#avatar-rigging

1 messages · Page 186 of 1

sage patio
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make sure to disable "Add leaf bones" under Armature when you export

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that's why all those "_end" bones are added

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also that is a really weird rig

foggy flower
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its a ball

crude schooner
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yeah i asked a friend and he said i could just rig it like this

sage patio
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that would most likely cause issues with the standard vrchat locomotion animations, aswell as full body users

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would need to test it out but that is my guess

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is your friend experienced with rigging stuff for vrchat?

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@crude schooner

crude schooner
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think so

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its not gonna be a public avatar tho, the only person testin it will be me

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lol

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but it should work from what they said

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im guessing double knee avatars just arent too common in the first place lol

fervent hornet
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Yeah the foot is quite high up but thats how I rigged something a little less extreme a while back

red charm
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How might I go about fixing this rig? When I pull it to Unity as a humanoid, the head is pointing up

fervent hornet
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Its caused by the neck being not straight, best bet is to try to soften the angle of the neck by moving it downwards

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left should work better than what you have (right)

red charm
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Alright, I'll try that

fervent hornet
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Might have some adverse effects elsewhere, just the dance with things unity doesnt like really

red charm
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I reangled the bones in Blender. But it seems to be making it worse in Unity

fervent hornet
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The neck can tilt a little, remember you can rotate the bones in the configure as long as they stay green

red charm
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Oh I see

fervent hornet
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Problem is unity doesnt really like stuff like this

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You can also translate the hips/spine/chest forwards to lessen the distance

red charm
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Oh, also. The jaw in game is perpetually open, any idea as to why that might happen?

fervent hornet
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Sorry I dont use jaw flap. Make sure that the jaw bone isnt assigned in the configure menu if you dont want to use it

red charm
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It has a jaw bone, but I made visemes

fervent hornet
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Is it assigned in the config menu?

red charm
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no

fervent hornet
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I dont know then, you could always merge the extra face bones you dont want to the head to make sure

frail sage
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can someone help me rig my avtar i am buying a rusk cat off photobooth is there anyway can do it for me for free?

crisp tendon
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photobooth ?

quartz pond
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Hello! Most of the avatars I have I usually check to make sure everything is okay before uploading it to Unity, but I notice that with some of my avatars that when I test the eye tracking the eyes will end up in the white part of the eye sometimes, whether it be looking up or down. So I'm wondering if this happens to be a rigging problem or if there's something else wrong with the avatar itself

crisp pulsar
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Hey I am rigging my avatar and I keep running into an issue and since im new to this I don't really know what to. any chance someone could help me in a call or something

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Im trying to make a really basic model (I think) and I feel like the answer is right in front of me

crisp pulsar
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Im trying to get the Head to move with the head bone

fickle cosmos
crisp pulsar
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Ah thats prolly the problem

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I have not started on weight painting...

fickle cosmos
crisp pulsar
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How does one do automatic weights

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I pressed "Fix Model" with cats but that kind of worked but also kinda not

fickle cosmos
# crisp pulsar How does one do automatic weights

https://youtu.be/exnKZgVL-bs put CC on so you can understand what she says, this video helped me

This video is about the basics of Rigging in blender 2.8 and above. In the video we create the armature and weight a low poly leg to it. It mostly shows the basics of Forward Kinematics, and hopefully in a future video, we'll talk about Inverse Kinematics.

Did you know that my chat voted for the topic of this video? If you'd like to participat...

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crisp pulsar
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Lemme check it

crisp pulsar
fickle cosmos
merry valley
merry valley
fading verge
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Big Gamble but, how'd I rig this exactly? Some bones have to move in a specifc way, and the tracks have to stay flat though not overly sure how I would

desert condor
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I’ll pay someone who can rig a model my buddy made for me. He doesnt really have experience in VRC models but he did great with the modeling

true shell
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hey @desert condor you can try riggin it with mixamo is free and it gives some pretty good results

desert condor
undone pulsar
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I've recently been having strange imports into unity
my avatars used to work just fine, but I modified one and the model's broken on everything that uses that prefab now

frosty totem
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Hi

undone pulsar
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these both have the same model, scale, position and import settings

crisp tendon
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Well, that's sadly how prefabs work, you should reinstate how the model was in the first place, and make an edit outside the prefab

undone pulsar
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the one on the left was the quest variant- I don't have a backup anywhere near recent for the pc variant

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(also the model is imported via fbx from blender)

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huh- seems the issue is actually in the CATS bake

lean ridge
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So I am new to this whole rigging shenanigans and spent the better part of last night trying endlessly to stop my hips from destroying themselves

broken haven
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Not sure if this is the right place to ask. I've purchased an avatar, and additional costumes, from Booth. The Booth pages for the costumes include instructions to add the costumes to the avatar in Unity (not in Blender) but it doesn't seem to work. Wondering if anyone is familiar with this process and can help.

crisp tendon
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What are the instructions ?

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I'd expect the only thing required would be to add the costume in the list of meshes

broken haven
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The instructions indicate it's as simple as unpacking the prefabs to modify them, then moving the meshes for the costume under the root avatar object. After doing so, however, the armature of the avatar doesn't affect the added costume.

crisp tendon
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What does it look like in your armature currently ?

broken haven
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Not sure I understand the question. The instructions don't say anything about changing the armature (except for the bones specific to the new costume, which is not necessary atm).

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The specific costume in question has a version that doesn't have extra joints in the armature. That's what I'm using at the moment to figure this out, so no modification of the avatar's armature is needed. Simply move the meshes of the costume to the avatar root object, and it's supposed to work according to the instructions.

lyric raft
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sorry to interrupt, but i tried to import my base model into blender, and this happened to the rigging. all the bones are upright now and i'm guessing the're no longer linked. please try to provide assistance as quick as you can.

broken haven
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Done as instructions state: unpack both prefabs, remove unnecessary clothing items from the avatar, move costume meshes, avatar joints don't affect costume mesh (selected in hierarchy)

crisp tendon
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Do the arms move with the mesh ?

broken haven
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Nothing on the added costume moves with the armature

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Of course the original armature still affects the costume

crisp tendon
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The step 4 is confusing

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Feels like there's missing instruction regarding the initial and new armature

broken haven
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It's instructing to move the meshes of the costume to the root of the avatar object. At least that's my understanding. It's translated from Japanese.

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④衣装のprefab内部のメッシュ及びFurisodeDBをアバターの直下へ移動します。

crisp tendon
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sorry, step 5

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between step 4 and 5 it feels like there should be an explanation as to what you should do with the costume bones

light blaze
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Wait omfg, sry to interrupt but i just got vr chat today and i can make my own models!? You guys are awesome btw congrats on all the hard work rigging is a bitch

broken haven
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Step 5 isn't necessary in this instance. I'm not using the furisode version of the costume. The hanasode version of the costume doesn't have extra bones to move.

lyric raft
crisp tendon
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That's even more confusing then, because there's no explanation whatsoever

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Have you tried looking for a booth model tutorial on youtube ?

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Surely a western creator must have made one

broken haven
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I just thought about something. I think I may be interpreting the instruction for step 5 incorrectly.

crisp tendon
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ah

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so yeah

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they do move the costume armature bones under the real armature bones

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so they act like constraints

broken haven
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Yup. Exactly what I was thinking I misinterpreted. lol

lyric raft
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@crisp tendon help

broken haven
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Thanks, I've spent the last hour and a half doing this over and over thinking I was insane.

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Now I can get this put together. Thanks ruuubick 🙂

lyric raft
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inserted into blender, this is what happened

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pain

crisp tendon
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Follow a tutorial next time, all you need to do is enable automatic bone orientation in the fbx import armature settings

broken haven
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Wait that's a thing?

lyric raft
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oh shite forgot

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danke

broken haven
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I'll have to try that next time I see that issue. Thanks for that, as well. lol

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I notice it most with armatures imported from other content packages like Maya or 3DS Max.

lyric raft
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actaully wait, can i get your opinion, or anyone's for that matter?

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if i rig up two models and connect them by bones, connect each bone the mesh on the other bones and basically connect every bone to each other between both models, will both models replicate each other's movements?

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god my spelling today

broken haven
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I think what you're trying to ask is whether you can use one armature for two meshes. The answer is yes. Assign the same armature in the armature modifier of the meshes in question.

lyric raft
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i'm not sure if you understand

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so

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in theory, i have 2 models pre-rigged. i create a bone for each bone in 1 armature, and use it to connect the 2 armatures together. so, my question is, would it allow me to upload to vrc with my connected armatures, and in-game my avatar has 2 bodies, 1 (the host) and one behind it. would the body behind it excactly follow the host's movements?

