#avatar-rigging
1 messages · Page 182 of 1
Oh okay
It's up to you. You can make it any height you want. Just make sure you change the viewpoint after changing the scale.
yep or the perspective can fuck you so hard pepehands
Everyone in VRC makes their avatars like 3 foot.
¯_(ツ)_/¯
Mine is like 5 foot and some inches.
Easy to mess with your perspective if everyone else is smol.
Big.
oh okay
It's funny how much the "average" height differs between friend groups
and for that strange knee ?
Try dragging your hips down in the rig config menu.
Just to see if it does what you want.
The height for VR is generalized though and won't fit everyone.
It bootloops with bsods O_o
The in-game height settings I mean.
that depends for where you live, I brazilian and the people here are fckn giants xD
Nah I mean in game lol
they mean in-game.
Hey, quick question.. Not sure if this is the right place... But does anyone know what would cause a dynamic bone to do this?
I suddenly have "Animator Count: 2" and no idea what i did
also it says DX11 on DX9 GPU, even though i have DX12? lol
collider i guess
how do I make a bone bend exactly with a part? I added a new bone to make moving earring and it does this
figured it out nvm
any idea what would make dynamic bones jiggle nonstop? lol
it looks good in the editor but in-game its bad
one thing i read said it has to do with Custom Emotes, but i dont know if thats true or what to do about it lol
How would I go about making this tooth follow along with the visemes? I tried parenting the bone the tooth is on to the face bone (what seems to have the mouth weighted) and it doesnt move when I move shape keys.. I tried removing the tooth's weights from the center bone and added it to the face bone, and it still doesnt move.
shape keys store the position of every vertex in a specific state
regardless of bone weights
you can edit what the mesh should look like for each shape key if you go in Edit mode, then go to the Vertex data tab (the green triangle thing in the bottom right) and then click on a shape key
you would then need to move the tooth in the position it should be for those keys
oh you're using blender 2.7 uhhhh
idk where the vertex data tab is
is it possible to export multiple armaturtes on the same body?
or does unity not support that anyway
it mean you can put multiple armature modifiers on a single mesh (in blender)
is there a reason why you'd want to do that?
you can have more than just the regular humanoid bones in a single armature
i asked about IK and got told that i definitely need to have that IK solved bone chain in a different armature
ah, in that case then yea they have to be separate
all you need to do is not have a parent bone set for the bone you want controlled by IK
ohh
i seee, so all that is needed is that the ik bones are children of the root
and not children of any of the humanoid bones chosen in the unity avatar tool i suppose
ye
So I have an avatar that im working on and when I drag the viseme sliders on the body, the face changes, and despite having it linked to the mesh renderer, when I test build my avatar, the mouth doesnt move when talking. Any ideas why its not doing the thing?
Theres only the one mesh I think
I didnt rig the model, I commissioned it and the version that I cloned on VRC has it working properly, but I was doing my upload so I have the free favourite spot and I cant figure out why it isnt working
does anyone here do rigging for free
i found an mmd model but it was poorly rigged and filled with jiggle bones
so it wouldnt work on quest
@fading verge might want to check #community-servers-old or look for an offer in VRCTraders o:
Does vrchat have a debug to show an avatars viewpoint height and offset? theres an avatar that has the same viewpoint as one im working on and id like them to have the same viewpoint to have the same arm , size and location feeling
Put the two next to each other in Unity ?
i dont have the other model in unity
For example, if you download the y bot from mixamo and put it into unity , is there a way to find the viewpoint location that the y-bot uses thats already in vrchat
so they both have the same viewpoint
There's no way to find that out aside from asking the creator of the specific model
okie doke
Any reason why my avatar file is not configurable?
I select it and you can not open it in the config to see the bones at all
I've been struggling for a while finding a comprehensive video on to edit/create rigging for models. I'm modifying a base rn, and I want to change around these bones in order to line up with the tail and whatnot. Any help is appreciated, I've tried reaching out before to no avail
check tutorials on weight painting
also i would use less bones in tail bcs it would be more optimized for dynamic bones
which i assume you will use
thank you!
can you rig models with no arms?
PC / Computer - Plants vs. Zombies: Garden Warfare 2 - Sunflower - The #1 source for video game models on the internet!
i wanna use this in vrchat
You need them to be assign to the humanoid. Don't need to be weight to a mesh
i rarely ever use crouch or prone though
Rig the model with a standard humanoid skeleton, just don't weight-paint the arms to anything c:
For the IK to work, the skeleton needs all five fingers on each hand to be rigged - again, they don't have to be weight-painted to anything though
5 fingers? mine avatar worked with 4
Not all five fingers are needed. Thumb, index finger and middle finger with 2 bones each are a minimum at least on SDK2, haven't checked requirements on SDK3.
ah, weird o:
Could you help me guys, me and a someone I commisionned are stuck on an issue since yesterday.
Basically, I we want to give the avatar a prone position that should be like thishttps://cdn.discordapp.com/attachments/799800834997223425/808764313338118264/unknown.png
but in game it look like this https://cdn.discordapp.com/attachments/799800834997223425/808764116205568080/unknown.png
It look exactly as it should in unity
when you preview animation in unity it looks like in vrchat?
