#avatar-rigging

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sage patio
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Armature:
Hips
Dalek_base
Dalek_mesh

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or hm

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lemme double check

ocean crane
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oh uhhh I think I need to move and name things then

sage patio
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naming is not important

ocean crane
sage patio
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uh

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that is a lot of armatures

ocean crane
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in the collection it's the humanoid one

sage patio
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the dalek's rig would be under Armature (green one)

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but not under Hips

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as that is the root of the humanoid armature

ocean crane
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I named the armature sections of the humanoid one. So I need to put the Dalek armatures under the red arrow, right?

sage patio
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correct

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also uh

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this is how a humanoid armature is supposed to be done

ocean crane
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Uhhhh not sure how to get it to look like that o.o mine is just that straight line of bones and thats it xD

sage patio
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well first, you should name those bones appropriately

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will make it a lot easier

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then, you can change the parent of a bone by either going to the bone properties tab with a bone selected in edit mode

ocean crane
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named them. bone 005 is the same as lower back for some reason

sage patio
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then you might have a duplicate

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you can get rid of it

ocean crane
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yep that's what it was! I'm in edit mode rn in the bone editor

sage patio
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here is a reference for the bone structure and semi-standard bone naming

ocean crane
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oh jeez that's a lot o.o

sage patio
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you don't have all of those finger bones

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so it's a bit less

ocean crane
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yeah I think I may delete the extra fingers haha

sage patio
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I'm not sure how many finger bones the SDK needs

ocean crane
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im in the edit mode bone menu

sage patio
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like for each finger

ocean crane
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I'll leave it with all 5 for now unless I find out I don't need the other 2

sage patio
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you only need tumb, index, and middle

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you don't need ring finger or pinkie

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afaik

ocean crane
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Alrighty!

sage patio
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you may also be fine with one bone for each finger

ocean crane
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Noted! So for the head bone it's parented to the neck, I need to parent the dome to the head and the eyestalk to the head, right? or do I need to sort out my bone hierarchy not working first?

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it's not letting me parent the shoulder to the upper back

sage patio
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you're only worrying about the humanoid rig rn

ocean crane
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oh okay! so I'm trying to get the hierarchy to be like the one you showed by re-parenting the humanoid bones to eachother in the edit mode and bone menu, right?

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So far this is where I've gotten to

sage patio
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you can join them together by selecting them in object mode and doing CTRL + J

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that will put all of the bones under the same one

ocean crane
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oh okay I thought I was supposed to parent them and when that didn't work I was confused... heh... thank you!

sage patio
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you can only parent bones to bones that are under the same armature

ocean crane
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That probably explains why they weren't parented properly then xD

pale palm
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can someon help me? i cant get the bones in my ears to wiggle

astral egret
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How do I connect my mesh to the bones? I merged the armatures and now it doesn't come with

balmy nebula
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did you fix the model again with the cats plugin after you merged them?

ocean crane
sage patio
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@ocean crane irrelevant, joining the meshes won't fix it

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the issue is that the mesh is either looking for the wrong armature, or that they forgot to merge the bones

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try clicking on the mesh in object mode, then go to the modifiers tab in the bottom right (blue wrench icon). then, look for the Armature modifier, and make sure the correct mesh is specified under Object@astral egret

ocean crane
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oh okie my bad!

unkempt hull
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currently having a headache over porting the first model I ever made in blender into vrchat as an avatar. I was really hoping I wouldn't have to completely overhaul the skeleton but it seems like that might be the case.

ocean crane
fierce grail
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That is not a proper humanoid rig, look at pinned messages for how it should look like. Remember that not all of them need to be weighted to a mesh.

fading verge
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anyone able to help me? my point of view is on my forehead, but in unity it does look in the right place, I figured is something in blender, probably the bones, not sure. Anyone able to help me? (I'm sorry for bad english)

wicked lily
crisp tendon
stable bridge
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hay so my avatars hoodie wont move up with arms when im trying to rig can someone help me cm me if you can

sullen escarp
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I have a model and when I port it to unity, itโ€™s missing the chest bone even though itโ€™s there in blender and correctly parented

desert sky
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What's the best way to rig a characters hand if they have no fingers? Should I just remove the hand bones or leave them in place

kindred pollen
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You need at least three finger bones mapped on each hand (thumb, index and middle iirc) for the IK to work, though they don't need to be weight-painted to anything

desert sky
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Sounds good. The character wont be interacting with the world and its mesh doesn't have any fingers

kindred pollen
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well, nine bones on each hand technically iirc, three per finger

