#avatar-rigging
1 messages · Page 183 of 1
some how
i have literally
no idea what i did
wtf
but what the hell
nvm
ah but im gonna smash my own head
how is this so hard for me
Anyone gotten these before? My rig is all green too btw
I have just started learning to rig, and I have no idea how to rig my model
Armature, Bones, Weight painting. Suggest video tutorials.
I have a model, I just need help with importing it to unity and rigging the bones in it.
It won't let me import my model
You can’t rig in unity
Hi! So, I have this avatar with the eyes and expressions in the face textures. This is my first time working with a character like this so I would like to know how can I create shape keys for the blinking and the gestures. The face texture is set up sort of like this one
I was able to create the main mouth shape keys used by CATS via Pose Mode, I don't know if this can be achieved in a similar way?
Hey. I have a model made up and ready to rig for vrchat etc. I just dont know anything about rigging, getting ready for fbt etc. are there any good videos I can watch on it?
so like i need help on making a mmd model's rig humanoid (my unity keeps killing itself) is there any help i can get on this?
what does your armature look like in blender ?
Try clearing bone rolls in edit mode
select all bones and alt + R, you can also use the search bar in blender for all commands
I'm not sure, haven't used 2.79 for a while now
pumkins avatar tools is very useful/easy to use for rigging avatars.
Okay thanks for letting me know
np!
hi! can anyone guide me on on how to move these shoulder bones down to where they should be?
select the bones and go to edit mode @plain dirge
press tab
the bone that you have selected , rotate so its horizontal. If you are using CATS you can also use the fix avatar option]
i have already fixed the avatar but it is still like this
Then select the bones in object mode, go into edit mode, select that bone and press R to rotate, and then either x,y, or z to rotate on those axis
ok they are horizontal
they as in both arms
is that everything?
ok it seems to be working thank you!!
this is one strange Rigging Error
I'm not too sure if i'm doing anything wrong. I'm having issues removing weight painting
It's really annoying when i cant interact with a certain vertices on my mesh
Im clicking on it but it won't delete the current weight paint. Any solutions?
Note: I have the subtract brush on
try just setting the Weight slider to 0
and using the normal brush
also, your selection in Edit mode is important too
but it seems like you know that
you have face mask mode enabled ?
face mask mode?
That's something i didn't know. Didn't fix my problem but will help in the future, thanks
top left corner next to weight paint
make sure you have auto normalise checked off and try making your brush bigger.
I also find that changing the mesh to wireframe helps a lot to reach spots that arent changing
Thank you, that worked!
Yay!!!! Glad to have helped!
how do i make my avatar move in vr after uploading it in vrchat, it dosent even have walking animations and keeps tposing
make sure you have the model set to "humanoid"
ty
Hi all! So I found an fbx with various models fortnite dances but when I change it from Generic to Humanoid - the anim of that specific model deletes itself... can anyone please help me fix this?
Is the animation file still in the project?
@deep marten sure is! But I think I got it working after lots of trial and error! Sitting with another issue though... but I think its not a rigging problem ^^'
ah ok!
Or maybe? Its that none of the custom emotes want to work in game ^^'
What could be the best remedy for the torso being pulled forward when stretching your arms? I'm assuming the arms are to short in this case.
where do you have the view point on the avatar?
I figured that could be the culprit. I have it a little bit further out because my model has a clunky head. So i will have to try and find out a sweet spot for the viewpoint where you aren't looking through part of the head.
the view point should be between the eyes, and not much further out
you should also check the User real height in game
to adjust the overall scale of the avatar
in the bottom right, click Pose, then Reset, then Enforce T pose
sounds like the arm weight painting is fucked
dammit aight
this is my first time rigging from the ground up so there's bound to be shit messed up
imma brb
yeah so im rarted and can't weight paint for my life
this is my first humanoid model and i already wanna commit the big jump
Hello! I'm piecing together an avatar in Blender and when I attached the scalp to the body it made a bone, and I was like, "It's a scalp it doesn't need no stinkin' bone" so I deleted the bone and now the scalp doesn't move with the rest of the body. 😭
Like so here. (The antlers and glasses don't move either, but I haven't attached them yet.) I was wondering if there's anything I can do to fix this? By extension is there a way I can attach the glasses and antlers without giving them bones?
I actually wanted to make the antlers toggable, so I don't know if I even want them attached (I'd like the bunny ears to be toggable too, but being that I've already attached them, that may not be possible).
Thank you, @fading verge! But is it something that difficult to fix? Can't you tell me here?
What could be causing my avatars shoulders to sag in FBT? My model is already in t-pose at the moment. The arms seem to "Weigh down" in a way.
Ah! I've figured out that it was to do with the weight painting. The entire scalp has its own vertex group. Is there an easy way to parent a vertex group to a bone?
In edit mode, highlight the vertex group and select vertices. Then highlight the group you want to set it to and click assign. You can delete the old vertex group afterwards
I'm using the riggify preset humanoid rig to try rig a model I made, I'm new to this so I'm not really sure what I'm doing but is there anything I need to do to the skeleton it gives me to make it work with unity/vrc? When I try to build it as an avatar it reports issues with the skeleton
I've got the rig working in blender and can pose it, but I haven't been able to get it to work in unity yet
Have been trying to find a solution online but all I can find is people importing already made models from other programs/games that already have skeletons
@scarlet lily what problem with rig in unity?
spine hierarchy incorrect. make sure the parent of both shoulders and the neck is the chest or upperchest if set but I'm sure there are other issues with it too
you can configurate it by click on avatar in assets going to rig tab and clicking button config
than manually assigning bones
Ah, I see that looks promising. Is there any diagram of what unity wants? My main problem is I get the impression there will be other issues and it'll only give me them one at a time
just check if you can assign chest bone which is parent to both shoulder bones
also it must be parent to neck
I have no idea which one is supposed to be the chest bone, I can guess of course but they are all labeled as spine.00X
As I said earlier, they are generated
also you can click on bone in model and drag it
This is my first ever humanoid mesh I'm not really accustomed to what should go where
Does this look like what unity would want as the chest bone?
can i get front view
Also not sure why but the bones seem a little off in unity
I'm re-rigging it anyway as I had to make some changes to the original model
yes neck isn't parented to chest but to spine.004
Just to clarify this is what the bones look like in blender, not off center like they are in unity
I'm still not sure what the chest bone is though, I don't think there is one labelled chest there
at this point i think you better don't use rigify and use armature bones without face bones
you need watch tutorials on riging
I have, 99% of them say to use riggify
you can just parent bones with automatic weights when the are aligned with mesh
That is what I did though
If I'm building it manually, is there a diagram or anything that shows me roughly where all the bones should be placed?
