#avatar-rigging

1 messages · Page 182 of 1

gusty compass
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what you want

muted stream
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Oh okay

bold locust
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It's up to you. You can make it any height you want. Just make sure you change the viewpoint after changing the scale.

gusty compass
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yep or the perspective can fuck you so hard pepehands

bold locust
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Everyone in VRC makes their avatars like 3 foot.

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¯_(ツ)_/¯

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Mine is like 5 foot and some inches.

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Easy to mess with your perspective if everyone else is smol.

gusty compass
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i did mine with my real height (1.90m)

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idk in foots :v

bold locust
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Big.

muted stream
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oh okay

finite swallow
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It's funny how much the "average" height differs between friend groups

muted stream
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and for that strange knee ?

bold locust
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Just to see if it does what you want.

muted stream
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Ok

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But my laptop is dead at this time lol

bold locust
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The height for VR is generalized though and won't fit everyone.

muted stream
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It bootloops with bsods O_o

bold locust
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The in-game height settings I mean.

gusty compass
finite swallow
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Nah I mean in game lol

gusty compass
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ah ok mb

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,_,

bold locust
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Nanachis and hoppous be like that.

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Then you get halo squads.

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Big difference.

hollow mist
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Hey, quick question.. Not sure if this is the right place... But does anyone know what would cause a dynamic bone to do this?

sage moss
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I suddenly have "Animator Count: 2" and no idea what i did

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also it says DX11 on DX9 GPU, even though i have DX12? lol

sleek isle
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collider i guess

celest niche
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how do I make a bone bend exactly with a part? I added a new bone to make moving earring and it does this

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figured it out nvm

elder sphinx
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so even though ive rigged the avatar right its still t posing

sage moss
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any idea what would make dynamic bones jiggle nonstop? lol

sage moss
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it looks good in the editor but in-game its bad

sage moss
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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

covert jay
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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.

sage patio
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regardless of bone weights

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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

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you would then need to move the tooth in the position it should be for those keys

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oh you're using blender 2.7 uhhhh

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idk where the vertex data tab is

gleaming mesa
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is it possible to export multiple armaturtes on the same body?

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or does unity not support that anyway

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it mean you can put multiple armature modifiers on a single mesh (in blender)

sage patio
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you can have more than just the regular humanoid bones in a single armature

gleaming mesa
sage patio
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ah, in that case then yea they have to be separate

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all you need to do is not have a parent bone set for the bone you want controlled by IK

gleaming mesa
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ohh

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i seee, so all that is needed is that the ik bones are children of the root

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and not children of any of the humanoid bones chosen in the unity avatar tool i suppose

sage patio
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ye

red jungle
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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?

crisp tendon
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how many meshes do you have

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also here's the proper naming

red jungle
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Theres only the one mesh I think

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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

fading verge
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does anyone here do rigging for free

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i found an mmd model but it was poorly rigged and filled with jiggle bones

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so it wouldnt work on quest

kindred pollen
burnt goblet
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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

crisp tendon
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Put the two next to each other in Unity ?

burnt goblet
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i dont have the other model in unity

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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

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so they both have the same viewpoint

crisp tendon
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There's no way to find that out aside from asking the creator of the specific model

burnt goblet
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okie doke

burnt goblet
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Any reason why my avatar file is not configurable?

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I select it and you can not open it in the config to see the bones at all

icy jasper
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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

ornate cairn
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you tried edit mode on bones?

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i would edit them and weight pain after that

icy jasper
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im not that sure about how weight painting works

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im still pretty new to blender

ornate cairn
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check tutorials on weight painting

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also i would use less bones in tail bcs it would be more optimized for dynamic bones

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which i assume you will use

icy jasper
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thank you!

fading verge
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can you rig models with no arms?

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i wanna use this in vrchat

ornate cairn
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you can .

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but you wont be able to crouch

sleek isle
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You need them to be assign to the humanoid. Don't need to be weight to a mesh

ornate cairn
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yes this is trick

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to make it work with crouch

fading verge
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i rarely ever use crouch or prone though

kindred pollen
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Rig the model with a standard humanoid skeleton, just don't weight-paint the arms to anything c:

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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

ornate cairn
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5 fingers? mine avatar worked with 4

fierce grail
kindred pollen
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ah, weird o:

rugged wind
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Could you help me guys, me and a someone I commisionned are stuck on an issue since yesterday.

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Basically, I we want to give the avatar a prone position that should be like thishttps://cdn.discordapp.com/attachments/799800834997223425/808764313338118264/unknown.png

ornate cairn
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you checked if bones in config are in good positions?