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also this is a 3.0 avatar

broken haven
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What do you mean by using it to connect the two armatures together?

lyric raft
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picture this:

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2 bodies,

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and i use bones to connect every moveable joint in both bodies.

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if 1 body moved, would the other one copy it's movements?

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god this sounds like a riddle

broken haven
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It does.

lyric raft
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YES

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my plan should work then

broken haven
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I still need clarification on what you meant by connecting the two armatures together with a bone.

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No, I was agreeing that this sounds like a riddle.

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I still have no idea what you're trying to say lol

lyric raft
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oh ok

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so

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every movable part of a body

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you link it up with bones to another body

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using newly created bones

broken haven
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I don't know what you mean by that.

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But I think I might know what you're trying to say.

lyric raft
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would an image help?

broken haven
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You have two meshes, two armatures. You want one armature to mirror the movements of the other armature in-game.

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Is that correct?

lyric raft
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yes

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if you know what jojo is

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then kinda like a stand

broken haven
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Okay. Forget whatever nonsense you're trying to do in Blender, then.

lyric raft
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unity?

broken haven
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All you need is simple constraints in Unity.

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Unity has parent, position, and rotation constraints.

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For every joint in armature B, add on the appropriate constraint component, and constrain it to the corresponding joint in armature A.

lyric raft
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can i insert bones in unity?

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lol

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GOD i might need a demonstation if you're able to

broken haven
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You're getting hung up on adding joints and connecting armatures. Forget all of that. lol

lyric raft
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i'm not very good at following written instructions lol

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i think i understand

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go into unity, add constraints to one armature and conect to the other, repeat for every moveable peice

broken haven
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Trying to find a video tutorial for you

lyric raft
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ok thanks

broken haven
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Basically, yes. For every joint in armature B you want to copy the movement of armature A, add a constraint, and constrain that joint to the same joint in armature A.

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For instance, the chest joint. In Armature B, select the chest joint and add component. Add rotation constraint if you only want it to copy rotation. Add a target to the constraints list, and assign the chest joint from Armature A, then click Activate.

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lyric raft
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ok

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thanks

broken haven
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They're using a particle system as an example, but you can do the same with any other objects, including joints in an armature.

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If you want Armature B joints to copy the position and rotation of Armature A joints, you can use a parent constraint instead of rotation constraint. If you want Armature B to be offset (in a different position) from Armature A, make sure you move Armature B where you want it first just to be safe.

lyric raft
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thanks

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you're a real life saver

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also i'm in Australia so happy good Friday i guess

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'cause i'm christian it's time for no meat and only fish and bread for dinner

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thanks!

broken haven
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No problem 🙂 Hope the video helps a bit. I know what it's like struggling with written instructions. lol

deep marten
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I'm trying to make different facial expressions for my avatar with the blendshapes in unity, but most of the sliders change/deform other parts of my models body instead of the face. I set up the visemes in blender using CATS.
I checked the weight painting and couldn't see anything in the areas affected :/

crisp tendon
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shapekeys don't have to do with weight painting

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test your shapekeys in blender

fading verge
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any good tutorials for armatures and weight painting?

crisp tendon
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Plenty, take your pick on youtube

fading verge
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I mean more specifically any that someone could recommend

merry valley
crisp tendon
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Make sure you painted to the correct bone ?

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A lot has changed since I made this one last year. Thought now would be a good time to bring it up to speed. Learned a few new tricks this time too~ Hope it helps :)
Big thanks to all the amazing helpful comments from the last Rigging Video to help find shortcuts for this one~!

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyul...

▶ Play video

I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI

If you enjoyed this video, please don't forget to like and subscribe!
You ca...

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merry valley
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Do I fade in between the head bone and shoulders?

crisp tendon
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idk, i just need to see if you actually weight painted on the shoulder bone

fading verge
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thanks

crisp tendon
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Since the bone isn't highlighted my main guess is that you didn't paint on the correct bone

merry valley
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Sounds like that may be the case.

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Thats what I have now

crisp tendon
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check your bone name

merry valley
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Says right shoulder

crisp tendon
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Can you show the whole window ?

merry valley
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Dont want to loose this thread but I need to get some food. 😦

tender summit
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Anyone got a good video for dynamic bones for clothing?

merry valley
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brb if you are still on and willing to help more

crisp tendon
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Yeah i'm not sure, what happens if you move in pose mode ?

deep marten
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Problem fixed, once again thank you Ruuubick

merry valley
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Can I remove mmd vertex groups without the model exploding?

crisp tendon
merry valley
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Seems okay in blender at least

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Also I looks the the "arm" is the vertex group i need

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The woes of Frankenstein models

crisp tendon
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Yup

merry valley
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Doing a quick test for the engine and this works...

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It is an old model

fading verge
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why does autoname left/right name the left side as right when it used to name left side as left side

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this is also effecting how it symmetrizes

fading verge
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everytime I try to generate an atlas I get this error

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how do i fix this?

quartz pond
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Could anyone explain why this is happening? I got rid of a few twisted bones, made sure the meshes were together, and even made sure the weight paint was in check. I'm guessing this is another rigging problem of some sort but I'm not sure what to do

fresh grove
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Got no idea. I'm here looking for help as well.

rough steppe
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did you go through all the bones? sometimes Ive had a random bone on the other side of the model affecting parts it is not supposed to

fresh grove
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I'm trying to rig a Sephiroth Model I've got here, but since it uses the split joint section technique, I haven't got much of an idea on where to start.

lyric raft
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uhhh so... i was optimising an avatar for quest and it wants me to remove the parent constraints. is there a way that i can use a different option that has the same effect or get around this?

sleek isle
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no

open anvil
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on a 4 arm avatar should i just use constraints or it there a faster way

sudden tiger
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ive gotten to the point where most of the weight painting for the bones is working well, except for this one part of the backpack which is for some reason tied to the leg bone. I cant seem to remove it either (setting weight to zero) any suggestions?

crisp tendon
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select the vertices in edit mode, select the vertex group in the vertex group list, set to 100 and Remove

sudden tiger
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thanks so much! got it working

eternal kernel
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is there a good video or screenshot for the weight paint of the hips/pelvis/upper legs? the back is too angular and the crotch area of the hips is pointing forward which it shouldn't

the automatic weight painting worked it's just this area it's having some issues at

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I saw the one video by Royal Skies LLC (https://www.youtube.com/watch?v=LnsYKGDpBtQ), but I'm pretty sure Unity does not except Weight Paint drivers and bones like this

Alright, today we tackle THE big problem everyone has when painting for the first time. How to tackle the dreaded and infamous pelvis area in under 2 minutes!!! Hope it helps :)

Hip Z-Location Driver Equation:
var * .09
Butt Y-Location Driver Equation:
var * .02
Butt Z-Location Driver Equation:
-var * .1
Thigh Y-Location Driver Equation:
-var...

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merry valley
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This trail seems to be prevent me from painting weights?

crisp tendon
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Never seen that before

merry valley
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dang

merry valley
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Ah ha.. That was Stabilize Stroke

rose wadi
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Does VR chat moves arms from the upper arm bone or the shoulder bone?

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When i move my arms in vr, they don't really move much, it works but it's really flawed

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i'd say only what's after the yellow line really moves, while i'd like the arm to move from the shoulder bone

rose wadi
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Looking at the pins i'm guessing there's too much space between the 2

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thoughs?

crisp tendon
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You usually want to have your whole wrist > shoulder line be flat

rose wadi
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i see!

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alrightt

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i was about to redo the weight painting

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(old version i can't see my arms in first person)

steel halo
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Does anyone here do rigging commissions?

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I have a model I'd like re-rigged to properly work with a humanoid rig

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Specifically, the official Shadow Lugia file from Pokemon XD Gale of Darkness

raven folio
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is the mixamo Y bot skeleton fine for VRchat?