if you want to make avatar for vrchat clicking configure button in rig shows you the scheme
best thing is following this
This is the chest bone, I assume?
also the fingers etc are there too
this is upper chest
you don't have to use this
and better don't use this
dot under is chest
this is one you use
you can skip upper chest
don't even make bone for it
I see. I do have a bone that it's mapped to that automatically
So I just stretch out the chest bone to go up to where the upper chest one did?
you just use that like that
it is chest bone which is parented to neck and shoulders
By the way, how come I'm parenting chest to shoulders and not the other way around?
chest is parent to shoulder and neck
and spine
is under
spine is parent to chest
Ah I see so neck and shoulders are parented to chest
And the chest is the parent of the neck and shoulders
Sorry just misunderstood what you were saying originally
yes
I think the riggify rig will still work, just need to get rid of the upper chest bone and fix the parenting
yes
Spine 004, another one of the generated ones. Is that another one to get rid of?
the chest must be parented to neck
so i would delete it make chest bone go higher to neck and parent neck to chest
Like this?
yes like that
Also, sorry noob question how do I assign parents with bones in blender? Is it just determined by the hierarchy?
yes
Ah cool, seems to have automatically done it anyway
@ornate cairn you mentioned not to bother with facial bones, are there some that are required as it seems to be complaining I've not assigned all of them
If they are required is there any way to trick it cause my character doesn't have a mouth and the eyes aren't really supposed to move anyway
Oh now it suddenly works
to make blinking or eye movement
I see, yeah I get it. Not sure why it was complaining before but it worked this time
how do you humanoid rig a ball
Personally I would just create an empty humanoid armature, export it and parent the ball model to the armature game object in unity.
Can someone help me rig a shark?
Hello o/ I'm trying to fix the thumb for index controller, tried to edit the muscles settings, but nothing change ingame, even doing that. Am I doing something wrong ?
if you are trying to fix the thumb you can change the bones position in edit mode on blender @deep osprey
I mean, it's fine with all controller beside the knuckles
I intentionally made it like that here to show as example the knuckles doesn't care it is
I am not completely sure I understand what you are saying but if the thumb isn't moving the way you want it to with the bones I would guess it's a weight painting issue
Hi guys. I am having a problem of my avatar shifting downwards when I calibrate my full body tracking. I hear that the problem is having a chest bone to big, but it looks like it's in the proper place and size. I'll share a screenshot of the rig. Does anyone know how to fix it?
please @ me if you have a solution.
I made a piece of clothing in fbx format, got it on my avatar base in blender, weight painted it, exported it as fbx again, saved two versions, one with and one without armature. Tried to slide the new piece of clothing into my old avatar (same base same armature) unity assets, couldnt find where to put it, i put it onto the spine (its a corset). It seems to work okay but doesnt seem to be weight painted. anybody knows what to do?
so i’ve been trying to finish weight painting my hands but i’d been dealing with this weird thing??? like they were fully painted and yet it seemed like the left hand was synced with the right on a couple fingers. so i deleted all weight painting (in this video they are totally blank. i triple checked there was no painting for any hand bones.) and yet i still have this issue
should i just delete the hand bones and see if it fixes it? :( idk what i did to make it do that
sorry for interrupting, but following the pinned guide, is this the correct bone relationship?? I want to know before continuing because I didn't do it right the first time so I'm trying it again
you're missing shoulder, neck and feet bones
Your hand is weight painted to the other side
Probably due to symmetrize
oh ok, the guide says four middle bones going up though, I'm not sure where to put the extra neck bone
it shouldn’t be tho. when erasing my weight painting to check, i clicked the bones and erased the other side, if that makes sense. i tried but nothing worked
The vertex groups still exist
does this look better (I'll add feet later)
h u h. wdym. like in the weight painting mode everything shows up dark blue. i’m still a newbie to models so i don’t get what u mean by vertex groups
Yep, don't forget the shoulders as well
Did you look at the vertex groups of the left hand though ?
oh yes I forgot I will do that
You have a vertex menu on the right side, green upside down triangle
oh okie. i’ll look at it in a bit and check 
any clothing you put on your model needs to be weight painted to it if you want it to move with the bones
it is weight painted though i guess idk how to put it in unity. if i put it on the character in blender and then update the fbx in unity itll appear, but what if i just want to import the fbx of the corset in an already existing unity project
the corset still needs to be weightpainted to the model you put it on
i did it on the same character base in blender though
does it have to be on the exact same file? and not just an exact copy of the base?
I believe so. But I am not an expert
you can just re import it and drag all your materials back onto the model, use pumkins avatar tools to copy the rig to the new model. If that is what you are worried about
just wondering how to do it fast without using blender since i already weight painted pieces of clothing that i know fit my avatar
any editing of the model should be done in blender
thought i could just weight paint a bunch of clothes and keep them for later to switch around
haha, I wish.
if you have one file for your model, and another file where it's just the corset and the bones like the spine, chest, etc, then you need to import that one into the project with your avatar first. then, merge the bones from the corset's armature to your main armature one by one using CATS
but the clothes have to be weight painted to the specific armature they are parented to
but lets say the base and the clothes have the same armature, same body mesh weight
aah yea that works too . 😅 @ sacred
make sure that the corset mesh has the correct armature specified under its Armature modifier in the modifiers tab
after merging armatures, you need to do that
otherwise it will be looking for an armature that does not exist anymore
so its looking for the exact same file or just same name or? sorry i feel like i lack basic knowledge lmao
do you not have everything in one blender project?
i guess i just assumed wrong i could do something then i can't. I have made an avatar with my head from scratch and other pieces i bought. I have a blender project with that one. Then I made a corset with marvelous designer, exported it as fbx, then opened it in blender on another version of the avatar who is naked, so i could weight paint it and then export it as another fbx that's weight painted. I exported one with the armature (that might not have the same name but is 100% the same shape/bones/parents etc.) and one with just the mesh but has the vertex groups. I thought I could use those export in unity on an avatar that has the same body.
but maybe that's just not possible, then i'd just go back to blender and take the L lmao
unity is NOT a 3d modeling program, it should work blender first before you try to import it in unity
you can test your weight painting using Pose mode in blender
i have, it works
alright, then there is no reason it shouldn't work in unity
so are you trying to make a model with different outfits or something?
