#avatar-rigging

1 messages · Page 185 of 1

sage patio
cyan adder
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thanks

livid pond
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Sorry I would say no..

fading verge
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I've made edits to this model how would I rig this, I would Imagine I would have to Re-rig it

fallen temple
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How do I put my right wrist with the right elbow?

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Nvm, found out

dusty stone
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Rigging done.

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Man, that was painful with WhiteNight. Now for the next bit...

lethal lark
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Hey guys, I have an avatar where the hip is slanting upwards on the right side when using full body. I've seen issues like this before and it's normally to do with the hip and spine bone placements & size. But I've looked at those and done everything I can to line them up perfectly. What else could cause the hip to slant up?

dusty stone
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Strange. My armature doesn't appear to be exporting into an FBX file.

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nevermind - ignore me

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Ignore me again - seems like the rig isn't actually being recognised? Also, it is on the wrong direction.

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How do I ensure the Armatures export correctly?

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Cuz something is fucking up when it is being exported - it doesn't recognise an armature in the FBX File on export.

crisp tendon
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If the rig is there then it's recognized

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Is it weight painted though

dusty stone
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Yeah

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I spent tons of time doing that.

crisp tendon
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Can you show your blender window ?

dusty stone
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What do you want to see specifically?

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Part of the weight painting to confirm it is recognised, or...?

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... Guess this?

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I'm doing an unorthodox thing - making an avatar based on a non-humanoid, but using a humanoid rig to do it.

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I just added more bones on the original armature to suit my needs for the wings.

except those front, super long pairs - they're actually arms.

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Haven't used CATS to fix the model, but I imagine I might need to do some of what CATS does manually in order to do other rig stuff?

sage patio
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those are the extra bones that stick out

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you can remove those

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just to be sure that the bones you are removing are not actually moving anything, you can go to pose mode and try to move them and see what happens

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if nothing on the mesh moves, you can just remove those bones

dusty stone
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Normally I would use the CATS tool, but I was told specifically not to.
So I guess I need to do some of what CATS does for it to appear in Unity...?

sage patio
dusty stone
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Just fixing armatures in Blender, usually

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That was for MMD ones that I used as a base, but this one's unique - I had to piece this one together on my own.

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So I was told to not use 'Fix Model' for here.

sage patio
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yea, don't use it

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it will most likely ruin your work

crisp tendon
dusty stone
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zircron

The word 'Armature' didn't appear before, I should mention.
Just imported it again now.

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and it has the word 'Armature'. It had 'Hips' before, not 'Armature'.

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As for the hips...

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They have none.

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I didn't give them any.

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The model is a floating baby Jesus Fetus - The hip does nothing for me and needed unique stuff.

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i've been recreating this feller - WhiteNight

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From a side-shot, it has 3 unique bones from the Chest.

WNTail1, WNTail2, WNTail3.

It was so I could animate the tail; I wanted to give this model a custom idling animation - since it is floating, that idle animation could play while I move around anyways.

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I positioning the mesh to where it fit best on the humanoid rig that I snatched from a previous avatar.

The armature that WhiteNight mesh is using is fixed, but it was fixed in another project by CATS - I just imported that FBX from that Blender project into the WhiteNight Blender project and used that rig as a base.

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if that information is useful.

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New development:

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Armature faces the correct way.

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Armatures are blasted to hell, though.

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It seems like it mostly just didn't connect them itself, since the Armatures are still there.

sage patio
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second, in that same screen, make sure that all of the bones are correctly assigned

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then go to Pose (at the bottom), hit Reset, then Enforce T pose

dusty stone
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Well it's not... in pain, anymore.

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I need to check the parenting, though.

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Not sure what's up with left and right leg. They're set correctly.

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but it isn't here.

dusty stone
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How should bones be parented?

dusty stone
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alrighty

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Seems the same to me - Left and Right leg function similarly.

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unlesss those WingBones and stuff being parented to the chest mean something?

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and the Tails.

smoky cradle
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Is there anything I can do to fix the Ishue?

sage patio
dusty stone
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I still have no idea what's going on.

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the legs are perfectly normal here on the rig,

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but broken in Unity.

dusty stone
dusty stone
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I cannot figure this out. ¯_(ツ)_/¯

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My last idea involves putting my other VRC Avatar's FBX into the same project and copying the armature source into the WN model.

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I've exhausted every single trick I could find and come up with.

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There's nothing wrong the hierarchy.
There's nothing wrong the with naming scheme.
All the essential bones are there.

I am stumped.

sage patio
dusty stone
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In Blender?

sage patio
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yes

dusty stone
sage patio
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that is not pose mode

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that is Edit mode

dusty stone
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wait hold on, let me hit X-Ray

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Same thing, really.

sage patio
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while in Pose mode, go to the "Pose" menu in the top left, and go to Clear transform > Reset unkeyed

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see what happens

dusty stone
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alrighty.

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... Nothing's changed.

sage patio
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in Edit mode, try this

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and for good measure, in Object mode, select everything with A and try this

dusty stone
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Is there some visible thing you're looking for, just outta curiosity?

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I did notice the armatures are now see-through.

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but that's probably because i was in pose mode originally

dusty stone
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Okay, it seems to have... normalised somewhat in Unity.

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Muscles & Settings, it looks fine, so...

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It'll work.

It's bodged together, but it will work.

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hopefully

remote notch
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I am trying to set a rest pose so that I can edit some meshes while they are turned a certain way, is there a way that I can save my default pose and revert to it after I am done editing the meshes?

crisp tendon
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alt + R to reset bone rotations

remote notch
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I just got it. You can click these 2 buttons on the armature modifier in edit mode

fading verge
sharp viper
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when you do that, unity will remove them

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also, there's something going on over here

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so you might now have some weight in those bones

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if you want invisible bones, generally you would do that by inverting normals and using backface culling, or a shader that is completely transparent

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or, look into generic rigs

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if you're curious how those work, flowerofgood's flowerpot is free to download and has one

dusty stone
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Also, there's probably weighting issues still; I just wanted to make sure the rig would work

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@sharp viper I could do tell it to not create an armature from this model and assign it all myself, right?

fading verge
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Bruh is blender messing with me?

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Parent and keep offset

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yet its not folowing

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bruh

fading verge
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nvm

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I'm dumb

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I was switching between edit and object mode to add new bones

sharp viper
uneven onyx
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Trying to tidy up my rigging to fix a few small IK issues I've been having, wondering if anyone notices any glaring issues (I've hidden most of the non-humanoid bones to make things easier to see)

sage patio
uneven onyx
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I am still getting this error as well

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and I understand what it's supposed to mean

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but I can't see the angle discrepancy

unreal shoal
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So... nobody is pointing this out, but it seems that "height" scale for full body rigging there.. involves the EYE BONES

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I copied my armature, rotated it with snap on so that the fingertips went down to the ground

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the highlighted bones are the fingers, the two standing up on the side are the eye bones.

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this avatar is almost perfect for fullbody

wooden verge
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okay so
i have this jacket texture right
im using texture painting to give it a proper design, etc etc,
however as you can see by the blue circles, the base colour texture ive made isnt applying to the material slot?
it just ends up as a black sphere, and when i render it doesnt work.
how do i apply the material properly? am i making some kind of rookie mistake? I havent touched this program since 2016 in any serious capacity lmao
i cant really atlas my materials if its all just black spheres, so im a bit stuck

fading verge
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Hello guys is it possible to convert the rotation of a bone into the translation of another bone for twist bones in unity ?

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Without final ik that Is

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Thank you

sleek isle
wooden verge
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-----i wasnt adding textures.

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bloody hell i think ive got it

sage patio
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add a rotation constraint to the twist bone, add one Source, drag the wrist bone (for example) in it, and set the weight to 0.5

fading verge
sage patio
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hm

fading verge
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Like everytime the hand bone rotatateson the z axis the twist bones slided back

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Also thinkinf of using something similar for hard surface rigging like a bionic arm with pistons and such

sage patio
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you can pick which axis the rotation constraint is controling

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the Freeze axis boxes

fading verge
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Yeah but it copys rotation as far as I know it won’t do a translation

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I want my twist bone to rotate and translate

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Basically like for every degree of rotation move the bone on the z axis by 2mms type shit

sage patio
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yea, that can't be done using constraint iirc

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unless someone proves me otherwise

fervent hornet
fading verge
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Hmm interesting I’ll have to see what I get once in unity

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@fervent hornet

fervent hornet
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I can send a mini prefab to show what I mean if you struggle with it 👍

late helm
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Can I create an avatar that has no arm? And because I am creating a character that is a bird. Can this give any bugs?

crisp tendon
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You still need the arm bones, even if they are not weight painted

late helm
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even if my avatar doesn't move your arms?

crisp tendon
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correct

late helm
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so I add the arms and remove the weights from him?

crisp tendon
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yep

late helm
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Ok, Thanks bro

livid pond
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guess what

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i need help again with jawbones

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please help is just a bone....

kindred pollen
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Again, I'd highly recommend downloading Blender and trying it yourself! o:

livid pond
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again, i hate blender and im not installing it again even if someone paid me money

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thats why im begging

kindred pollen
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You're likely going to have to commission someone to do it then, unfortunately

livid pond
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its jsut a bone!

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a jaw bone! its rigged in mixamo

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5 minutes!

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please

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it sucks making 3d models on your own with no help for them later to be motionless due to 1 bone

kindred pollen
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Sorry, I really don't know what to suggest lol
If you learn how to do it in Blender, you could rig it yourself and fine-tune it how you see fit (heck, you could avoid jaw bones altogether and use visemes/blendshapes too)

livid pond
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dude , im going to tell this again

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its not funny, im very stressed

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im about to stop making avatars from how greedy people is

kindred pollen
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It's not strictly greed, rather they learned how to use Blender/Maya/their modelling software and became proficient enough (presumably lmao) to warrant asking for money - while adding a bone and weight-painting it is relatively simple work, it's still work

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I'd recommend trying it out again! there's lots of tutorials available on rigging c:

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(specific terms to look for would be "adding bones in blender", "how to weight paint in blender", "add bone to existing armature", etc)

livid pond
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ill have to say no again, because i already tried and had lot of rages attacks, im here because i gave up, that doesnt mean i even tried. i dont want more rage attack, and more unuseful tutorials i always fail do to my short mind, and i dont even understand the half of the words you say and im not interested

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ill give stuff for the work

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like art

kindred pollen
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I commend you for trying! people def don't just pick up Blender on their first couple goes lol, but the fact that you gave it a go anyway is vv respectable c:
Nonetheless though, if you want someone else to rig the avatar, you'll likely need to commission them unfortunately

livid pond
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please , stop saying "lol "and "commision". im about to have an stroke

fallen temple
fallen temple
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Does anyone know anything about twist bones?

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I can't seem to make it look good on my rig

sage patio
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the source should be the bone below it

fallen temple
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Thanks! I'll try it out after I set it up in blender

golden kernel
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I'm having a problem with merging armatures with meshes, I have everything scaled and when I merge the armatures the scale of the mesh resets.

fading verge
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does anyone know why my deformation looks different in unity compared to blender ?

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blender

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thanks in advance

frozen jacinth
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my stomach moves in when I bind in FBT but is fine other wise how do I fix this?

crisp tendon
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weight paint better i guess

crisp tendon
# fading verge unity

how many bones are there supporting this and what does the weight painting look like ?

proven belfry
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how and why is this a thing?

crisp tendon
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shapekeys ?

proven belfry
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yeah but for some reason they've attatched themselves to the clothing

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I spent so long fixing up these clothes and now they're all kinds of busted

livid pond
sleek isle
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@fading verge 4 vertex group is the maximum in the current unity version.

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If more affect it . They will get discard

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@frozen jacinth the spine is to far from the leg/hip. Something like that.

viral kraken
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why am i getting this error wtf?

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bro come on

livid pond
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dammit mixamo ill crush you

viral kraken
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if i make the legs smaller in blender (after mixamo rig) will he be shorter?

sleek isle
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mixamo dont like when limbs are separated

scenic lichen
proven belfry
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it's my first time doing stuff like this

fickle cosmos
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@livid pond I hope this could motivate you to learn new skills!
I have had 0 experience from blender or any other 3d software. I have ADHD so my consentration can be hard sometimes and also I bang my head on the wall all the time!
But you get better at it when you do it more. I have burning desire to get my own avatar to VRchat, It wasn't that fast, or easy as I thought. But just dont give up! You wont get anything in life if you just giveup.
I took the hard route and I want to make everything, I mean Everything from Scratch, I started from basic cube and I havent took any image textures from internet, I have just made all by my self. Why not, It cant be that hard.. 😄

I just try to find something positive from every part of avatar making, This Rigging part will shorten my life for sure 😄 haha ! Still great amount of work ahead, and I don't even know what I don't know yet.

You should find some friend who could help you with basics if you struggle a lot.
-MadDusa

proven belfry
scenic lichen
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Should be pretty self explanatory

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you should really join meshes though

proven belfry
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I did, but that's what caused my problem

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it might also be this

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there might be too many.. polys?

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I think?

livid pond
livid pond
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i LOVE the model

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every single one its made from scratch (except mixamorig)

fading verge
fickle cosmos
# livid pond i LOVE the model

One jaw bone wont stop you! I added bones for expressions like corner of the mouth, jaw, cheeks, eyebrows, lips.. But It will make my life easier at the end (I hope so 😄 )
Good job, You will get far if you just continue, cladly nowdays you can watch tutorials for everything ! and most of thema are free!

livid pond
proven belfry
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It's alright, I've gone back into blender and combined a load of the meshes without breaking anything

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it's now gone from 6 to 2

livid pond
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my concern is people calling my avatars trash due to the failed mixamo rigs and lack of expressions or mouth movement

fickle cosmos
# livid pond my concern is people calling my avatars trash due to the failed mixamo rigs and ...

Dont let other people stop you, Show them that you can do something cool!
If you want some expressions/mouth movement, then you will learn how to do them/fix them, or pay for someone to do that job for you. Sadly nothing is free in this world, exept some advises like this 😄
Good advice is not to rush with your model, If you make something in hurry and make shortcuts, It propably will show in final product!

livid pond
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lmao thats what im doing, asking people for a little viseme and ill be done

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well i actually rush in every single model

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i can make 5 a day!

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its not because i want to rush, im naturally speedy and nervous

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im a perfectionist so i update all

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the pinacle was making myself

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it took 7 updates

sleek isle
fading verge
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I ended up getting rid of one of the bones and cleaning up manually thanks for the tip tho you're amazing

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I had twist bones and volume restoring ones on basically every joint

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Now the shoulder get no love vrcCrying

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@sleek isle

sleek isle
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with a well place bone and weight paint. 4 group is enough I would say.

fading verge
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it is damn that looks really clean

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that area is my nemesis

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this 10/10

sleek isle
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the deformation possible with that one extra bone is something

fading verge
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what does that one do exactly and what is it parented to ?

sleek isle
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it parent to the hip and copy the 100% rotation of the leg

fading verge
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and it targets that area that tend to cave in right ?

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this area

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Another way to weight paint is in blender it had added the ctrl+a in 2.8/2.9 that makes a perfectly circle weight paint on limbs. Body parts makes it a little more complicated. And I’d recommend if it’s the legs cut them off from the body and do the legs one at a time to the bones.

sleek isle
fading verge
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as expected thank you

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Also in that video it looks like it is a uh MMD

sleek isle
fading verge
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lol

sleek isle
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but for your model its since fine without

fading verge
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Well what I’m saying is MMD models are borked up the ass sometimes

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but his rigging is really good tho

fading verge
wind night
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say i don't want my fingers to bend in the middle, just flip up and down as a whole
which finger bone should i weight the whole finger to in that case? base? middle? tip?

fickle cosmos
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You can use one bone then for whole finger?

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put all weight to that first bone

feral saddle
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Hello! Has anyone had any problem with Blender's FBX exporter making the last shapekey as Basis and the Basis as the last shapekey? I've tried putting an empty shapekey in the end to see if it fixed it but it still applies the last (with actual moving data) shapekey as basis.

sage patio
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@feral saddle try exporting using CATS plugin and not blender's exporter

feral saddle
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Already tried it. I got it fixed by going to the basis shapekey and moving one of the vertices 0,00001. Yep, it's weird but it worked now.

frozen jacinth
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should I use IK bones on my avatar for FBT? It was designed with sdk 2.0 in mind so I don't know if the automatic IK means anything in the vr descriptor.

sleek isle
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wut

sage patio
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there is nothing different rig wise setting up avatars for 3.0

raw heath
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Is this a good bone setup?

glass sphinx
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Does my head have to be a seperate mesh from the body?

sleek isle
sleek isle
glass sphinx
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@sleek isle Oh ok. I have a low poly count one. Um. So when I rotate the bones why doesnt the model move with it? Like if I rotate all the bones the body stays behind.

sleek isle
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Look as there is no vertex group weight paint to the body

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Or armature attached to it

glass sphinx
# sleek isle Or armature attached to it

I built a whole armature and attached it. I was following along a YT video and did excactly as she did. But when she moves hers its different from mine. Idk why mine isnt attached.

gleaming mesa
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is there a way to browse the animation frames without actually putting that state into effect?

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in blendar

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i want to insert a keyframe based on a keyframe earlier in the animation

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i could copy paste the keys in some cases, i know

gleaming mesa
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sometimes i animate though without changing the frame first for example, so i need to navigate frames without the current pose being reset

glass sphinx
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Did I do this right? When I rotate the bones the mesh won't move with it. Is that normal? I haven't done weight painting yet

crisp tendon
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Well, probably do the weight painting lol

glass sphinx
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ok I started and it helps. But how do i make it so only specific bones conrtrol specific parts? It seems to be general overall weight painting

crisp tendon
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Select a specific bone and paint a specific part

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root bone moves everthing

glass sphinx
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If I select a bone it selects all bones..

sage patio
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and then paint some vertices

glass sphinx
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huh? I'm new to this. This is my first avatar I'm making

sage patio
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you should search up weight painting tutorials

glass sphinx
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I have but they do it differently from me and it's confusing

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like this one tutorial she just could click on in and weight paint but for me I cant do that

sage patio
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well yea

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but you need vertex groups to weight paint lol

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like I said, create vertex groups with the same name as your bones

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there are also ways to do automatic weight painting

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with varying results

glass sphinx
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could you discord call and walk me through?

sage patio
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na sorry, would take too long and too frustrating

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  • already in call
glass sphinx
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😦 aight

gleaming anvil
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@glass sphinx
https://www.youtube.com/watch?v=8mZd19L30FU&list=PL2EEbgwoJzdt5kFVDyY2lliNqf7cWJeD3&index=13
I suggest watching this video and the next video in the playlist
It's quite long so if you want you can turn it to 2x speed and wait until she talks about vertex groups, or start your armature from scratch following this and then weight painting in the next tutorial.

Hoi there, i went to bed pretty late but hopefully gonna teach you how to make an armature for your model, sit tight.

Blender 2.9

▶ Play video
glass sphinx
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yeah lol thats the video I mentioned.

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I followed everything she did

gleaming anvil
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this should happen when you Ctrl + click the bone

glass sphinx
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Hmmm you seem to have found something

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yeah mines empty. huh. I named and saved all the bones

gleaming anvil
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Hmm yea, might be worth starting over since it doesn't take too long and paying more attention to the vertex group creating part of the tutorial?

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not a super expert myself lol

glass sphinx
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ah. yeah I see the part of the video I accidentally skipped over

gleaming anvil
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Not sure if you'll be able to do it vith the mesh merged, but ik that tutorial suggests creating a copy of it before you join everything together

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cool! I hope you get it fixed!

glass sphinx
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Yeah. Seems I'll have to resort to a previous save and re texture lmao. I messed up but it's not that bad.

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That is.. If I cant un parent things. I don't save at periodic intervals....

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yeah but in this her model is plit up into different meshes. My whole model is One solid mesh

gleaming anvil
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If I remember correctly, there's a point where she tells you to save a copy of your blender file before merging the head and bodice. Did you do that?

glass sphinx
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yeah... nooo

gleaming anvil
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Is it possible you could go into edit mode, select everything that's separated in the tutorial (head, body, teeth, tongue etc) with L copy the vertices, delete them and paste them back?

glass sphinx
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oh and just manually seperate them that way? Great idea! Thank you

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ok do ears have to be seperate? Since she's a furry avatar? Rigging furry avatars seems different than human ones. Since we have different ears and tails

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and idk what to name those bones

gleaming anvil
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Most likely yes if you want to rig the ears. I didn't because mine is human and you can't usually move your ears.
I'd probably name it like "Ear Left" and symmetrize it and add a vertex group for that when you're going into weight painting.
That's my guess!

glass sphinx
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ok thank you. There doesn't seem to be any in depth tutorials for furry charaters. Most YT videos are "Just download a model from this website and repaint it in blender or this other program" or "Just go in and ajust the bones so they fit" Nothing real in depth like Rainhet's videos

gleaming anvil
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yea, her videos are a real life saver

scarlet jasper
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When adding clothes in blender that have their own armatures, do I need to delete the old armature once I "join" it to my base model armature?

sage patio
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@scarlet jasper no, you need it

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you merge the bones and their associated weights using CATS plugin

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don't forget to change the specified armature under the mesh's armature modifier

scarlet jasper
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thank you

vital void
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I spent hours trying to rig my avatar and nothing worked

elfin meadow
vital void
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connecting the rig to my model

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I was using blender

elfin meadow
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You just need to parent your mesh to your armature

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And then weight paint it - there's lots of tutorials on it.

vital void
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Oh

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Whats weight paining

elfin meadow
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It's how you say which bones affect which parts of your mesh

vital void
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I feel silly

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that could have been helpful

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thx

strong spruce
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Does anyone know if I can copy the blendshapes from an older version of my model to a newer one? I feel like the short answer is no

gleaming mesa
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i usually end up doing it the opposite way

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port mesh changes to the old version

buoyant badge
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anyone know how to fix this im struggling alot

sage patio
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looks like it's weighed to bones it shouldn't be

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click one of those vertices in edit mode, then hit N to open the menu on the right side, and then go to the Item tab

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there should be a list of vertex weights

crisp tendon
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probably forearm or whatever bone that is in the arm

buoyant badge
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go i click on the hoodie enter edit mode then click on the hoodie to draw some vertices, then hit n? cuz it only closes and opens the cats menu @sage patio

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all arm bones had vertex groups connected to all bones, eyes, face, shoes. I removed them all and now the arm wont move with the hoodie, obviously, but how can i add a the proper vertex groups

sage patio
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CATS is one of them

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there is one tab called Item

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if you have a vertex selected in edit mode, you will see in that tab all of the vertex groups that vertex belongs to

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aka, which bones have an influence on that particular vertex

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that will tell you which vertex groups you need to go look for in Weight paint mode so you can remove the weight painting in the wrong spots

primal flare
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How do I fix this?

rose wagon
# primal flare How do I fix this?

Honestly it looks fine to me. If it's T posing it's T posing. Sometimes unity is weird and says it's not
You could always press enforce T pose and see what happens

valid relic
#

having some trouble with transfurring weights during a little kitbashing. could i get someone willing to view screenshare for a bit

#

both the models being kitbashed are mine and where made and exported by myself from vroid

fickle cosmos
#

Im propably missing something here. I want to attach snakes to my base armature, but it does this weird thing when I Ctrl + J it in object mode.
snake bones stays in right position, but mesh goes straight!
I managed to parent these bones to base armature, but it didnt help

crisp tendon
#

Apply transforms before merging

#

You can also bake pose with cats if not already done

fickle cosmos
#

oh! it worked!

#

I havent done that in cats, im getting closer!

fickle cosmos
#

I think im improving! 😄 oh my...

#

It might have something to do with my weightpainting, wild guess

#

but it didnt explode with cats, but it deletes all bones from snakes

teal mantle
#

can anyone help? I am following the tutorial to lower my avatar to my normal height so i can touch the ground with my hands but its saying my armature isnt in there?

fickle cosmos
#

I will skip rigging for today, This goes just worse... 😄

crisp tendon
teal mantle
#

Not home at the moment now but what will that do? @crisp tendon

crisp tendon
#

scale

teal mantle
#

Is it not scaled right? Looks ok to me

teal mantle
#

@crisp tendon How can I tell if it’s scaled right on the avatar? I can’t export it because it’s not in the right place right?

crisp tendon
#

How did you plan on making the avatar your own height ?

teal mantle
#

From that video. Basically just shorten that and the armature

crisp tendon
#

You just need to ace the armature down, not the mesh

#

@fading verge You just need two bones for each three fingers

#

The left one is the most correct one except there's three bones

kindred pollen
#

heck I haven't seen Maw in forever

teal mantle
#

Ok thanks

crisp tendon
#

Try alt + R on bones in edit mode before exporting

crisp tendon
#

You can just weight paint it to the middle bone yeah

tardy root
#

Anyone know if this is even fixable? It looks like the rig and weight paint are just not made for FBT. The hips are too far forward and when I move things around it just breaks. Here's an exaggerated example of what I mean

sleek isle
#

Chest don't really rotate forward in vr. Move it more back.

tardy root
#

Like the whole mesh? or the bones

sleek isle
#

The Bone 🦴

#

In edit mode make the spine straight from the hip

ruby furnace
#

can someone help me with all these errors on my avatar? i'm putting together the bones and half of them are coming back as red

teal mantle
#

I have this problem now lol.

fickle cosmos
plucky glacier
#

hello! i'm still very much a noob with blender just started learning to create my first avatar, i have a question did i just screw myself over and delete everything till the structure and do i have to start it all over again?

#

apologies if it's not the right channel i'm not even sure what to call this process

teal mantle
fickle cosmos
plucky glacier
#

alright thanks!:)

fickle cosmos
#

I managed to attatch snake armature to my base armature now! But it wont remember weightpaints what i have already made, is there way to parent mesh to armature without needing to do it all over again?
I did one snake seperetly, weightpainted it correctly and dublicated it then and now I managed to join armatures, but it looks like I need to fix all of them manually.... But all snakes already have "fixed" weightpainting but they didint like when i had to seperate mesh that I could join them.
I might go couple saves back and see if i can do this differently

fervent hornet
fickle cosmos
#

Damn, okey, first problem comes when I apply armature, snake stops to respond to armature in posemode. Which I think is the idea.
but If I wont do it and try to join them they just teleport and wont stay where bones were...
So I kind of have to apply and re weightpaint them, but it just doenst make any sense in my head..

fervent hornet
#

How are you applying the pose mode? CATs?

fickle cosmos
#

nope

#

also when i try to apply new rest pose snake goes straight.. to hell 😄

fervent hornet
#

When I've done similar things to this, I did these steps:

  1. Apply pose as rest pose via CATs
  2. Rename all bones if other armatures share the names
  3. Apply rotation, position and scale of armature and mesh if needed
  4. Join meshes and armatures
fickle cosmos
#

Fixing model deletes all snakes.. 😄

fervent hornet
#

Yeah dont use that fix model when youre not a perfect humanoid imo

fickle cosmos
#

It wont let me to merge armatures in cats if i wont fix model first

fervent hornet
#

You should be using this, and joining armatures one at a time with Ctrl+J

fickle cosmos
#

this happens when I join armatures with ctrl + J

fervent hornet
#

Did you apply the pose as rest before joining? How many armatures do you have right now in total?

#

I guess one thing about CATs is if you have multiple armatures in pose mode at the same time it really struggles doing the right one

fickle cosmos
#

Yes and still teleports like that.
Every snake has seperate bonestructure at the moment

#

and I have been trying to do this with only one snake at the time'

fervent hornet
fickle cosmos
#

Hmm hey thanks ! Thats lots of work for helping me!
That looks easy to follow!

fervent hornet
#

Took me like 6 tries because I kept fucking up lol

#

You're just lucky I was making my own medusa at one point 😏

fickle cosmos
#

what key you press to get that apply menu?

Oh ! thats cool ^^

#

search works

fervent hornet
#

Yeah apply is ctrl+A

#

Still using blender 2.79 😔

fickle cosmos
#

I still have problems, Let me restart blender and I will follow that video and see what happens

fervent hornet
#

Like I said earlier, make sure you are not in pose mode for any armature besides the one you are working on

fickle cosmos
#

Almost works! 😄

#

I fixed it! Ah.. I had to change snake mesh armature to base armature first

#

damn.. I need break now

fervent hornet
#

When I get burnt with blender, I usually relax with some more blender

fickle cosmos
#

Nope, still problems :DD I just dont get thisI might miss something or I have something wrong in here! im so close, but so far!

fervent hornet
#

Might be something small or a difference in versions. I know rigging has changed from 2.79->2.8+

fickle cosmos
#

My snek likes to teleport to sky for some reason, it looks first fine but that happens 😄 I need to triple check stuff and I will save that video of yours even thoug It wont go that smoothly for me.. 😄

fervent hornet
#

Make sure that your main armature is also applied on all transforms

fickle cosmos
#

good point

ruby furnace
fickle cosmos
spiral bobcat
#

hi, this is surely a stupid question, but how do you link the bones? because I have watched several videos on youtube but in my version of blender it is different, it does not appear as in the videos and I do not know where to link, if someone could help me please.

fickle cosmos
spiral bobcat
fickle cosmos
#

@spiral bobcat ctrl + J in objectmode

spiral bobcat
hardy sail
#

Hi, I've used the Data Transfer modifier to add clothing to a model in Blender 2.9, in Pose Mode via CATS it works totally fine and well, but when I import it to Unity the Data Transfer is not applied/is wrong. Anyone know why? I've exported about 5 times now. Please ping me if you do

crisp tendon
#

Apply it manually ?

hardy sail
#

In Unity or Blender?

#

It works perfectly in Blender. Unity is the problem. Or the way Blender is exporting it

crisp tendon
#

In blender

hardy sail
#

Ah, I can try to do that.

dire urchin
#

Anyone know how to parent bones in blender?

vague moat
#

Select bones, select parent as last and Ctrl + P

sage patio
#

simply having an armature with bones and a mesh parented to the armature isn't enough

#

you need to tell the mesh, or more precisely, each vertex, which bones have an influence on them

ruby furnace
#

does anyone know how to fix this error?

livid pond
#

can anyone remove the weightpainting from my mixamo model? i dont want deformed stuff lol

tulip ravine
#

if you remove all weight painting, nothing will move though

#

and it's extremely easy to do in blender too, no need to get someone else to do it

livid pond
#

i said tons of times i dont use blender

#

its just a little help to remove it from the head and mane

crisp tendon
#

You keep asking people to do everything you don't want to do, at some point you'll need to learn how to use any program, it doesn't have to be blender

livid pond
#

like what program?

livid pond
tulip ravine
#

why can't you use blender? the thing you're asking is a few clicks at most

crisp tendon
#

Maya is another one

tulip ravine
#

select your vertices you don't deformed -> mesh data block -> remove from all vertex groups

teal mantle
#

Almost there. Anyone know about this? The knees ben into each other as well when Im kneeling or in crouch position

tulip ravine
#

post the rig

#

preferably from a program that displays bones and not unity please

livid pond
livid pond
tulip ravine
#

i'll stop bothering you then 👍 don't worry

livid pond
#

its cause i get angry with that ...conversation)?

crisp tendon
#

Yes you can do the same thing in Maya

livid pond
#

oh, then im getting it

#

is it easy?

crisp tendon
#

Nope, harder than blender, but that's your only option since you can't use blender for some reason

livid pond
#

oh god_ i cant use it because of my learning problems

#

i said it TONS of times

#

and the anxiety stuff

crisp tendon
#

That's only stopped you so far, everyone else with learning disability i've helped before managed to do it

fickle cosmos
#

My mood after weight painting and im not even ready yet... 😄

crisp tendon
#

I highly recommend the weight paint master addon

#

The project weight feature is godlike

#

And overall more tools available at hand

fickle cosmos
#

Is it free?

#

I think I would propably want something to help with this, I can't turn this to fun activity 😄

crisp tendon
#

I think it's 15$

#

very much worth it

fickle cosmos
#

where i could find it?

crisp tendon
#
Gumroad

Addon for Blender 2.83 and 2.9 containing tools for simplifying workflow in blender weight paint mode. Useful for riggers, animators and character artist but not only.easy menu for applying weights to vertices - with properly working symmetry and auto normalizationcustom weights mirroring for all tools, works even if topology is not symmetrical....

teal mantle
#

Just wanted to say thanks guys. Got it figured out for full body even

fickle cosmos
limber junco
#

not sure if this is the right channel but, what do you do when the avatar is rigged correctly but it says this?

fading verge
#

If my model doesnt have arms, do I still create hands for the armature

atomic hemlock
#

Hi, I’m currently trying to make an Avatar but it has a naturally hunched over position and it’s leaning forward. It’s supposed to be leaning forward. How do I rig it so that it works well while leaning forward? I’ve tried it before and the result was really bad.

atomic hemlock
#

yes

tall vine
#

Is to possible to add a mask to an avatar with its own lip sync?

#

Like id have a mask that was togglable and also moved with speech

crisp tendon
#

Sure, just do the visemes on the mask with the same shapekeys, and scale that mask with a bone

dim monolith
#

So I've seperated my avatar to make weight painting easier for myself, I've painted the hair and skirt fine but when it comes to the body and these accesories I can't select any bones or do any weight painting :I

sage patio
#

if a vertex group has the same name as a bone, it will move with that bone.

#

changing the name of the bone will change the name of the vertex group

dim monolith
#

I used to be able to select the bones with ctrl left click, so I don't have to click on the vertex group window, but now I know there's another way I thank you

#

(didn't know you can select the other way round)

#

yeah I can select the bone with ctrl left click with the hair, and then blender megically selects the associated vertex group

tall vine
#

@crisp tendon do you mean like using the shape shape keys from the avatar and scaling it?

#

im new to this so im just trying to fully understand what you said

#

If so I only have the avatar in unity so I guess id export it to blender and yoink the shapekeys if thats what u mean

crisp tendon
#

You want to create a child bone for the jaw, weight paint the mask to it, and for your toggle you just scale that bone up. The shapekeys will be the same on the mask and mouth

tall vine
#

oooooooooh

#

What exactly do you mean by scaling up the bone?

#

Would it also be possible to add a new bone or rather use the on in the gif and just pose it for the shapekeys manually?

crisp tendon
#

Press S on the jaw bone

#

Go up and down

#

It'll shrink what's weight painted to it

#

Your gesture in vrchat will just be enabling an animation that scales the bone that was the mask from 0 to 1

tall vine
#

Thats definitely a thing seems like i need to learn a bit more about this stuff

tall vine
#

Would anyone be willing to walk me through it id pay

raw lake
#

I need some help, when it comes to this

#

Atlas is non-functional as i need a script to fix it

crisp tendon
#

Click Join Meshes ?

raw lake
#

Can;t, it softlocks blender

#

I think for now, ima give up on trying this lol

sleek isle
#

or the simple way. Move the bone and pose to shapekey with the cats plugin in blender.

#

name the shape key the same as your face

#

merge the mask mesh to the face mesh

#

to toggle the mask on and off. weight paint the mask to a bone and parent it to the head bone

#

in an animation scale that bone

tall vine
#

Im so lost in the sauce right now. So can I use the bone present on the mask to pose?
I feel like im doing this all wrong I legit cant even replicate the bone on the mask like I do it that way I did it the first time and only the bone moves nothing else

sleek isle
#

create ah/oh/ch

#

then generate the other with cats

tall vine
#

Aight I'll attempt

#

can i do this in pose mode or do i have to do it in object mode

sleek isle
#

the bone is blue in the gif

#

pose mode

tall vine
#

I cant select the bone while in pose mode with the CATS plugin should I pose, turn it on, save , turn it off, and repeat?

#

oh im stupid ur legit doing that in the gif my bad im brain dead

#

Where do these shape keys go when i do them through the cats plugin? The bones shape key list is empty

tall vine
#

I deadass cant make the shapekeys do anything😂

#

if this shit didnt look as fire as it does I woulda gave up hours ago lmao

fading verge
#

can someone please help me

sleek isle
#

not like that

tall vine
#

Is there something im leaving out when doing this? still does nothing when i pose in pose mode

#

Though the mouth is open when i switch to edit mode but moving the value does nothing

crisp tendon
#

You're moving the object in object mode, shapekeys is edit mode

#

Watching basic tutorials would help you a lot, and quicker

tall vine
#

true

tall vine
#

we making moves😎

#

So I should do all 16 shapekeys this way?

crisp tendon
#

Yep

tall vine
#

💦

tall vine
#

Im guessing now I should connect the bone to the head and weight paint it

tall vine
#

The bone connected to the mask doesn't have to be functional right? It just has to be there to be scaled later?

crisp tendon
#

wdym by functional

tall vine
#

Like it doesnt have to connect to anything except the mask parts

crisp tendon
#

Well you should merge your meshes, and your bone should be a child of the head bone

tall vine
#

oooh yeah my bad I forgot that part

tall vine
#

Sorry Ive been blowin up this channel all day I just really wanna make this work

vernal onyx
#

When I get the error that a certain bone isn't the first child of another bone, is the only way to fix that to rename the rest of the bones so that they are alphabetically after the bone that is supposed to be the first child?

#

Or am I missing something

fervent hornet
#

Yeah because unity doesn't let you reorder stuff in the prefab

fading verge
#

Does anyone know a fast way to rig avatars good?

#

Trying to use mixamo results in buggy models for me.
Most of the time it messes up materials for me, leaving only 1 material for everything which completely borks UV mapping
Secondly I get no jaw / mouth bones even on ones where existing mouth bones exist

#

I have 0 experience in Blender so idk how to do that...
I have about 20 models I need rigged and unless there's a way to to do this in batches...

sage patio
fading verge
#

thx ❤️

sage patio
# fading verge thx ❤️

I will warn you though, even though it says "5 minutes" it's still manual work, and "5 minutes" is more like "5 minutes, for someone who knows what they're doing"

fading verge
#

So, could be hours. Hmmpf.

sage patio
fading verge
#

Yeah my friend apparently paid $200 for a scratch model... I'm thinking about shelling out money to have all mine rigged

sage patio
vernal onyx
#

Maybe a stupid question, but when it comes to constraints, and having multiple sources, having both at 1 weight is functionally the same as having both at .5 right?

sage patio
#

I think that having the sum of all weights be equal to 1 is probably good practice though'

vernal onyx
fervent hornet
sage patio
#

for two sources it probably matters less, but he does have a point for more than 2 sources

#

doing 1 for all of them would be better than 0.3

#

since more precision

fervent hornet
#

lmao

#

How many 0.3's can you put in the field anyways

#

Honestly I mainly use constraints for moving things around so my stuff is usually boolean

#

Just tested it, number does not matter if they are all equal, if you have something constrained to 4 other things with 0.1 weight then it is equally constrained to the 4 of them. Doesnt matter if you use 0.1, 0.25, or 1.

vernal onyx
#

Good to know

#

Thanks

fervent hornet
#

👍

tall vine
#

I swear I ask a question and then like a minute later I somehow manage to figure it out

tall vine
robust crescent
#

select both 2 bones, ctrl+p (keep offset) , have to fix it after tho but should be visible

tall vine
#

The new bone is parented to the head already and I fixed but still isnt there

#

Should I just connect a new bone to the mesh and merge the armatures?

tall vine
#

ok that works

tall vine
#

when I merge the armature the mask just goes where every it feels like and since the mesh gets merged I cant do anything with it I think its capped 😦

tender summit
#

can anyone do a ms paint and show me where i would postion the bones for this model?

red charm
#

Any reason as to why the "mouth" would come out of the head as it tilts down? Don't fully understand weight painting. But the head has the entire "mouth" red, and nothing else has any weight set for it

crisp tendon
#

it definitely does have weight on another bone

red charm
#

The only vertex groups with weight on it are "head" "mmd_edge_scale" and "mmd_vertex_order"

#

Cause yeah, I assumed that was the issue at first. And there was some weight on it from the neck and the... shoulders for some reason... but I removed that

languid ermine
#

Need some help. I'm trying to export an animation that has IK rigging to unity, but it's not working.
I know that Unity doesn't support IK rigging models for VRChat, so I have another question: How do I transfer movement data from an ik rigged animation to an fbx file that unity can read and use?

languid ermine
#

Really need some professional help here. I'm trying to export an animation to unity, but my model has IK rigging. I've spent over 10 hours working on this animation, and the majority of the movements require the IK rigged extra bones. I'm trying to put all of the transform, rotation, and location information of the model to the base bones that unity can read. Is there a way to do that. Please i really need help here.

valid relic
#

I can't figure out how to select bones in weight painting :/

#

everything points to stupid tutorials that don't tell you the information

crisp tendon
#

Select bones then shift select the mesh in object mode, then ctrl + tab

valid relic
#

select the armature?

#

no i can't be following that right, ends up the same

crisp tendon
#

Have both in object mode

valid relic
#

yes

crisp tendon
#

then follow the steps above

valid relic
#

and i end up the same

#

as i said

crisp tendon
#

Then whatever you did to your blender configuration would be different from the default, i guess

valid relic
#

it's entirely default

#

are you missing something that you overlooked telling me 🤔

crisp tendon
#

I've done these steps for the past two years, and so have all the people i know tohrushrug

#

i'll record a video

valid relic
#

right, so maybe doing something that you don't need to think about normally

crisp tendon
valid relic
#

select armature, select mesh while holding shift so it's selected 2nd
press control and tab to go to weight paint mode via selector, only switches to weight paint mode without being able to specify which bone

crisp tendon
#

do you use left or right mouse click to select things ?

valid relic
#

lmb select

#

rmb is context menu

crisp tendon
#

Try switching them, i think that's the issue

#

since left is also painting iirc

valid relic
#

so in this example here, what is making it select the top left segment

crisp tendon
#

my right click

#

it was pre selected from my previous weight paint

valid relic
#

okay, so how did you do that, because thats what im asking

#

not how to get to weight paint mode

crisp tendon
#

i select objects with my right click

#

Ever since blender 2.79

valid relic
#

i'm on 2.91 if that matters

crisp tendon
#

switch to right

#

and try again

valid relic
#

same agan

crisp tendon
#

Did you save the settings ?

valid relic
#

selects a part of the mesh, skips the bone entirely

crisp tendon
#

oh

#

Try disabling the face masking mode

valid relic
#

the what what

crisp tendon
#

that white square

valid relic
#

thanks, god that was stupid easy

crisp tendon
#

I couldn't tell in your first screenshot because you had nothing selected

valid relic
#

you know how many tutorials i've had to do to satisfy people that where completely unhelpful

#

waisted days on donuts and anvils just for you to make it happen in a click

crisp tendon
valid relic
#

😂 thanks for putting up with me

#

haven't blendered since 1.79

crisp tendon
#

no worries, good luck with the rest !

valid relic
#

if you wanna lurk, i'm twitching

crisp tendon
#

You might wanna add your twitch to your discord profile RuuuThunk

valid relic
#

oh, right

#

thanks for letting me know it wasn't done xD

gloomy ether
#

so i keep getting this problem in unity. it has to do with a twist bone. the thing is. the bone is set properly in blender but for some reason in unity the twist bone is above the wrist. when i manually change this it doesnt save for some reason. and nothing happens. how do i go about fixing this issue?

crisp tendon
#

You can ignore this one afaik

gloomy ether
# crisp tendon You can ignore this one afaik

I thought I could but when I went to make a test version and check it out in game I saw the problem with the twist bone not working properly. Thought I’d ask here before giving up on trying to figure it out. It’s not really too big of a deal in retrospect

fading verge
#

I’m looking for someone who’s god tier at rigging and understands the full body ik well to sit down with me later and trouble shoot a rig especially around the shoulder area I will pay you handsomely for your troubles dm for info

#

Issues like these

sleek isle
#

If your arm don't str... I need to make to make it visually at some point

unreal shoal
#

@gloomy ether vrchat doesn't use twist bones as far as i know, and they should be deleted

kindred pollen
#

Fairly certain VRChat does use twist bones o:

sage patio
#

@unreal shoal @kindred pollen it does not. that doesn't mean you can't use them, you still can. just add rotation constraints to the bones, with 0.5 weight to the bone below it

fading verge
#

Why can't I just publish this avatar?

kindred pollen
#

Add a VRC_AvatarDescriptor component to the top-most thing in your avatar's hierarchy o:

#

also if that avatar came with an SDK, you def might want to use the most recent one instead

fading verge
#

its not working

crisp tendon
river dune
#

Is Blender required for rigging? Can you not do it in Unity? Because all I'm trying to figure out how to do is change the rig type on the model so I can upload it, because it currently shows 'Rig Type: Non-humanoid.'
Another thing I'm trying to figure out is how to select default animation type and set it to Female, but there's no option that shows that here. Can someone please help me with this?

tender summit
#

Any knowledgeable people can tell me if the bone placements are fine?

gloomy ether
# crisp tendon How are they set in Blender ?

It’s a hand twist bone. The parent is set as the elbow armature. Weird thing is both the left and right arms have identical armature set ups but only the right one is messed up in the conversation to unity

crisp tendon
crisp tendon
gloomy ether
gloomy ether
river dune
turbid cedar
#

Huh, trying to weight paint but the Fallout Shape options are missing

tender summit
#

its hard for me to see if its done fine

gloomy ether
# tender summit Is the neck fine?

hard to say with such a unique head shape. only way to really tell is to test it in pose mode or just upload a test model and see if its the way u want it to be. i usually like to make the neck bone smaller than standard so i dont get so much neck tilt. https://www.youtube.com/watch?v=2sfTEBAl8sA this video goes over a good bit on how to make an armature fit well in vr chat. especially if u have full body

[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
#

@crisp tendon I figured out how to fix the issue and i feel like an idiot for not realizing it sooner lol. i just needed to unpack the prefab than rearrange the bones manually.

crisp tendon
#

oh, i thought you already did that since you said "when i manually change this it doesnt save for some reason" glad you fixed it

river dune
#

I managed to figure out how to get to the avatar mapping, and I noticed for this particular avatar, the 'Chest (Transform)' was in the Spine's little green dot. I moved the 'Spine (Transform)' to the Spine's little green dot, and then the dot turned red saying 'Spine Transform 'Spine' has bone length of zero.' What does this mean?

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Is it fine?

crisp tendon
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the bone length is zero, needs to be fixed in blender

willow knoll
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Is there a reference rig of some sort that the game uses internally when deciding how to operate each avatar's?

umbral idol
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I tried searching for an answer, but my search-fu has failed me. I am having an issue with my hands being really really wide in VRC, but it looks fine in Unity and Blender. Am I missing something obvious?

umbral idol
crisp tendon
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What does your armature look like in blender ?

crisp tendon
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What about the rest of the avatar, proportions matter a lot

umbral idol
willow knoll
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@umbral idol Thanks I'll look into that, as for your issues, perhaps the Inherit Scale option for some bones is set to something strange?

umbral idol
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Oooo! Good point Krunk.

willow knoll
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Also check that the Roll for each bone is 0 degrees. I haven't heard of that causing any specific issues, but people seem to imply it is a soft requirement.

umbral idol
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Testing a version with the wrist not inheriting scale.

willow knoll
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Hmmm, what was it set to before? Also check every bone around it, all the way up the shoulder, too.

crisp tendon
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You need to connect your neck/chest/spine/hip bones, scale your shoulder bones down

willow knoll
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It's supposed to be set to Full afaik.

umbral idol
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Inherit Scale was set to "Full"

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Does connected versus not connected matter?

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Disregard that question.

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Just slowed down and read what you said Ruuubick. 🙂

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TIL how to take a screenshot in VR. ^_^

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Hey doctor, does this look normal to you?

willow knoll
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The Connected option just causes the head of the bone to snap to the tail of it's parent.

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The legs, the shoulders, the eyes and the first finger bones should not be connected, everything else should.

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Basically anything with a position offset from it's parent.

umbral idol
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That's what I would assume. Also make editing easier. But the dreaded CATS has other oppinions.

crisp tendon
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Try clearing bone rolls before exporting

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also thumb rotation is rough

umbral idol
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I bet that is it.

willow knoll
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That's one of the reasons I asked about that reference rig too. 😅

umbral idol
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I assume the main axis of rotation for the thumb is the x?

willow knoll
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My thumb bones always seem offset by the time they get moving in game.

umbral idol
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I would go with Rigify's default skeleton if I was going from scratch,

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But I am a nubbins. Take that with salt.

crisp tendon
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Are you both on index ?

umbral idol
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I am.

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Does it make a difference?

willow knoll
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It shouldn't, I'm on Quest.

umbral idol
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Ah. I think this avatar will not run on Quest. 😛

crisp tendon
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It's worse on Index by default yeah

sleek isle
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Unity rotate the thumb0 up. Rotate back down. You get a t-pose warning but you can ignore.

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For index I usually un-map the third bone.

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You could make an animation for it but. Whatever

crisp tendon
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You mean the first bone of the chain right ?

sleek isle
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Yes thumb0

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Animate the transform of the third

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Since it's not control by the animator

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That way you can have a straight thumb and a rotate one

tender summit
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Anyone know why i get an error saying that weight paint cant find a solution for one or more bones

tender summit
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no idea why its not working

fading verge
kindred pollen
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would you mind posting a screenshot of the armature? o:

fading verge
sage patio
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@fading verge the neck bone is tilted forward

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straighten it in edit mode

fading verge
fervent hornet
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Bone tails dont exist in unity, they are only gameobjects, your neck bone is tilted because the connection from chest to head is tilted

tender summit
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Anyone know if its possible to auto weight paint only some bones?

crisp tendon
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You select one in weight paint mode and do weight > assign auto from bone

tender summit
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Wait for some reason in weight paint, theres more bones on the hands than there should be

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and i cant delete them since they go away in edit mode

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and they show up in pose mode

crisp tendon
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Alt + H in edit mode ?

tender summit
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yep thanks that did it

tender summit
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i select the bone from the hierarchy right

crisp tendon
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Sure, then you have the weight paint menu at the top

tender summit
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yeah with cursor options

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strength ect

crisp tendon
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No, in your main window

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Should be top left corner

tender summit
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top left of main window?or top left of screen

crisp tendon
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They're kinda the same since the main window is 90% of the screen

tender summit
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oh yeah got it drop down menu

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alright think i got it now cheers

fading verge
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yeah so no matter what i do, i can't fix that issue with my avatar's neck from earlier

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doesnt seem to be the angle of the bone i think

fading verge
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nevermind, it turns out for some reason the rig's neck bone in unity was somehow rotated -18 degrees

brisk terrace
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I have a question but its not entirely about rigging. Im trying to make a 4 armed model but i'd like to have my extra limbs move with the opposite arm. Ex: when i lift my right arm , my secondary left arm moves too. How would i go about that?

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i already tried with rotation constraint but i cannot get them to work in the opposite direction

sage patio
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@brisk terrace did you try setting the weight to -1

brisk terrace
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i did , and when its at -1 it doesnt move at all

sage patio
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sorry,.not the weight, but the source's weight

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the number to the right of the source

brisk terrace
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yeah thats the one i meant

unborn sandal
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So I changed the chest and upper chest settings that a tutorial said was required to change, what would this error need me to do

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Upper Chest=None
Chest=Spine 2

unborn sandal
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So it says it should have the shoulders and neck set to spine 2, how do I move them and should I delete spine 3?

worn quiver
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Maybe something to do with animations?

fickle cosmos
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I have been doing some silent rigging and tried to find answers by my self from google.
Now im at the point I have kind of done all visemens and I need to do some small tweaking and finish my textures before I familiarize my self with Unity and AV3.

Help!
I cant remember how it was called when you want to clean your shapekeys.
Like if I remember wrong there was some command that does something when your shape keys suck!
I have modified my basis and I want to apply modifications to rest of the shapekeys. Not the visemens but like hair and all other parts of the model.
Probably I select everything else but the face and then do something, but I just cant remember what it was called!

crisp tendon
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Modifying basis should modify all shapekeys automatically

fickle cosmos
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I have probably done something wrong with shapekeys then!
But there was some trick what can help me here, I just cant remember what it was called

crisp tendon
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blend from shape

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it's a manual process though

fickle cosmos
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Shape propagate was thing what I was looking for! ah !

thorn cobalt
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I helped uwu

crisp tendon
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Oh, i see what you were looking for, usually i wouldn't expect someone to voluntarily shape propagate something than something that they don't want to change

fickle cosmos
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I dont know what it does/or how it should be used 😄 but it gets the job done If I leave face un-selected!

thorn cobalt
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I could've understood it's function completely wrong, and this is a similar situation like in W40K where the Orcs simply believe strongly enough in their tanks to work, and they do

crisp tendon
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Yeah, i just never saw someone ask to propagate something purposefully working, so that caught me off guard

thorn cobalt
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in this case she just had a few hairs messed up, so propagating their shape into all shapekeys was legit. Now if she had messed up facial vertices that would be a whole nother headache

crisp tendon
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Then my solution would have been the correct one teehee

thorn cobalt
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good to know, will hafta return to it if need arises!

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(that was not a passive aggressive "good to know" I'm just still waking up and my English is fumbling a bit)

fickle cosmos
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What is the difference? Like does shape propagate do some damage what I could avoid by doing blend from shape?

thorn cobalt
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to my understanding you can uhhh mix different shapekeys to create a new basis with the "Blend from shape" option, but I never had much luck with the option myself for some reason, I believe we were both having trouble with this the last time you and me were making avatars

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I think it might not be the right option for this case because if you have had the wrong shapekey selected and you modified the vertices, then those modified vertices become part of the shapekey that was selected, so a new basis wouldn't fix them

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the (wrongly) modified shapekey would still be wrongly modified and apply on top of the basis like any other shapekey, which is why you want to override those vertices with propagate. But propagate will also completely override those vertices in all shapekeys so it's only useful if that area is not affected by any shapekeys

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idk tho

fickle cosmos
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This Blender sounds like fun!

crisp tendon
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Blend from shape is pretty powerful if you can figure it out !

vivid lark
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Where can I start with an avatars bones to make it close to 1:1 with full body? It’s kind of like stilts right now.

sage patio
vivid lark
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Match the number and style of bones?

sage patio
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you can also have chest and upper chest bones, rather than just the chest

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but not necessary

vivid lark
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Because my thing right now is my leg trackers are calibrating in the avatars knees.

sage patio
vivid lark
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Yeah, I’ve used other avatars that match up perfectly with all my trackers.

sage patio
lethal cedar
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I have a model, rigged it in blender, named bones, named vertex groups, works, but in unity (generic) rig only makes the root bone affect the mesh

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I'm considering either making a "fake" humanoid rig (if it'll even work) or just splitting it into separate objects

sage patio
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even if it doesn't look like it

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all the humanoid bones need to be there

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whether they are used or not

vivid lark
sage patio
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because the whole avatar will be shifted either forwards or backwards

lethal cedar
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well yea, I did some like that before, but what if I just want to have it animated on my shoulder or something?

sage patio
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after all, gun models also use bones

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last I checked guns don't have humanoid rigs kek

vivid lark
sage patio
lethal cedar
lethal cedar
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I also noticed it doesn't import as a skinned mesh by default, I changed it myself before, what could be causing that?

lethal cedar
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imported as fbx, no change

sage patio
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check the import settings

lethal cedar
sage patio
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go to the Model tab (iirc)

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to the left of the rig tab

lethal cedar
sage patio
# lethal cedar

this is unrelated to the issue but you should have this on Import

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otherwise it'll double (at least) the file size

lethal cedar
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I know it pops up in the builder, I don't have any blendshapes anyways

sage patio
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so what happens if you try moving one of the bones in the scene?

lethal cedar
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I have to replace mesh renderer with skinned mesh renderer and set root as root, then only root moves the whole

lethal cedar
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no idea what I did but it has skinned rendered as default now

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what I THINK I did, maybe, possibly... I unparented the mesh from the armature in blender and added an armature modifier instead (friend made this model for me, I just added the armature)

fading verge
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I am making an avatar that works fine in desktop mode, but when I test it in VR, the avatar's head flops upwards when I move in a forward direction as if i'm looking straight up in that direction. Anyone know what causes this? I dont have any animations on it or anything

tender summit
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Anyone know why the arms on my rig in vrc are very bent at the elbow? as in i cant straighten out the arms

sage patio
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you meant in game right

tender summit
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yep

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my other rigged avatars are fine however

unborn sandal
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So it says it should have the shoulders and neck set to spine 2, how do I move them and should I delete spine 3?

deep marten
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I'm.trying to weightpaint a long sleeve shirt onto a male base and it seems like no matter what I try, when I go into pose mode to check and see if everything works there is always clipping somewhere on the elbows, shoulders, etc. I have tried weight painting , I have tried sculpting the shirt to fit better, but it seems like nothing is working. I fix one spot and another spot starts to clip.
Does anyone have any tips or advice because this is driving me crazy lol

crisp tendon
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Tried the data transfer modifier ?

deep marten
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No, I am fairly new to blender so I'm not sure what that is !

crisp tendon
deep marten
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I'll take a look thanks !!

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I think that worked thank you so much !!!!

grand bough
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wait so

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whenever I create shape keys I need to create 4 right?

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1 for each lid

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2 bottom

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2 top

crisp tendon
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nope

grand bough
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o

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what do I need to do then?

remote notch
# grand bough what do I need to do then?

if you didn't make the shapekeys from scratch, in blender CATS plugin should have generated them for you and in Unity you can click "detect shape keys" and it will fill them out for you

grand bough
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I made my own shape keys

remote notch
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yeah I have no idea then :/

grand bough
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???

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I assume I only need 1 shapekey then

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whenever in unity, the VRC descriptor only had one shapekey option for blinking

grand bough
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oh, so I do need 4

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hm

grand bough
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isnt there a way to limit how much the eyes can move?

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I thought it was possible to do that because in the CATS plugin on blender it allows me to change the movement range

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oh wait

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I found it

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sorry

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I'm getting back into the swing of everything

fading verge
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Guys i got this model for free and it got bones but not ones for boobs and this script in unity makes the bone/mesh jiggle but i cant do it on boobs since there is no bone i can attach this to

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how do i fix it

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i can send u model and u can fix it maybe or even show me?

tender summit
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Anyone know how to fix this?

tender summit
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oh thats great thanks

kindred pollen
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yw! c:

unborn sandal
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Sorry to keep asking about this, but I still can’t figure out what I gotta do here. Says these are supposed to be under spine 2 but how do I fix that

crisp tendon
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Merge it with the below spine bone in blender

tender summit
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Anyone have any good tips for setting up cloth coliders
along an uneven surface?

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if im putting colliders on the the back for cape how many coliders should i use and attached to what bone

unborn sandal
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This is my first time trying to port an avatar, any idea where I’d want to go about doing that?

crisp tendon
unborn sandal
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Thanks pal, appreciate it!

unborn sandal
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So two questions:

  1. I’m assuming I’m going to want the Cats Pluggin for most things I’m gonna do
  2. Is my avatar bones supposed to look like this by default
frozen jacinth
# grand bough oh, so I do need 4

I believe in avatar 3.0 if you use shape keys/ blend shape you actually only have one. I had to make a new one for my avatar coming from 2.0 at least

grand bough
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yeah

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I figured that out the hard way

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thanks anywas

spice dirge
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I got two questons:
1: This character i am working on, when I test them out in VR Chat and look down, their legs lift up off the ground
2: This character's shoulders when I am testing the avatar are much narrower than I set them up to be on the rig in blender, resulting in their wings ending up being INSIDE their body in VR Chat

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here's my rig setup in blender

dusky socket
frozen jacinth
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might try to edit this area, but new to blender

regal copper
sleek isle
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I think its call. corrective bone

spice dirge
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ive been putting the viewpoint where the eyes are

regal copper
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I usually put the viewpoint right in between the eyes, but I think if the avatar is small it might do that

spice dirge
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ill experiment with different heights

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thanks for the suggestion

odd hill
burnt goblet
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would i fix this with bone roll or rotating the leg bones

odd hill
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what are you trying to fix exactly

burnt goblet
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my feet are straight irl

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in game my shins are facing outward

odd hill
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you'd want to do bone roll for that I think

burnt goblet
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okie

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what does bone roll even do other than rotate things

odd hill
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You can see what it does if you go into Pose mode. When you give a bone roll, you can determine the angle at which it rotates along its local axes

odd hill
burnt goblet
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will would i adjust the bone roll in ward or outward to fix this

unborn sandal
odd hill
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@unborn sandal You'd find those settings as you import the FBX into Blender.
@burnt goblet Inward, just roll them until they look right

unborn sandal
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Is the only way to tell if it worked to put it into unity again I guess?

fading verge
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Just finished rigging my character in blender
Never again.

bold patrol
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So Im trying to get a model that was rigged in Maya using Advanced Skeletons into blender. Whenever I import the model into Blender, this is what I get, any suggestions?

crude schooner
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hey folks, not very active here, but i have a question related to rigging/animating. I've got a character with double jointed knees (image below) and I was wondering if anyone had tips for working with this sort of character design? Thanks! (this is just a very rough 3d mockup btw)

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If this isn't the right channel to ask just lemme know

solid adder
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Probably set it up like a normal leg, but have constraint or two perhaps. If there's a specific way you want it to bend I guess.

crude schooner
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Yeah, it doesnt bend at the ankle or top knee

bold patrol
fickle cosmos
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more like this, I dont know how those legs even work.. 😄

fading verge
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hey i got this model for blender and it seems to be humanoid rigged but i wanna add bones to parts so they can be moved too

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i even got it to tpose and export to fbx or obj and load up on mixamo and the animations work there but can i add more bones to parts?

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like in unity i wanna attach a script to certain bone then and do things in code to modify there position

sage patio
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the issue with that is that you not only need to have the bones for that, but since you need to have only 2 leg bones for Unity to consider it a humanoid rig, you need to have another set of leg bones which are normal

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then, you would either need to use Constraints to make it work, or FinalIK, which would in theory work better, but is MUCH harder to set up

foggy flower
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where can i add a neck and chest to this avatar