and also make sure that it isn't 100% painted to any other bones
Ah perfect! looks like somehow the chest bone had it weighted at 100%. Once I corrected that things are looking normal again. Thanks
I swear CATS has me so mad rn. My blender keeps crashing everytime I separate materials! I'm on v 2.91.2 with the latest vers of CATS.
You probably want to report that bug to them
Does anyone know how to make this stop? I want there to be no space
Select the two verts and merge with M o:
alternatively, use Merge by Distance if they're stacked ontop of eachother in a T pose
When I add for body tracking in blender the skin Will look like this in Unity and the shoulder will Break
Super impressed by how VRoid's pre-set up faces are, and it's so easy to change them https://streamable.com/5e5kxy
Is there a way to use the Humanoid Rig but to have the Shoulders not move or not be active and still keep IK working?
Like having a robot move its arm/shoulder where it's just gonna pivot from the arm and not have a shoulder.
Oh I just realised a potential try. Zero-length/very-short-length shoulders?
mm actually dunno about that.
Have your humanoid arms be invisible, then use the robot arms by constraining them to the invisible ones
The issue is that the arms will move around, which is fine, but the shoulders will also move a little bit which in turn changes the pivot point of the arms. I need just the arms to move and not shoulders. The arms are children of the shoulder bones, meaning when the shoulder moves, the arm moves, even if there is nothing weighted to the shoulder.
I would try to use a Generic Rig, but apparently IK does not work with that.
the idea is to have 2 sets of bones
I'm essentially making a humanoid, but just do not wish for the shoulders to move, but instead the pivot point for my arms to be the only point of movement there.
Yeah you can't stop the shoulders from moving, making them very small does minimize it though like you said.
I looked into making the shoulders small, but from the looks of it they still move the same amount, meaning the same amount of movement in-game.
Again you can just have the vrc humanoid arms be unweighted and use them as references for the weighted arms as you'll have more control there
I don't understand how that will help with the pivot
I think I'm starting to get it, actually. I'll look into it, thank you!
Yeah can be a little to wrap your head around, good luck!
@fervent hornet Am I doing something wrong or is this a downfall I can expect when forcing the shoulder to not move?
RightArm & RightForeArm are the VRChat controlled arms. The ones with FAKE at the end are the fake ones that are RotationConstrained to the VRChat ones.
Looks like the players reach might appear shorter than it is.
The distance won't be so bad if you make the shoulder as small as possible
Are there any great tutorials that go into detail on rigging up clothing to avoid clipping and fold somewhat nicely? In particular I'm attempting to have an oversized sweatshirt move with the top of the thighs but it seems like no matter how I weight paint it I can't get it to happen. I think I might need extra bones or something, or maybe there's a nice way to connect the meshes but I'm not sure
when doing weight painting, make sure to select the correct vertex group from the list
Funny you should ask, since I asked the same in Help and got this video from Sacred.
Join my Discord for help or meeting like-minded people: https://discord[dot GG]/uSEvuVw or scan my QR Code: https://media.discordapp.net/attachments/626502922120724480/626522415794618399/qr-code-Shanie-Discord.png
This is a Bob Ross-style video where you work alongside me to make your skirt better.
Your skirt is awful, it has too many dynamic b...
hello can somebody help me with my unriggable character i tired to rig in blender but in unity it always ends the same please help
did you make sure it worked well in blender before trying to bring it into unity?
could i call you on discord with shared screen please
no sorry, I'm in a class right now for one, and I don't really like doing 1:1 support
okey so how do i check working in blender
you can go into Pose Mode
well it look like it does not work but why
then you can move the bones to check to see if it works
i see bones moving but not model how can i fix this ?
the model will not automatically move when bones are present
that is done in a process called Weight painting
@ivory sphinx maybe try using rigify addon
each vertex on the mesh gets assigned a "weight", which tells it how much to move when a certain bone is moved
there are ways to expedite the process, or do it semi automatically
but you can always do it manually
im using rigify to do rig
if rigify works well then that's an option
what is the easiest way
idk but rigify is easy if you set bones properly
yea bone naming is important
so what should i click
rigging has always been technical, but in this tutorial, i will be showing you guys how to set up the rigify tool in blender. the rigify tool takes out the technicality of rigging and makes it more artistic. enjoy
nah i dont need fingers i really want atleast basic
nope no moving
you uploadng through sdk3?
in blender the rig is working?
try you mean you will send me blender project?
yeah
i cannot send you that i send you google disk from there you could download that
how do i rig in unity
where do i get pluginss
you don't rig in unity
unity is NOT a 3d modelling program
it's a game engine
you need a proper 3d modeling program
๐
blender is the best choice
how do i rig in blender
there are many tutorials out there for that
and various tools to do some of the work automaticall
he left more than happy i made him better rig
I'm seeing this unexpected behavioral discrepancy between Blender and Unity where when I animate blend shapes in Unity. If I tweak the value in Blender I don't see this behavior. Basically when the value of a blend shape is changed it also affects another unrelated part of the mesh causing a deformity. How would I go about fixing this?