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this one

ashen plank
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is anyone experienced or novice in weight painting, able to help me?

eager glade
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Guys, I need help. My avatar's feet are fused together and I don't know how to fix it.

cinder portal
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Not sure if this is the right place but im having a few issues with one of my avatars, it moves fine in blender but in the unity rigging and vrc its messed up

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Its all twisted, I've tried manually rotating it in the unity rigging but it doesn't look right

agile escarp
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Hi people! I'm testing my avatar and I kinda don't know what to do with a coat here. What would you recommend. I'm thinking about bunch of bone chains with colliders on legs and gravity for dynamic bones, but maybe there is more efficient method (on my previous model I had coat as well and bone chains just slided from my colliders and intersected the model anyway) . Thanks in advanced

worldly palm
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I have an issue with my avatar in fbt but I'm not sure which proportions I should fix. When I look down, the avatar's leg (especially knee) don't match mine at all, they look way too low.

willow knoll
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Is there a way to fix the shoulder sway bug without lowering the viewpoint? (the rig hack from Kung's video)

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Is it like a neck or head bone problem?

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I've used a similar bone positions in my other models but they don't exhibit the same problem.

willow knoll
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@agile escarp You should be able to do the bottom of the coat with only three or four bones, really. You'll want one on each side and maybe two more angled toward the back, then use the gradient tool for weight painting.

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Colliders shouldn't be necessary if you tweak the stiffness property. It acts as an angular limit.

median lantern
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Can I get anyone to make a rig of a Unity asset I already have?

gloomy ether
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how do i go about fixing something like this in blender? it has to do with the weight paint and i just cant figure it out. is it the arms weight paint that causes it to clip into the body or is it the chest?

sage patio
# gloomy ether

sometimes, weight painting is not the answer. a good way to fix clipping like this is to create a shape key that shrinks the parts of the model that are clipping

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and then just enabling that shape key when you activate the outfit

gloomy ether
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ok ill give that a try, thanks!

viral seal
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If you don't have any finger bones will the Pelvis always stay exactly upright?

merry valley
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Having another issue. When ever I change away from a vertex group when painting weight and I go back it reset the weights that I had previously painted. The lock seems to work but I don't necessarily want to unlock and lock. Unless that is how it works.

crisp tendon
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Do you have mirror symmetry enable or something ?

buoyant marlin
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anyone ever had this error in unity

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google gives me nothing

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i have a jaw bone in place parented to the head

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not sure what else to do

crisp tendon
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Did you assign the jaw bone in the bone configuration ?

buoyant marlin
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yeah

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well i scrapped the entire skeleton and replaced with a working one

crisp tendon
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Did you weight paint that jaw ?

sly dew
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Is mixamo a good tool for fixing xps models armature and weights?

icy summit
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Got the model rigged, but the elbow and hands have some quirks. Anyone have ideas on how to fix this?

buoyant marlin
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that's probably just vrchat's IK rig doing that

ripe knoll
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im having an issue after hitting "Fix Model" with CATS, certain parts of the body dont move with the bones

buoyant marlin
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how does it look when its not mangled?

ripe knoll
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this is originally a .qc model i ported from SFM, if that helps

buoyant marlin
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you might have to skip that step, its breaking your rig for reasons :/

ripe knoll
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so dont fix model then?

buoyant marlin
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yeah try to put it in unity see what happens (make sure the bones have the right names)

ripe knoll
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alright

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this all looks correct tho right? all the materials inside of the skeleton/armature

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wait i mean meshes

buoyant marlin
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yeah blender does that

ripe knoll
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i should combine all the meshes first before exporting right

buoyant marlin
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yeah use fix model but uncheck whatever touches the skeleton

ripe knoll
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this seems wrong

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i think ill just use the join meshes option instead

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for some reason it removed 2 of the spine bones

buoyant marlin
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ugh yeah cats sometimes deletes bones for some reason im not sure why yet

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you can also go in model options and merge it all in cats

ripe knoll
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yeah i got it all merged now

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ill try putting it in unity and see what happens

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no textures for some reason

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but other than that everything seems fine

buoyant marlin
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you can extract them from the fbx and into your scene and assign them by hand

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drag and drop onto the part you need it on

ripe knoll
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i do have all the materials there but they are blank

buoyant marlin
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oh i think they cant find the textures

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you have to import and assign them by hand

ripe knoll
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oh alright

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does it work with .tga?

buoyant marlin
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yea

ripe knoll
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so how do i import a tga as a material?

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@buoyant marlin sorry for the ping but i cant seem to figure out how to put the .tga onto the material

buoyant marlin
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ill be busy for a while, better look for tutorials

turbid cedar
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How do you rig a bone to copy the movements of another bone?

sage patio
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@turbid cedar using either rotation constraints, position constraints, or parent constraints (position + rotation)

sage patio
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no, constraints are a unity thing

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while there also are constraints in blender, those will not be exported

turbid cedar
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Ohh okay! So I'll need to do that in Unity. Just unsure because I want to rig seprate eye bones to follow the movement of the main body's eye bones. Though not sure how Unity does the eye rigging with the pupils, I'll most likely have to weight paint the separate pupils to the separate eye bones

sage patio
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rig the eyes normally and use rotation constraints

turbid cedar
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Will do! Just unsure how the constrained bones will allow the separate pupils to move aswell.

viral seal
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By any means necessary, is there a way to make it so the Pelvis will only rotate left or right?

teal mantle
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Anyone know a good weight painter? That’s the problem I always have with my avatars. Is there an auto way of doing it? I’m not sure how to yet

turbid cedar
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I can recommend the tutorial I used but else

willow knoll
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@teal mantle

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This is a good starting point. You can tweak the weights from here using the brush, blur and gradient tools.

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From my own experience, if the automatic weights come out poohey I try tweaking the bone positions first, then re-calculating, until I get something nicer.

teal mantle
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That’s in the cats program right?

willow knoll
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No that's blender's weight paint menu.

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From object mode, select your armature then shift-select your mesh object and change to weight paint mode using ctrl-tab.

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If the brush tool is selected you have to hold ctrl to select bones, otherwise just click on them.

teal mantle
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Ah okay will look into that. Appreciate it. Still learning as I make it

willow knoll
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No prob, also remember to arrange your topology properly to get the best out of areas with a high range of deformity such as the armpits, elbows, hips, butt, knees and wrists.

winged hatch
#

Any of y’all know if there’s a fix for the avatar walking, and then slowly it starts walking up into levitating on its back? (Sorry if I explained that poorly !)

ripe knoll
#

heyo, im having a pretty unique issue where my character doesnt have shoulder bones, so to fix that i duplicated the 'upperArm' and use it as the shoulder, but idk how to fix the hierarchy issue

raven folio
#

Does it matter if my skeleton is humanoid but proportioned wrong?

#

Trying out a robot model from game- it's humanoid, but certainly not human proportion, at all

sage patio
#

@raven folio it might work fine for regular VR, but not with full body

raven folio
#

Eh, that's fine then

#

I don't have full body and I won't make it public for the sake of licenses

#

Ok, next question. Will it be ok if I don't have a full skeleton?

#

for example, the torso on this bot can't flex like a spine does

sage patio
#

@raven folio you need all of the required bones for the unity humanoid rig

#

aka every bone that doesn't have a dotted outline

raven folio
#

righty ho

kindred pollen
#

you also need at least the index, middle and thumb finger bones mapped on each hand for the IK to work o:

#

they don't have to be painted to anything, they just have to be there

raven folio
#

What do you mean exactly?

#

For arm ik?

urban socket
#

I got my really old model from when I started but it has no dynamic bones.

#

Does anyone wanna help me set that up? I could pay for someone to do it.

tender summit
#

Anyone can give me a pointer on how to layout the bones for this cloth piece?

crisp tendon
#

you probably want to use cloth, if it's not high poly

tender summit
#

yeah i messed around with cloth but it seems to move way to much , i tried to mess with settings but i couldnt get the result i wanted

rancid zodiac
#

Why do my bones keep on disappearing when I import my fbx model into Unity?

tender summit
#

Anyone know why cloth physics make my character get pushed around and buy out because of them ?

winter plover
gleaming mesa
#

what do you mean by rate?

winter plover
#

how does the bones look

gleaming mesa
#

from what i can tell they look fine

winter plover
#

good thx

#

i couldnt tell

#

because its shit but

gleaming mesa
#

if they all follow the same logic too

winter plover
#

i havent done anything with rigging before

#

this is my first avatar

#

doing the hard stuff first

fading verge
#

So, i tried creating the Dutch Van Der Linde myself yesterday, but everytime i imported the model into the project, it was white, and did not had any textures.

I also tried models of Vito Scalleta and Javier Escuella, but both of them we're broken aswell...

Can anyone help me with this?

turbid cedar
#

Why do you have to add 2 bones for an eye by the way?