then again, you want everything in ONE project
and then enable/disable meshes
all under the same armature
yup it just doesnt follow the avatar correctly unless i slide it into the spine, but then it seems the weight paint doesnt work
so what did you try to do exactly?
take the mesh from the model where you only had the corset, and transfer it to your main project?
yeah i tried one with just the mesh and its vertex groups, and one i kept the armature and rigged it as humanoid, and i also tried using the current avatar's rig
here is how you should go about it:
can someone help me, im totaly new to VRchat and im trying to make my own avatar. so i bild a base withs Vroid and take some nice clothes from Devianart but any time i try to merging a clothe to my base it totaly breake like this ohne and i dont know why.
on the model with just the corset, delete all of the bones that are not relevant to the movement of the corset. that means, arms, legs, head, etc. then, in object mode, select the mesh of the corset, and then do CTRL C. in your other project with the main model, do CTRL V. it should copy over the mesh aswell as the cut down armature.
from there, you can reparent the corset mesh to the main model's armature, and then merge the corset's armature to the main one. now you should have all of the bones under the same armature, but with some duplicate ones, since you have the bones from your main model, and from the corset one. to fix this, use CATS to merge each duplicate bones together.
last thing you need to do is click on the corset mesh in object mode, then go to the modifiers tab, and then look for the Armature modifier. make sure that the Object slot has the main model's armature selected
@gray knoll
@sharp ridge oh would you look at that
the exact problem I just explained how to fix
except that for you, it seems like you tried to scale either your avatar or the clothes, without applying the transforms before trying to merge
do CTRL + A, then select all transforms
ah ok than i will first read the conversation to understand it better.
they were trying to also add clothes to an avatar, but from one project to another
it's not really what im looking for, i already know how to do that but i guess i cant explain it properly 😦 thanks for trying
I'm really not sure what you're trying to do then lol
maybe screenshots of the issue would help?
id probably need to share my screen
would it be possible to record a clip or something?
yeah probably
i ran out of brain juice ill try some other time, i might come back with a clip, thank you!
i found the issue! thanks so much 
@sage patio btw love you mate it works 🥰
Hi guys. I am having a problem of my avatar shifting downwards when I calibrate my full body tracking. I hear that the problem is having a chest bone to big, but it looks like it's in the proper place and size. I'll share a screenshot of the rig. Does anyone know how to fix it?
please @ me if you have a solution.
Hey, i have a FBT "issue". When i go down and kinda squat, the knees of my avatar are too high up. So essentially they are like that
instead of that
I assume i gotta change the ratio between upper and lower leg
but idk how, or better said in what way, if the upper leg or the lower leg should be longer/shorter
when you squat on full body tracking?
Yes
dk if that is something with tracking more than avatar
but that can be calibrated in rig
No, i have another avatar that is way more accurate in the way i want it. But i'm to dumb to see the difference
what do you mean by that?
other avatars have same amount of bones in torso?
Yes
nah they be pretty alright. Not in ratio to the torso, but to the arms
its in the way i'm generally comfortable with
well i'll try to make the upper legs a little longer compared to the lower legs, lets see if that helps
check weight paint also maybe some bone has it too much
is there a way to make avatars without unity????
@hard shore you can't make avatars in unity lol blender / maya is for that
make? yes of course, unity is useless for making a model
but you do need unity to upload the model as an avatar
not like it isn't free or anything
I'm running into an issue with my hands, and I don't know how to fix it. The rigging looks fine in Blender, but it's doing this in Unity. Anyone have any suggestions?
The armature in Blender, for comparison
ah, looks like it has to do with a t pose. Unity isn't seeing it in a T Pose when I reset the pose in the bone mapping.
can anyone help me upload the avatar of a cart titan i found please dm me
anyone have an issue where a bone is invisible in unity? Like it still appears but the positioning of the ends of the bones seems to be off from blender when I rotate them in unity..
I'm having a problem rigging my model (really I'm just having a lot of problems getting the model into blender)
#avatars-2-general or #avatar-help if it’s already rigged
General question about height scaling: how do you guys strike a balance between the arms being obnoxiously long and the rest of the model not looking like a fuckin hobbit? Seems like height scaling for skinnier frames is only right if the arms are really long compared to the rest of the body
yeah its not that easy
personally i have a little shorter torso, but keep the legs a little longer in exchange
looks better imo
@amber kestrel
is it posssible to do double joints for elbows\knees?
I tried implementing that with aim at constraint for the knee\elbow joints, it seems to work in unity, but also seems to be ignored by the game
if the bones are part of the humanoid armature, the IK system will completely override it
you would most likely need to use a 2nd set of bones
part of it as in part of the mapping or like, part of the armature even if not mapped
you'd essentially leave your current rig as is, but then add new leg bones that aren't weight painted to anything, and that you will use in the actual rig config in unity
then, you'd unparent the real legs from the main armature
by just clearing the parent
doing so will make it so that you can actually have control over the legs
and parent them to the mapped ones
then you could do your constraint stuff
that makes perfect sense, thank you!
I was actually doing something similar, but to get functional digitigrade legs
never quite got it to work exactly as I wanted, but I got close
ah, nice
how'd you set up your double joint thing? might be good to know
just one thing - aim at constraint for the knee bone, aiming at the foot
with 0.5 weight
also maybe restricted to X axis otherwise it gets funky
I also hope to rig some piston action, that should be possible
the actual foot bone, not the lower leg
let me boot up unity and I'll post screenshots
cheers
rotating the lower leg causes the foot to move, and because the knee is aiming at it, it also rotates, also moving the lower leg
ye
doing it for digitigrade legs is a bit harder
since both joints are not facing the same direction
yeah that needs some brainstorming
I did get a tip from someone on how to set that up using constraints
it worked alright but it wasn't perfect
and it wouldn't really work the way I wanted it to
but idk, we'll see
godspeed
when my arms are straight, my avatar's arms are bent a bit, and i have to tilt the controllers upwards to get them straight. are my arms too short or smth
Please could someone help? My avatars fingers are always bent weirdly sideways.
looks like this in unity
Not sure why the entire set of fingers bends that way.
Which VR controllers are you using?
Original vive controllers.
Could be caused by the animation that is applied to your hands, basically the idle animation
Darn, is it fixable?