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in unity ofc

rugged wind
ornate cairn
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when you preview animation in unity it looks like in vrchat?

rugged wind
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Nop

ornate cairn
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no idea, maybe its vrchat which are changing animation when uploading.

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if unity isn't problem

rugged wind
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well it really seems that vr chat want to imùpose some kind of movement/restriction on this stance

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like... something like "legs can't go this far, must bring them closer" or "torso need to get closer"

ornate cairn
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well maybe but idk honestly could be something with avatar settings

rugged wind
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or like... jusr remember that the avatar is always doing a weird transition when entering it

burnt goblet
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@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

wooden vessel
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I'm having an issue with my avatar's arms being always bent at the arms as if my irl arms should be longer

sleek isle
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Disable locomotion on the state

noble patrol
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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

ornate cairn
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you need to go to rig and config

noble patrol
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where

ornate cairn
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when you are clicking on avatar in assets

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then on right is tab rig

noble patrol
ornate cairn
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configure

noble patrol
ornate cairn
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no, find the chest bone and drag it into chest

noble patrol
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ok i did it, now i am looking trough the other bone mapping thingies, because it might be broken

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I don't have a jaw bone, should i select none?

turbid spear
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yes

ornate cairn
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just click and press delete

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the easiest way

noble patrol
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Thanks!

ornate cairn
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np

noble patrol
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oh boi there are a lot of stuff here that would look horrible in game lmao

ornate cairn
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wdym, textures?

noble patrol
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no, its just that the mapping is messed up, but i fixed it

ornate cairn
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hope your avatar have fingers bcs it wont crouch properly

noble patrol
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uhhhh

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uh oh

ornate cairn
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well bruh

noble patrol
ornate cairn
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locomotion is when your view follows

noble patrol
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what

ornate cairn
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your camera follows avatars head

noble patrol
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oh

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so should i leave it on like it is by default?

ornate cairn
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i wouldn't force it

noble patrol
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ok

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Thanks now it uploads!

ornate cairn
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well what about fingers

noble patrol
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its hard to have fingers without effort put into adding an actual hand to it

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it has finger bones tho

ornate cairn
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well test if it crouches properly

upbeat canopy
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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

astral warren
noble patrol
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i unchecked it and i kinda like it how i just kinda glide

astral warren
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If it’s for personal use, do what you like!

noble patrol
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and it doesn't make me look like a mess when i decide to move while sitting down

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yeah its a private

astral warren
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Always annoyed when I find a public avatar that makes me turn off my full body to walk properly

paper frost
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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. 😕

ornate cairn
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you can make head parent too

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and if you want use dynamic bones you can turn off head movement

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and parent head wont move

paper frost
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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.

ornate cairn
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well i think more optimal way is when there is one dynamic bone script

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but you can use them as many as you like

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on each hair bone

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you can make both ways look good

paper frost
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Alright, so I guess it's kinda personal preference 😁

ornate cairn
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its only matter of preference yes

paper frost
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mhm I see then, thanks for your input 😝

ornate cairn
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you can always experiment none tells you to not

paper frost
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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 😮

ornate cairn
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it means you are perfectionist

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if every small detail is something for you

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remember that finding your own way is more worth than others opinion

mystic inlet
ornate cairn
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is this ok sign an animation or hand tracking

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maybe its something wrong with animation

mystic inlet
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how can i finx dis?

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Dis clipping is annoing the model is perfect i dont want restart all over agane

sage patio
mystic inlet
upbeat canopy
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Looks like you duplicates the fingers

quasi hedge
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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?

burnt goblet
# noble patrol BTW, what does this do?

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

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@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

sage patio
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at the bottom under Pose, click reset, then enforce

wooden vessel
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My avatar's arms are always bent like they're too long while the knees are also bent

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do I have an issue with my bone structure or my avatar descriptor placement

sleek isle
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Change your player hight

noble patrol
civic pike
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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

fading verge
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Any tutorials on adding clothes to a model?

wooden vessel
graceful apex
alpine spruce
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does this work for the face rigging?

obsidian osprey
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is that a female alastor

obsidian osprey
obsidian osprey
obsidian osprey
graceful apex
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the thing is that i'm making it for the quest

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thats why i can't

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it is a female alastor lol, i'm making it cuz i want something for the ladiessss

obsidian osprey
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ah ok

wooden vessel
obsidian osprey
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not all the time

wooden vessel
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dang

graceful apex
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not always yeah

obsidian osprey
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I have some avatars that do not scale the arms