#

Does the tiny vertical one serve a special purpose?

fervent hornet
#

Each eye only needs one bone to work for eye tracking

raven folio
#

Does it matter if my rig is in a non-tpose?

fervent hornet
#

If its humanoid, it will be tposed in unity, modeling should be done in T or A pose to reduce stretching due to movements

raven folio
#

There's no stretching, it's a robot with no flexing parts

#

working with an unrigged model from a game

#

Well, it was rigged in the game, but the rig is completely unsuitable for human use

fervent hornet
#

If its not in a standard pose, what pose is it in?

turbid cedar
raven folio
#

'I am a robot' pose, I guess

fervent hornet
fervent hornet
# raven folio

That pose is fine, if you're really worried you can just tpose it yourself

raven folio
#

Right, thanks

#

apparently I need the thumb/index/middle finger joints to make the ik work in vrchat, so do I just add hands to the rig which aren't linked to any part of the mesh?

turbid cedar
fervent hornet
fervent hornet
raven folio
#

got it, thanks

#

it'll be a bit weird to be a handless robot in VR but eh

fervent hornet
#

Depends on your controller imo

turbid cedar
fervent hornet
raven folio
#

Run into a problem, the sdk wants me to map neck, shoulder and chest bones

#

Both my arms and head should stay rigidly locked to the spine, will having the extra bones mean they slide around a bit?

raven folio
#

Ok, added neck and shoulders, but I'm running into exactly the problem I expected

#

robot joints all wobbling around because there's an extra bone in between that I need for some reason

fervent hornet
#

You need those bones because thats how unity humanoids work, you can reduce the wobble by making them very small

raven folio
#

mm, I see

#

So basically make those extra bones so tiny that the movement is basically non-existent?

fervent hornet
#

Yeah the bones need to be there, but making them smaller will reduce the translation movement caused by distanced rotation

raven folio
#

will give that a go, thanks

willow knoll
#

We're looking at the shoulder movement in this video?

raven folio
#

shoulder and head

fervent hornet
#

Also, supreme commander is the best RTS hands down

willow knoll
#

Not the head? Oh yes the head, okay.

raven folio
#

the head and the upper arms are both on long bones which only exist because vrchat wanted them

#

yeah, galactic colossus from supcom

willow knoll
#

Definitely make their size very small as Scionzenos suggested and if the issue persists try disconnecting the shoulder bones and bringing their position toweard the center.

#

I'm not sure if the shoulder bones are required to be connected though...

raven folio
#

will attempt just the scaling first

#

blender makes them completely 0 scale if I just extrude and don't actually extrude

#

So I wonder if that'll work, or just royally screw everything up

#

maybe just make them incredibly small?

willow knoll
#

Yeah

raven folio
#

understood

raven folio
#

Didn't work

#

Unity seems to just create extra bones or something

#

or just scales them to full size

#

might just have to give up on this then

turbid cedar
#

Uhm, for some reason Blender things there is a bone in the ground and connected to the side of my model?

crisp tendon
#

change its parent

turbid cedar
#

How, I just used the eye tracking in Blender

#

Help please

crisp tendon
#

parent them to the head

#

they also need to be upright

#

you should follow a tutorial, it'll prevent simple mistakes

#

your shoulder bones are also not in A pose

willow knoll
#

@raven folio I believe Unity attempts to force T-Pose during configuration. Try this...

turbid cedar
#

How do you recalculate meshes again?

sage patio
turbid cedar
atomic forge
#

hey im making an avatar in unity but having a bit of trouble ? i have imported using vroid. i get my avatar into vr chat but with 3 main issues : when walking my legs go to far in front where it looks very stupid, my avatar stands on his tiptoes however i can fix this by changing height but half my shoe is in the floor and finally when i move my arms it sometimes reveals a gap on either side making my hoodie disappear in parts on my chest is there any one who can help i have been working on this now for well over 24 hours i just want it done

merry valley
#

How? I even changed it to generic back to humanoid.

vapid spire
#

Has anyone found a rigging solution for the index thumb weirdness? No matter what I do my models thumbs always jut out at 90 degrees and it's only an issue with index hand IK

crisp tendon
vapid spire
#

interesting, I'll try that

#

thanks

fervent bridge
#

what is rigging and how do u do it cause i think u need it to make an avatar

willow knoll
#

Hoi there, Rain sensei here, this video is a recap of my 3D modelling series Parts 12 to 13, covering rigging your model.

if at any point you feel as if you need a more thorough explaination, seek out the relevant episode and scrub through it to find what you are looking for, I will slowly explain things in those videos, so please check the ori...

▶ Play video
#

There are plenty of tutorials on Youtube

fervent bridge
#

OOPS wrong server haha

#

( i sent something then deleted it )

merry valley
crisp tendon
#

I doubt it

merry valley
willow knoll
#

What's the issue?

merry valley
#

Can't remove weight painting. It keeps on resetting to some weird paint. Might be the rig?

#

Set weight on the brush to 0 and only certain parts actually unweight.

#

Kind of want to remove all the weights/bones but dont want to loose the emotes. Another mmd base...

willow knoll
#

Vertex Group X?

#

Not sure if you're working with symmetry here but try toggling that.

merry valley
#

I think I might of toggled another? symmetry somewhere

willow knoll
#

Also try...

#

and...

#

and maybe even...

merry valley
#

Damn.. They slightly tweaked the ui in 2.92

willow knoll
#

Are you trying to clear weights so that auto-normalize will re-distribute them before you remove the vertex group all together?

#

If so, you can also try just deleting the vertex group and then going Weights -> Normalize / Normalize All

merry valley
#

If thats a cleaner way? I'll give it a try right now.

#

Does this look okay for the bones. Kind of weary of mmds.

#

Ahh a bit of rigging 101 maybe but different meshes have different vertex groups?

willow knoll
#

Vertex groups are basically just weighted tags.

#

Joining two meshes will merge any vertex group with the same name, for example.

#

If you rename them prior, they will stay separated.

#

The armature modifier is set to "Vertex Groups" by default, which is how each bone associates itself with the vertices it moves.

merry valley
#

The normalize all did nothing. Still unable to unpaint

merry valley
#

It's just super borked

willow knoll
#

I have no idea then sorry, I'm not experienced with mmd models.

#

They look like a nightmare though.

dark thunder
#

I'm assuming this is a rigging problem, but I added a Wind up Key to the back of my model with the intention of animating it to spin constantly. The problem is, that the transformation handles seem... incorrect. When I make the animation, I can't just define a 360 degree rotation easily, as to rotate it the way you'd expect to, it has to mess with all 3 axis of rotation and as a result, the keyframing process becomes a horrible mess.

#

I don't really have any experience with rigging, so I don't even know the kind of issue I need to be looking for. I tried things like applying transforms and clearing the roll, but neither of these things helped.

crisp tendon
#

You can animate it in Blender
You can press X in Unity to change from Global to Local axis

dark thunder
#

It doesn't work in Unity regardless of the local or global axis. The keyframes get interpreted in an entirely different form of motion than intended.

crisp tendon
#

Unity is deals in quaternions, so that's the main big difference

#

If i were you i'd animate it in blender

dark thunder
#

Do you have any good examples of a tutorial that shows how to save the animation in Blender then? I've made my animation, but I can't figure out how to save it as it's own clip so that I can import it. Everything I tried causes the animation to fail in the same way as before.

crisp tendon
#

You have to search for 'Bake Action"

#

That'll bake the keyframes into the model for export

merry valley
merry valley
#

Good golly its busted. Sleep will fix it. ha ha

astral egret
#

I'm new to this. I was playing around with blender and downloaded a base that had underwear on in the pic. I like the base but i put it into blender and this guy has a slong on him lol is there a way i can just remove that bc there's no way pants will cover it

sage patio
astral egret
#

okay i have generally removed it but not the bones. Can i select the part i want to remove bc currently its selecting all bones

sage patio
#

the hotkey is Tab

astral egret
#

great thank you so much

#

The video I'm watching I can see the characters color while he edits however mine is just grey. Is there an easy way to change that?