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and ah o:

desert sky
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First time rigging and messing with blender so this should be an absolute nightmare

desert sky
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Wow people made this seem a lot more complicated... This way actually very easy

sage patio
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weight painting is a little tedious but also not bad

desert sky
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When I finish with the bone structure should I generate the rig under the Object data properties tab?

sage patio
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the next part would be the weight painting

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essentially just telling each vertex which bones should have an influence on them

desert sky
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Huh the tutorial I've been following did not cover that topic

sage patio
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there are some ways to do automatic weight painting, but none are perfect

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one way you can do it is by parenting the mesh to the armature, and selecting "With automatic weights"

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the shortcut to parent stuff is CTRL + P in object mode

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so you'd select the mesh first, then shift click the armature, then CTRL + P

desert sky
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I'm just parenting the bones to the mesh using automatic weights

sage patio
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ah

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wait

desert sky
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So he did cover it My bad

sage patio
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parenting the bones to the mesh?

desert sky
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"rig"

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I always call it bones

sage patio
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can you show me what your hierarchy looks like lol

desert sky
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Correct?

sage patio
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ye that's fine

desert sky
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Should I click the generate rig?

sage patio
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no

desert sky
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I know that's mostly for more advanced rigging features ( animations )

sage patio
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Rigify is not recommended for vrchat avatars

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adds a ton of unnecessary stuff

desert sky
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Fair what does the community normally use?

sage patio
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most people use avatar bases that are already rigged, but doing the rigging yourself is a good idea

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you just place the bones where they should be, and then do the weight painting

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that's all it is

desert sky
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Yeah I just added the meta rig then positioned the bones by hand

sage patio
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you should try to have your bones have descriptive names

desert sky
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Hmm just going to download that image ๐Ÿ˜„

sage patio
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weight painting chart

desert sky
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How can I see the weight painting colors?

sage patio
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by clicking on the mesh and switching to Weight painting mode

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either in the top left, or by doing CTRL + Tab

desert sky
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Hmm yeah he's very blue

sage patio
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you have to click on the vertex groups in the list

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when you're weight painting, you're just telling the vertices which vertex group they belong to

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and how much they belong to them

desert sky
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?

sage patio
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if a vertex group has the same name as a bone, that bone will move the vertices in the group

desert sky
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Oh

sage patio
desert sky
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Yeah I see mine

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This looks correct?

sage patio
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you know that you don't need to upload screenshots right]

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when you select the area, just do CTRL + C

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then CTRL + V in discord

desert sky
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It's mostly habit

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I normally always have something saved in my clipboard also

sage patio
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Win + V is the shortcut for the clipboard history

desert sky
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๐Ÿ˜„

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I was just using mixamo ( fucking sucked ) so I decided to do it the right way instead... This is a lot better and I have way more control over the bones and posing

sage patio
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ye definitely

desert sky
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Thank you for your help Sacred

sage patio
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๐Ÿ‘

lilac parrot
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alright how do i fix my neck

ocean crane
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I see ODM gear straps >w> sorry I'm too new to this to help just had to appreciate a fellow SnK fan

fading verge
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what is that error?

willow knoll
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Try setting the animation type to None then applying, then setting it back to Humanoid and applying again.

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Otherwise take it back to Blender and check your armature for exactly what the error says, duplicates.

crisp tendon
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Nah you just need to click configure and remove the eye from the jaw slot @fading verge

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By default Unity does that sometimes

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because you know, Unity

fading verge
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oki! thank you <3

fading verge
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so, I upload an avatar as build and test and the view point look just fine

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but when I publish it the view point go up to the forehead

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anyone knows what can be the problem?

crisp tendon
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Your custom animation may be the issue, make sure to test it in Play mode in unity

fading verge
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Is there a way to make the view point follow emotes? cause i got some final fantasy 14 ( the online one idk whats the name ) its cool and all but with my having an out of body experience in VR is like..??

crisp tendon
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nope

fading verge
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damn

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oh well, maybe future updates

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would be nice for PC players..cause i know VR is more like " YOU create your own movement ish " but here in PC lol

sleek isle
fading verge
crisp tendon
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hip height ?