Nop
no idea, maybe its vrchat which are changing animation when uploading.
if unity isn't problem
well it really seems that vr chat want to imùpose some kind of movement/restriction on this stance
like... something like "legs can't go this far, must bring them closer" or "torso need to get closer"
well maybe but idk honestly could be something with avatar settings
or like... jusr remember that the avatar is always doing a weird transition when entering it
@rugged wind I would check your blend tree for the movement system, it looks like multiple animations trying to play at the same time to me
I'm having an issue with my avatar's arms being always bent at the arms as if my irl arms should be longer
Disable locomotion on the state
anyone know how i would go about fixing this? I have absolutely no clue what i am doing in unity, but i know that i have a chest bone and its parented to the spine
you need to go to rig and config
where
the config button there?
configure
and select the stuff that says None?
no, find the chest bone and drag it into chest
ok i did it, now i am looking trough the other bone mapping thingies, because it might be broken
i foind this lol
I don't have a jaw bone, should i select none?
yes
Thanks!
np
oh boi there are a lot of stuff here that would look horrible in game lmao
wdym, textures?
no, its just that the mapping is messed up, but i fixed it
hope your avatar have fingers bcs it wont crouch properly
well bruh
BTW, what does this do?
locomotion is when your view follows
what
your camera follows avatars head
i wouldn't force it
well what about fingers
its hard to have fingers without effort put into adding an actual hand to it
it has finger bones tho
well test if it crouches properly
getting a heated bone problem for this avatar i am currently rigging up it says there's on too many when originally there's like 500+ for both the body and the head
Yes, keep it forced. Otherwise you will annoy fullbody users as they will slide around instead of walking
i unchecked it and i kinda like it how i just kinda glide
If it’s for personal use, do what you like!
and it doesn't make me look like a mess when i decide to move while sitting down
yeah its a private
Always annoyed when I find a public avatar that makes me turn off my full body to walk properly
Hey guys,
I have a bit of a random question; in general when you setup the hair of an avatar; is it better to always duplicate the HeadBone and create something like an HairParent to group all the hair together; or does it depends on the hair or different setups everytime?
Is there a "general rule"? I can never tell what does look the best. 😕
you can make head parent too
and if you want use dynamic bones you can turn off head movement
and parent head wont move
Yes I usually do that, but I can never tell what does look better.
To group everything in a parent; or to do the dynamic bone script on each "hair" separately from their own root.
well i think more optimal way is when there is one dynamic bone script
but you can use them as many as you like
on each hair bone
you can make both ways look good
Alright, so I guess it's kinda personal preference 😁
its only matter of preference yes
mhm I see then, thanks for your input 😝
you can always experiment none tells you to not
I do both setups all the time and I got annoyed cuz I could never tell what looked more natural or what I liked the most, thats why I wanted some opinons 😮
it means you are perfectionist
if every small detail is something for you
remember that finding your own way is more worth than others opinion
is this ok sign an animation or hand tracking
maybe its something wrong with animation
how can i finx dis?
Dis clipping is annoing the model is perfect i dont want restart all over agane
moving the bones in pose mode will also cause the vertices that are weighed to them to also move. however, you can move the bones in edit mode without moving the mesh
the problem is
Is not giust moving fingers ecc...I think due to the previous model I entered it made me this problem with my fingers too...
Looks like you duplicates the fingers
can someone rig my model and maybe fix the panda head and make the sword and shield appear when
I click the buttons for it?
Thats if you have fullbody tracking, if you want the running animations or any moving animations to play while moving , leave it checked, if you dont want the animations to play while in full body leave it unchecked
@quasi hedge I would recommend just learning to do it yourself, if you dont want to then just use Mixamo.com you load in your model and they will rig it for you
at the bottom under Pose, click reset, then enforce
My avatar's arms are always bent like they're too long while the knees are also bent
do I have an issue with my bone structure or my avatar descriptor placement
Change your player hight
I have it unchecked, In FBT it doesn't play the animations, and without FBT it plays the animations
anybody in here wanna help me upload a file for avatar use i made a takumi fujiwara avatar for vrchat rigged textured and all just need help uploading it
Any tutorials on adding clothes to a model?
I sent you some videos
anyone got any suggestions or references on rigging a long dress like this one without dynamic bones
is that a female alastor
you could add cloth physics to it
the arms are due to the fact that you arms are shorter than the avatars and the knees are because of your player height
I do believe so but it will probably be a lot more challenging to rig
the thing is that i'm making it for the quest
thats why i can't
it is a female alastor lol, i'm making it cuz i want something for the ladiessss
ah ok
doesn't vrchat usually scale the user to fit the arms?
not all the time
dang
not always yeah
I have some avatars that do not scale the arms
most of the time but some avatars are just like that
yeah i have a cat model i made and the arms dont go that far
about the dress i guess i'll have to just kinda rig with the legs or something
but you would expect it to scale the user up if both the legs and the arms are too long
hm maybe
you could try to make the avatar a bit smaller to try to scale to your arms
or just make the arms shorter
yeah with the dress you would rig it to the legs and make a custom walking animation to make it not look weird when walking
I think ill just do the user height thing since I dont plan on sharing this avatar
the user height is usally make your height shorter rather than taller
if you want to straighten out the legs
it fixed the arms too but made the legs stretch up so to fix the legs ill probably get openvr advanced settings and change the floor height
yeah
oh yeah a custom walking animation is a good idea
you can make weapons appear by creating a clone of the model and then overlayng the weapons in the hand so that when you make a geausture it make them appear https://www.youtube.com/watch?v=GkVJSd3Js8o
oh yeah that stuff is really cool
also anyone know where to find clone trooper addons like shoulder guards and stuff
It's a matter of some really careful weight painting on the leg bones. The dress will stretch a lot, so you are restricted in what kind of UV and texturing you are going to do to help hide it. If you don't want any dynbones or cloth sim at all you'll probably want to add some secondary animation based on player velocity at the lower end of the dress (maybe using a blend tree).
In the end, you'll probably want to author your own animations for locomotion and crouching to keep the feet close together. The default animations are definitely not designed for a tight fitting long dress.
I can't seem to figure out where I'm going wrong with my weight painting. The right leg is painted perfectly and has no issues, but the left leg gives this weird cutout when I pose it backwards. Any ideas on what could be causing it?
most likely painted to something else
check specific vertices in edit mode and Item menu
Heard, I'll check and see what I can find. Thank you!