#

sry for all the questions this is my first time on here trying to figure it out

sage patio
#

you can still add them in blender if you want, but it's not required

#

you just need to set the Base color of each material to an Image texture, and then browse for the image file

astral egret
#

Also i deleted a little bit of where his **** would be but Im covering that part with pants. will that matter?

sage patio
#

was it straight up part of the model, or was it sort of separate?

astral egret
#

I would think part of

sage patio
#

and see if only that gets selected, or the entire model

astral egret
#

I can if thats what needs to be done lol I think i did it early on too so redeleting his manhood now

#

Okay now I completely screwed myself. He’s now pink and can’t see any of the little trapezoids

#

I have no idea how i did this and it wont let me just undo

#

Okay so I got his skin color to show but still no trapezoids

sage patio
astral egret
#

yeah the polygons sry

#

That looks much better thank you

willow knoll
#

@sage patio Instead of using constraints, are there any animation sets out there built with digitigrade legs in mind?

sage patio
#

probably would depend on the exact rig too

#

I also have full body in mind, so I want it to work for that

willow knoll
#

Yeah I just mean, animation sets where the "foot" is treated as the lower leg, and a large bend between the thigh and the upper leg is implied.

sage patio
#

I opened up my project where I tried to make it work before and got a little bit further with the constraints

#

just working out some kinks now

#

moving the foot works fine

#

but moving the knee causes an outwards twist

#

using FinalIK also is proving to be challenging

#

not only is it more complicated due to the way you have to set up the avatar for FinalIK to work, but the design of the leg makes it so multiple IK solutions are possible

#

and a "flip" can occur

#

for example, if you take a piece of paper or cardboard and bend it into a Z shape, then unfold it, there is a good chance it will bend backwards when you try to compress it again

#

getting around that involves some kind of guiding bones, or targets that the knee must aim at

rare rain
#

My model won't move with the armature, whenever I try to apply the weights it says It says "bone heat weighting failed"

gleaming mesa
#

how do i prevent this artifact when the wrist rotates up?

#

(i know the usage of blender, i just need a hint on which direction i need to go here)

crisp tendon
#

paint the lower arm better ?

gleaming mesa
#

i honestly don't know what "better" means

narrow idol
#

how do i turn an already existing model into a movable avatar to put into the game?

gleaming mesa
#

i experimented with painting it differently but haven't come up with a solution that makes the situation better so far

crisp tendon
gleaming mesa
#

this is the lower arm / elbow

#

(there's also a twist bone)

crisp tendon
#

that's probably the cause then

#

arm weight paint seems way too soft

gleaming mesa
#

can you have your cake and eat it too here? the twist bone is pretty useful here

crisp tendon
gleaming mesa
#

i use the twist bone for a rotation constraint, yeah

#

the twist bone has 0.8 on the lower arm though, while the elbow has 0.2

crisp tendon
#

sure, but look at the weight painting in the screenshot

#

yours is cyan all across

gleaming mesa
#

what kind of relation of weights should i have between the twist bone and arm bone here?

crisp tendon
#

almost opposite

#

as shown in the screenshots

gleaming mesa
#

and this is gonna fix this wrist bending issue? i thought when i just bend the wrist, the mapping of either of the arm or twist bone is not gonna be in the way

#

im gonna try this nontheless, probably gonna help me notice the issue in any case

rustic flint
#

hey guys - been working with a model that's pre-rigged, but getting this issue

#

guessing i need to add a neck, but not entirely sure how

sage patio
#

Unity tries to guess which bones are which

#

but it's not perfect

#

click the FBX, go to the Rig tab in the inspector, then click Configure

rustic flint
#

ah right - yeah, i'm there now

#

how do i tell it which one is the neck?

#

oh actually i think i've got it

#

just a little clicking about sorted it i think

#

yeah that's sorted it - tyvm

narrow idol
#

so i got a model on Mixamo now how do i get it to vr chat

#

@crisp tendon

crisp tendon
#

through Unity

astral egret
#

This seems like a stupid question but will I need to move these bones in? I didn’t make this original base model so I don’t want it to walk funny by moving things but seems like they should be inside

finite swallow
#

@astral egret you can move them and they should be fine, just make sure the knees stay slightly bent forwards

astral egret
#

Okay thank you

astral egret
#

How do I now get the tattoos on the model? (Also mouse is covering NSFW material)

astral egret
#

Bc it was 2 foot long😂😂

#

So I took it off

rustic flint
#

Hey guys - having a weird issue where my avatar becomes like 'lumpy' when i import it into unity and configure the rigging. The picture on the left is how it looks in blender, and on the right is what happens when i get into the unity bone editor thingy

#

im guessing its something to do with going from like

#

the arms being down, to the t pose?

#

if thats the case, does anyone know how to force a rigged model into a t pose in blender?

sage patio
normal bay
#

@rustic flint It may have to do with the pose and weight painting. When you pull the arms from A to T pose the connected polygons will distort with them.

wise mist
#

It's not supposed to look like this

#

Why are its knees together???

#

I've double checked the weights so I'm not sure how Unity's doing this

mild garden
#

@wise mist Send a pic of the rigging

wise mist
#

Here it is in Blender for reference

#

Resetting the pose in Unity does nothing to the knees

#

So I'm stumped

sage patio
#

looks like the legs have some rotation to them

#

in blender, do this

wise mist
#

Thank you so much!

long monolith
#

Anyone know why a look at constraint would have completely different offset in Unity vs. VRChat?

crisp tendon
#

How do you check for offset locally ? If you're looking at a mirror then that would be the reason iirc

long monolith
#

When I set the constraint to active, it flings out so I'm using the offset to adjust it.

#

But in game it's flung out in a different way so I'm not sure how to test it haha

fading verge
#

need some help its like this

long monolith
#

That means the bones aren't close to the T-pose position. The bones need to be moved

crisp tendon
#

There's a button to do that in the same window

#

above the armature fields

#

Enforce t-pose

fading verge
#

i have it in T-pose but i get this

#

this happens to the other leg too

crisp tendon
#

yeah that might be an issue

#

your root bone needs to be removed

fading verge
#

it has multiple roots which one is recommended to remove?

crisp tendon
#

oh boy

#

You should be doing this in blender with the help of the cats plugin

fossil mountain
#

Hi! I'm wanting to do a FBT-ready avatar with a peg-leg and have it operate normally (bending at the knee, etc.) but to NOT have it transform when I turn my ankle. How would I go about this? My tiny brain can't seem to wrap itself around this problem.

#

Would I just not create a toe bone and then weight paint the entire leg to the knee bone?

#

Or should I keep the toe bone? I can feel the hampster wheel in my skull catching on fire 🔥

fervent hornet
#

Keep in mind that your knee position is wholly dependent on where your foot is due to IK. Your knee should not move much when you rotate your foot

#

Your legs translate more if your foot tracker is too high (in the models shins) having it closer to the foot will reduce the amount of leg movement

#

You can also physically move your trackers to your shins IRL, then your foot position really doesnt matter

fossil mountain
#

Hmm, you have a valid point there

fervent hornet
#

If the models proportions are similar to yours, then it really should be as simple as having one leg be a peg leg weighting like it should be, youll have an invisible foot but who cares

fossil mountain
#

Very true, I don't mind having an invisible foot, I just didn't want the endpoint of the peg leg to start bending when I rotate my ankle

#

I guess that would probably only happen if it was weight painted to the ankle bone though...

fervent hornet
#

Oh yeah weight paint wise the foot on the peg leg leg should not be weighted to anything

fossil mountain
#

Yeah, I don't know where my mind's at right now, sorry

fervent hornet
#

I was more talking about problems down the line, but weight paint wise the entire peg leg should be 100% on shin/knee bone

fossil mountain
#

Gotcha gotcha

#

Thank you so much for helping me figure this out, I finally have a clear picture of what I need to do!

magic sonnet
#

ugh... ive been trying to sort through this for quite awhile now. got it set up so that the ball rolls around properly with the locomotion stuff. it all works great in vrchat. except for how it keeps going into the ground everytime it rolls in vrchat. the root t stuff is all fine, root motion is all fine, hell it works just fine when i test it in unity. ive been working with someone to try and figure out whats wrong but were both stumped. its set up as humanoid so that the head can move around fine. only weird thing is how the armature is super small, and the head is just in the center of the ball, but i fail to see why that would lead to the problems im having in vrchat.

#

armature in blender.

#

they said i should ask in here since it might be a rigging issue.

#

(ignore the model being in the ground in the bottom right of the first image, ive managed to get that to be fine, its just ingame thats broken.)

worldly elbow
#

am I able to add/remove a shader to an animation

#

please

worldly elbow
#

so everythings fixed now,

astral egret
#

I can’t scale my bones unless I select them individually?