fading verge
sleek isle
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Lift the hip in the humanoid tab then

fading verge
sleek isle
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Move the hip bone ๐Ÿฆด up

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In the armature import settings

fading verge
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oki

fervent hornet
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Your hips are probably upside down

fading verge
fading verge
fervent hornet
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Post a orthographic front view of your armature in blender

fading verge
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oki

fervent hornet
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Did you post anything about having issues with a 7 degree difference? I think I answered a question that no longer exists

fervent hornet
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Sorry then, they deleted their question

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Give me a second to read what yours is

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Do you still have armature rig config errors?

fading verge
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yes

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the only thing is the point of view

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I dont know why is on my forehead when I upload to vrc

fervent hornet
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In your config menu, you should reset and reapply the tpose to get rid of these errors

fading verge
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well

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I did it

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it did fix the error

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but the eyes are crossed now

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??

fervent hornet
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Go to those specific bones, right click the transform component, revert to prefab

fervent hornet
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Yeah

fading verge
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how do I revert to prefab?

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actually can I dm you?

fervent hornet
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I guess

royal granite
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the character im importing is already rigged and has a skeleton but it's not carrying over to unity

errant sleet
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im looking for someone who can rig some bones for me, for some reason my blender wont work

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no matter what i do blender never actually installs

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i can send the fbx file

misty aspen
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Does anyone have any idea why my avatars legs lift off the ground when I bend down to touch my toes? Pic and vid following

sleek isle
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That the consequence of not having toe bone. Not sure why user still argu it's bad to have them. ๐Ÿง .

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@misty aspen

misty aspen
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Thanks for the info, I'll add it and test if it fixes it ๐Ÿ‘

boreal oasis
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any good tutorials for adding dynamic bones to hair?

urban jungle
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I'm having a bit of trouble getting the bones on the paws to show up correctly, the model is supposed to display them like this

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but in t-pose in the unity rig editor it shows them like this

sleek isle
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Place your character in a T/A pose to begin with. Instead of. Ahhh, where's my hug.

urban jungle
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he's already in a t-pose, this issue only happens while he's in a t-pose.

sleek isle
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By changing the rest pose in blender for instance

urban jungle
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I don't know how I would recreate the exact unity t-pose in blender, I know unity is pretty specific about what it classifies as a t-pose to unity.

urban jungle
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I put him in a t-pose in blender, the paws are still in the same pose

glass pulsar
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this is probably extremely basic but it's not an issue I've had before

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I have an avatar with a large head, and when I place the descriptor eyes to the correct place, the camera pivots in a weird way that makes menus awkward use.

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I can only assume it's a rigging thing, since the camera pivots based on the head.

sleek isle
boreal oasis
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im doing some weight painting but for some reason it keeps selecting faces and not the bone when i hold shift to click

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figured it out. i had the vertex select mode on

coarse solstice
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i'm about to uninstall blender, the bones are there, but it REFUSES to stop leaving shit behind

rough solstice
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Can anyone help me figure out why my knees are bent when using FBT for my latest avatar?

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hand = held over my actual head

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and here's a profile of the armature

fading verge
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i mean cause..you bones are not straight, which is normal..alot of model's legs a bent a little bit like yours

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but try moving the leg bones

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move it into the position just like the mesh

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yea..your bones are more bent then the mesh

rough solstice
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it wasn't that

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was the spine and chest not being long enough

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and the hips not being far enough above the leg bones

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and the hip being reversed.

rare hamlet
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When I have my arm outstretched completely my avatars elbows are still bent. Where should I put my avatars wrist bone in relation to the hip bone (how long should my arm be) so this doesnโ€™t happen?

fierce shard
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need help coloring the texture. for some reason the cursor freezes when i click and hold on the mouse button

solid adder
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Wrong place.

fierce shard
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i was told to post it here

solid adder
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Who?

fierce shard
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@frigid shuttle

frigid shuttle
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Me and someone else.

solid adder
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More texture work than rigging though

zenith dust
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I wasn't sure and I didn't know who to ask.