@vestal dirge I’m thinking about maybe making the dress just one flat color and no texture on it, since it’s going to cause stretching anyways, seems like replacing animations are a bit complicated
nvm its the easiest thing in the world lmao
Am I missing something when trying to weight this bone?
Left leg is the only bone that is not moving its weights
I'm running 2.83lts
is there anyone able to rig my avatar?
and or put it together
i know how to do animations not rigging
I need some help if anyone can give me suggestions
I have a cute avatar but her legs aren't matched with her bones
can you post any screenshots?
I can't really because it's a NSFW avatar and I think one of the servers rules was no NSFW
It's a humanoid elf
That would work
if it's as simple as the bones not being aligned with the model, you can just move the bones in edit mode with blender
I can also blur out parts
The bones are aligned properly
The foot moves but the leg and thigh don't move with the bones
so if you rotate the upper leg bone, only the foot moves?
Exactly
probably weights are wrong
The model had two skeletons, I believe that's because it was designed for full body so I removed the "leg twist" bones and there was 7 of them in each leg
you can't just delete the bones, that will also cause the vertices that were weighed to that bone to not follow anything
you need to use CATS blender plugin to merge the bones and the weights
@rain pier
you can do that by selecting all of the bones you want to remove first, then selecting the one you want to keep last, and then using the "Merge bones" function, and select "To active" (since the last bone you select is the active one)
Yes I have cats and mmd importer installed
how do you guys fix the materials not showing in unity
answered in #avatar-help
Is there a recommended bone structure for rigging an oversized sweatshirt?
I've been using the default structure that CATS gives (left in screenshot) and can't seem to get it to work how I want. I referenced another avatar (right in screenshot) which does work well and it has a different structure.
Its not the armature. Its the weightpaint on said rig. Just go with the left armature and weightpaint it properly. If you want help I can add you to a server where im currently teaching a few people on how to make avatars from assets. Its fridays avatar senpai day. :3 If its the pants that clip through then just get rid of it from underneath to avoid said clipping.
Do these leg bones look off to anyone? My legs cross when I crouch in VRChat. Or should i Spread them apart abit more?
Just fix bone roll and move them a bit to the sides instead of so close to one another.
that's a Vroid issue. what i do for that is in Blender, go to Pose Mode, spread the leg bones slightly, then rotate the upper legs outward until they point straight down, then rotate the lower legs inward until the bottoms of the feet are flat. then numpad 3 to see the side view. rotate the upper leg forward so there's a slight bend in the knee, and then lower leg backward again so the foot is flat on the ground. then in cats, set as rest pose.
another thing that helps is if you're in sdk2, change the animation set to "female" in unity
the issue is that as you can see in the screenshot, vroid legs kinda point inward toward each other
I once got a friend to make me Vroid hair for an avatar and I just binned it because it was too much of a bother for me to optimize. Spent like 3 hours on it in Blender and then just rolled my eyes and gave up so when it comes to me im incredibly biased when it comes to Vroid in general. XD Sure building an avatar from assets is like 10 times more work but then you actually learn something other than how to move a few sliders and how to upload in Unity.
If you wanna make a cursed avatar then its kinda easy though X3
Ehhh yea Vroid catches a lot of flack. I start my avatars there to make the base model, but they all get hours of work in Blender getting them customized to my liking. Doesn't have to be mutually exclusive.
That hair must have been really elaborate to be so unoptimized. I don't get too crazy with hair (and I hate making it anyway, so I often pop another hair asset on the head) but I don't think I've made a Vroid model with more than 40k polys. I guess you could go nuts rigging the hair though.
When did this whole Vroid thing even become a thing? Its like just a few months ago I heard of it and now its everywhere. 🥴 Actually the hair was incredibly simple but so broken that I just flipped a table on it and found an asset that was less broken. Full of gaps and full on holes but getting to them was incredibly difficult thanks to the gaps in between the hair and whatever the fuck was underneath that hair. Its was a nightmare to work with. Trust me.
Ohhh I know what you're talking about. Gaps happen in Vroid for the same reason they happen when you model them from scratch -- it takes effort to get the hairs close enough to each other. No shade to your friend haha, it's not easy
Actually no. Ive done hair from scratch on Blender a few times now and not once have I had such struggles with it in my life as ive had with Vroid hair but yea. This person is really good at Blender but has used Vroid a few times. That model above was made by another friend of mine who with im literally laughing about this avatar right now. We are SO going to upload that to VR Chat just for the laughs. X3
But no. I will NOT touch that avatar not even with a 5 meter stick. That hair traumatized me forever.
A lot of people create beeeaaautiful hair in Vroid. It's just a skill thing. It's the one thing in Vroid that actually resembles modeling (you're drawing strands of a certain shape onto a 3d grid) so a lot of hair ends up looking scuffed because the program has a lower skill floor.
But the ceiling isn't as low as you may think 😉
Do show then :3
This is my finest work to date! I mean, just bask in its eternal beauty! XD
this creator makes loooovely hair: https://ddmavis.booth.pm/
Yes Frayzr. Look at those gorgeous elf ears, crab claw hands, super tiny feetsies and let us not even go into that masterpiece of a hair and what it looks like 😏 😏 😏
Nothing short of perfect in my eyes! 😉
I mean sure they look nice but im just thinking of what they look like when you press tab in Blender. The flashbacks are coming back! XD
I mean, you're literally talking to somebody who fucks with Vroid hair in Blender like every other day haha, your experience with one model is not universal
True true 🙂
@tulip root @tawny spear Bone rolling fixed it. ty! yea SDK2 i used to just change to female animations but thats not a thing for 3.0
Frays Vroid port to Unity went well XD
Yea i couldnt do the hair. There also werent many male hair options on booth :/
Well glad it fixed it ^_^
how... did you get 188 material slots lol
not a bloody clue mate XD
I WISH I KNEW BUT IM JUST LAUGHING MY ASS OFF XD
170 hairs each with a separate material assigned? haha
Im fucking dead XD
this convo should probably move elsewhere though, we're taking up a lot of rigging space... avatars-2-general?