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most of the time but some avatars are just like that

graceful apex
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yeah i have a cat model i made and the arms dont go that far

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about the dress i guess i'll have to just kinda rig with the legs or something

wooden vessel
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but you would expect it to scale the user up if both the legs and the arms are too long

graceful apex
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hm maybe

obsidian osprey
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or just make the arms shorter

wooden vessel
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I think ill just do the user height thing since I dont plan on sharing this avatar

obsidian osprey
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the user height is usally make your height shorter rather than taller

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if you want to straighten out the legs

wooden vessel
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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

obsidian osprey
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yeah

graceful apex
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oh yeah a custom walking animation is a good idea

obsidian osprey
graceful apex
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oh yeah that stuff is really cool

obsidian osprey
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also anyone know where to find clone trooper addons like shoulder guards and stuff

vestal dirge
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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.

fossil mountain
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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?

crisp tendon
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most likely painted to something else

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check specific vertices in edit mode and Item menu

fossil mountain
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Heard, I'll check and see what I can find. Thank you!

graceful apex
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@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

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nvm its the easiest thing in the world lmao

crimson mauve
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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

tacit rock
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is there anyone able to rig my avatar?

rain pier
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I need some help if anyone can give me suggestions

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I have a cute avatar but her legs aren't matched with her bones

sage patio
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can you post any screenshots?

rain pier
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I can't really because it's a NSFW avatar and I think one of the servers rules was no NSFW

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It's a humanoid elf

sage patio
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what about a cropped screenshot?

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just to see the problem?

rain pier
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That would work

sage patio
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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

rain pier
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I can also blur out parts

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The bones are aligned properly

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The foot moves but the leg and thigh don't move with the bones

sage patio
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so if you rotate the upper leg bone, only the foot moves?

rain pier
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Exactly

ornate cairn
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probably weights are wrong

rain pier
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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

ornate cairn
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you need weight paint model

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for each bone that doesn't do anything

rain pier
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I see

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I'll have to try it out later when I get off work

sage patio
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you can't just delete the bones, that will also cause the vertices that were weighed to that bone to not follow anything

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you need to use CATS blender plugin to merge the bones and the weights

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@rain pier

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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)

rain pier
tidal pewter
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how do you guys fix the materials not showing in unity

sage patio
edgy parrot
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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.

tulip root
marble perch
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Do these leg bones look off to anyone? My legs cross when I crouch in VRChat. Or should i Spread them apart abit more?

tulip root
tawny spear
# marble perch Do these leg bones look off to anyone? My legs cross when I crouch in VRChat. Or...

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

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the issue is that as you can see in the screenshot, vroid legs kinda point inward toward each other

tulip root
# tawny spear the issue is that as you can see in the screenshot, vroid legs kinda point inwar...

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.

tawny spear
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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.

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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.

tulip root
# tawny spear That hair must have been really elaborate to be so unoptimized. I don't get too ...

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.

tawny spear
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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

tulip root
# tawny spear Ohhh I know what you're talking about. Gaps happen in Vroid for the same reason ...

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

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But no. I will NOT touch that avatar not even with a 5 meter stick. That hair traumatized me forever.

tawny spear
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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.

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But the ceiling isn't as low as you may think 😉

tulip root
cedar cairn
tawny spear
# tulip root Do show then :3

this creator makes loooovely hair: https://ddmavis.booth.pm/

【VRoidVRMモデル】リタ(ピヨグラムセーター)(¥ 3,000), 【Vroid用衣装テクスチャ】ピヨグラムセーター衣装セット(¥ 1,000), 【VRoidVRMモデル】リタ(¥ 3,000), 【VRoid用ヘアプリセット】アルマキャロリナポニーテール(¥ 1,000), 【Vroid用衣装テクスチャ】アルマキャロリナ衣装セット(¥ 1,000), 【VRoidVRMモデル】キューピッド(サマー)(¥ 3,000), 【VRoid用ヘアプリセット】トロピカルラブツインテール(¥ 1,000), 【Vroid用衣装テクスチャ】トロピカルラブ衣装セット(¥ 1,000),

tulip root
cedar cairn
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Nothing short of perfect in my eyes! 😉

tulip root
tawny spear
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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

marble perch
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@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

tulip root
marble perch
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Yea i couldnt do the hair. There also werent many male hair options on booth :/

tawny spear
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how... did you get 188 material slots lol

cedar cairn
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not a bloody clue mate XD

tulip root
tawny spear
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170 hairs each with a separate material assigned? haha

tulip root
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Im fucking dead XD

tawny spear
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this convo should probably move elsewhere though, we're taking up a lot of rigging space... avatars-2-general?