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So I just assumed here?

solid adder
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Since there's no channel for texturing as far as I know, probably have to rely on one of the two avatar general channels and hope someone knows.

coarse solstice
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can someone show me how to rig this model? every time i apply the armature, it binds to things that shouldnt be bound

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and leaves behind others

solid adder
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Not in avatar requests and certainly not rigging. vrcFPaulSip

coarse solstice
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so no one can... okie

rough solstice
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try adjusting that a bit to see if it changes

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if nothing else it's the easiest thing to change and revert if that's not the problem

sage patio
coarse solstice
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the video guide i was given said to do it tho

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and even using an auto rigger like mixamo keeps messing it up

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the back armor keeps tracking with either the arms or head and messing up

rare hamlet
ionic tinsel
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So after modifying my models legs in blender to be slightly smaller and adjusting the origin point as tutorials have instructed, exporting it back into unity results in this. https://i.imgur.com/z7HySf0.png

ionic tinsel
gusty compass
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I have no fckn ideia what happen there

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:v

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Try to export on a different format

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Like obj

sage patio
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not using blender's FBX exporter

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make sure you also don't have any shape keys active in blender

fervent hornet
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Exporting using blenders FBX exporter is fine, you just need to set the scale to "FBX units scale" instead of "All local"

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That specific problem is caused by exporting an all local on top of an fbx unit scaled model, just reseting and reapplying the tpose fixes it

ionic tinsel
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Thank you guys. Trying now and I'll update how it goes.

ionic tinsel
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Importing/Exporting through CATS worked out. Thank you very much.

fierce shard
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i don't know what this 'animation' stuff mean

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why does this avatar insist on making things hard for me DXDXDXDX

tranquil marsh
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I don't know

lethal chasm
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Click auto fix and add animator component and drag custom override empty into the animator component

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@fierce shard

fierce shard
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animator don't have auto fix

lethal chasm
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yes, you have to add it

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where it says add component

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then drag a "custom override empty" into "animator"

tranquil marsh
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Is it hard to rig? If not I might start and try to make an avatar

lethal chasm
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it is a little tedious but u get the hang of it

tranquil marsh
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ok i just need to make a model. do you know how people get that cartoon effect on models?

fierce shard
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doesn't have that

solar pike
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Try the CubedShaders

mental hamlet
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hi, any way to scale the skeleton back to the mesh? i scaled the mesh a few days ago so i can't go back sadly

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when i scale the skeleton it takes the mesh with it

solar pike
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is that a nude avatar? vrcLaughing

lethal chasm
fierce shard
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@lethal chasm doesn't have custom override empty'

mental hamlet
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no, i will add the clothes later on @solar pike xD

lethal chasm
fierce shard
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i did

lethal chasm
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did you download vrcsdk2? ๐Ÿ˜ฎ

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or sdk3?

fierce shard
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believe sk3

lethal chasm
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ohhhhhhh

mental hamlet
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@lethal chasm thanks alot lol found it

lethal chasm
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then you dont need that

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you have to make an animator, then make a vrc menu and vrcparameter

fierce shard
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???

lethal chasm
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the animator has to be empty

fierce shard
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you mean uncheck it?

lethal chasm
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then you make an avatar descriptor which has custom animations, and the FX one should have custom handslayer animations

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no, you should have it itn

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but remove any components

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so it should be set to none

fierce shard
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you're not making sense

lethal chasm
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ill pull out an sdk3 avatar and give tutorial

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let me share screen in dm

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may i call?

sudden nova
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hi, i tried to rig a very basic model with mixamo
removed the upper chest and changed the chest to spine2
but in vrc, i cant seem to move my pov up or down (the head itself does move)
any ideas why that might be?

lofty depot
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hey folks, I'm gonna try here, cuz I think the problem is with a rigging setting somewhere. I crack open the base package, and everything's fine. But then I import the .fbx file to blender, and even if I directly re-export it without any changes, something goes funky with the armature. Basically, the ears and tail of the avatar get smooshed (tail) or inside-out (ears). The only thing special about those is that they have some dynamic bones involved.

crisp tendon
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are you exporting with cats ?

lofty depot
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I've tried with cats and without

sage patio
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also, if that happens, just drag a new FBX from the project window into the scene

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you can use Pumkin's avatar tools to copy everything from the old model to the new one

lofty depot
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I am super new to all this.