Naaaah lets just leave it here. We gonna continue doing our disaster on an Vroid avatar and you have a nice day now ❤️
Hey all, finally got to the rigging point of my first avatar so I'm not really competent in this stuff, but are there any good tutorials for figuring out weighting? Especially on shoulders. Whenever my character lowers his arms he looks like someone dropped an ice cube down his back
Any help appreciated. Current rig set up just in case it might be a bone issue
nice
@rose terrace weights are one thing, but the position of the bones is another
you might wanna move the top part of the upper arm bones outwards slightly
Can I ask questions about repairing an avatar here?
if its rig repair yes
It's more of a problem with the FBX file and the bone positioning in blender
ok so what is the problem
I buy the avatar from booth.pm and I have this problem
I repaired it after watching this video https://youtu.be/2sfTEBAl8sA
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandline option --legacy-fbt-calibrate)
*The zigzag neck problem is less pre...
But the avatar have 4 versions with different hair and faces
Every model using the same fbx file
So I try to reinport fbx because I only move chest bone higher just like in tutorial
But after reonport fbx just like in this video
All models disappear
so inside fbx there is 4 types or there is one avatar with 4 types inside it
Is strange
Fbx have only one type of this avatar
Wait I show you
Fbx inside the package use only hair of the first avatar
The pink one
you heaven't opened file in blender?
I opened it and edit it
And then export to unity
And I test the avatar etc everything working fine
But I can't put different hair from this avatar
Idk how this work I'm confused
The guy don't put prefab
But a scene
That have all versions of this avatar
And all this version use the parts from this one fbx
But I can't see other hair options inside this fbx???.
This is so stupid
I just want to put different hair on this avatar but I can't
kinda stupid that you didin't got 4 fbx files
maybe in this fbx versions can be changed but idk how it was implemented
i would check fbx in blender
after i export the unity package it looks like this
folders with materials and FBX only
no prefab model at all
and this scene
i never done fbx file like that but i think you can using this folders replace her look
hmm you checked if folders doesn't contain hairs?
Wait a second
No
But
I want to show you something
Ok is almost the same but different positions
Ok I'm confused
And model have different default face
Ehh
Ok so now I need to see how to change default face in unity
Or in blender I dunno
i never did avatar like that maybe someone else did
i can't help but i would try blender
omg is the same hair model but with different modeling WTF
but did you know meaby why the prefab models disappear after re-export?
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandline option --legacy-fbt-calibrate)
*The zigzag neck problem is less pre...
i do everything like in this video
but after i restart rig
avatar disappear
😕
is strange because when i change rig to none
everything is ok
bcs rig must be humanoid.
but after i change to humanoid
puff
disappear
it is humanoid
by default
i try import to blender via cat plugin and without cat plugin too
and the result was the same
oh sorry
you clicked fix model?
in Cats
no i dont
i mean i try two options
but fixing change the model bones names
so i was thinking thats the issue but
is not?
dunno
but even if i click fix model i use only "fix materials" option
Why only that option?
@sage patio thank you! I shall try that
no, if you don't know what those other features do/you don't need them, you shouldn't use them
fix avatar often breaks things if you don't know what you're doing
Not sure if this should go into rigging or 3.0 help, but has anyone else here had a problem with the eyes jumping backward when you try to set the up, down, left and right positions?
The eyes are working fine in Blender and look fine in the rig setup, idk what's happening here
How are the bones set up? Are they pointing up? I believe they have to be pointing up, if you have CATS on blender it can fix it for you
I'll check the orientation
CATS has caused a few problems with it's "fix armature" function and my workflow when creating armatures
I see, you could only use the "eye tracking" portion of CATS and dont press the "fix model" button. It will create bones for the eyes to their correct orientation without modifying anything else
I'll give that a try after this
Yeah, same problem when I flip the orientation or use CTAS, they just rotate 180° when I preview them in the descriptor
@quaint dock you can just rotate them the correct way
that's why the options are there
I mean, I want to know what causes the problem in the first place
probably just the bond rotations in blender
Cool knee bend I found
https://twitter.com/chakapo/status/1360511272953933824?s=20
膝の曲がり方がいい感じになるように、補助ボーンを追加してみました。
いわゆる「コの字」の膝なのですが、VRchatでも動くように簡単なコンストレインで制御しています。 https://t.co/fy2EBCZYaP
669
3022
Okay thats just satisfying to watch
Nice
I remember there was a Blender addon for merging multiple bones in a chain at once to turn a dense chain into a simpler one, but I can't remember what it was
That sounds like CATS Blender plugin to me? o:
@teal badge you can just use CATS plugin and the Merge bones: To active button
select all your bones you want to merge, and they be merged to the last one you selected, aka the active one
So I am trying to make this damn 3 fingered claw work in VRChat, being the 2 top claws are the index and middle fingers and the bottom one would be the thumb. But I have no idea how to make it work right with the SDK... is there a way to set open and closed hand positions manually?
as of now the top claws work alright but the bottom claw goes all kinds of wonky
I do mean with Index controllers as well.. I know I could set custom positions with the gestures layer or whatever but I cant test those
actually come to think of it ive never tried overriding index hand poses.. is that possible?
What’s better to use for base models unity or blender?
That's a very vague question, what are you trying to do ?
I downloaded a base model to make my own version of it with different clothing
Well you can't model in Unity, so Blender is what you're looking for
Blender preferably then yeah, esp. so you can bake them into one mesh and otherwise optimize it o:
Ok the file has a unity logo on it will i still be able to get it into blender?
What's the file extension? If it's a .unitypackage, you'd need to import it into Unity first, then modify the .FBX (which is the model file) after it's unpacked
Yeah it’s a .unitypackage
In that case, import it into a new Unity 2018.4.20f1 project, then modify the .FBX file that'll appear after unpacking
Ok
im having such a hard time with unity, the vrm tab doesnt show for me to import my avatar, anyone have any tips?
Try importing the VRM into Blender, then export it as an FBX and bring that into Unity? o:
CATS Blender plugin can import VRM files
I... have an interesting issue/question, shanie referred me to ask in this channel. To put it simple: I have Full Body Tracking. When i move down my head while keeping the hips in the same position, my viewpoint goes down, just like my real head. But the head of my avatar doesnt really go down. Essentially, my viewpoint is moving down, outside of my avatars head and it moves down inside the body. Its apparently a common thing that many people have.
Now the interesting part about that is: Until recentlyi used my Oculus Rift together with Vive Trackers for Full Body, and I did not have this issue. I could look down or move my head down all the way i wanted, and i always have a nice view down at the chest area from the top, and not from inside of the body. Now i use the index and have this issue, and i'm reaally confused.
I've come up with a theory tho, as to why this could be the case
(epic paint drawing)
This somewhat visualizes what i would imagine. With the rift the viewpoint was closer to the center of the rotation of the head, therefore when i rotate the head, there was basically only rotation, and little movement.
While with the index the viewpoint might be further in the front, and further away from the center of rotation, therefore more movement that puts my viewpoint further down than it should be -> inside the chest.
Could my idea be correct? Is there a way to fix this and get the behavior of the rift onto the index?
When i change the viewpoint of the avatar, nothing changes really, its always the same issue. Another thing i could see possible is that it might use a different IK or something. I believe with the Rift the chest bone moved a lot more with the head, and was less hard attached to the spine bone. While now it barely moves and it feels like its just using the same rotation as the spine bone whenever
(please ping me if you answer, thanks ^-^)
Question for rigging, when making an avatar rig does the model of the legs, torso, head, hands have to be all seperated from eachother?
@fading verge
as for the mesh, no. they can all be one mesh
they should be all one mesh
what did you do?
the chest part for my avatar is missing, how do i fix it?
I can't find chest in the list at all
Who pinged me
not me.
Can anyone help me?
i cannot find the chest
In the list
in configure rig
i tried asking in general help but they don't seem to know about my issue.
I tried placing an animation on the Locomotion layer for the Prone position and everything is fine in Unity but in VRC, the model sits above the ground by quite a lot. I need to set my height to something stupid like 7 foot 11 to make it look the same. Do you guys know how to fix this . Here is what i tried so far with no luck :
• Higher or lower view point .
• Lowering the Hips in the Rig.
• Lowering the Root T in the animation.
none of these worked. Here's how the difference looks.
Unity:
VRC :
im making an avatar of this guy
what'????
I click on the model in assets
I click on rig
I click on configure
I scroll down to chest
I click on chest
The select transform list pops up
And i can't find chest in the list
Does that explain a bit more on what's going on?
I was not answering any part of your issue i was posting about my issue
Oh
question, whats the best practice for fixing twisty legs when using fullbody tracking?
anyone know the main reason the finger bend sideways, like i'm assuming the bones but they look fine to me in blender
@tight musk have u tried editing the animations in unity?
no but i guess thats just what i'll do, they move fine in blender
Check your bone rolls, it help to turn on the axis display in Blender's armature tab.
does riggify armatures work for vrchat?
Nope, not the default presets at least. You can technically make a Rigify & Unity compatible rig by making your own Rigify preset, but there doesn't seem to be much documentation on how to do that.
But from my experience, using the default Rigify humanoid in any game engine results in a lot of disasters...
My viewpoint is off center when I upload into vrchat but the viewpoint is perfectly centered and I have the position set to zero on everything in unity.
How do I go about fixing that?
It was fine on my first upload, but once I made a prefab in unity and tried using that to make a second, smaller version of the model is when it got messed up.
so
I mapped all the bones
but still doesn't want to work?
anyone know what to do?
wtf is that SDK
why are you not using the actual SDK
and also, make sure the bones are correctly mapped in the rig configuration in unity
don't ask about the sdk
the sdk is fine
ill show you the rig give me a sec
they are connect together
I have fixed it
the armature is was named wrong in blender which is a big pain in the ass
Seems I've messed up terribly in my rigging- can someone assist me?
What's the issue?
I believe my bones didn't work when trying to rig my mesh, I want to see if it did, I've parented my mesh and bones together and tried to pose them but I can't seem to do that.
What happens when you should try to pose them? @fickle field
Frames drop and I guess the bone moves but not the mesh itself
Screen shot of your modifiers list?
I'm kind of fresh to blender, no ideas what modifiers are
https://docs.blender.org/manual/en/latest/modeling/modifiers/introduction.html It's in the properties panel on your right, green wrench icon iirc.
Wait, make sure you parented your mesh to your armature and not the other way around
I probably did that, but I don't know how to tell if i did or not.
It's the tab with the wrench, not the box
"bone properties" right?
Oh wait, you need to have your mesh selected
oh god i knew i bit off more than i could chew
Let me just screenshot the entire screen
If you parented them right, your outliner should look like this sort of. With the tposing icon before your triangles.
Okay it looks like you have everything parented right
I was trying to remember from memory, I have a custom theme :p
What happens when you try to pose your armature? Make sure you're in in "Pose Mode"
under the armature tab there is only "metarig"
Pose mode is here:
I've got it on that setting.
This'd probably be easier if there was a live feed of everything im doing lool
Press this button here
It might be better to just watch a tutorial if you're just starting out
Not one for VRC yet, but one for rigging characters in blender
I kinda did do that already
I watched one where it used a plugin- a pre made humanoid skeleton.
And I got that setting on, yeah.
The Rigify human skeleton?
Yeeep
You can use the metarig for VRC, but the "Generate Rig" button will not work for Unity.
Oh wait I totally forgot you said this
What's probably wrong is that Blender wasn't able to generate bone weights for your character, especially since it's rigid and mechanical, you might have to do the weight painting and building your armature by hand
This probably wasn't the best character to be your first
Facts.
Well- still, I can consider this a learning moment and stuff.
The problem being I'd need to have someone looming over my shoulder so I could get that proper help.
If your still up for it: this is what you have to do https://www.youtube.com/watch?v=OEcvWQtzBMU But this tutorial is for a older version of Blender, but it should still work
In this tutorial I show you how to rig a hardsurface model of a kind of robot arm with Blender nd how to optimize the automatic weihts approach with weight painting for the sub models.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
Facebook: https://www.facebook.com/jayanamgames
Patreo...
Moving my question from #avatar-help ...
I set up rigidbodies, colliders, and hinge joints for my avatar's tail, it works nicely in the editor, but becomes a fonky snaeke in VRC. Is there a collider layer I need to switch it to or something? https://cdn.discordapp.com/attachments/730948173379535022/811120780251365426/2021-02-16_01-19-17.mp4
I also noticed that it works in the menu turntable thingy (it just sags, depending on the how low the drag is set), but never does it actually responds to player movement and doesn't act right in worlds.
Probably has something to do with how you're playing the game at 3 fps
That's just the recording, the FPS is in the corner. The behavior is the same on my desktop at 90 fps. Do you have an actual solution?
Is it world dependent at all?
It might be, I've only tried "Avatar Testing" and the default home world
It's not, I just tried a bunch of different worlds, they all had same issue
@upper yoke is there a reason why you're not using dynamic bones instead?
like everyone else?
I don't have any money and refuse to pay for something built into Unity. @sage patio
eh I guess
If it works in Unity, there should be no reason for it to break in VRChat
Unless some colliders are overlapping or something idk
That's my guess, but I have no clue why it's happening
But, if colliders were overlapping in unity, then it would do the same thing in unity. It’s likely an issue sith VRChat networking or IK or something.
Could it be because the bones are parented to parts of the armature that are animated? The hips specifically
Animations could be part of it. I really don’t know.
If it’s parented to hips and the hips are moving a lot, then the joints would do the same
But I doubt that’s happening
Unless it is
It’s more likely just a joint bug though
Maybe mess with rigid body collision settings, such as chaning it to “continuous” or something
I doubt that would do much
I'm ASSUMING that if I put a large bone into the center of my model it will weigh it down enough so it doesn't ragdoll when it moves from prone position.
Am I correct on this, or is there another method I should approach?
i doubt it will work
you can try parenting it to spine
but idk if this bone will be even considered
Hurm. Do you know of a good way to end that ragdoll problem? It's driving me insane.
Or are we literally just parenting bones to each limb to weigh it down?
Like the entire body is flopping around. Like it has no bones.
But the head is fine.
i never seen that only prone animation is weird in avatar it usually is bad at every other one
like crouch etc
In that view you can just rotate it. You can just ignore the "not in T-Pose" warning.
I tried changing it to continuous, and tried unparenting it from the hips, and setting Update Mode to "Animate Physics", none of that fixed anything, but it does work in the menu. :p
OH MY GOD I GOT IT WORKING. I started making a bunch of changes at once, but I think I needed to make the base of the tail attached via joint to a rigidbody component on the hips and not the root of the avatar, and you can't have colliders.
Dynamic Bones, no extra scripts, not a dime paid, no piracy, and I only lost 3 days of my life :3
https://youtu.be/evJxU90Uwwk Both Game Bar and Relive stopped working but, phone still works :3
Nice.
Thanks
I'm having an issue where my character's knees cross whenever crouched and standing still, and the legs seem to stretch out, lock at the knees, and land on the tippy toes before landing on the ground while walking. I am not sure what is causing this, and i will have a link to a video showing the issue in vrchat in a few mins.
https://youtu.be/h6iDX9fAtT8
I think this has something to do with it. when i select the "Select" Button, though, nothing happens. i have no idea how to fix this issue.
Struggling very hard to debug this. I suspect the hair mesh is not parented correctly, but no idea how to check...
it is probably not rigged properly in blender
Yes, I'm in blender now but don't know how to fix it. The pony tail is moving correctly with the rest of the avatar, it is only the top of the hair. Does it have to do with vertex groups? Coming from Udon this is all very new.
is this pmx avatar?
you just click on hair and shift left click on armature and right click and parent with automatic weights
What is PMX?
@ornate cairn Thank you!! The hair is working now!
"Parent with automatic weights" was the solution.
well np
Now to figure out this new face problem, but I think I can do that
could be texture if it is like that always
Nope, occured just now, never seen it before.
eyes are spheres or texture?
yes do the same thing.
Hey there, I would have a question.
I've been working a character from scratch and going on to the rigging part of the project.
Generally setting up the bones hasn't been too difficult, I used rigify to set up a basic skeleton, adjusted it and auto weighted it with the intend to clear it up afterwards.
In the attempt to clear up the root of both the bones going down the length of the hair and in the eyes with the subtract brush the weight wasn't deleted as much as just pushed around to other near bones, making them interact with part they shouldn't.
I tried looking up how to tie certain parts of the armature to certain objects but nothing so far has been too helpful.
Thanks to anyone that could potentially help with this, I can provide any further info that I might have missed.
My body sort of rides up when im walking, any reason as to why is that? https://imgur.com/a/UWby12l
It just uses the default human rigged walk
not any sort of special animation
also want to point out: this dosent occur in desktop mode
maybe when walking it pickups on legs your controllers.
weird never seen that problem
yeah not sure. It should pick up on my hands because im using an oculus, and not using full body or anything
you checked other avatars?
so it is somethng within avatar like controllers work on legs instead on hands
if you haven't done anything with custom animations it is rig problem
@tight ravine you use sdk3 or 2?
using 3
you haven't added any animations?
i did add one, but it is a skinned mesh rendee material change
and that's all
for a flipbook shader
could you upload it through sdk2 without any animations and check if it happens
or even 3
ill try it with 3 since i have it already up
i heard someone else complain about this but dunno more then that
i suspect animation
also you can add custom walking animation to check if it will fix it
I took off the fx layer, and removed the controller, so let's see if that fixes anything
No, same issue
hmm maybe try using site like mixamo to get custom walk animation
it could be your weight painting being off, idk
yeah i can try that, but seems like a stop-gap fix
i posted my leg painting earlier, if you want to take a quick look
ah sad.
their help page dosent seem to elaborate much either
No, plus it'll prob be jank unless i really work on it for a while
i think custom animation would fix it.
other than that i have no idea why it;s happening
rig seemed ok
is there a faster way to check out hip adjustments for FBT than make adjustment and reuploading the avatar each time?
@tight ravine The bottom of the hip bones look a little close to the tops of the thigh bones - try moving that hip up a bit, or shortening the spine slightly? o:
yeah ill try that too
how far should the upper leg bones be below the hip?
green
Didn't fix it, but ive been meaning to do that too
oh my god thank you my model is not imploding anymore lmao
https://cdn.discordapp.com/attachments/390924372782612480/811928617759408178/unknown.png
I was wondering how to fix this. i'm not sure how to do it from within unity.
flip the hip bone
just flip it?
with that warning, yeah, it's likely the bone is upside down
you'd have to flip it in blender
i just did, no change in how the character walks
i'm so mad i can't figure this out
Can you show what your armature looks like in blender and how you applied the bones in humanoid configuration in unity ?
yes your hip bone is upside down still
this is what it looked like before i flipped the bone
How did you flip the bone ?
i moved the point that extended into the floor up into the torso.
is there a better way to do it?
Press R, type 180, and done
i tried that and nothing changed.
Nothing changed where ?
oh wait
all your bones are flipped
how did that even happen
your chest, spine and hip are going the wrong way
oh wait nvm, that's the clothing bones
I;d still need to see how the bones are assigned in Unity
do you know how animate the avatar for the moving the mouth when i talk ?
you create blendshapes in blender and then you can assign them to the visemes in unity.
Ayo is it possible to make a avatar with a mac
should be. as long as you have the correct unity version along with blender, it should work. don't know for certain, though since i don't own a mac
Ight
and if i use just unity ?
i am not sure. i haven't messed with animations in unity.
your avatar needs to have all 15 required Visemes
each viseme corresponds to a certain sound
So I got a model recently and I out it through vrchat to see if everything was good and the shading isnt right and the emotes are not working right and I was wondering if someone can help me talk it through to fix it (idk where to put this question so let me know if it is the wrong channel)
blender question: so i was doing some editing to a body mesh and to save some time i deleted half of it and mirrored it, but now my entire body mesh is attached to the same side of the armature
any fixes?
Yeah you can't really do that if you have shapekeys
Did you use the mirror modifier or did you symmetrize/scaled negatively ?
The mesh was already weight painted. I just resymatrized the bones on the right side and ill weight paint it myself
Thx for the reply though
what do you all use rig avatar
Blender
That error tends to have other errors associated with it - check your console? o:
hoq
how
Top-left of the asset browser should be the console
where is the file the stuff should go after i fully make them
It shouldn't make a prefab at all once you build your avatar, afaik
having a screenshot of the errors in the console would be helpful, though c:
what sdk should i use
the vrchat sdk ?
ok
Would anyone happen to know why after I apply automatic weight and manually done some weight painting to a shoulder. Even if the arm and the shoulder cloth is at 100% red, they both move at different speeds....?
The arm is likely painted to another bone, too
check the spine or similar/near bones o:
Hmm it could be the vertex groups that the automatic weights generated. I was on Right Arm vertex group then I switched to breast R vertex group
https://gyazo.com/578004bc5fba82f1077b5143ef7fbde6
Huh it's still the same result if I made that vertex group all red too 🤔
So I just ran an avatar through Mixamo and put it into unity and it looks like this, is this how it is supposed to be since it originally had textures?
click on body
does it have the extract textures option?
also did u put the textures into the assets folder
Anyone know what type of bones I would use if i want to rig nine tails on an avatar like this? I haven't attempted anything yet just was curious.
Where would I find that? Still new to this, first avatar
And on the textures part, the avatar seemed to already have them equipped in Mixamo
But none in the zip file
What software you rig you character
Hello everybody! I have experienced a problem whenever I do the "Fix Model" from cats plugin, with only "fix materials" / "combine same materials". It still messes weights in a way that some bones lose their influence (they show up as blue in weight paint mode, even though they still move the mesh as before the fix). Anyone have experienced something similar? Couldn't find it on the internet anywhere.
Hello everyone! I swapped the head of an avatar (FBX) in Blender and uploaded to VRChat.
The head doesn't move/tilts up-down when I move my mouse, the head only moves horizontally along with the avatar when the body rotates.
When I perform an emote in VRChat the head doesn't quite follow the head bones and dislodges from the body.
In Blender I parented the new head mesh to the head bone and only that bone. Maybe I have to parent the mesh to other bones that I'm unaware of?
Thanks for reading!
Nvm I'm dumbo, for some reason CATS "Fix Model"/"Join Meshes" unparents my mesh from the head bone (No movement of the mesh while messing around with the head bone in Pose Mode)
What is best to do when making a character with nonstandard proportions? like having stubby legs but long arms?
shifting the skeleton to match it makes you burrow underground if you sit fullbody ingame
Did you know how i can modifi the texture for have nail on the hand?
nvm it still doesn't work, any help or advice would be appreciated 🙂
I'm trying to frankenstein these 9 tail models onto a rexouium and I need to rig them individually, but I have no experience with rigging. Any advice?
is the body already rigged up?
if so and you're lazy/don't wanna do dynamic bones, could probably just:
-select all the tails, ctrl j
-keep the fused tails selected, shift click the skeleton, ctrl p, armature deform
-go to weight painting on the tails, select the vertex group for the hips and drag a big ol red gradient over em
-select the tails, shift click body, ctrl j if you want everything to be tucked into one mesh
hi
im terrible at modeling
i will wire someone some btc if they can help lol
already got the blender file made
why is my avatar's wrists fucked up like this in game
it doesnt look like that in unity
Check the armature itself, if there aren't any additional bones then you'll need to fix the weight painting in blender
You can use the cats blender add-on to fix the model
it crashed my blender
when i clicked fix
????
it starts loading for a few seconds and then immediately crashes
what the hell
if it looks like this in unity why is it missing bones in blender
idk man i hate this
This avatar would require a bit of work to be usable
I've got an avatar that is under the ground when imported into unity, but is above ground in configuration and blender model
not just to the torso either, this goes fully under the surface
happened after i added an animation, and doesnt revert
did you ever check the weight painting?
click the model, go to the top left where it says "object mode," click that and select weight painting
then you can go to the tab on the right marked by an upside down triangle to see the vertex groups
(this is in blender i mean)
the bones are fucked up in blender
they're good in unity
idk why
man i dont know any of these things
i just want it to work
mood
i want to pay someone to make my shit work and for the mouth to work
like
it's just this avatar
but the stretching to me suggests improper weights
oh dear is that 2.7
yes
my apologies i only have experience with 2.8
because i tried fixing the model with cats on 2.8 and
instantly crashes
fuck this man
i just want to play using mr bird
here
i have to say converting avatars seems more work than making them from scratch
why
it should be easy
i've already paid 30 dollars to get someone to fix this and it still doesnt work
i am tired and mad
im only 15 man i dont have that much money
im so confused
this is so disappointing
i dont wanna pay fuckin
300+ dollars for an avatar
and i really can't
i only have 700 dollars
total
paying for avatars, like any work of art, is a luxury
don't do it unless you have plenty of income to dispose
yeah
it's a shame like
avians aren't popular
cause there is basically no vrchat avatars for it
does vrchat support 3-bone thumbs?
or better question, do they even work and move if I do have them on my rig
I believe so yea
you can do three bone thumbs but you'll have to spend a lot of time adjusting its position not only in blender for the weight paint but also in the rigging tab in unity (forgot what it's called)
ok
so i'm trying to transfer this fbx to blender but the bones are rigged differently in blender than how they are in unity
does anybody know why
I've got an odd question. Is there a way to use a vive tracker on a fake tail irl that moves back and forth to control an avatar tail in vrchat? xD
no, you're limited to either using 1 (hip) or 3 trackers (hip + feet)
only supported configs
best you can do is tweak the dynamic bone settings until it's as realistic as possible
I'm running into an issue with my avatar's knees pointing in at each other. I've had this issue on multiple vroid-based avatars, and I have yet to figure out how to fix it. Does anyone have any recommendations?
Legs are too straight, you can fix that in blender
here's the armature
How would you suggest adjusting that?
because at this point I'm at the limit of what I know
you grab the knee bone and move it slightly forward
cool. I'll give that a try. Thanks.
can someone please help I made my first avatar and she leans back constantly I'm assuming it's a rigging issue feel free to dm or whatever is needed
It doesn't do it in blender btw
is there a way to rig an avatar with really long arms that won't mess up FBT or is that just a no-go
You can rig entirely unweighted arms to your IK, then rotation constrain the longer arms to it
You could probably have a proportional rig, but weird painting to do that. Very very weird painting, idk tho.
hey you think someone here could actually help me with somethin real quick?
but having things painted when theyre far from the bone means they don't move right
im having a problem when i go to build and publish it creates a prefab in unity
that's an interesting idea
How should I rig a character that doesn't have legs? like he kinda moves around like a snail
If you want it to be humanoid, you still need legs they would just be invisible
how would I make it invisible?
You can have the bones there just dont weight paint any mesh to em
Aight
Thank
Edit mode, select the knife, vertex menu, assign it to the bone
yep
thank you
@crisp tendon im trying to add a dynamic bone to it in unity on my character but the bone never shows up
I have no idea how you're trying to set that up so it's a bit hard to help
im not sure if i need to attach it to my avatars skeleton or if i can just put it on in unity
ok so
trying to put it here
on the finger right
cuz i want it to spin around the finger
might be able to do that with a rotation constraint instead of a DB? o:
What would they constraint it to 
gameobject on the finger bone? I'unno aa
Might as well animate the kunai itself then
nah but i want it to move with motion tho
You probably want to add another bone to the main one to make a chain
you wouldn't, it just needs to exist
oh
kek
@crisp tendon
i see the bones
swinging around like i want the knife to
BUT
the knife doesnt move
aaaa
is the knife moving in blender pose mode ?
Then you didn't assign the vertices to the vertex group ?
okay i click my knife
and go into edit mode
i select all verts
and i go into
this tab
click on my bone
and click assign?
yep
and now i test pose mode
yep
Did you remove the other vertex group ?
other vertex group?
Can you ? 
I just tried and it works without issues
I'd suggest deleting the armature and vertex group and starting over
Unsure how you got that to break
for what ?
oh i see
but how does it know that im trying to make it all get controlled by the bones i have in there?
Because of what you assigned in the vertex group
im so lost man
one sec
the vertex group needs to have the same name as the bone
ah but my mental is dying
o
when i click
with empty groups
it doesnt create anything
You don't have a vertex group ?
was it already parented?