tulip root
tawny spear
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you too! ❤️

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go atlas those 188 materials lmao

rose terrace
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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

sleek isle
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Nice rig I made for creating custom animation. Very nice.

turbid spear
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nice

sage patio
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@rose terrace weights are one thing, but the position of the bones is another

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you might wanna move the top part of the upper arm bones outwards slightly

tiny sparrow
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Can I ask questions about repairing an avatar here?

ornate cairn
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if its rig repair yes

tiny sparrow
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It's more of a problem with the FBX file and the bone positioning in blender

ornate cairn
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ok so what is the problem

tiny sparrow
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I buy the avatar from booth.pm and I have this problem

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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...

▶ Play video
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But the avatar have 4 versions with different hair and faces

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Every model using the same fbx file

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So I try to reinport fbx because I only move chest bone higher just like in tutorial

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But after reonport fbx just like in this video

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All models disappear

ornate cairn
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so inside fbx there is 4 types or there is one avatar with 4 types inside it

tiny sparrow
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Is strange

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Fbx have only one type of this avatar

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Wait I show you

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Fbx inside the package use only hair of the first avatar

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The pink one

ornate cairn
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you heaven't opened file in blender?

tiny sparrow
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I opened it and edit it

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And then export to unity

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And I test the avatar etc everything working fine

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But I can't put different hair from this avatar

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Idk how this work I'm confused

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The guy don't put prefab

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But a scene

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That have all versions of this avatar

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And all this version use the parts from this one fbx

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But I can't see other hair options inside this fbx???.

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This is so stupid

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I just want to put different hair on this avatar but I can't

ornate cairn
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kinda stupid that you didin't got 4 fbx files

tiny sparrow
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I make some screenshotsbwait

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Ye is kinda stupid

ornate cairn
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maybe in this fbx versions can be changed but idk how it was implemented

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i would check fbx in blender

tiny sparrow
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after i export the unity package it looks like this

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folders with materials and FBX only

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no prefab model at all

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and this scene

ornate cairn
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i never done fbx file like that but i think you can using this folders replace her look

tiny sparrow
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The look ye

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But hair models

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?

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No

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Also sorry English is not my first language

ornate cairn
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hmm you checked if folders doesn't contain hairs?

tiny sparrow
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Wait a second

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No

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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

ornate cairn
#

i never did avatar like that maybe someone else did

#

i can't help but i would try blender

tiny sparrow
#

omg is the same hair model but with different modeling WTF

#

but did you know meaby why the prefab models disappear after re-export?

#

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

ornate cairn
#

bcs rig must be humanoid.

tiny sparrow
#

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

ornate cairn
#

you clicked fix model?

tiny sparrow
#

i type humanoid not none

#

he?

ornate cairn
#

in Cats

tiny sparrow
#

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

wet linden
#

Why only that option?

tiny sparrow
#

because the person who showed me blender told me so

#

did I have a wrong teacher?

rose terrace
#

@sage patio thank you! I shall try that

turbid spear
#

fix avatar often breaks things if you don't know what you're doing

tiny sparrow
#

yeah

#

thats why i have last question but i thing is the wrong place for it

quaint dock
#

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

karmic plank
quaint dock
#

I'll check the orientation

#

CATS has caused a few problems with it's "fix armature" function and my workflow when creating armatures

karmic plank
#

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

quaint dock
#

I'll give that a try after this

quaint dock
#

Yeah, same problem when I flip the orientation or use CTAS, they just rotate 180° when I preview them in the descriptor

sage patio
#

@quaint dock you can just rotate them the correct way

#

that's why the options are there

quaint dock
#

I mean, I want to know what causes the problem in the first place

sage patio
#

probably just the bond rotations in blender

lavish stratus
tulip root
lavish stratus
#

right?

#

check Tweet's thread for more demonstration

sleek isle
#

Nice

teal badge
#

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

kindred pollen
#

That sounds like CATS Blender plugin to me? o:

sage patio
#

@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

blissful cargo
#

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

blissful cargo
#

actually come to think of it ive never tried overriding index hand poses.. is that possible?

gleaming sail
#

What’s better to use for base models unity or blender?

crisp tendon
#

That's a very vague question, what are you trying to do ?

gleaming sail
#

I downloaded a base model to make my own version of it with different clothing

crisp tendon
#

Well you can't model in Unity, so Blender is what you're looking for

kindred pollen
#

Blender preferably then yeah, esp. so you can bake them into one mesh and otherwise optimize it o:

gleaming sail
#

Ok the file has a unity logo on it will i still be able to get it into blender?