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are there any gotcha settings in CATS export that could be tripping me up?

sage patio
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it happens because the position of stuff in that instance of the FBX in the scene doesn't match the positions in the new version

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like I said, drag the FBX into the scene again

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if that doesn't fix it, click on the FBX, go to Rig, click Configure, click Pose (near the bottom), click Reset, then Enforce T pose

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then click Apply, then Done

lofty depot
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Trying all that now

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Dragging a new version of the FBX seems to have detached all of the animations. Choosing expressions doesn't do anything now, and the dynamic bones in the ears and tail are rigid.

lofty depot
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Okay yeah. So grabbing the .fbx blew away the VRC Avatar Descriptor
That's gonna be a massive pain if I do any tweaking and testing

lofty depot
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Is there a way to slide a modified mesh into an avatar already in the scene? When I try to export just the mesh and replace the default with the skinned mesh renderer, it flips upside down.

slender ice
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Hey there. Having a bit of an issue with full body tracking. When I go to calibrate, everything looks fine....

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...but this happens when I calibrate

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Any idea what could be causing this?

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(this is an avatar I made btw, I'm thinking I somehow messed up something in rigging but I have no idea what to change)

crisp tendon
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rotate your hip tracker ?

blissful silo
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hi, i'm stuck on something i feel must be so so simple, but i'm just not getting it. i need this piece to move with my sleeve bone, but it moves with the wrist bone instead. i'm on blender 2.91. i'm seeing it suggested i select the bone in object mode, then the mesh with shift+click, ctrl-p, then set the object's parent with automatic weight; but i can't seem to select that bone? sorry if this is super simple, but i would definitely appreciate the guidance

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^this is with the sleeve bone moved btw, maybe it would've been more helpful showing the wrist bent or something ahaha; either way, its not attached to the intended bone ๐Ÿ˜”

slender ice
blissful silo
slender ice
slender ice
sleek isle
slender ice
sleek isle
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Yes

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Move it more near the spine

sage patio
golden kernel
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Does anyone have a good chart to use as reference for lip sync visemes

sage patio
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@golden kernel

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"Visemes" is an oculus standard

golden kernel
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Thank you

quiet cargo
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hello! I'm having troubles where my avatar is snaping back and force when i sit and lean forward in fbt, i've been trying to adjust the view point and change the length of the neck and chest bones around but it's still doing it ๐Ÿค” If anyone knows what exactly I'd have to touch that would help a lot !

crisp tendon
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Difficult to tell without any idea what your rig looks like

quiet cargo
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ye haha here's the rig

crisp tendon
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Neck head and chest aren't connected ?

quiet cargo
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i tried to see with having them disconnected coz i heard that it was caused by the neck bone being too long

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but it didn't solve my problem

crisp tendon
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Your spine and hip aren't connected either

quiet cargo
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ye was just moving things around for the same reason

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it was doing it even when everything was connected

crisp tendon
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In that case I'm not sure, do you have a video of the issue ?

quiet cargo
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huh unfortunetly not

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it's like it doesn't follow my head and just snaps back to it at some point when i'm done leaning forward or going back to a straight sitting position

crisp tendon
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Could be a tracking issue rather than an armature one ?

quiet cargo
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no it's only with this avatar

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and it happened with other avatars that weren't mine too, but idk how ppl fixed it sadly

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if they did

acoustic moat
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Thinking about it i think this is now a rigging question

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My boy has 3 eyes

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Any interesting tricks i could use for the 3rd eye to also act as a main eye that looks around?

crisp tendon
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rotation constraint on the bone from one of the other two eyes

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eye bones need to be straight up though

acoustic moat
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@crisp tendon ohhh good idea. I'll give it a go!
is there a math way to set it up as an average between the two?

crisp tendon
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If you weight paint the bone to the two eye it might have that effect ?

acoustic moat
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Hmm its close. it does rotate with the other eye bone. BUT it also moves around the other eye. I'm not sure what to do here or what option to click. Unless i'm just missing where to apply rotation constraint entirely

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@crisp tendon

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atleast the rotations are good

crisp tendon
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well no the bones all need to be parented to the head bone

acoustic moat
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true. i'm missing where to add the rotation constraint then

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I tried this one too but it effects entire objects instead of individual bones

crisp tendon
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in unity lol

acoustic moat
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ok

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lmao

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thank you @crisp tendon

crisp tendon
sage patio
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each source has a Weight

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you could add both eye bones as the sources, with 0.5 weight each

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some other options to move that eye include: an animation that makes it move around semi-randomly

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aswell as manually being able to control it using a 2 axis puppet

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you can also implement both of those solutions at once