You'd select that part of the mesh in blender and do "Shape propagate" while on Basis
Worked great, thanks!
yo yo yo what it be, i have a working avatar in vr chat but i want to add finger bones in blender, what is the naming convention, i have looked on the internets and could not find a simple list of bone names, sanks in advance
Hello someone there please help
How can i convert my avatar to PC and quest
In this VRChat tutorial, I'll show you how to create a version of your PC avatar into a quest compatible avatar. We talk a bit about materials, matcaps, and limitations of quest avatars.
Thank you for watching!
Matcaps and Poiyomi Toon downloads: https://www.ask-amber.com/downloads
Follow me, and support me on Patreon for exclusive assets! h...
im getting the "spine not parented" issue in the vrchat sdk 3
how would i fix this?
without unpacking the prefab
my chest is mapped
i have done cats in blender
the model has proper weights, please help me, i am on the brink of giving up
can you show us screenshots?
of the errors and your bone mapping in unity
there is no mapping errors
the parenting is correct
but the error says
"Spine hierarchy incorrect. Make sure that the parent of both Shoulders and the Neck is the Chest"
I hear its a common error
but there arent a ton of fixes
wtf is all of these bones
is your avatar a giraffe or something lol
oh lmao, i have no idea heat happened there, cats kinda just did its thing with the bones
and deleting them practically destroys the mesh deformation
to I had to keep them in
would deleting solve the problem?
yea because you don't edit the model in unity
you do that in blender
you also don't just straight up delete them
because there's most likely vertices that are weighed to those
so by deleting them, you leave parts of the mesh that don't know which bones to move with
I was doing them in blender
ah of course
which is why you either use the "dissolve" function when hitting x on the bone, which will split the weight with the 2 closest bones
Thank You ๐ i feel real stupid now
or you use CATS plugin to merge the bone and weights
either using the "To parent" button, or "To active"
np
This madlad(ss) rigging each vertebrae of the spine ๐
hi there is this where i ask for help about dynamic bones?
Hi, I would need some help with this same problem. (I am new in these things) "ignore that the avatar is over 5m"
I tried, but all the times it reports the same error :I
bone which is chest bone must be connected to head bone and shoulders bone
try checking chest bone and it closest bones
chest bone must be parent
ok, I can try
no
but i think your avatar will be not good with movements animation
like pressing c and z
just try
Those errors won't stop your fingers from working
ik thats why im waiting for results
Hello. I don't need help with bone scaling, but is it good to scale bones in Blender and not in Unity? Is so why?
you should always do it in blender instead of unity, because there can be some weird issues with default animations and chairs when you scale it in unity
Ok thank you. Just wanted to know before I went to scale them to the proper length.
You should always scale bones in blender because you literally can't scale bones in Unity. You'd instead just be scaling objects that Unity pretends is the avatar's armature
Thanks.
Hey guys, any idea why the avatar is going like this when using FullBody?
It doesn't have any weird FBT fixes or alike, it just came out like this lol.
Works fine when not using FBT.
I'm checking the bones in blender, but I'm clueless on what may be the root cause.
@spice skiff Would you mind posting a screenshot of the rig? o:
The hip bone is very close to the leg bone in height - try moving the hip up and/or moving the top of the thighbone lower
I'll try that, thank you! :3
yw! c:
Could someone help me? I'm trying to iron out the full body tracking bugs in my public avatars and my body always juts out in front of my head. I'm standing upright in this photo and have changed the viewpoint multiple times.
Is there like a sort of step I'm missing or is it just trial and error?
im having these issues can someone help me
Remove blueprint ID from the avatar root (Detach Blueprint ID) its on a script called pipeline manager. Other then that despite avatar performance there doesn't seem to be anything wrong @plain anchor
i see it but how do i remove it
Just click the detach button
ok done
ok
cause everytime i have tried it just wont bring up the thing to name it and again it didnt work anything else i can do
Can you screenshot the exact part you cant do?
Also you could check console to see if there are any red errors
i hit build and publish for windows and it say future proofing then nothing happens
Looks like it, the model is poor and will likely lag you and others but other then that it should upload.
it wont i dont know what to do sorry its my first time
Im not 100% sure what to tell you other then those fixes but it could be that im too tired, however someone else might come along soon and help.
ok i just dont know how to fix them i have never used unity i just intalled it to do this and i have the creator status thing so im aloud to i just dont know how
well your avatar needs to be optimized in blender
Direct consequence of your IK being anchored at your viewpoint. This is one of those instances where you gotta bring the viewpoint into the head just because it's that much larger than the body
You have to fix the polygons and materials issue in blender. Also, you need the cats blender plugin to reduce the amount of materials and make an atlus thing
If I'm in Unity with a model that has more bones than needed, how can I delete the bones?
Do I have to open the model in blender to delete and reconnect them as needed?
Or can I fix that in Unity?
That'd be something to do in Blender - would recommend looking into CATS blender plugin to fix the bones too o:
Well lets see if I can figure out how to use Blender to delete lol
I assume it shouldn't be too hard to just remove bones and reposition bone end and start positions, right?
Ok got how to move, delete, and I'll figure out how to move bones
Only question is about the hips. I saw in Unity it expects the lowest part of the spine to connect to each hip bone, which appears to connect directly to each lower leg bone?
Unless I'm mistaken about what this diagram means, the upper leg (at the hips) connects directly to the lower leg. But it doesn't really seem that there's any connection point to the pelvis bone, or else the upper leg would go straight from the pelvis to the knees
whoop, sorry about the delay lol - lowermost spine bone doesn't need to connect to the leg bones
yup!
Fantastically inaccurate
What else is free floating so I don't miss it
And so I need 22 bones in total?
Wait so is this fine? The shoulder bones and leg bones are children of the spine and pelvis in the diagram. Am I all good now?
looks fine to me! c:
can't comment on the floating bones since I don't remember atm, but the leg bones are fine
Oh ok, fantastic
Hopefully I can go back and forth as needed
Its calling all of these blue bones (there's three) as one single spine bone. Is that ok to have three bones classified as one?
oh sorry, couldn't see that - the bottom of those shoulder bones should probably be connected one bone higher
otherwise yes, that'd be a chestbone
Yea its telling me that, and I need to remove that one. Its the second spine bone
Make sure to merge the weights instead of just deleting it too o:
Not sure how to do that, or reassign the connection yet
Select the endpoints of two bones and then hit ALT and M together while in Edit mode
Ctrl P seems to work
ALT M opens up something but it doesn't change anything
Ok got the bones fixed, roughly
I just need to move the end points to somewhere more appropriate
If the bones aren't connected directly, are they going to pivot off the other? Because the connection point here for the shoulders seems too high, and like it should be on the center orange dot instead. But this is where it's drawing the line when I parent them to the upper torso bone, which appears to be in the correct spot
But if they won't pivot off each other I think that should work then?
should work fine? o:
and yes they'll move with the parent bone, assuming they're parented
Hmmmm. Ok. I'll hope that works
Ah shit I deleted the lower torso
Can I just shove a joint in
Nvm got it, its subdivide
Ok so the subdivide causes the bone to not show up in Unity, although its there. Is that what you meant by weights?
I can put the bone in place at least, but there's no representation and the chief is no longer in t-pose. I'm not sure how to restore t-pose except by manually editing the arm rotations in Unity
sorry for the delay - by weights I mean weight-painting
The new bone might not be weighted to any vertices, so that's why it might not be showing up? o:
would recommend watching some blender tutorials on rigging too c:
I'm really bad at tutorials. Which is why I'm really bad at blender lol
I think because I accidentally deleted and messed up the spine bone, it doesn't know what to rotate for the tpose model
would recommend ctrl Z'ing and seeing if it's within undo history
It was too far back
I could just re-edit the old one
Ok re-edited
All bones are visible and set. I just have to recreate the damn t-pose lol
Is it normal t-pose to have all the fingers aligned on top of each other
As in literally all ontop of eachother, or just aligned together? o:
Would you mind sending an image of the hand rig in blender? o:
The thing with Unity is the enforced T-pose
An option I had to turn on to return the model to t-pose, since it wasn't opening in t-pose in the bone assignment thing anymore
Try moving the fingers to be a flat, open hand in Pose mode, and then save as rest pose? o:
I have no idea how to do that lol, but I'll try. Will it affect how the model works ingame?
It might make the hand not look like a squid lol
also, what version of Blender are you on? o:
Unsure
Also apparently whatever I've done, I've given it a massive bounding box for some reason
should show you the Blender version on the splash screen when you open the program o:
ah kk, most of my experience is with 2.91 lol
Bigger issue I think I'm going to run into is that this model has 101,000 triangles
In 2.9 you should be able to select the armature in Object mode, then go to Pose mode
Yyyes, that'd be a big problem lol
Although, it'll let me test it. All the NECESSARY errors are cleared lol
I'd probably recommend upgrading to 2.91 (you can download Blender directly from steam) and using CATS to fix the bones on the base model, and bake it
baking the model will atlas the materials down to one if there's many, and will also decimate the polys way down to acceptable PC or Quest levels
Baking is a 3 or 4 click thing in one menu c:
I'm gonna test this out as I have it so far, but after that I'll download the updated blender, would you be willing to stick around to help me with that?
for a bit sure! c:
Ok I built the avatar, how do i test it. Just open VRChat?
yup! should be in your Avatars section
Ok let see
Ok avatar loads and works! And the fingers most certainly do not lol
I wonder if it would benefit me to just download a different model and see how that works, but this is kinda fun to figure out
Ok VR blender is cool lol
So I'm in pose mode, and I have pose position selected?
Or do I select Rest Position, and then do the fingers thing
sorry, are you in 2.7 still or 2.9? o:
save before you change anything, but click rest position and move the fingers
2.91
ah kk
either start as rest pose yeah, or just move the fingers and then apply as rest pose
Can I edit both hands at once?
You should be able to but I don't know how, unfortunately
It says I can't change when rest position is enabled
ah sorry - in that case, go to pose mode and move the fingers, then apply as rest pose
I'm guessing that should just be all the bones as lined up as possible while looking natural?
Bones should be a flat open palm afaik o:
I'm not sure what defines a flat open palm, so I'll just line them all up with the bone connecting to the wrist
after you have the bones posed, apply as rest pose from here
Open your hand completely irl - that lol
preferably with the fingers straight, but yes
Ok, I think I got the hands
cool! assuming both hands are posed, save the current pose as the rest pose
The model left the bone positions?
are you still in pose mode? o:
while in pose mode, hit A, and then press Alt + G and Alt + R to reset the position and rotations respectively
otherwise, ctrl+z before the rest pose setting
Pressing alt r just undoes what I did?
odd o:
I'm in pose mode. I have pose position selection. I select 'pose' and 'apply' and 'apply pose as rest pose'
Doing so results in the model moving off the bone movements that I did
Select all the bones with A, and then hit "Apply Selected as Rest Pose"?
Same result
Also whatever I've done, has resulted in the model now no longer registering as having bones in Unity
as an experiment, save a new copy of the file without the pose applied?
Go into Object mode and select the mesh, then to go Edit mode and apply the Armature modifier, then try to apply the pose
note: image is in Edit mode
Select the mesh?
The visual part of the model, not the armature/skeleton
I can't go to edit mode with it selected, there's 4 separate parts
Nvm got it
It says not allowed from edit mode
Also it already has an armature modifier I think
It crashed
Lol
I was trying to undo what I did and it just crashed
ah sorry - go to object mode and try to apply it
also, definitely save a seperate version while trying this! I'm not super sure if this'll work myself lol
also, apply the armature modifier rather than create a new one
I'm thinking it might benefit me to download an unrigged master chief model rather than modifying a fully rigged one at this point
This model has 4 separate sections, not all are connected entirely properly or limited by the rest (such as the armor is rigid but the undersuit is not and phases through the armor when I lifted my arms)
And so just newly rigging might be the best option
And I found a world that already has a master chief avatar in it lol. I think I'm gonna give it a rest for tonight cause this is much more work than I wanted to handle with it at the moment
Am I possibly able to pull an avatar from a world and modify it though?
Not without breaking the game's TOS, not to mention legal and moral issues lol
Fair, wasn't sure
yus
nonetheless though, good luck on the avatar! c:
I'll just go ahead and rig my own avatar later, one with less detail to it
Hi everyone, I'm the guy from last night now I want to explain my problem to you with my avatar...
After several attempts I think I managed to get the joints of the body moving correctly... fingers, arms, legs and torso seem to work...
I used Auto-Rig-pro... I don't know if it was the best solution... but when I imported my avatar that I created from the Caracter Creator 3 program all the animations were not working properly and the CAT add-on did not he revealed the bones of his head etc... he still does but about that I'll get to that soon...
Another problem is that the avatar I created at the lashes... when I imported the model to blender through normal import or the CAT add-on the lashes look like this ... I have no idea what I'm wrong here... the fact is that it looks terrible and I would like to fix it but I don't know how to do it...
And I get to the biggest problem... the bones of the head... I have no idea how to solve this problem... I followed some guides etc... but I did not understand what I'm wrong... when I move one of these parts gives me a distorted effect of the head that... well... look at you...
It's horrible... I just don't know where I am wrong the facial joints move so... wrong...
So I kindly ask someone to help me solve this problem...
๐ญ
could you send a screenshot of what the rig looks like?
hi im trying to get my first avatar in to vr chat but im having some trouble is this where i should ask for help?
i seem to have a wierd issue and only place i can put it in is rigging....avatars never look the same movment wise on my clients then others. i started working on a model on my side the shoulders look like shit. they bend badly and such but on my freinds side. (both normal vrchat no clients or anything btw) shoulers look perfect....it happens on many models i work on i noticed my vrchat allways look one way ON ANY MODEL dosent metter if i wear it or another person....while some1 eles side it looks diffrent. like shoudlers wont break for them but for me they are.....its getting annoying....i cant make models if i dont know how they look for others.
I figure this is the better place to put this-
If I have a chain or strap, and I want to have it connect to both hands, one end in each hand, how should I rig that? I figure a straight A to B top to bottom isnt gonna cut it
use parent constraint
Ok now i have resoult the problem but i have a problem with eyelashes... i cant find solution
Hello. My avatar has an issue with hand rotation. My avatar's hands are are at a different angle than my irl hand position. How do I fix this?
nvm fixed it. had to refresh the armature
is there an avatar upload limit or can i constantly uddate my avatar?
im still learning the ropes so i need to be able to see cause and effect
is HANDOPEN when your not touching anything on the controllers, or is it when your touching the buttons, but not pressing them (Oculus Touch)
it's an actual open hand gesture
any idea on why my face isnt changing when i do the rock n roll gesture?
(Sorry im like a complete beginner lol)
Did you follow any tutorial ?
loosely following a youtuber lol
there's some great ones so make sure to pay attention to what they do, it's not a lot of steps but they're very specific
i was never good at paying attention in school, but i went back to the video and noticed something i missed, so thanks! lol
Can anyone help with Dynamic Bones? Things dont wanna jiggle
Is there a hand gesture chart? im assuming "Victory" is the Peace Sign, lol
@sage moss what you want to make move.
also i can send you in dms files for gestures
@sage moss you should NOT be putting the blendshape keyframes in the same animation as the finger movement (gonna assume you're using 3.0)
hand movement goes on the Gesture layer
2.0
ah
But, i did figure it out eventually.
I still need to see the rig to actually be able to help you.
plus it seems like you didn't remove the toe bone still?
yeah just import to blender and show the rig from the side
if you have the blender file just open that
looks like your leg bones are a bit too big, try scaling them down a bit and making sure that the ball of the knee bone is centered with the knee
you need to be in edit mode to do that
@stark musk on what axis ?
okay my laptop do a bsod
i go to sleep good night everyone
if i add Dynamic Bones while in "play" mode, a ton of it disappears after i stop playing
any idea why, or what i can do to prevent this?
hard to adjust dynamic bones without seeing the effect
aww k '-'
Wasnt talking to you, was talking to myself because help is scarce. lol
this happens to any change you make while in play mode, my solution is generally to add your dynamic bones first, go into play move to preview, tweak as needed, take a pic of your changes, and then copy those values down when you leave play mode
yeah thats what i was afraid of lol
you can also right click and copy the component values for the same effect
Her bones were fine. If it's overextending, it just needs to be bent in the Unity rig config.
It should look something like this. Notice that slight bend.
You would do something like this in the rig configuration.
I have that bend
It may not have been enough. Also, if your avatar is too high off of the ground, you can drag the hips down in the unity Rig config as well.
My avatar is like 2m in vrchat >_>
But 1,60~ in blender wtf
you can scale it on unity by just using a cube
It's dragging your whole avatar up and making it tiptoe 1) because you have toe bones. (This is perfectly fine.) and 2) because the avatar may just be too high off of the ground.
Your viewpoint is set in meters also.
You wouldn't need a cube.
So if your viewpoint is at 1.6, your eyes are at 1.6m
that's how i did on my avatars, import the avatar add a cube scale it on Z axis and scale the model until the same as the cube
probably have a better way to do it ๐
Your grid is in meters and it's segmented into tenths of a meter.
If you use the grid and go into the 2d view, you can scale it based on the grid.
And i have to scale it at what size ?
yes that's how i did

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