#

Is there an easy fix for that?

subtle verge
#

i have blinking in unity but as soon as i export to vrchat, i dont blink, what would be the cause of this?

buoyant marlin
#

mmh... could there a rigging trick that could make a short character fly? (to be able to play games like pool while in your short avatar)

#

but that could also be triggered while in game and enabled/disabled on the fly

sleek isle
#

Use pose space behavior on an animation state. The additive layer is a good place if you want to keep the base layer animation

#

@buoyant marlin

buoyant marlin
#

does it keep your hand movement tho? for a vr user

sleek isle
#

Yes. Why people doubt everytime I show this

#

It stole your body only for the placement. Snap your view and give you back your upper body when releasing the wheel

buoyant marlin
#

cool. im still a little new with all this, i also assume this is for avatar 3.0?

sleek isle
#

Yes

buoyant marlin
#

oof, i think i made mine with the regular workflow

#

gonna have to look into how to convert it

#

worth it probably, not being able to play pool with my smol avatars is heart breaking

buoyant marlin
orchid echo
#

Hey, can Aim Constraints target transforms that are already being Dynamic Bones?

#

Oh, weird--works fine in VRChat, but doesn't show up properly in Unity!

long monolith
#

Hey y'all, anyone have experience with track to constraints? Working in Unity but not in VRChat :(

fickle cosmos
#

This is my new Issue in Unity, Hair gets some how attached to Skirt I just dont get it

#

Because in blender it looks fine...

crisp tendon
#

Might be another bone

fickle cosmos
#

I cant get the same results in blender when I try to get that clitch like in unity

crisp tendon
#

Then select a vertex of the cloth in edit mode and look at which vertex groups it's weighted to

fickle cosmos
#

I will !

#

Thank you! Oh my.. This will be fun.. 😄

fading verge
#

anyone that can dm me to help me out with my avatar im working on?

willow knoll
#

Ask away

gloomy ether
#

i have these weird lines showing up in blender and theyre affecting my model in unity as well. there seems to be no doubles so i dont really know what they are. how do i go about fixing them?

crisp tendon
#

which lines ?

fading verge
#

Does anyone here have experience with using Auto Rig Pro models?

#

Or should I say, models that were rigged with Auto Rig Pro?

gloomy ether
# crisp tendon which lines ?

those dark lines at the edge of the shorts, right by the thigh. they're more apparent the further away you are from the model

crisp tendon
#

and there's no duplicate mesh or overlapping faces /

gloomy ether
#

i have another mesh underneath the cuff of the shorts. could that be causing the issue?

fading verge
#

What is the correct bone mapping?

#

Names for the bones?

#

From head to toe?

crisp tendon
fading verge
#

im trying to add an animation to my action controler. and the animation seems to work. but when i go into vrchat the model breaks

#

is there anything im missing?

sleek isle
#

Mask

fading verge
#

on the controler?

#

on this animation controler. or the one for action menu?

#

was i suppose to add this?

#

should i make one or remove it if there is

sleek isle
#

I don't understand what you trying to do

fading verge
#

i look at vrchat wiki on this stuff. but there isn't much info explaining how to do this. only very basic instructions

#

im trying to add an animation to the expresstion menu. and it is there. but it breaks and idk why

#

a toggle of sorts

#

clothing toggle. change clothing pretty much. the animation is setup but in vrchat it just breaks

#

something to do with how this toggle is setup or something

#

am i in the wrong avatar section for this?

sleek isle
#

Other thing then transform go in the fx layer. That not a rigging issue. Change to 3.0 help

lyric dove
#

hoi a question i was wondering what rig i need to use for my avatar to have animation?

#

and is there a way to add a bone or rig or idk the word

#

and i was wondering if my character dont have a neck and shoulder how do i fix that?

#

ok another question because i feel i fucked up can i apply a rig of a model into my other model?

sage patio
#

@lyric dove if your avatar has a standard humanoid bone structure, you can set it as Humanoid in unity and the default VRChat animations will work

lyric dove
#

idk if this avatar have a standard humanoid bone structure tho

lilac parrot
#

can someone tell me how i can fix this model

#

its stuck like this also in unity i cannot rotate anymore not sure what i did or what i hit

wary nest
mossy creek
#

I think the SDK broke, it wont let me upload my humanoid avatar

#

Can someone help me?

astral egret
#

Can someone please help me make this face look right😭 this is my first model and I just can’t get it...

willow knoll
#

Firstly under the eye tracking section in your avatar's Avatar Descriptor component, check that the blink viseme isn't in "preview" mode. The button should be grey.

#

Also I'm assuming the issue here is that the avatar's eyes are closed?

fading verge
#

How would I go about putting heels on a flat foot model? Would I just rotate the foot bone to fit the shoe and weight paint it that way, then lift the model to align with the floor in blender? idk if that's a dumb question but it's my first time attempting heels on a model

fervent hornet
#

Your theorized pipeline is correct, or at least thats the order I do it in

subtle mantle
#

I found a model, would someone be able to rig it for me? Totally fine if not, I'll survive without it

  • Shouko
#

I don't know how to rig and I'm not near the front often enough to learn.. The avatar would be used a lot by both me and Noah though

crisp tendon
#

You can try with Mixamo

gusty compass
#

Mixamo go Brrrrr

tender night
#

Heyy, anyone know what I did wrong for this to happen?

indigo cargo
#

Someone help! How long i will see this message?

tender night
#

This is the rig of the model and how it sould look, but when I go into animation it gose kinda yeet

indigo cargo
#

What a those?

tender night
#

Those are bones for the beads around the hips

indigo cargo
#

Did you do same shapes before?

tender night
#

what do you mean by shapes sorry?

indigo cargo
#

I mean... this is how looks mine

tender night
#

yeah, those are bones, and they control how the mesh moves

indigo cargo
#

I just see two additional bones on your pic, but don't know what for they

tender night
#

They move the beeds around the hips, the same way you add bones to your hair mesh to make your hair move.

indigo cargo
#

🤔

viral seal
#

Hold on I never realized this but, do 3.0 avatars no longer require fingers for IK movement like it did in 2.0?

fading verge
#

Rigging a robot character with separate objects making up its body. The original rig for the character has no chest or shoulder bones, so I added them. My only problem is when I parent the new shoulders to the new chest bone, the arms disconnect from the body when I move. None of the bones are connected. I've been doing research and looking for contacts for a week now with no significant help

fervent hornet
#

Easy way is to make the shoulders very small so that their rotation does not impart a large translation movement in their children. You may still have some movement (since you cant have length 0) so the other way is to use fake arms constrained to your real VRC arms.

fading verge
#

The shoulder bones are already incredibly tiny. What do you mean by "fake arms"?

knotty torrent
#

don't mind me here, but i come in very great need.
see, i'm making a cool avatar but the problem. rigging really gives me hell.
i really want to finish it but since mixamo does not work, and the last time i manually rigged it ended up as a disaster
i come here asking any one to help me rig this model, y want to rig eyes, as well to and want to put lip-sync to it, only ask for rigging help. no more, if anyone wants to help me, fell free to dm me pls!

#

for anyone wandering the model's view

fervent hornet
bitter dagger
#

Hey guys! I’m trying to rig my first avatar, but the avatar isn’t exactly supposed to stand up straight. I was wondering you had any tips for me on how to make this rigging work. I’m using blender by the way. I’m using envelope weights because that is the only that seems to work for me. Here is a screenshot of what I have so far. Please tell me what I need to do to make this work. Remember, I’ve never done this before so...I’m open for feedback.

bitter dagger
#

Basically I’m asking about how I should position the bones to make it work best. I’m also have some trouble with weights if someone can help with that.

winter matrix
#

Easy way; don't meddle with the armature at all. Make a second human armature that's not weighted to anything and parent the bones with rotation constraints in Unity.

inland sun
#

Does anybody know if it's possible to lock rotation on certain bones like maybe the shoulders so only the Arms will move?

wary wave
#

Having a really really weird issue. The lower legs of my avatars mesh are tilted instead of being straight when imported in to unity. As far as I can tell, it's not an issue with weight painting.

#

And in blender

#

Not sure what channel to ask this in, thought here might be best

crisp tendon
#

Are your meshes joined ?

wary wave
#

Entire model is one object, yeah.

crisp tendon
#

make sure it's not weight painted to anything else

warm pendant
wary wave
#

It's only happening when imported into unity.

inland sun
#

I'm just curious if there's a way to lock the rotation

wary wave
#

Hopefully someone else has encountered this issue before?

crisp tendon
#

Check in edit mode

#

You need to see if some vertices are assigned to another vertex group

wary wave
#

I'm mostly sure they aren't, but how would I check that in edit mode?