The VRC idle animation should be in the SDK, at least it used to be. You could try using your own idle animation or modifying that one.
SDK3 seems to only have idle proxies but SDK2 may still have the full idle animation. Probably need to adjust the standing idle in the locomotion layer
I'm wondering if I did something wrong or not, as other avatars from public worlds don't seem to have this issue?
Your hands probably just show it worse, dunno
Whenever I try to export my model from blender it does this, how do I fix it?
This is what it looks like in blender
NEVERMIND I FIXED IT (I had to move the hip joints up apparently, which is very strange...)
can someone send me a humanoid rig
you have humanoid rig in rigify addon for blender
what
@foggy flower you can't send rig for unity if you want something like that
you rig avatar in blender
where's preferences
look at top left corner
mark it to install it
if it's like that than it's installed
than you hit shift+a armature and human meta rig
go to object mode
yes
don't delete head bone while doing that
also face bone is inside head bone so move head bone and delete it
and the heel bone?
you don't need it but it's nice to have
@foggy flower check the rig tab and configure button
spine 004 is upper chest
003 is chest
also better delete upper chest in rig and connect neck to 003
neck is 005
how do i connect
you mean in blender or unity
unity
you want to move 003 to chest slot?
the stuff i said earlier must be done in blender if you mean that
so you want me to delete spine 004 in blender
connect chest to neck in blender
delete 004 and connect 005 to chest chest must be parent
ok and i deleted 004
upperchest bone doesn't have to be set in unity you can only set spine003 in chest slot
upperchest can be empty
ok
it tells me it wants the chest to be the parent of the neck
how do i make the chest the parent of the neck though?
you click on neck bone shift click on chest bone right click than parent and make
neck bone is spine 005 right??
should be
Hey all. I have finger tracking. When I place my thumb on the index controller's buttons, the avatar's thumb moves down a little, but not as much as I'd like (and not as much as it usually does for other avatars). I'd like to make the thumbs close better; any pointers or resources where I can learn how to adjust the bones to make this happen?
@foggy flower It's exactly what it says; your thighs are at an angle, so to speak
In most cases you can fix that by adjusting the avatar's default pose in blender
It's t-posing within vrchat? It doesn't animate?
yeah
Could be a non rigging related issue
No other warnings in unity? All bones properly assigned?
hold on
To fix the pose just go into pose mode, rotate the thigh bones so they're exactly 180 degrees (pointing in the other direction) from the pelvis bone, then exit pose mode normally or using the big CATS button at the top that says it will set the current pose as the new default
At least I think it was big. It's at the top anyway
You want the smallest angle between the bones to be 180 degrees or really close to it; it's not in any specific axis (at least for getting rid of the warning)
Note that changing the default rotation of the legs may require you to also adjust the feet so they plant properly
Another alternative is to just edit the armature and move the bones, which may or may not be possible
specifically the per-muscle settings
Uh. I had never seen that panel. Thanks @kindred pollen 😄
yw! c:
@foggy flower I'm not an expert so maybe someone else here can help you better, but I have the notion that your thigh bones should probably be way smaller and start a little below the hips bone, which should probably be a little longer? Not that this will necessarily fix your t-pose issue
Wait, are there bones connecting the hips and thighs?
This is too non-humanoid for my experience
Good luck though
spine
Idk if I should post this here, but im basically having an issue with one of my models. I wanna make the skirt into cloth so its more fluent. (i dont really care for optimization for others lol) But I was told that. "The inner skirt verts/polygons are like overpowering the front ones" If anyone has time to fix this (i can pay) plz lemme know
@cedar basin polygons usually only have one side rendered, which is a good thing for performance. in order to get something that is thin which is rendered on both sides, you can have a 2nd layer of polygons on the inside, facing inwards. that is what is going on here most likely. it doesn't make too much sense as to why that inner layer is visible in this case, since only the inside should be rendered and not the outside
ive got no idea what youre saying lol
one thing you could try would be to remove that inner layer completely, and then just disabling Culling on the shader that the skirt is using, which will make it so that both sides of the polygons are rendered, without having two layers of polygons
i just wanna know if its fixable and if osmoene is willing to fix it
there's almost always a solution to everything
lol
I suppose I could give it a shot ye
if you can just send me the FBX of your model, I could send you back the fixed version
then just replace the FBX in your project with the new one, and unity should automatically import it over the old one
I need help rigging my vseeface
When adding dynamic bones to hair do i chose head colliders as one of the exclusions or just as a collider with shoulder, chest, hand colliders or do i put it to both
your head collider should go under colliders for your hair yes, not exclusions
For mouth movement what are all the sounds you need to blendshape for talking?
getting some funky stuff happening with my bones
this is what i see in unity
this is what i see in blender
trying to fix the character to be in a t-pose in unity doesnt actually adjust the model to be in t-pose it just goes back to how it looks in the first image
nevermind it didnt matter I just had to assign ankles as feet
could someone rig this model for me? if yes, please dm
i guess answer is no D:
for free probably not. There are a lot of helpful tutorials on youtube though
rigging in blender is absolute hell i hate it

Drop it in Mixamo
the model i want to use was even already rigged, its just not rigged in remotely the right way lol
What's "the right way" ?
fitting the vrchat rig requirements
vrchat rig requirements are absolutely not industry standard lol
What tutorials do you guys recommend
I'm learning some tools on blender.
and its really changed which isnt helping
Get with the times 
What are you trying to do ?
i cant even figure out this new weight painting system lol. what was wrong with just clicking on the bone you wanted to paint :/
You can still use 2.79 if that's something that you absolutely need
its probably a good idea for me to learn the new ways of doing stuff anyway
watch some tutorials if you were using it before shouldn't be hard for you to understand
well "before" was 5 years ago, and i was doing small low poly stuff. catching myself back up with avatars is definitely a frustrating experience lol
Trying to get a base mesh that I made a few days back to move.
Discord thinks it's explicit content so I can't post it.
https://youtu.be/dKZrzG5r13g I think not a lot changed since 2.8
Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org
Character Rig: https://cloud.blender.org/p/animation-fundamentals/5d69ab4dea6789db11ee65d1
--
This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.
Find more free tutorials on:...
but why you post her in avatar riggign instead of #3d-modeling
Does anyone know why unity has started making it so that when I click configure (see below) it takes me to this page instead of into the rig configuration menu?