kindred pollen
#

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

gleaming sail
#

Yeah it’s a .unitypackage

kindred pollen
#

In that case, import it into a new Unity 2018.4.20f1 project, then modify the .FBX file that'll appear after unpacking

gleaming sail
#

Ok

dusty vector
#

im having such a hard time with unity, the vrm tab doesnt show for me to import my avatar, anyone have any tips?

kindred pollen
#

CATS Blender plugin can import VRM files

onyx hatch
#

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

#

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 ^-^)

fading verge
#

Question for rigging, when making an avatar rig does the model of the legs, torso, head, hands have to be all seperated from eachother?

sage patio
#

@fading verge

#

as for the mesh, no. they can all be one mesh

#

they should be all one mesh

fading verge
#

ah right

#

Right thats good to know

sweet turret
#

what did you do?

uneven hamlet
#

the chest part for my avatar is missing, how do i fix it?

#

I can't find chest in the list at all

orchid compass
#

Who pinged me

uneven hamlet
#

not me.

#

Can anyone help me?

#

i cannot find the chest

#

In the list

#

in configure rig

brisk terrace
#

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:

uneven hamlet
brisk terrace
#

what'????

uneven hamlet
#

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

uneven hamlet
brisk terrace
#

I was not answering any part of your issue i was posting about my issue

uneven hamlet
#

Oh

blissful cargo
#

question, whats the best practice for fixing twisty legs when using fullbody tracking?

tight musk
#

anyone know the main reason the finger bend sideways, like i'm assuming the bones but they look fine to me in blender

fading verge
#

@tight musk have u tried editing the animations in unity?

tight musk
#

no but i guess thats just what i'll do, they move fine in blender

upper yoke
elfin kite
#

does riggify armatures work for vrchat?

upper yoke
#

But from my experience, using the default Rigify humanoid in any game engine results in a lot of disasters...

fading verge
#

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.

lost ocean
#

so

#

I mapped all the bones

#

but still doesn't want to work?

#

anyone know what to do?

sage patio
#

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

lost ocean
#

don't ask about the sdk

#

the sdk is fine

#

ill show you the rig give me a sec

#

they are connect together

lost ocean
#

I have fixed it

#

the armature is was named wrong in blender which is a big pain in the ass

fickle field
#

Seems I've messed up terribly in my rigging- can someone assist me?

fickle field
# upper yoke 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.

upper yoke
#

What happens when you should try to pose them? @fickle field

fickle field
upper yoke
#

Screen shot of your modifiers list?

fickle field
upper yoke
upper yoke
fickle field
#

I probably did that, but I don't know how to tell if i did or not.

upper yoke
#

It's the tab with the wrench, not the box

fickle field
#

"bone properties" right?

upper yoke
fickle field
#

oh god i knew i bit off more than i could chew

#

Let me just screenshot the entire screen

upper yoke
#

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

fickle field
#

uhhuh

#

just found the modifier and armature, my wrench was blue on my screen

upper yoke
#

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"

fickle field
#

under the armature tab there is only "metarig"

upper yoke
fickle field
#

I've got it on that setting.

#

This'd probably be easier if there was a live feed of everything im doing lool

upper yoke
#

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

fickle field
#

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.

upper yoke
#

The Rigify human skeleton?

fickle field
#

Yeeep

upper yoke
#

You can use the metarig for VRC, but the "Generate Rig" button will not work for Unity.

upper yoke
#

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

fickle field
#

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.

upper yoke
#

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...

▶ Play video
#

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.

amber kestrel
upper yoke
amber kestrel
upper yoke
#

It's not, I just tried a bunch of different worlds, they all had same issue

sage patio
#

@upper yoke is there a reason why you're not using dynamic bones instead?

#

like everyone else?

upper yoke
#

I don't have any money and refuse to pay for something built into Unity. @sage patio

sage patio
#

eh I guess

mild stratus
#

If it works in Unity, there should be no reason for it to break in VRChat

#

Unless some colliders are overlapping or something idk

upper yoke
mild stratus
#

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.

upper yoke
#

Could it be because the bones are parented to parts of the armature that are animated? The hips specifically

mild stratus
#

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

abstract prairie
#

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?

ornate cairn
#

i doubt it will work

#

you can try parenting it to spine

#

but idk if this bone will be even considered

abstract prairie
#

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?

ornate cairn
#

so when you stand up from prone it looks weird ?

#

like stand up animation

abstract prairie
#

Like the entire body is flopping around. Like it has no bones.