#

Clicking through manually in weight paint mode, definitely doesn't seem to be down to it being weighted to anything else. As I showed above, it would have moved with the pose mode as well, right?

crisp tendon
#

You select a vertex in edit mode and check through the side View menu

wary wave
#

Ah I see, yep, it's only weighted to that one bone it should be.

#

If I give it the animation type of none, it is correct.

#

The moment I try humanoid (and generic too, tested that just to see) it breaks.

crisp tendon
#

are your bones connected ?

wary wave
#

To each other? Yeah

#

Should I move this to another channel? I'm not sure

crisp tendon
#

Well there's only one rigging channel

wary wave
#

Wasn't sure if it was a rigging issue or not.

#

This is a weird one.

#

Everything has been applied with Ctrl+A in blender

crisp tendon
#

You cleared bone rolls before exporting ?

wary wave
#

Ah, that fixed it, thanks!

warm pendant
nimble charm
#

i have seen things

#

i dont like seeing

teal badge
#

When I set Blender to mirror my bone pose, it mirrors the movement such that pushing one side forward pushes the other side backwards. Is there a way to fix that?

willow knoll
#

You'll want to pose using CTRL+C and then CTRL + SHIFT + V

#

That's one way to do it.

undone pulsar
#

Is it possible to parent a HUD to the user's vision rather than their avatar's head?

#

the current rig works when i'm looking straight out or rotating side to side, but looking up or down the HUD stops after a bit

fervent hornet
#

Is this in desktop or HMD? IIRC desktop has head limitations to look more natural to others. Most of the time people do HUDs with screen space shaders, not actual gameobjects

undone pulsar
#

trying to set up a HMD per-eye HUD

fervent hornet
#

Sounds like youll have more luck with shaders but Ive never done HUDs due to motion sickness, GL

undone pulsar
#

yee

normal vessel
#

How do I make a model on unity

sage patio
#

Unity is not a 3D modeling program, it is a game engine

#

you make models in 3D modeling programs, such as Blender, which is free

normal vessel
#

Thank you its just I'm wanting to try make an avatar

sage patio
#

be warned that making an avatar from scratch is very time consuming

#

you will most likely be spending a few weeks

normal vessel
#

Yeah I'm wanting to make a legend of zelda one

sage patio
#

👍

#

it is very long

#

but does explain most of the things you need to know

#

from modeling, rigging, weight painting, UV unwrapping, texturing

normal spruce
#

would anybody be able to take a look at my avatar and see why its stuck in Tpose and dont move?, yes it has skeleton

sage patio
normal spruce
#

already did that

sage patio
normal spruce
#

^_-

stable coral
#

Heya, Im not having any trouble, but Im just curious if anyone knows if there is a plug in for blender to copy and paste blendshapes easier :0

crisp tendon
#

copy blendshapes ?

stable coral
#

I guess for instance, on the same model If I spent a while making a blink blendshape and I also want a separate blend shape thats like, blinking and smiling I could just copy and paste the blinking blendshape and just edit the smile in

crisp tendon
#

oh

#

That's easy

#

Set the shapekey to 1 in object mode, and the side menu has "Copy from Mix"

#

Or duplicate the blink one actually

stable coral
#

oh fr??? OMG

#

I love u

#

thank you that saves me so much time LOl...

crisp tendon
#

copy from mix is if you want to merge two shapekeys together in a third one

stable coral
#

I was remaking the blinking blendshape each time, and oh yeah! That's so cool, thanks so much

tender summit
#

Anyone know what these bones mean?

half grail
#

Which ones specifically?

crisp tendon
#

they're ik bones

tender summit
#

does that cause a problem?

#

@crisp tendon

crisp tendon
#

no, but might as well delete them

tender summit
#

to replace them or something?

willow knoll
#

The little bones facing backward at the ankle can safely be removed. They're purely for driving an IK system in a 3D modelling program, but you're loading this model into Unity and Unity will setup it's own IK system with just the leg bones.

tender summit
#

will it just work as normal legs?

#

i dont know what IK bones do at all

willow knoll
#

You can think of those little backwards ankle bones as control knobs.

#

The author of this model set them up to help constrain the movement of the legs in a way that they could control by tweaking those control bones.

tender summit
#

so should i keep them like this or do i need to switch them to normal bones for vrc use

willow knoll
#

Switch the leg bones to regular bones yeah.

tender summit
#

how do i go about doing that

#

in blender right

willow knoll
#

Yes

tender summit
#

oh wait i think exporting as fbx just makes the bones normal

#

thanks for the help

willow knoll
#

Welcome, though do a quick read up on bone constraints in blender just to be sure

#

I believe there are a series of menus for assigning constraints and you may be able to remove them to get the bone back to regular, not too sure actually.

tender summit
#

Anyone know what may cause this? doesnt seem to be the weight paint

crisp tendon
#

that's weight paint

tender summit
#

ive made the entire area red for the bone and it doesnt seem to fix it

crisp tendon
#

Then you need to check if it's weight painted to something else

sage patio
#

looks like a bone on the opposite side of the body is affecting it

tender summit
#

alright ill check that out

bitter dagger
#

Hey guys! I’m trying to rig my first avatar, but the avatar isn’t exactly supposed to stand up straight. I was wondering you had any tips for me on how to make this rigging work. I’m using blender by the way. I’m using envelope weights because that is the only that seems to work for me. Here is a screenshot of what I have so far. Please tell me what I need to do to make this work. Remember, I’ve never done this before so...I’m open for feedback. Basically I’m asking about how I should position the bones to make it work best. I’m also have some trouble with weights if someone can help with that.

#

I’m reposting my question because I don’t really get a full answer last time

quiet nova
#

im having probables parenting my model to my armature in blender. im doing the same thing i always do. select the model, shift click the armature, right click, parent with automatic weights.

quiet nova
#

i fixed it be exporting it from the original program as something other than an obj, then in to blender.

heady kite
#

🤔 I don't understand why i'm getting this error when the bone exists

warm pendant
astral egret
#

I'm so upset. I've been trying to make my first model and I now have to restart for the second time. I've put days into this thing for nothing now and currently hate myself. I was so close to being done. Merged my armatures causing my mesh to move in some areas. I tried going back and it wouldn't let me so I was going to close blender and just go from where I last saved but I guess I misclicked save when I was closing the app.

crisp tendon
#

You can maybe recover from the auto save menu

hexed yarrow
#

Oop mb

#

I should post it here

#

This shit

#

is playing with me

lilac parrot
hexed yarrow
lilac parrot
#

Eyyy ight

hexed yarrow
#

i just had to drag the parts on the green schematic

lilac parrot
#

Yeah sometimes you have to convert to a humanoid rig

hexed yarrow
#

on the rigging configuration

#

yep yep

lilac parrot
#

Yeah

#

What kind of model are you making?

hexed yarrow
lilac parrot
#

Sure

bitter dagger
#

Hey guys! I’m trying to rig my first avatar, but the avatar isn’t exactly supposed to stand up straight. I was wondering you had any tips for me on how to make this rigging work. I’m using blender by the way. I’m using envelope weights because that is the only that seems to work for me. Here is a screenshot of what I have so far. Please tell me what I need to do to make this work. Remember, I’ve never done this before so...I’m open for feedback. Basically I’m asking about how I should position the bones to make it work best. I’m also have some trouble with weights if someone can help with that. This is the third time I am posting my question because people on this server don’t like answering questions.

sage patio
#

or A pose

astral egret
#

So idk if I'm doing something wrong but my pose mode isn't working the way I see others using it online. I select my armature go to pose mode select a bone then nothing happens? Do I need to click something else? Are my bones broken?

rare hamlet
#

How do I fix where my avatars arms are too long or short? Like, if I stretch out my hand IRL my avatars hand stops early since the arm is too short. Do I just scale the arm bones in pose mode?

crisp tendon
#

yeah

willow knoll
#

@rare hamlet make sure to set "inherit scale" to "none" on the wrist bone and set the scale space to "local" at the top of the screen, that way your hand won't shrink and your arm won't lose it's circumference.

dry dew
#

Is there a guide on how to rig fingers properly? I have a mechanical avatar whose fingers go AFU in VR.