Page it takes me to instead:
I was trying to use the configure to fix that error, thus the problem with getting into configure
also, yep, the reset fixed it, thanks
ok nice
mixamo does this wierd thing to my feet, do u think i can fix it by reimporting the file in blender and fixing the weight paint?
They're just too close, move the feet further in blender
any suggestion on how to move the legs and the coat apart? sorry im kinda new to blender XD
Hello ! Blender noob here, i'm doing the weight painting beacause the bone dont take the hood with the head but I can't select the bone no matter what I do and cannot find any tutorial on why it's doing it. If anybody can help me, it would greatly be appreciated (also please ignore the bad quality of the model)
you tried looking in vertex groups for head?
you tried hoovering mouse on head than shift right click on mouse and selecting head?
when in weight paint mode
Yup. It's not selecting...
i think there is no other ways of selecting in weight paint
can you dm me blender file
Okay.
Hey guys idk where to put this but ok
Has anyone got a rainbow or galaxy shader I can use?
Newbie Question, is it possible to import/mimic the constraints from blender? Is there a way to limit how far a bone can rotate so poses from full body look more natural?
you could probably try just adjusting the joint angles and the length of the bones
other than that, I'm not sure if there is much you can do using VRChat's IK system
you could also use a custom IK system using FinalIK
but setting that up can be a real pain in the ass
FinalIK does have rotation limits
Would it be possible to limit what the VRC IK system can do?
you cannot change VRChat's IK in any way really
Dang it
as far as I know
I have not tried adding rotation limits on a model
without also using custom IK systems
I'm not sure if VRchat would ignore them or not
I knew you could do something with twist bones and rotation constraints but I didn't know what the limitation is, being a newb
VRChat uses FBBIK if i remember correctly
full body biped IK
for more questions relating to FinalIK and VRChat, Scionzenos has a discord server mainly related to spider IK
In this video I talk about how to use a whitelisted component called Final IK to create an avatar where it's legs will use inverse kinematics to move. This system is more realistic than using animations or rigid body fixed joints to make the spider legs move.
Time stamps:
0:30 General Rigging
2:20 VRIK Setup (Blender)
4:00 Positioning extra hum...
discord link in description
The way to control your IK is to use your extremities of the VRC IK rig as targets for your own FBBIK rig, your mesh would be weighted to the FBBIK rig.
Like Sacred said we have no access to our IK in game, so making your own is the only way
ah, there you are :p
while you're here, did you ever try to add rotation limits without using a custom IK?
Rotation limits should not do anything to VRIK or FBBIK, only things that support it are the chains that have the option like CCDIK or FABRIK. Though I have not tried.
Personally I have not done custom IK because Id rather put my effort on different stuff, but I have friends that have done it
literally right here
I took that to mean something else.
a rigging question, is it maybe better to parent a skirt under the spine instead of the hips?
for animation purposes it would start actually not being stuck to the entire character's rotation
depends which bone is highest in hierarchy some avatars have hips some spine
well hips is
it should than rotate with whole character
i mean the question is, might it be better if it's on the hip child (spine), rotating with that too
just kinda asking for experience there
gosh darnit
why does blender keep randomly applying some pose that ive just animated when exporting the fbx
the fucking dope sheet is entirely EMPTY
the transforms are CLEARED
WHY
it seems like i get it out, then the next time it comes back worse
currently i seem to get some fucking half pose
well you can test which is better
making spine highest in hierarchy would be better tbh
in your case parenting it to spine would be better for animating
i see hm
so i'm trying to weight paint something to my avatar. but it would be infinitely easier for me to do while the avatar is posed a certain way. In this case, the arm is stretched out forward.
but when i try to paint the item to it, it instead acts as if it is doing double the motion of the armature. If the arm is posed 90 degrees from t pose, the item does 180.
why is this? Im sure it should not be impossible to weight paint while posed, no?
You could apply the pose as the rest pose, then weight-painting there? o:
As you can see, the white ear fluff is moving with the head, I need to make that as it's own bone in Blender, anyone that can help me?
these parts.
Nvm
ok found the correct channel lol
I need help with learning to parent bones
is this correct? I select my avatar's bones, shift click the clothing's bones then right click, parent>object? To merge?
in edit mode for the armature, just go to the bone tab in the bottom right, and then set the parent
there's literally a box that says "Parent"
(if that is what you're trying to do)
I tried to followed the text you gave me about attaching clothing to an avatar but stuck on how to actually merge lol
I'll look for the above
but in the end won't the avatar and the clothing be one piece in unity and won't be able to toggle the clothing on and off?
I gotta start watching tutorials on blender. No clue on what I'm doing and just staring at the screen
would def recommend tutorials o:
also, keep in mind that toggleable clothing might be against TOS, depending on how far that goes
kk! c:
this is probably broken
I do have two sets of bones
you can see the merge bone thing in cats is greyed out
even if I have both sets of bones selected
i have a question about weight painting that i dont know if it is a fundamental misunderstanding of me: i thought the more weight, the more a vertex moves when that bone is moved... but right now with something i have it seems more like if something is painted SLIGHTLY it moves the entire way, there isnt any difference between something that is blue but super slightly light and something that is entirely red
like why isnt the red part moved more than the blue part here:
@gleaming mesa could also be weighed to other bones
there is most likely a chain of bones for the skirt
like
multiple chains
i removed them all
including their vertex groups
ah so it needs more than one weight for it to work like i want, ooh
hey so i got an avatar thats rigged well except for the hands, am i able to delete the hands bones and redo them or do i have to start from scratch
Do you know how fix that
click on the model and go to the rigging section
there you have to mapp the bones
really easy unless the model is messed up
just a couple clicks
top error you could try without fixing it , doesnt always matter that much
@tender summit already answered, this guy decided to post that in like, every channel
really annoying when people do that lol
wastes people's time
how do I move the origin of my avatar rotation to it's feet on blender?
make sure the 3D cursor is at the world origin, and then go to Object > Origin > Origin to 3D cursor
I tried that but it didn't work
did you have the right object selected?
I believe I did but when clicked origin of the 3D cursor it stayed the same place in the middle of the body
to make sure where on the right page let me start from the beginning, what do I do after this
in Object mode, move the avatar up so it's feet are touching the bottom plane, then apply all transforms?
type snip in windows search, screenshot program
Anyone want to give me a hand with rigging in Blender? Having issue learning how to get the hair to correctly couple to the main body armature, and always ends up in the hair detaching from the hair's armature.
Before joining.
After joining
apply transformations for everything before joining
and also apply pose as rest pose with cats
This is my very first project, what are Transformations?
basically applyies whatever movement and rotation you made to be the new default
select everything and press ctrl+a
then apply rotation and position scale
"All Transformations"?
I'll go with Rotations and Scale if it's safer
This will keep the hair's armature connected to the hair after joining?
actually if you moved the hair, the origin of it will no longer be in the center of the file
if you join through cats' custom model creation menu, it should do all that for you
I've moved the hair, but always coupled with the armature, if I need to bring the asset back in from the file and do so to the scale and rotation, I can do that no problem.
Just minor scaling, always similtaniously.
Custom Model Creation Merge? Attach to is there, Attach to head?
i'm not sure honestly, i don't use it much
if you just have the hair you can select the armature and go into edit mode
then delete bones you don't need
but you can try just merging
Ah, just needed to be fixed before attempting merge.
I think that worked, hair is still funtioning.
The best part being, the head can be moved! (Previously my methods made it so the head was separated from the bones.)
It worked for the most part, I appreciate it.
I've come into an issue I was struggling with previous to this as well. It may have deleted an important bone, as I'm left with this after all is said and done. Just the top of the head is disconnected.
Been looking into weight painting, but I can't seem to seperate the parts, because the ponytail itself took well enough, and causes the selection to get messed up due to this.
What I'm seeing now:
From here it'd be easiest to select and edit, however when I change to "Edit" the pose is reset.
Through material selection, it selects functioning assets:
Okay, found the reason:
Somehow it got connected to the right toe?
As well, for some reason it's being labled at the bot.
weird
Alternatively the ponytail itself is connected to the Right Knee
Confirmed. Lol.
Toe, as well.
Is there any way to find the child connection and disconnect from the parent bone?
I detached it from the knee and toe! Woo-hoo!
Any idea how to connect the mesh to the head without disrupting the other functioning hair bones?
Is there any way to move the body away from the target temporarily?
yeah
please help me
can anyone help me with this newts bones?
also i dont know whats going on with my texture..i tried to import it in the fbx and its all black
when i was in sculptris and it was an obj in unity it worked
Figured it out : D
How remove this ?
You have to upload an image of your avatar when you first upload it. To change what image gets uploaded, switch to scene view and move the gameobject labelled "VRCCam"
You cannot remove it
I'm trying to find out what has broken my avatar. ive done some edits on the rig but havent edited the main hierarchy at all... yet unity now complains at me with this:
the rig looks like this
hips-down
and it worked fine before i edited it
i know this means ive done something wrong, likely, but i cant find what
okay, a unity switcharoo to generic and back to humanoid actually solved this
now hopefully the avatar works again ingame (it bundled up into a mess in full body rn)
heya, question, im currently creating my own avatar from scratch, and wanted to ask, how do I do eyes and mouths in blender?
surely i dont just... draw them on, right?
dont want the eyes to be 3d models, normal cartoony/anime eyes but not sure how to do so
have you looked at other models for reference?
i haven't, no, good point
there are a few ways
oh nvm
you could draw them on, but if you want mouth movement and blinking, what i do is i make some planes and put them in front of the face
while working on my avatar in blender, at some point my blend file increased like 4fold in size, and now every fbx export is like 19mb instead of about 3. the amount of geometry didnt change, but that fbx imports with everything jacked up to fuck
i have no idea what might have happened, does anyone have any experience what might have caused this, maybe experienced something similar?
are you embedding textures on export?
no, im not
also realization: turning any shapekey in unity up makes the model look like normal, wtf
that was actually it. i had a super bad shapekey
do I need to add any bones to the planes or
nah
the way i do it, i just make shapekeys to animate the eyes and mouth
do make sure to weight paint the mouth to the head bone, and you can tag the eyes to eye bones if you want to add the idle gazing in vrc
@wind night sorry for the 2nd ping but im still lost, even after looking at some example avatars
so the problem im having is that im not actually using polygons for eyes/mouths
i just want to use an image on a plane like you suggested
but my knowledge of blender still isnt that great, i dont get what im supposed to do
I've set up the planes, now what
specifically, how would i do eye tracking with a 2d eye
you wouldn't be able to use the official system, you would need to make your own
you can have multiple eye textures in a grid in one texture, called a texture array
and then you can use a shader like Poiyomi's and the Flipbook feature
which will let you load all of those textures as a sort of "GIF"
so like, a short video with frames
each frame being a texture
then you can use animations to "scrub" through and display a certain frame
seems like it'd be easier to just implement normal eye tracking then
i'd think so too
cut eye shaped holes in the model, make some concave eye sockets, and then add some pupils
weigh the eye sockets to the head, weigh the pupils to eye bones
the problem is that it ruins the face topology and the schtick of my model is that its low poly so i cant just subdivide it until it looks good
you can adjust the position and length of the eye bones to control the "pivot" point of the eyes
eh, you can still make it work topology wise
ive no idea where or how to fit eyes in here
i just rotate the eye planes little bits in the vrc descriptor
you can't move the pupils independent of the whites or anything but
hm
maybe i should try painting the eye whites onto the face
@strange vigil one thing you could try to do aswell btw is to make a high poly version of that avatar by subdividing, then using that to bake a normal map to use with the low poly version
it would make the model look smoother without actually adding any additional polygons
Hi, does anybody know how to fix that ( I checked the hierarchy: it's parented properly in Blender and in Unity I managed to reparent the knee joints as first child of the leg joints by unpacking my prefab and going into the avatar configurator ) however, the problem is still there in game.
you mean bend them out from the center ?
I'm importing a .blend into Unity for my avatar, but it's leaving _end leaf bones around. Is there an option to remove these? They don't seem to do anything. It's obviously not the end of the world that they're there but it'd be nice to rid of them.
They only seem to appear on bones which have no children.
You basically want the knee to be bent
I got it, found someone with the same problem on reddit and that was the suggested fix " The easiest way to do this is to select the end circle on the leg bone(the top leg bone), and the first circle on the knee bone(the bottom leg bone), and then move them a little bit forward away from the model. This gives the model a reference as to which way the knees are supposed to bend and it won't get confused and have them bend inwards at time." Imma try that
I don't suggest doing that in edit mode
You should use pose mode and just rotate the upper leg forward and lower leg back
I think that's just how VRChat's IK works, if you mean that fidgeting o:
that happens w a lot of models, I think it's vrchat too
tfw suddenly all your shape keys do nothing
GG
i feel some hours of work just flying away
blender aka footgun.exe
it's possible, can you show us the rig?
just a front view of the rig in blender
the legs should be straight
so like, the foot should be in line with the top of the leg
but the knee has a very slight bend
you can do these changes in pose mode, and then apply the pose as rest pose
you can just edit the coordinates of the head and tip of the bones
like for example
copy the X coord of the head
and paste it as the X coord of the tip
don't need to
you can do in the Item tab in the top right
if you don't see it, hit N
but wouldn't that anihilate any changes once out of the mode? I thought pose mode was just there to test stuff
Then you use Cats to apply pose as rest pose
In any case, I bent it following the vrchat guide but it did nothing, she bends just the same
Can you show the armature before export from blender ?
It worked for everyone before you, myself included, so I'd be surprised
you can just change it in edit mode as well
Does anyone know why the thighs on this model might be tilted in-game?
I guess a more apt description is the knees being slightly bent
probably asked this before because i have dory syndrome but is there a good way to go about an avatar with extra short legs because they like to go through the floor if you sit down in full body
Anyone know why my avatar is imploding when binding FBT? Seems like hip bone is on the floor 😐
The bottom of your hip bone may be too close to the top of your thighbones - try moving the hip bone up, or shortening the thighbones a bit? o:
That armature is barely humanoid due to the proportions though
Yeah, true. Proportions were just for testing, I'll drop down the body height to normal.
Will give this a shot.
also keep in mind that the VRChat IK needs at least three finger bones on each hand (thumb, index, middle) to be mapped, alongside the normal spine/head/shoulder and arm bones
The hip collapsing issue is likely with the hip bone though
and yus c:
Yeah, I've got full hands set up so they should be fine.
Nope, still broken 😦
Interestingly the official tpose rig from VRChat SDK 2.0 doesn't have this issue
odd o:
It could also potentially be an issue with the thighbones not being connected to the calfbones
Possibly yeah - seems like the official SDK example has all of those connected.
Yup seems like that was it!
Thanks @kindred pollen
cool! and yw c:
Unbelievable how finnicky this all is haha
lmao
i have a bit of a weird issue, i'm making an avatar for someone and in animations the knees bend fine (such as walking or the default animations) however when standing (in vr and desktop) and when crouching (in vr, crouching using c on desktop works fine) one knee bends backwards? i have no clue why and id love any help i can get
here's the rig
Move knees outward a bit, rotate bone rolls. If they are already then rotate the tiniest of bit
Like move the knee bones just a tad so the legs are not perfectly straight in the front view
Thank you! I'll try asap!
Im just looking at this tiny little thing with annoyance -.-
how do you add bones to an avatar with out breaking it
You just add them and then weight paint
ok
Name them too
add, name and weightpaint. That order
Im angery at this bracelet. Its apparently weight painted to the forearm BUT also to the neck but no matter if I try to manually or through the list to get it unassigned it doesnt listen to me.
what problem with rigs would cause an avatar to shift to the lift in the head and hands when only in fbt?
im lost with this issue
right away or over time
right away
full steam vr or oculus hybrid
its not a tracking problem
full steamvr
doesnt happen when you calibrate for half body even with fbt turned on
its something with the rig but i cant seem to find out, never had this problem before
what about showing the rig if you think that a rig issue
Thanks! That list was all I needed!
i sent pics to you of the rig
Hello. I'm still learning blender, but running into an issue that I can't seem to find the correct solution for. I have a model that is MOSTLY rigged properly, except for the arms. I have Vertex groups and bones added and "fixed" with CATS, but the arms are a bit cursed and I can't figure out how to link them properly. Most of the solutions I'm finding online say to make sure the Vertex Group and Bone have the same name, but that doesn't seem to be working. Here's a picture of what it looks like when I try and pose the arm
That's just above the wrist where it's stretching
was the rig with more bone when you import it
Actually yeah, I think it might have been. Let me load the original import and double check!
Oh right I remember. It had like, weirdly grouped bones
they are twist bone
help the mesh to more more human like
r_arm_1_int > r_arm_1_int_is_helper > r_arm_2_int etc
twist your wrist in real life you will see
Aaah, okay
And now since those bones have been removed, all the verticies attachments are messed up
Gotcha
try to tick keep twist bone on a fresh import
or check if the vertex group still exist
and create a new bone with the same name parent to the arm
Hmm. So I opened a new file and imported it so I can look over all the bones and vertex groups, but even on this one it seems wonky in the same way.
Using Pose mode and rotating the lower arm gives the same as my first pic. So might be an issue with the original model?
parent those weird* bone to the elbow* that is parent to the arm
you still have the vertex group of said bone ?
Oh. I seem to have made a mistake in my initial post. The 'weird' bones were from a different file. The one I've been working with was a DAE, the one with 'weird bones' was an SMD, which incidentally seems to pose much more nicely
Maybe I'm just dumb lol
Alright yeah. So this one everything seems to move better, but it's got joins that I haven't seen before so that may be where I was getting confused.
Okay yeah. I think this might be where it all began. I'm gonna work from here and see if I run into the issue again.
Sorry for the hassle but I appreciate the advice weight! 🙂
Can we see a front-on view?
oof yeah that's not right
Is anything specific wrong or is everything wrong?
All of it looks kinda wrong to me
Although I guess it depends on if it's using blend shapes or bones for eye movements and eyelids
I'm sure someone with more rigging experience can chip in
Ok meanwhile I'll just keep looking at videos
This is what the skeleton looks like that comes with the normal SDK.
The two bones at the top on either side of the neck/head control the eyes
You should take a look at the names of the bones you've got - it might help in positioning them.
Ain't I missing a whole section of bones?
Like where is the chest and head, I can only find hips
It couldn't detect the upper half of the body bones when trying to fix model
They'll be children of your Jnt_ bones - the names on those aren't great
Ok I fixed the names of the bones and now it detects all of them
But I have one last problem I think
Everything I circled is bones pointing upwards
Is there anyway to fix that? Or do I have to rotate them all individually
Where did you get this rig from? Is it imported from an fbx or something?
mmd deviantart, pmx file
Ok
Is there anyway for me to rotate one bone (right wrist) and rotate another bone (left wrist) symmetrically?
Alrighty so I'm working on this model. There is an eyebone, then a pupil bone with the vertex group for the eye attached to it. The eye bone is the parent to the pupil bone.
When I rotate the eye bone, the eye looks around like I would expect, and if I rotate the pupil bone, colored part of the eye rotates in place.
The eye tracking in CATS doesn't seem to like this, since the Eye Bone doesn't have verticies attached to it. It says to make sure moving that bone in pose mode moves the eyes, but it does.
Has anyone dealt with this before and could offer some insight?
This is the armature before I tried bending it, I had to rework her in another backup because the modified armature made her toes go through the shoes for some reason. So this pic shows a non modified armature, I just need help on how much bending I'd need to do for it to work, I'm gonna try once more to fix her.
I've tried reassociating the verticies from the pupil vertex group to the eye vertex group, but when I do that, Left/Right causes the pupil to rotate instead of look left/right. That makes me think it might be an issue with the bones orientation for a direct transfer over?
yep, I've followed what was on that image, moving the ankles and unbending the toe bone broke the feet and moving the knees a bit forward using the two circles of the top and bottom leg joints didn't do any change to how her knees were bending
so this time I'll leave her feet alone and just try moving the knees a bit forward again
make sure to clear rolls in edit mode too then
what do you mean by that
select all bones and alt + r
lots of bad thing going on here
-You have 2 armature
-Mesh and rig origin not below the feet.
The main rig get reposition in unity but the tail don't as a result.
Okay. Yeah its a vroid. I think the feet thing is pretty common with vroid
Thanks will get them fixed. Fixed it
question, does the child of modifier work properly with unity & vrchat or do i need to join meshes another way?
so i get this error when trying to make eye tracking and i noticed that moving the bones in pose mode doesnt work, could anyone help me in fixing this
probably you didn't assigned eyes to bones
any guide to the general shapes for mouths for visemes?
@strange vigil you should be able to look up pictures with Google for the different shapes. That's what I did
yup, did so eventually!
hey guys does anybody knows how to push the shoes clother to each other in blender so they fit for the avatar? (btw first time making an avatar)
okay and that doesnt mess with the bones then?
if shoes have bones they can be moved too in edit mode but bones edit mode
is there a way how i can select only one shoe to move only that one?
Select the shoes in object mode, to go Edit mode, and select one shoe's vertices/edges/faces
okay wait wait wait, i got it like this now, what now?
Deselect (click in the grey space), then click and drag over one shoe
You can turn x-ray mode on to select all around the shoe too, instead of having to go around it
and where is the x-ray mode?
alt+z
also top-right of the viewport
okay got it now, does it look good like this and is everything okay?
btw thanks for the help guys xD
yw! c:
Once you have everything placed the way you want, I'd def recommend joining the meshes of the pants and shoes (CTRL + J) though obv make backups/Save As before you do o:
should i merge the bones before the meshes or after? 😮
i watched some turtorials on youtube and nobody talked about meshes so i dunno what that is xD
Meshes are the visual polygon-based things you're working with there c:
and depends, what bones do you need to merge and are they already weight-painted to the model?
uhm the shoes came with bone from the feet to the hip and i dont know if they are weight-painted xD
If you select the armature in Object mode, then switch to pose mode and rotate them, does the mesh move lol
like this
click on bones and from object mode to pose mode
and what then?
click on some bone and press r and move it
the only thing moving are the shoes then
you are probably in pose mode of shoes bones
that's odd lol - assuming there's only one armature, I'd recommend joining the body mesh to the shoes, then weight-painting the body to the armature
Automatic weights might work well here? o:
yus, again assuming there's only one armature though o:
If there is a seperate, proper body armature, def use that instead
as i said its my first time xD
you don't have any armature there more than that?
if not it means characters isn't rigged
and you got shoes only with rig already
probably downloaded from somewhere
okay i got 2 "Skeletons" one of my whole body and one with only hips and legs from the boots
I'd recommend using the whole body armature then lol
m2
def Save As before you do this, but delete the armature from the shoe mesh, join the shoe mesh to the rest of the body, then weight-paint the shoes to the foot bones
To save time, you could make a vertex group of the shoes before you merge them to make weight-painting easier
i really dont know any of these technical terms xD i startet today so i have to lear a lot of things xD
you're fine! lol - Select the shoes in object mode, then go into Edit mode
Select one of the shoes (left shoe as an example), then make a new vertex group called Left Shoe and click Assign, with the shoe still selected
(note that my image was taken in Object mode accidentally lol - there's an Assign button to the bottom-left of the vertex groups list)
You can rename a vertex group by double-clicking it
and what exactly is a vertex group?
A vertex group is a group of vertices - making a vertex group of the shoes could be helpful, as you can just assign the shoe's vertices directly to the foot bone instead of having to manually weight-paint all the verts to the foot bone
a vertex group is a group of vertices (the points between the polygons). you can give a name to each group. if a group has the same name as a bone, it will follow that bones (to my understanding)
^
okay so i got it now that everything move with the legs and stuff xD
How do I get my kness from bending into each other?
Bend them out very slightly in Blender
Okay thanks. Seems to be a common thing huh?
somewhat! Def don't bend the legs out too much, or your avatar'll end up with rickets lmao
@teal mantle
Thanks Sacred.
im making a baby penguin, i rig things in mixamo so i wonder if someone could help me rig the jaw for the speaking
press A, then Alt + R and Alt + G
i wanted visemes but i made an abomination :(
that's heckin' adorable what
like, my poor penguin will never be able to close the beak
i dont have blender so i use mixamo
and mixamo does not rig jaws
Blender's free both on Steam and the website o:
i dont want to use blender
thats why i am using mixamo
its just a bone
please anyone
ill give you the model
I can't really help you there lol, making that bone would be p easy in Blender o:
lmao same, it's def worth it to learn though
If you want somebody else to do it, I'd probably recommend VRCTraders or #community-servers-old, though you'd likely have to pay for it
I'm trying to get eye movement to work. Up and Down work properly, but Left/Right is rolling the eyes instead of shifting left/right. Is this a bone issue or something else?
Oh sorry, this is in Blender still
Are you rotating the bones on the right axis? What do you mean by rolling them?
I think I'm not but I'm not sure how to correct it.
I'm using a program called CATS which has eye tracking setup, and when I test it, there is an Up/Down slider and a Left/Right slider.
The Up/Down slider works as expected, but the Left/Right slider causes the eyes to rotate instead of move left/right
I'm not sure if this is a bone setting I need to fix, or if it's positioned wrong, or whatnot, unfortunately.