#

But the head is fine.

ornate cairn
#

i never seen that only prone animation is weird in avatar it usually is bad at every other one

#

like crouch etc

upper yoke
#

In that view you can just rotate it. You can just ignore the "not in T-Pose" warning.

upper yoke
upper yoke
#

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

upper yoke
mild stratus
#

Nice.

upper yoke
half furnace
#

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.

vernal terrace
#

Struggling very hard to debug this. I suspect the hair mesh is not parented correctly, but no idea how to check...

ornate cairn
#

it is probably not rigged properly in blender

vernal terrace
#

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.

ornate cairn
#

is this pmx avatar?

#

you just click on hair and shift left click on armature and right click and parent with automatic weights

vernal terrace
#

What is PMX?

#

@ornate cairn Thank you!! The hair is working now!

#

"Parent with automatic weights" was the solution.

ornate cairn
#

well np

vernal terrace
#

Now to figure out this new face problem, but I think I can do that

ornate cairn
#

could be texture if it is like that always

vernal terrace
#

Nope, occured just now, never seen it before.

ornate cairn
#

eyes are spheres or texture?

vernal terrace
#

Okay this looks very similar to the hair bug,

ornate cairn
#

yes do the same thing.

exotic spruce
#

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.

tight ravine
ornate cairn
#

could be animation problem

#

for walking

tight ravine
#

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

ornate cairn
#

maybe when walking it pickups on legs your controllers.

#

weird never seen that problem

tight ravine
#

yeah not sure. It should pick up on my hands because im using an oculus, and not using full body or anything

ornate cairn
#

you checked other avatars?

tight ravine
#

like if any of my other avatars have the same problem?

#

theyre fine

ornate cairn
#

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
#

let me post the rig one sec

ornate cairn
#

@tight ravine you use sdk3 or 2?

tight ravine
#

using 3

ornate cairn
#

you haven't added any animations?

tight ravine
#

i did add one, but it is a skinned mesh rendee material change

#

and that's all

#

for a flipbook shader

ornate cairn
#

could you upload it through sdk2 without any animations and check if it happens

#

or even 3

tight ravine
#

ill try it with 3 since i have it already up

turbid spear
#

i heard someone else complain about this but dunno more then that

ornate cairn
#

i suspect animation

#

also you can add custom walking animation to check if it will fix it

tight ravine
#

I took off the fx layer, and removed the controller, so let's see if that fixes anything

ornate cairn
#

yes check first it

#

and if it fixes it i know what is issue probably

tight ravine
#

No, same issue

ornate cairn
#

hmm maybe try using site like mixamo to get custom walk animation

sage patio
tight ravine
#

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

ornate cairn
#

check if mixamo display animation weirdly

#

it is nice test site

tight ravine
#

Just gives me a flat error telling me it's unable to map my skeleton

ornate cairn
#

ah sad.

tight ravine
#

their help page dosent seem to elaborate much either

ornate cairn
#

you can make simple animation in blender.

#

but i don't think it's what you want.

tight ravine
#

No, plus it'll prob be jank unless i really work on it for a while

ornate cairn
#

i think custom animation would fix it.

#

other than that i have no idea why it;s happening

#

rig seemed ok

rustic silo
#

is there a faster way to check out hip adjustments for FBT than make adjustment and reuploading the avatar each time?

kindred pollen
#

@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:

tight ravine
#

yeah ill try that too

wind night
#

how far should the upper leg bones be below the hip?

sage patio
#

@wind night

#

just to give a rough idea

#

it can be a bit closer too

wind night
#

green

tight ravine
wind night
#

oh my god thank you my model is not imploding anymore lmao

half furnace
crisp tendon
#

flip the hip bone

half furnace
#

just flip it?

crisp tendon
#

with that warning, yeah, it's likely the bone is upside down

#

you'd have to flip it in blender

half furnace
#

i just did, no change in how the character walks

#

i'm so mad i can't figure this out

crisp tendon
#

Can you show what your armature looks like in blender and how you applied the bones in humanoid configuration in unity ?

half furnace
crisp tendon
#

yes your hip bone is upside down still

half furnace
#

this is what it looked like before i flipped the bone

crisp tendon
#

How did you flip the bone ?

half furnace
#

i moved the point that extended into the floor up into the torso.

#

is there a better way to do it?

crisp tendon
#

Press R, type 180, and done

half furnace
#

i tried that and nothing changed.

crisp tendon
#

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

half furnace
#

where do i look to see that?