#

I don't have any photos of it, but fingers get rotated in weird ways by the IK

sage patio
#

you might be better off using a second set of bones that are proportioned correctly to control the movement of those ones

dry dew
sage patio
#

you can use Rotation Constraints in unity to do that

orchid thorn
#

hello! im rly new to Frankensteining avatars. i want to take the hoodie off this character + its bones. Is there a way to do tht or is it stuck to this avatar only?

sage patio
#

you're also using an old version of blender for some reason

#

I suggest using 2.83 or 2.92

#

not 2.79

deft lintel
#

does anyone know why the SDK gives me this error, when these bones are clearly mapped and parented correctly?

ocean crane
#

Dunno if I need to put this here or in avatar help but... I'm trying to get a non-human/non-humanoid model rigged for VRC... I'm new to unity and relatively new to blender (only about a month using it) but in blender I'd like to say I learned a lot in that month. My brother has more experience in unity and was originally helping me rigging, but he doesn't know how to rig models that are non-human(oid).

If it helps any, the model I'm trying to rig is a Dalek (from Doctor Who). One of the Dalek models I own below. It was made by Timblewee on sketchfab but I recoloured and rigged in blender. Included the rigging in the screenshot so you can see how I have it rigged there.

willow knoll
#

You'll find the default proxies in VRCSDK/Examples3/Animation/ProxyAnim.

ocean crane
#

I saw some stuff about even non human models need humanoid rigging so.... set up the humanoid rig.... now which bones do I parent where?

Plan to have the head rotating left and right assigned to the dome rotating left and right and the head tilting up and down to the eyestalk rotating up and down.

Arms will control the position of the two arms. rest is static.

#

or do I need to port this into unity at this point?

stable flame
#

Having an issue with importing into unity, i adjusted the model a bit and it doesnt seem to be properly updating the rig in unity.

#

The actual rig itself is properly mapped, the model doesnt do this in blender either.

crisp tendon
#

You're trying to overwrite an existing model in unity ?

stable flame
#

yes

crisp tendon
#

Ok, can't do that sadly

#

if you edit the armature in any way, it needs to be reimported

stable flame
#

eternal pain

crisp tendon
#

ye

stable flame
#

time to perform some voodoo

crisp tendon
#

mesh and shapekeys are fine, rig isn't

stable flame
#

Did a completely new import and it's still doing it, oh boy.

#

Yeah so apparently somehow, Blender managed to duplicate all my vertex groups resulting in there being two groups with the same exact names and that was screwing everything up.

crisp tendon
#

i didn't know that was possible to have a duplicate with the same name

#

that sucks

#

glad you figured it out tho

stable flame
#

It shouldn't be, typically Blender would replace or merge any duplicates with a kinda like Ring.R.[number] thing. Somehow blender just completely bugged out and decided the best course of action was to just have two of the same exact vertex groups. I managed to fix it by just figuring out which duplicate was the correct one and deleted the other one

subtle verge
#

hass anyone had an issue where their character rotates completely when trying to apply a rig through unity in the humanoid option?

#

its standing straight and all fine untill i hit apply and it rotatess off on all axis while calling this new position 0 on all axiss

sage patio
#

however, the only way to have any kind of tracking is to use a humanoid rig

#

so the workaround is to have a humanoid rig that doesn't have anything weighed to it, but then you have other bones like the ones you had before

#

you can then use constraints to make those bones follow the main armature in the exact way you want

#

parent constraints with some axis locked should do the trick

#

you could have the position of the main bone of the dalek ("hips") parent constrained to the humanoid armature's hips, but then you can uncheck rotation for X and Z, and uncheck the position for Y

#

that will make it so that only rotation on the vertical axis (orientation) is copied, and movement on only the horizontal plane is copied

#

as for head movement, you could use a rotation constraint on the dalek's dome that only copies the head bone's Y rotation

tender summit
#

Anyone know berst settings to make cloth not fly when its touched ?

ocean crane
sage patio
#

can probaby simplify it even'

#

there are 3 bones in the center

#

while only the head is supposed to rotate

#

so the whole lower part can be one bone

ocean crane
#

I'd imagine I could get rid of the mid section bones since I won't be having the mid section rotating and join the mid section mesh with the skirt, then for the plunger (aka "manipulator arm") then I could join all the meshes for that to make it just controlled by one bone?

sage patio
#

the way you make parts of a mesh or multiple meshes move with bones is by assigning vertices to vertex groups that have the same name as a bone

#

each vertex has a numerical "weight" to each group, ranging from 0 to 1

#

that weight determines by how much the vertex should move when that bone moves

#

you can have multiple meshes under a single armature that are weighed to the same bones

ocean crane
#

oh? So if I leave the mesh as is and just parent both the mid section and the skirt to the main "body bone" then the mid section won't break?

And tbh this part is where I'm a bit lost ^^" haven't worked with weighting anything before. But I think that makes sense! Gonna pull up blender and start re-adding the dalek rig real quick

sage patio
#

@ocean crane here's the thing though

#

you want BOTH the dalek rig, AND a humanoid rig

#

you need the humanoid rig to be able to actually have head and hand tracking, but you also can't directly weight paint the model to that rig, otherwise it will move weirdly

#

it won't stay vertical

ocean crane
#

Yeah! I just deleted the dalek rig in this one so I gotta redo it again!

sage patio
#

you need to have more control over the movement of the model, which is why you control it via a seperate set of bones

ocean crane
#

Ah okay!

sage patio
#

you're essentially going to control the movement of the dalek's rig by making those bones follow specific ones in the humanoid rig

#

that will be done using Constraints in Unity

ocean crane
#

so idk if this is a good way to put it.. would it sorta be like operating it as a puppet?

sage patio
#

constraints are components you can add onto objects

#

sort of yea

ocean crane
#

oh okay so I do the bones in blender then to do constraints I need to put it in unity

sage patio
#

the reason why you're doing this is because you don't want every movement to be followed

#

like for example

#

if you lean forward, you don't want the dalek leaning forward

#

otherwise it will be off the ground

ocean crane
#

Yeah

sage patio
#

this is a basic vrchat rig template

ocean crane
#

that makes sense, ty! Gonna add in the dalek rig again then I'll try to follow from your instructions and make sure that I got it correct.

And yep that's what I referenced for the humanoid rig I put in there now. I wasn't sure if doing all the fingers and "toe" bones were necessary but I added them in as well just in case. I just didn't do the two strange head bones to the sides of the middle head bone.. do I need those two as well?

sage patio
#

toes are not needed

#

those bones in the head are the eye bones

#

the dotted circles are optional, so only do the ones that are required

#

for the fingers, it says that they are all optional

#

but vrchat still requires some finger bones

ocean crane
#

ah okay! and since the dalek only has one eyestalk rather than eyeballs, do I still need those bones?

And alrighty! for the finger bones, if I plan to add gestures, does that mean I still need those bones?

sage patio
#

you need at least the thumb, index finder, and middle finger

ocean crane
#

alright! Should I just leave the rest be since they're already there or just delete them?

And alrighty thank you!

#

just dalek rig

#

dalek+humanoid

#

do I start parenting the dalek bones to the humanoid bones now as you described or should I import to unity then parent?

#

and do any of the dalek bones parent to other dalek bones or just to humanoid bones?

tender summit
#

Anyone know how to set up cloth settings right?
my cloth seems to be overly reactive to the colliders

sage patio
#

the base of the dalek should be siblings with the Hips of the humanoid rig

#

the dalek should have its own bone hierarchy

#

those 2 arms sticking out should probably be parented to the base

#

the head parented to the base too

#

and then the eye thingy to the head

mellow dagger
stable coral
#

Not sure what happened but my hands turned into mush in game 🤔

stable coral
#

fix'd apparently outstretched hands I sculpted are a big no no, and the have to be slightly bent at each finger bone

sleek isle
#

Yes since it help to unity to know which way to rotate

ocean crane
sage patio
#

in this case, it should be none

ocean crane
#

oh okay thank you!

sage patio
#

also, you should think about how you want the arms to be posed at rest

#

like

#

do you want the arms of the dalek to be straight forward when your arms are at your hips?

#

because like

#

having your arms out forward all the time sounds annoying

ocean crane
#

I would say so yeah! or in a "L" shape in front of me (as in I sit down while in VR a lot because of my back issues so I usually rest my arms on my chair while I'm seated)

sage patio
#

alright

slow gulch
#

👀

ocean crane
#

for the bones you mentioned being parented to the "base" that means to the respective mesh part, correct? sorry for not understanding fully haha

sage patio
#

no, the other way around

#

meshes go under the armature

ocean crane
#

alright! thank you!

sage patio
#

your hierarchy in blender should look like this: