#avatar-rigging

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sage patio
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you can also just hit "extract materials" in the materials tab after clicking on the FBX, which will automatically create new materials for each one on the avatar

glacial frigate
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ok i fixed it but the leg here is weird

sage patio
glacial frigate
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yeah

sage patio
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what if you drag the FBX into the scene again? does the new one look fine?

glacial frigate
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no

sage patio
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click on the FBX, go to the inspector window

glacial frigate
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ok

sage patio
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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"

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then click apply, and click done

glacial frigate
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there's no configure button

sage patio
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did you set your rig to humanoid?

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instead of Generic?

glacial frigate
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no lemme do that

merry elm
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hey @sage patio Ive got 8 materials now with a lit and unlit material

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will that hurt performance much?

sage patio
glacial frigate
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enforcing the t-pose did this

sage patio
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then something is wrong with the pose in blender

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try going to pose mode, then go to the Pose menu at the top left, and find Apply pose as rest pose

merry elm
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actually wait condensed it down to 6

sage patio
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nice

merry elm
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blended the pants and shirt materials together and then condensed the bulb screw and the skin together

sage patio
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neat

glacial frigate
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apply pose as rest pose didn't work

sage patio
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hm

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I think that the bones for the arms are not parented correctly

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usually they are parented to the chest bone

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but you don't have one

still fossil
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Clear bone rolls

sage patio
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you seem to only have a hip bone and spine bone

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with the arms parented to the hips

glacial frigate
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it's like that because it's a simple model

sage patio
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i'd probably parent the bones to the spine

glacial frigate
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they are

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oh

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nvm

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they aren't i think

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ok this is confusing

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i don't know what to do at this part

sage patio
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what does your rig look like in blender?

glacial frigate
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this

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i'm really close to just giving up and commissioning someone at this point

sage patio
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like where the 2 axis meet

glacial frigate
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is the orange dot the origin point

sage patio
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yes

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do shift S and select Cursor to world origin

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then select everything in object mode, and do Object > set origin > origin to cursor

glacial frigate
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i should also name my bones

sage patio
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you didn't?

glacial frigate
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yeah my bad

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i don't know the exact names to set them to

glacial frigate
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ooh thanks

sage patio
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you won't have all of these but the names should be similar

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there's no exact naming convention

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so this is just an example

tranquil furnace
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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!

crisp tendon
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Blender, most tutorials out there are good so take your pick

tranquil furnace
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Ah, thank you once again!

sage patio
tranquil furnace
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I mean, I have an idea what Blender is, but from what I've seen, Unity has a selection of rigs too

sage patio
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unity does not have options to rig models

tranquil furnace
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It's just that I've never really used Unity

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Oh, it seemed like that to me then

sage patio
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a lot of games actually run on unity

tranquil furnace
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I know that

sage patio
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I believe beat saber also does

tranquil furnace
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Well, nonetheless, thank you for clarifying alot of stuff for me

mossy creek
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Can someone help me?

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For some reason when I import my model into unity, the model is facing downward and it scuffs in VRC even worse

kindred pollen
mossy creek
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Still doesnt work

kindred pollen
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try applying your transforms in blender before exporting? o:

mossy creek
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ah I see

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Still doesnt work

tepid crag
crisp tendon
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By pictures of the armature i meant the one in blender

tepid crag
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This is the one from blender

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also sorry I was so late, thx for answering again

crisp tendon
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As you can see your shoulder bones are pointing backward instead of the expected outward

tepid crag
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Ah ok, so I have to rotate the shoulder bones?

crisp tendon
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yep so that they're in line with the upper arm

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then clear rolls with alt + R on all bones, apply transforms to everything in object mode with ctrl + A and then export

sturdy belfry
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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

crisp tendon
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Same thing as my last line above

sturdy belfry
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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

crisp tendon
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Press 7 on your numpad

sturdy belfry
crisp tendon
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ok so since it is symmetrical, go into edit mode, select all bones and do alt + R

sturdy belfry
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okay, anything else i'll have to do or just clearing the rolls?

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looks like they're all set to 0

crisp tendon
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hopefully that'll fix it, if not then i'd blame your dynamic bone settings

sturdy belfry
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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

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i'll report back if fixing the roll didn't work

crisp tendon
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I've never used them personally, so i'm not sure, but post a screenshot here and someone might notice something i can't

buoyant marlin
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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?

buoyant marlin
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I got it, the avatar descriptor view point decides where the hands go so it was too far forward

fiery void
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If I wanted to make an avatar with birdlike legs, how would I go about getting that into unity?

crystal hornet
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what do people use to make avatars

fiery void
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A lot of the time blender

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and the VRChat SDK to import it in unity

crystal hornet
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I want to make a Vtuber avatar but Ive never done it before

fiery void
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I would recommend watching a tutorial

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specifically for the 3.0 avatars

sage patio
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otherwise the IK will be weird

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it should still work the same for the most part

crystal hornet
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Is blender free?

sage patio
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yes

crystal hornet
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im super new to this

amber kestrel
icy jasper
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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

cunning grotto
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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

sage patio
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go under Safety > Performance options > Dynamic bone, and uncheck the box

sage patio
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rather than doing it from scratch

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you can test it out in Pose mode

icy jasper
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how should i go about doing it then? idk anything rigging and the tutorials i find are either too vague or too fast

sage patio
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first, make sure the armature is actually in view, you can check that in the hierarchy in the top right

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should be a little eye icon

icy jasper
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what do i do from here? @sage patio

versed vapor
cold coral
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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

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last time a miracle happened it fixed it self but two miracles in a row isn't likely

tranquil arrow
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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

tepid crag
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@tranquil arrow I am not entirely sure, I am pretty new to this but I think you need to make bones through blender

tranquil arrow
tepid crag
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Oh ok, well I am sorry I don't know now.

tranquil arrow
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You're fine! Thank you anyway!

kindred pollen
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@cold coral The legs seem to go inwards - leg bones should be as close to 90 degrees as possible c:

cold coral
kindred pollen
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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

versed vapor
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idk what I did wrong the first time but I restarted

hard drift
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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.

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I honestly don't know what to do. none of the cloth tutorials have solved this issue

kindred pollen
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@hard drift Make sure your dynamic bone limiter in-game is turned off o:

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in the top-right of the Safety settings, there should be an option to turn it off

magic sonnet
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does anyone have any suggestions for fixing the problem where your hip swings to the side in full body?

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friend was testing out my newest model for me and i dont know how to fix it

kindred pollen
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I think another user fixed that by adjusting the hip height?

magic sonnet
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down? up?

kindred pollen
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not sure, finding the message again
would def help to have a screenshot of your avatar's rig though o:

magic sonnet
kindred pollen
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would probably try moving the hip bone up in that case o:

magic sonnet
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hmm

golden valley
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nice

tribal viper
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so i have a problem with my legs

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they seem out streched , do a weird crounch and in vr i straight up float

worthy lagoon
sage patio
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@worthy lagoon either you didn't set your rig as humanoid in unity, or the model does not have bones or weight painting

worthy lagoon
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its humanoid

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and it has bones

sage patio
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if you move a part of it in unity, does it move?

worthy lagoon
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how do i move it

amber kestrel
worthy lagoon
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Do i select the whole thing, a bone or a joint

magic sonnet
stiff moss
amber kestrel
stiff moss
amber kestrel
stiff moss
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does this happen often? because I see no reason to be hostile

amber kestrel
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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

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That is, when you have a question that people can help with

stiff moss
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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

amber kestrel
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Cool, then all you gotta do is rig the scarf and add a dynamic bones script rooted at the first scarf bone

stiff moss
amber kestrel
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Looks usable to me, but it's hard to tell. I recommend running a quick Fix Model with CATS to better visualize the armature

stiff moss
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ahah, cool
I dunno how to get that into unity

stiff moss
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wait nvm I have to pay for it
yeah maybe not today

tribal viper
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so i have a problem with my legs
they seem out streched , do a weird crounch and in vr i straight up float

fading verge
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umm, will this be a problem? (bones outside of hips)
first time rigging, does it really need to be inside of hips?

sleek isle
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ears are normally connected to your head. If I can use me. a human as reference

sage patio
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just select Head

tribal viper
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Ah so its a rigging problem?

sleek isle
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one part of the problem probably

tribal viper
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I thank you my model does lacks toes soo

sleek isle
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The IK use the toe as an anchor point. If you don't have those you will float.

worthy lagoon
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how to fix bones

sage patio
worthy lagoon
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@sage patio

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some of them might be too short

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is there a keybind for transforming

kindred pollen
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Go into Edit Mode and rotate/move the bones that way o:

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also note, VRChat really likes for the leg bones to be as straight as possible

sage patio
worthy lagoon
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i already tried to do so

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it crashes blender

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is it possible my graphics card isnt good enough?

kindred pollen
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how much memory does your computer have? o:

worthy lagoon
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oh it didnt crash now

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but it crippled the module

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its lying on the ground

kindred pollen
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def undo that lol

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manually moving the bones might be the option?

worthy lagoon
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ill try

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wheres edit mode

kindred pollen
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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

worthy lagoon
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it breaks the model

kindred pollen
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..in what way?

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make sure you're in edit mode while moving the bones, not pose mode

worthy lagoon
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i just changed the mode

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didnt do anything else

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when i change it back it looks normal

kindred pollen
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ah, go back to object mode and press ctrl + a, then apply all transforms

worthy lagoon
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lmao

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didnt work

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I appreciate your help tho

kindred pollen
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yw lmao
select all in edit mode (press a) and see if you can rotate it upright, then apply all transforms there

sage patio
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try setting the bones to "connected"

worthy lagoon
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what

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im new to all those programs sorry for wasting your time

sage patio
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one sec

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in a game rn but i'll explain after

worthy lagoon
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ok

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ohh

bold locust
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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!

sleek isle
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You don't need mirror

sudden coral
sleek isle
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@worthy lagoon you will more bone to work well ingame" like a fake head

worthy lagoon
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what

sleek isle
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you need the minimum bone structure of an humanoid

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if not. It wont work

worthy lagoon
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hmm

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why are there 3 bones inside the head

sleek isle
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head and eyes

worthy lagoon
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idfk what to do

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help

amber kestrel
# worthy lagoon idfk what to do

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

worthy lagoon
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It 0:40 am for me

amber kestrel
worthy lagoon
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I dont have bagels

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Best i can do is

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Tomato

signal elm
# worthy lagoon

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?

worthy lagoon
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I'm just having trouble with the bones

signal elm
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oof

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i never really took the whole rigging piece of blender tbh

worthy lagoon
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I wouldve used adobes auto rigger mixamo or whats its called

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But it doesnt accept the model

signal elm
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damn

upbeat tulip
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damn pbody but no info_player_start the true source engine icon? smh

kindred pollen
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laughs in nodraw

junior ether
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So my freind and I are trying to make a model and it rigs fine for everything

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Except for the knees

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They kinda spaghetti when you crouch

kindred pollen
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@junior ether Make sure that the legs are completely straight in Blender - also, would def help to have a screenshot of the rig o:

junior ether
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I will get a screenshot when he wakes back up he has all the files, my computer can't run even unity well :p

sudden coral
deep ridge
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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?

sleek isle
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Thing get rarely pin. Soo the only ressource are the cryptic infomation on the documentation website. Or none official source as independent youtube tutorial.

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@deep ridge change your real hight in setting

deep ridge
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Tried that, didn't seem to help

sleek isle
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Svreenshot help to have faster answer

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Hard to pin a problem with the wrong vocabulary

deep ridge
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I could try to take a vid? Hard to take a pic of the issue

sleek isle
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Rig would be one of the issue. That is something that not move without animation in blender. No need of video

forest charm
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Im having an issue where when im in Fullbody the upper arm and lower arm flip backwards when the are in a specific spot

deep ridge
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I'm still a bit confused

forest charm
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@deep ridge remove the toe bones in the configuration

sleek isle
deep ridge
forest charm
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@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

bold locust
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IK might think the arms are too straight.

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So it makes some wrong guesses on bend direction.

forest charm
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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

cold wedge
proven nacelle
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Hey, has anyone had this issue when you try moving the legs in Unity?

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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

sage patio
proven nacelle
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I mean the armature, I'm just posing it

sage patio
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make sure that the ankle bones are properly parented to the lower leg

proven nacelle
sage patio
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hm

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check the rig config in unity

proven nacelle
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Ahhh, I'll check that, thanks

sage patio
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click on the FBX, and go to the rig tab

proven nacelle
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Can't see a problem

sage patio
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interesting

proven nacelle
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I'll have another look and see if I can work it out, thanks ^^

golden kernel
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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?

fading verge
sage patio
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yea it's wrong

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"Torso_3" is probably the upper chest

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it does not make sense that the neck is on the same level as that

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the neck should be parented to that upper chest bone

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I recommend renaming "Torso_3" to "UpperChest" and parenting neck to it

turbid spear
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select the thing to transfer to first, then the thing to transfer from

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set the destination to by name or something

golden kernel
sleek isle
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rotate the object back 90 degree

turbid spear
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just do vertex data I guess?

sudden coral
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how do i stop this from clipping

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it's driving me crazy

turbid spear
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Not sure, it's annoying

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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

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or you separate the inner faces as a different object and transfer the weights from the outer with interpolation

sudden coral
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yeah the problem is that if I get it to stop clipping at this angle then it will start clipping at the opposite angle

crisp tendon
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strong weight paint on the parts inside

civic anchor
crisp tendon
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Can you post pictures of your armature in blender

civic anchor
crisp tendon
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That's pretty tall for a neck bone

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might wanna try making it half the size and try again

civic anchor
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i'll try that, thanks

wise mist
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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?

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The models seem to work fine when I walk/run

kindred pollen
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@wise mist screenshot of rig in Blender? o:

wise mist
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Yes one second

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I always test the weights throughly in Blender, and it doesn't have issues in desktop, so I'm not sure why this happens.

kindred pollen
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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:

wise mist
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Has that been my problem the whole time?? - makes a lot of sense I guess ^^'

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Like this?

kindred pollen
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Yes, though I'd recommend making the hip higher

wise mist
kindred pollen
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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

wise mist
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The head or arms, maybe?

kindred pollen
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That one should actually be fine? o:

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does it have all five fingers' bones on each hand, too?

wise mist
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Yep, always put the bones there even if the model doesn't have fingers

kindred pollen
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kk! in that case that one should be fine

wise mist
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But it wasn't

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So I adjusted it a bit

kindred pollen
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did that one have the same hip-in-the-floor issue too? o:

wise mist
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Yes I sent a photo of it

kindred pollen
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maybe moving the hip bone slightly closer to the leg bones could help, but I'm not sure on that

wise mist
kindred pollen
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yup! no guarantees on that though lol

wise mist
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Gotcha ^^'
Thank you, I'll try to get it working from here

kindred pollen
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yw! hope it works out c:

wise mist
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I hope so too because these issues are keeping me from uploading my new avatar world XD

kindred pollen
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awh lmao

sudden coral
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how much does the first arm bone move?

worthy lagoon
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E

worthy lagoon
sudden coral
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like in the premade animations

sudden coral
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are these properly sized?

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i think the ends of the fingers might be a bit long

maiden pollen
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@wise mist I might know how to fix that, If your still having the issue.

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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

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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

wise mist
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I always check the rig before putting it in the Unity file but I will double check when I upload them again

light pawn
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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

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can anyone help

solid adder
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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

light pawn
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i cant set it up as humanoid because im missing upper leg bones

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oh wait wouldnt getting an example humanoid avatar work and then you make it invisible and put it inside the non humanoid avatar

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im re rigging the model in blender rn

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to make it humanoid

shy valve
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I need help rigging a model, I have no experience and it would be nice if someone could teach me how to do it.

turbid spear
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Youtube is your friend

wary wave
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Please could someone help me with a really weird issue? When importing my avatar into unity, its legs cross like this.

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I'm quite confused about why it's doing this, made plenty of avatars in the past and it's never done this before.

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Bone names are correct in configure. And in blender.

lapis bloom
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what about the weights

wary wave
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Weights are fine

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Ah rexported it and it seems fine, maybe it just got messed up somehow?

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I genuinely do not know what caused this and thats worrying.

tribal viper
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maybe is not the ankles that are wronk but the toes

kindred pollen
shy valve
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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?

wet linden
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You can merge the unessicary bone's weights to parent with cats

golden zenith
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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

kindred pollen
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@golden zenith clear bone rolls in Blender? o:

golden zenith
kindred pollen
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odd o:
would you mind posting a screenshot here?

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@golden zenith are the bones rotated in Edit mode, and are all the transforms applied

golden zenith
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yes

kindred pollen
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odd
I unfortunately don't know what to suggest past that, sorry o:

wary nest
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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?

crisp tendon
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you'd need to have fake bones

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Your real IK can't be constrained, but fake bone that have a RotationConstraint on your real bones can

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The mesh would be weight painted to those fake bones

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@wary nest

wary nest
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Thank you! I'll look into it!

zealous raft
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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 )

sleek isle
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Merge the lower bone to the knee one

sage patio
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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

zealous raft
#

Don't worry about the blender bit for me ^^

sage patio
#

๐Ÿ‘Œ

zealous raft
#

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.

sage patio
#

they are probably using the VelocityX, VelocityY and VelocityZ parameters to drive specific animations

zealous raft
#

Yeah, when they turn their 6 legs magically snap to the floor surface. How do they do that?

sage patio
#

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?

zealous raft
#

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?

sage patio
#

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

zealous raft
#

Hmm. So that means I could somehow exclude the ankle bone on the digitgrade legs and manually overwrite it?

sage patio
#

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

zealous raft
#

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 ^^

sage patio
#

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

zealous raft
#

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

sage patio
#

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

zealous raft
#

Can you give me some more visual examples?

sage patio
#

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

zealous raft
#

Yeah IK doesn't like that

sage patio
#

let me make a copy of my project and mess around

#

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

zealous raft
#

That will definitely help thanks^^

sage patio
#

I'm gonna also try to make it work

#

it would be really cool

zealous raft
#

It also seems to me as some sort of workaround for merging two vertex groups together.

sage patio
#

doing so is quite easy though

#

it's one click if you have the CATS blender plugin

#

useful for model edits

zealous raft
#

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

sage patio
#

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

zealous raft
#

I see. This helped a lot thanks ^^

sage patio
#

the "knee" bones in this case are the normal lower leg bones that don't do anything

zealous raft
#

That's clear.

If anyone else knows a few more creative workarounds then just reply to my message.

sage patio
#

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

wary nest
# crisp tendon you'd need to have fake bones

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.

crisp tendon
#

Make sure the constraint is set correctly

#

it's difficult to setup, some settings are inverted

wary nest
#

Just using Rotation Constraint or a mix of that and LookAt or Aim Constraint?

crisp tendon
#

I don't know what lookat does tbh lulw

fervent hornet
#

@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.

gloomy vigil
#

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)

amber kestrel
#

You don't need final IK for this kind of thing anymore

fervent hornet
#

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.

buoyant marlin
#

can you do the lipsync blendshapes on multiple objects? (my face and teeth are separated)

fervent hornet
buoyant marlin
#

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)

fervent hornet
#

I've never used Maya, merging them is the easiest solution if you can figure out how without breaking it at least

ornate cairn
#

maybe save and try doing it in backup file

supple iris
#

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?

supple iris
#

sounds like i'd need to create a new shape key and replace the default basis

sage patio
sage patio
#

@fervent hornet right so, where did you say I needed to have the IK components?

fervent hornet
#

How does your unity setup look?

fervent hornet
#

What bones are placed in the FBBIK? Fake ones or your actual humanoid armature?

sage patio
#

the actual armature

fervent hornet
#

Pretty sure that just straight up doesnt work anymore

#

I havent tried, but I remember all my FBBIK avatars breaking when NetIK came out

sage patio
#

heck

#

gonna try the workaround using targets and constraints

fervent hornet
#

Good luck

gloomy vigil
sage patio
fervent hornet
sage patio
#

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

fervent hornet
#

Well seprating it out should fix some problems at least

edgy parrot
#

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

amber kestrel
#

The head is weighed to multiple bones

#

pose the rest of the body, see which part moves the head

kindred pollen
#

^
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

edgy parrot
#

Ah perfect! looks like somehow the chest bone had it weighted at 100%. Once I corrected that things are looking normal again. Thanks

golden kernel
#

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.

crisp tendon
#

You probably want to report that bug to them

fading verge
kindred pollen
#

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

frozen sinew
#

When I add for body tracking in blender the skin Will look like this in Unity and the shoulder will Break

jovial dune
wary nest
#

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.

fervent hornet
wary nest
#

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.

sage patio
wary nest
#

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.

fervent hornet
#

Yeah you can't stop the shoulders from moving, making them very small does minimize it though like you said.

wary nest
#

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.

fervent hornet
#

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

wary nest
#

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!

fervent hornet
#

Yeah can be a little to wrap your head around, good luck!

wary nest
#

@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.

fervent hornet
#

The distance won't be so bad if you make the shoulder as small as possible

edgy parrot
#

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

sage patio
manic jackal
#

Funny you should ask, since I asked the same in Help and got this video from Sacred.

https://www.youtube.com/watch?v=SimRLR_lRcA

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...

โ–ถ Play video
ivory sphinx
#

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

sage patio
ivory sphinx
sage patio
#

no sorry, I'm in a class right now for one, and I don't really like doing 1:1 support

ivory sphinx
#

okey so how do i check working in blender

sage patio
ivory sphinx
#

well it look like it does not work but why

sage patio
#

then you can move the bones to check to see if it works

ivory sphinx
#

i see bones moving but not model how can i fix this ?

sage patio
#

the model will not automatically move when bones are present

#

that is done in a process called Weight painting

ornate cairn
#

@ivory sphinx maybe try using rigify addon

sage patio
#

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

ornate cairn
#

im using rigify to do rig

sage patio
#

if rigify works well then that's an option

ivory sphinx
#

what is the easiest way

ornate cairn
#

idk but rigify is easy if you set bones properly

sage patio
#

yea bone naming is important

ivory sphinx
#

so what should i click

sage patio
#

don't just have shit like "Bone1" "Bone2"

#

give them proper names

ornate cairn
ivory sphinx
#

what do you think its good ? that rig

ornate cairn
#

looks ok but does it move

#

also hands could be better

#

create bones for fingers

ivory sphinx
#

nah i dont need fingers i really want atleast basic

ornate cairn
#

k

#

so i think ur done

#

try it

ivory sphinx
#

nope no moving

ornate cairn
#

you uploadng through sdk3?

ivory sphinx
#

no

#

sdk 2

ornate cairn
#

in blender the rig is working?

ivory sphinx
#

nope i just try it

#

would you like to try it because i really dont know how now

ornate cairn
#

try you mean you will send me blender project?

ivory sphinx
#

yeah

ornate cairn
#

k.

#

but in dm

ivory sphinx
#

i cannot send you that i send you google disk from there you could download that

fading verge
#

how do i rig in unity

ornate cairn
#

in unity hmm

#

you need plugins

fading verge
#

where do i get pluginss

sage patio
#

unity is NOT a 3d modelling program

#

it's a game engine

#

you need a proper 3d modeling program

fading verge
#

๐Ÿ˜

sage patio
#

blender is the best choice

fading verge
#

how do i rig in blender

sage patio
#

there are many tutorials out there for that

#

and various tools to do some of the work automaticall

ornate cairn
#

@sage patio darkwolf didint parent bones to model

#

that was his problem

sage patio
#

ah

#

nice ๐Ÿ‘Œ

ornate cairn
#

he left more than happy i made him better rig

edgy parrot
#

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?

crisp tendon
#

You'd select that part of the mesh in blender and do "Shape propagate" while on Basis

limber ridge
#

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

lethal lily
#

Hello someone there please help
How can i convert my avatar to PC and quest

lethal chasm
# lethal lily 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...

โ–ถ Play video
lethal lily
#

Thank you

#

I made my avatar from Vroid

spare solstice
#

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

sage patio
#

of the errors and your bone mapping in unity

spare solstice
#

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

sage patio
#

still

#

screenshot please

spare solstice
#

kk

#

sorry its just on a different computer so it takes a little while

sage patio
#

I literally cannot help if I can't see how you have it setup

#

no worries

spare solstice
#

lag

#

sorry

sage patio
#

is your avatar a giraffe or something lol

spare solstice
#

and deleting them practically destroys the mesh deformation

#

to I had to keep them in

#

would deleting solve the problem?

sage patio
#

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

spare solstice
sage patio
#

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

spare solstice
#

Thank You ๐Ÿ™ i feel real stupid now

sage patio
#

or you use CATS plugin to merge the bone and weights

#

either using the "To parent" button, or "To active"

spare solstice
#

i just completely forgot about the devolve button lol

#

Thank you!

sage patio
#

np

spare solstice
#

i was going crazy

#

i was just like

#

emoji ** P A I N **

solid adder
#

This madlad(ss) rigging each vertebrae of the spine ๐Ÿ‘€

slate pawn
#

hi there is this where i ask for help about dynamic bones?

fossil locust
#

Hi, I would need some help with this same problem. (I am new in these things) "ignore that the avatar is over 5m"

ornate cairn
#

you need to go to rig and change bones

fossil locust
#

I tried, but all the times it reports the same error :I

ornate cairn
#

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

fossil locust
ornate cairn
#

shoulder bones aren't used as i see

#

if they are gray

fossil locust
#

I saw, now I try now

ornate cairn
#

no

#

but i think your avatar will be not good with movements animation

#

like pressing c and z

fossil locust
#

what do you mean?

#

ahhh its ok, i play in VR xD

ornate cairn
#

your fingers won't work.

#

i think

fossil locust
#

:I

#

wut

ornate cairn
#

just try

still fossil
#

Those errors won't stop your fingers from working

ornate cairn
#

ik thats why im waiting for results

fossil locust
#

i need +5 mins, my internet is slow xD

#

problem solved, thanks

wild sundial
#

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?

sage patio
wild sundial
amber kestrel
#

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

wild sundial
#

Thanks.

spice skiff
#

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.

kindred pollen
#

@spice skiff Would you mind posting a screenshot of the rig? o:

kindred pollen
#

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

spice skiff
#

I'll try that, thank you! :3

kindred pollen
#

yw! c:

wise mist
#

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.

wise mist
#

Is there like a sort of step I'm missing or is it just trial and error?

plain anchor
fading verge
#

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

plain anchor
#

i see it but how do i remove it

fading verge
#

Just click the detach button

plain anchor
#

ok done

fading verge
#

"Detach (optional)"

#

Try uploading again.

plain anchor
#

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

fading verge
#

Can you screenshot the exact part you cant do?

#

Also you could check console to see if there are any red errors

plain anchor
#

i hit build and publish for windows and it say future proofing then nothing happens

fading verge
#

Also disable future proofing. in the SDK settings and try that.

plain anchor
fading verge
#

Looks like it, the model is poor and will likely lag you and others but other then that it should upload.

plain anchor
#

it wont i dont know what to do sorry its my first time

fading verge
#

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.

plain anchor
#

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

ornate cairn
#

well your avatar needs to be optimized in blender

amber kestrel
torpid horizon
frigid mesa
#

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?

kindred pollen
#

That'd be something to do in Blender - would recommend looking into CATS blender plugin to fix the bones too o:

frigid mesa
#

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

kindred pollen
#

whoop, sorry about the delay lol - lowermost spine bone doesn't need to connect to the leg bones

frigid mesa
#

Oh ok

#

So the legs are just free floating

kindred pollen
#

yup!

frigid mesa
#

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?

kindred pollen
#

looks fine to me! c:

#

can't comment on the floating bones since I don't remember atm, but the leg bones are fine

frigid mesa
#

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?

kindred pollen
#

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

frigid mesa
#

Yea its telling me that, and I need to remove that one. Its the second spine bone

kindred pollen
#

Make sure to merge the weights instead of just deleting it too o:

frigid mesa
#

Not sure how to do that, or reassign the connection yet

kindred pollen
#

Select the endpoints of two bones and then hit ALT and M together while in Edit mode

frigid mesa
#

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?

kindred pollen
#

should work fine? o:
and yes they'll move with the parent bone, assuming they're parented

frigid mesa
#

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

kindred pollen
#

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:

frigid mesa
#

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

kindred pollen
#

would recommend ctrl Z'ing and seeing if it's within undo history

frigid mesa
#

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

kindred pollen
#

As in literally all ontop of eachother, or just aligned together? o:

frigid mesa
#

This is the only way Unity accepts as Tpose lol

kindred pollen
#

Would you mind sending an image of the hand rig in blender? o:

frigid mesa
#

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

kindred pollen
#

Try moving the fingers to be a flat, open hand in Pose mode, and then save as rest pose? o:

frigid mesa
#

I have no idea how to do that lol, but I'll try. Will it affect how the model works ingame?

kindred pollen
#

It might make the hand not look like a squid lol

#

also, what version of Blender are you on? o:

frigid mesa
#

Unsure

#

Also apparently whatever I've done, I've given it a massive bounding box for some reason

kindred pollen
#

should show you the Blender version on the splash screen when you open the program o:

frigid mesa
#

Oh it was really big so I missed it lol

#

I was looking for fine print. I'm on 2.79

kindred pollen
#

ah kk, most of my experience is with 2.91 lol

frigid mesa
#

Bigger issue I think I'm going to run into is that this model has 101,000 triangles

kindred pollen
#

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

frigid mesa
#

Although, it'll let me test it. All the NECESSARY errors are cleared lol

kindred pollen
#

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

frigid mesa
#

Hmmm ok

#

Is that a hard process, or a one click thing

kindred pollen
#

Baking is a 3 or 4 click thing in one menu c:

frigid mesa
#

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?

kindred pollen
#

for a bit sure! c:

frigid mesa
#

Ok I built the avatar, how do i test it. Just open VRChat?

kindred pollen
#

yup! should be in your Avatars section

frigid mesa
#

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

kindred pollen
#

sorry, are you in 2.7 still or 2.9? o:
save before you change anything, but click rest position and move the fingers

frigid mesa
#

2.91

kindred pollen
#

ah kk
either start as rest pose yeah, or just move the fingers and then apply as rest pose

frigid mesa
#

Can I edit both hands at once?

kindred pollen
#

You should be able to but I don't know how, unfortunately

frigid mesa
#

It says I can't change when rest position is enabled

kindred pollen
#

ah sorry - in that case, go to pose mode and move the fingers, then apply as rest pose

frigid mesa
#

I'm guessing that should just be all the bones as lined up as possible while looking natural?

kindred pollen
#

Bones should be a flat open palm afaik o:

frigid mesa
#

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

kindred pollen
#

Open your hand completely irl - that lol

frigid mesa
#

Like that?

kindred pollen
#

preferably with the fingers straight, but yes

frigid mesa
#

Ok, I think I got the hands

kindred pollen
#

cool! assuming both hands are posed, save the current pose as the rest pose

frigid mesa
#

The model left the bone positions?

kindred pollen
#

are you still in pose mode? o:

frigid mesa
kindred pollen
#

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

frigid mesa
#

Pressing alt r just undoes what I did?

kindred pollen
#

odd o:

frigid mesa
#

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

kindred pollen
#

Select all the bones with A, and then hit "Apply Selected as Rest Pose"?

frigid mesa
#

Same result

#

Also whatever I've done, has resulted in the model now no longer registering as having bones in Unity

kindred pollen
#

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

frigid mesa
#

Select the mesh?

kindred pollen
#

The visual part of the model, not the armature/skeleton

frigid mesa
#

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

kindred pollen
#

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

frigid mesa
#

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?

kindred pollen
frigid mesa
#

Fair, wasn't sure

kindred pollen
#

yus
nonetheless though, good luck on the avatar! c:

frigid mesa
#

I'll just go ahead and rig my own avatar later, one with less detail to it

mystic inlet
#

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...

sleek isle
#

๐ŸŽญ

sage patio
raven gazelle
#

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?

frigid mesa
#

This one is specifically for rigging the avatar

#

Try the avatars 3 general

knotty fiber
#

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.

celest bridge
#

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

sleek isle
#

use parent constraint

mystic inlet
wild sundial
#

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?

wild sundial
#

nvm fixed it. had to refresh the armature

sage moss
#

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)

crisp tendon
#

it's an actual open hand gesture

sage moss
#

(Sorry im like a complete beginner lol)

crisp tendon
#

Did you follow any tutorial ?

sage moss
#

loosely following a youtuber lol

crisp tendon
#

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

sage moss
#

i was never good at paying attention in school, but i went back to the video and noticed something i missed, so thanks! lol

sage moss
#

Can anyone help with Dynamic Bones? Things dont wanna jiggle

sage moss
#

Is there a hand gesture chart? im assuming "Victory" is the Peace Sign, lol

ornate cairn
#

@sage moss what you want to make move.

#

also i can send you in dms files for gestures

sage patio
#

@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

sage moss
#

2.0

sage patio
#

ah

sage moss
#

But, i did figure it out eventually.

muted stream
#

Hmmm

#

Wait a minute

#

I think this is a better screenshot

stark musk
#

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?

muted stream
#

I dont have access to vr anymore ;-;

#

But i have access to blender

stark musk
#

yeah just import to blender and show the rig from the side

muted stream
#

the .fbx or the .blend ?

#

Oh i think its the same

stark musk
#

if you have the blender file just open that

muted stream
#

Okay

#

(sorry i dont know why my textures are pink)

stark musk
#

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

muted stream
#

its centered

#

but how can i scale them ?

stark musk
#

you need to be in edit mode to do that

muted stream
#

@stark musk on what axis ?

#

okay my laptop do a bsod

#

i go to sleep good night everyone

sage moss
#

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

fading verge
#

hi

#

can anyone help me rig my avatar

sage moss
#

Maybe if i add the bones first, then tweak them.

#

Nope

fading verge
#

aww k '-'

sage moss
#

Wasnt talking to you, was talking to myself because help is scarce. lol

raw jackal
sage moss
#

yeah thats what i was afraid of lol

raw jackal
#

you can also right click and copy the component values for the same effect

bold locust
bold locust
muted stream
#

I have that bend

bold locust
#

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.

muted stream
#

My avatar is like 2m in vrchat >_>

bold locust
muted stream
#

But 1,60~ in blender wtf

gusty compass
#

you can scale it on unity by just using a cube

bold locust
#

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

muted stream
#

wat

#

Im at 1.435

#

But

gusty compass
#

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

muted stream
#

In vrchat i have to set 2.06

#

๐Ÿค”

gusty compass
bold locust
#

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.

muted stream
#

And i have to scale it at what size ?

gusty compass
#

yes that's how i did