#

i can't seem to find it

fading verge
#

do you know how animate the avatar for the moving the mouth when i talk ?

half furnace
#

you create blendshapes in blender and then you can assign them to the visemes in unity.

slim cipher
#

Ayo is it possible to make a avatar with a mac

half furnace
#

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

slim cipher
#

Ight

fading verge
#

and if i use just unity ?

half furnace
#

i am not sure. i haven't messed with animations in unity.

sage patio
#

each viseme corresponds to a certain sound

charred solstice
#

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)

leaden moat
#

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?

crisp tendon
#

Yeah you can't really do that if you have shapekeys

#

Did you use the mirror modifier or did you symmetrize/scaled negatively ?

leaden moat
#

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

astral ingot
#

what do you all use rig avatar

still fossil
#

Blender

fading verge
kindred pollen
# fading verge

That error tends to have other errors associated with it - check your console? o:

kindred pollen
#

Top-left of the asset browser should be the console

fading verge
#

where is the file the stuff should go after i fully make them

kindred pollen
#

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:

fading verge
#

o

#

@kindred pollen

crisp tendon
#

remove the nanosdk folder

#

random shit just breaks your project

fading verge
#

what sdk should i use

crisp tendon
#

the vrchat sdk ?

fading verge
#

ok

scenic flicker
kindred pollen
#

The arm is likely painted to another bone, too

#

check the spine or similar/near bones o:

scenic flicker
#

Huh it's still the same result if I made that vertex group all red too 🤔

unborn sandal
#

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?

leaden ibex
#

click on body

#

does it have the extract textures option?

#

also did u put the textures into the assets folder

oblique void
#

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.

unborn sandal
#

And on the textures part, the avatar seemed to already have them equipped in Mixamo

#

But none in the zip file

astral ingot
#

What software you rig you character

astral ingot
#

Ok try to make wolf and ears and tails

#

On my VTuber character

feral saddle
#

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.

solemn mirage
#

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!

solemn mirage
#

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)

wind night
#

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

fading verge
#

Did you know how i can modifi the texture for have nail on the hand?

solemn mirage
oblique void
#

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?

wind night
#

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

queen hollow
#

hi

#

im terrible at modeling

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i will wire someone some btc if they can help lol

#

already got the blender file made

crisp tendon
fading verge
#

why is my avatar's wrists fucked up like this in game

#

it doesnt look like that in unity

crisp tendon
#

You have bones in between your arm and wrist

#

merge them

fading verge
#

@crisp tendon

#

wdym

crisp tendon
#

Check the armature itself, if there aren't any additional bones then you'll need to fix the weight painting in blender

fading verge
#

i dont know what that means

#

oh i see in blender it is like this

#

@crisp tendon

crisp tendon
#

You can use the cats blender add-on to fix the model

fading verge
#

it crashed my blender

#

when i clicked fix

#

????

#

it starts loading for a few seconds and then immediately crashes

#

what the hell

crisp tendon
fading verge
#

alright so i got it to not crash but it says this now

#

@crisp tendon

crisp tendon
#

You need specific names for the bone hierarchy

fading verge
#

if it looks like this in unity why is it missing bones in blender

#

idk man i hate this

crisp tendon
#

This avatar would require a bit of work to be usable

fading verge
#

the only thing broken is the wrists

#

it works fine otherwise

#

what is wronnngg

undone pulsar
#

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

wind night
fading verge
#

idk how

#

@wind night

wind night
#

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)

fading verge
#

the bones are fucked up in blender

#

they're good in unity

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idk why

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man i dont know any of these things

#

i just want it to work

wind night
#

mood

fading verge
#

i want to pay someone to make my shit work and for the mouth to work

#

like

#

it's just this avatar

wind night
#

but the stretching to me suggests improper weights

fading verge
#

idk how i would fix the weights

#

@wind night where is it

wind night
#

oh dear is that 2.7

fading verge
#

yes

wind night
#

my apologies i only have experience with 2.8

fading verge
#

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

wind night
#

i have to say converting avatars seems more work than making them from scratch

fading verge
#

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

wind night
#

oof

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well i wouldn't pay any more people

fading verge
#

im so confused

#

this is so disappointing

#

i dont wanna pay fuckin

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300+ dollars for an avatar

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and i really can't

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i only have 700 dollars

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total

wind night
#

paying for avatars, like any work of art, is a luxury
don't do it unless you have plenty of income to dispose

fading verge
#

yeah

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it's a shame like

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avians aren't popular

#

cause there is basically no vrchat avatars for it

broken swan
#

does vrchat support 3-bone thumbs?

#

or better question, do they even work and move if I do have them on my rig

sage patio
crisp tendon
#

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)

fading verge
#

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

barren quiver
#

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

sage patio
#

only supported configs

#

best you can do is tweak the dynamic bone settings until it's as realistic as possible

light storm
#

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?

crisp tendon
#

Legs are too straight, you can fix that in blender

light storm
#

here's the armature

#

How would you suggest adjusting that?

#

because at this point I'm at the limit of what I know

crisp tendon
#

you grab the knee bone and move it slightly forward

light storm
#

cool. I'll give that a try. Thanks.

fading verge
#

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

crisp tendon
#

Apply bone rolls in blender before exporting

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alt + R in edit mode

fading verge
#

ok i'll try that

#

then what do i do

wind night
#

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

amber kestrel
mild stratus
languid rune
#

hey you think someone here could actually help me with somethin real quick?

wind night
#

but having things painted when theyre far from the bone means they don't move right

worldly heron
#

im having a problem when i go to build and publish it creates a prefab in unity

rose dune
#

How should I rig a character that doesn't have legs? like he kinda moves around like a snail

fervent hornet
#

If you want it to be humanoid, you still need legs they would just be invisible

rose dune
#

how would I make it invisible?

fervent hornet
#

You can have the bones there just dont weight paint any mesh to em

rose dune
#

Aight

rose dune
#

Thank

gilded hawk
#

how would i go about

#

weight painting this 1 bone

#

to control the whole knife

crisp tendon
#

Edit mode, select the knife, vertex menu, assign it to the bone

gilded hawk
#

how do i pull up the vertex menu

#

this?

crisp tendon
#

yep

gilded hawk
#

thank you

#

@crisp tendon im trying to add a dynamic bone to it in unity on my character but the bone never shows up

crisp tendon
#

I have no idea how you're trying to set that up so it's a bit hard to help

gilded hawk
#

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

kindred pollen
#

might be able to do that with a rotation constraint instead of a DB? o:

crisp tendon
#

What would they constraint it to RuuuThunk

kindred pollen
#

gameobject on the finger bone? I'unno aa

crisp tendon
#

Might as well animate the kunai itself then

gilded hawk
#

nah but i want it to move with motion tho

crisp tendon
#

You probably want to add another bone to the main one to make a chain

gilded hawk
#

i see

#

so just one below?

#

and how would i weight paint it?

crisp tendon
#

you wouldn't, it just needs to exist

gilded hawk
#

oh

#

kek

#

@crisp tendon

#

i see the bones

#

swinging around like i want the knife to

#

BUT

#

the knife doesnt move

#

aaaa

crisp tendon
#

is the knife moving in blender pose mode ?

gilded hawk
#

no

#

:<

crisp tendon
#

Then you didn't assign the vertices to the vertex group ?

gilded hawk
#

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?

crisp tendon
#

yep

gilded hawk
#

so this looks good

#

and i just

#

assign

crisp tendon
#

and whatever the vertex group called "group" is, it shouldn't exist

#

you assign yes

gilded hawk
#

and now i test pose mode

crisp tendon
#

yep

gilded hawk
#

still doesnt work

#

lol

crisp tendon
#

Did you remove the other vertex group ?

gilded hawk
#

other vertex group?

crisp tendon
gilded hawk
#

i didn't remove the group one

#

no

crisp tendon
#

Can you ? HEYMOONA

gilded hawk
#

hmm

#

done

#

is there something wrong with the armature?

crisp tendon
#

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

gilded hawk
#

O_o

#

@crisp tendon do i have to go into pose mode and select both bones?

crisp tendon
#

for what ?

gilded hawk
#

wait nvm am dumb

#

still doesnt work

#

whats that modifier u have on yours

crisp tendon
#

none

#

i tested with a cube

gilded hawk
#

oh i see

#

but how does it know that im trying to make it all get controlled by the bones i have in there?

crisp tendon
#

Because of what you assigned in the vertex group

gilded hawk
#

im so lost man

crisp tendon
#

one sec

gilded hawk
#

i just dont understand why it doesnt work

#

LOL

sage patio
#

the vertex group needs to have the same name as the bone

gilded hawk
#

do i need 2 groups then

crisp tendon
gilded hawk
#

ah but my mental is dying

#

o

#

when i click

#

with empty groups

#

it doesnt create anything

crisp tendon
#

You don't have a vertex group ?

gilded hawk
#

i tried removing it

#

and doing the

#

create with empty group

sage patio
#

was it already parented?

gilded hawk
#

i dunnoooo

#

wait

#

i just