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it can move randomly by default, and then when you change the X or Y values using the puppet, it can leave the animation state and go to the Blend tree state, where it's controlled

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same as how I have my tail control lol

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automatic tail wag, while also being able to control it

crisp tendon
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rotation constraint with two sources at equal weight sounds like the best way to do this !

sleek isle
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You want it to still wag when you control it or not.

crisp tendon
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wag their eye ?

gusty flint
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I need help rigging this model

slender ice
gusty flint
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im mainly considering a potential rig for it where it moves semi-realistically (arms and legs dont bend)

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as you can see, I am using blender

crisp tendon
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Honestly, rigging the model would be easy, but if it's not supported by custom animations that would look very weird

slender ice
gusty flint
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I'm considering something where

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when the user moves their forearm, it moves the model's entire arm

slender ice
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hm. you might be able to do something where you have a default humanoid rig, and then another set of bones that are set to follow those bones according to certain constraints in unity

crisp tendon
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Constraints is definitely the way to go for this

gusty flint
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I will make a visual example so that this makes more sense

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Something like this

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where if the forearms are at a 90 degree angle, the model's arms will rotate 90 degrees

slender ice
#

I thinkI know what' you're going for. Basically you'd set up a humanoid rig for the IK system to use, but then have a different, extra bone in the armature that the arm is actually rigged to and do it to where it follows, say, just the rotation of the lowerarm bone along a certain axis. I havent messed much with constraints in unity but I feel like that would be possible

gusty flint
#

hmm

#

first I need to export the model in blender so that it can be put into unity

slender ice
#

Well, you'd rig in blender first

gusty flint
#

yes

#

but in certain modes in blender, the textures are absent

slender ice
#

Should just be something in your viewport display settings... what are you needing textures for?

gusty flint
#

the textures (face and torso design for example) I need to be able to be exported into the file I will use when I port it to unity

#

the textures are visible in material preview mode, but not in solid mode

slender ice
#

As long as the texture is assigned to the base color slot in the material, and shows up when you preview it, it should come with it when you export the .fbx. It doesn't particualrly matter what display mode you're in.

#

Another option would be to save the textures as images and create a new material in unity that uses them. Depends what youre going for.

gusty flint
#

good idea, luckily all the details for this model are in a folder (like the original model I imported here)

#

im very rusty in using Blender for rigging, so I will need a lot of help

slender ice
#

If you're just needing help creating the humanoid rig, there are lots of good tutorials online! It's just a matter of dragging out your bones, naming them correctly, and hitting symmetrize. The only part that's different is you'll probably wanna create your own vertex groups for the extra bones and assign with 1.0 weight instead of the automatic rigging thing (so you'd just parent it with empty weights and add them manually.

#

I'm not sure how stiff you want things to be but you'll have to get creative with how you constrain your rigid parts to the humanoid rig (think about what happens when the player bends down, tilts the head, etc)

#

I know when they were making the lego games they took a lot of liberties with how the characters were allowed to move ๐Ÿ˜› real lego movement is super limiting

gusty flint
#

yeah, the most liberties I am doing are that the arms have free rotation

#

I am basing the rigging choices off of the theatrical Lego Movies

slender ice
#

There may be some kind of constraint you can set up were the arm bone is always set to point at the location of the hand bone, that might work the best. But i'm not 100% on that

gusty flint
#

yeah, thats a good idea

#

I set up a humanoid rig in blender

#

I am going to modify it to fit with my idea

slender ice
gusty flint
#

lol im not using the face bones at all

#

the face will not be rigged at all

slender ice
#

Yeah I figured, I've just not seen a rig that looks like that before ๐Ÿ˜›

#

Its even got tiddy bones

gusty flint
#

im using the human meta-rig from the riggify addon

#

lol tiddy bones XD

gusty flint
#

how do I change certain bones to fit it on the model?

slender ice
#

But yeah if you scale the rig to roughly fit in the model and then add in a whole new set of bones for the rigid movements, and just make the weights 1.0 on all of them you should be good to go

slender ice
gusty flint
#

oh right im stupid

#

so im editing the bones and this is a lot harder than I thought

slender ice
#

I will say you're picked a pretty tricky/specific project to practice rigging/avatar creation on ๐Ÿ˜›

#

It'll probably more helpful for you to follow a tutorial for making a humanoid rig from scratch to get more comfortable with editing/creating rigs

gusty flint
#

okay!

#

trying to rig it myself so far and

#

its bad

#

idk if im doing something wrong or if this is how its supposed to look for what im planning

slender ice
#

I mean, it looks like a decent start... the hip bones just look a little weird. just keep messing around and learning (I don't wanna spam this chat with the bare basics of rigging in blender)

gusty flint
#

okay! I will try my best

#

heres the finished rig

#

kinda looks like ass but thats expected

#

I converted it to FBX

slender ice
#

This kind of gave me an idea... I wonder what the vrchat IK system will think if you make the forearm and shin bones absurdly short ๐Ÿ˜› I'll have to mess around with that later

#

cause that would make your life easier when if comes to constraints

#

or it might just lead to general weirdness

gusty flint
#

should I use SDK2 or SDK3 for porting it to Unity

slender ice
#

SDK3 is the only one i've worked with, it's the current one

gusty flint
#

ok!

#

im going to open unity up now

slender ice
#

I will say though I think you're a bit early for the fbx export part. You'll want the whole rig (with the humanoid and extra parts) set up and skinned (unless youve done that already)

gusty flint
#

I made the rig, I dont know how to set it up and skin it

crisp tendon
#

The difficult part is the weight paint and constraints

gusty flint
#

SHIT.

slender ice
#

Tbh you'll probably want to follow some more basic rigging tutorials... like I don't wanna be unhelpful but these kinds of questions go beyond stuff that's specific to vrchat

crisp tendon
#

Yeah, that's full custom rig and animations territory

gusty flint
#

shit shit shit shit shit shit

#

goddammit I'll never make my dream VRChat model of Lloyd ๐Ÿ˜”

crisp tendon
#

You can, just need to learn a few basics

#

and you have tons of visual references for how things should look, so that's even easier

gusty flint
#

the only way I ever will will be if the people at The Models Resource get some of those freaking models from the lego videogames uploaded

#

the only lego models they have are the ones of Marty McFly and Shaggy Rogers from Lego Dimensions

slender ice
#

I mean if this is the model you're wanting and you have it imported/textured into blender I think you can make this work. To be honest I'd be willing to mess around with it in my free time to see if I can get it to work. I'd just need the .blend file of what you got

gusty flint
#

ok

slender ice
# gusty flint

I'll see if I can mess around with this later tonight. I'll be doing some work on my own avatar as well

gusty flint
#

thanks

hearty thunder
#

If a different channel would be better for this, I'll move this there.
Tutorial for doing real digitigrade legs that is fully compatible with default systems (fullbody, default animation sets, etc).
(This one's outdated. The newer one should be easy enough to find searching "Digitigrade")

willow knoll
#

Whooaaa

#

I am on board with this idea

#

@sage patio is this similar to what you tried?

slender ice
hearty thunder
kindred pollen
sage patio
#

minus the second IK chain, which was the thing I was missing

#

I was going to try to implement that

#

since I was doing some research and came across this

#

I was doing it with nanachi leg, which have much shorter "knee" bones

#

so I might need to tweak stuff

#

but who knows

#

also, Dragon, is there any noticeable "lag" on the legs?

hearty thunder
#

Not sure if what's depicted in the picture is quite the same thing. Seems to have something on the foot pointing towards some point in space?
The real breakthrough trying to figure it out was coming to the conclusion that half rotation constraint/half IK was the way to go to get good results.

hearty thunder
fading verge
#

so when I try to join the skeleton and meshes of 2 different models I keep getting this when I do ctrl+j

#

how do I prevent the mesh from moving/resizing when I join them

sage patio
fading verge
#

thanks

#

another issue I noticed keeps popping up is the weird texturing on the model when in blender

#

same model shows up fine in unity

#

cant figure out why it looks so weird in blender

hexed sparrow
#

or something

#

go into edit mode on basis (assuming your model has shape keys) and click
Mesh<Normals<Recalculate outside
and then, Mesh<Normals<Set from faces

I'm not sure if that's the exact path but you'll find it if you're an avid blender user

#

should fix the issue

fading verge
#

it didnt do anything

hexed sparrow
#

welp

#

maybe something is masked?

fading verge
#

When I join two models and their armatures together the body's bones lose weight painting

sleek isle
#

It's case sensitive.

fading verge
#

ah

#

well actually neither have vertex groups for the other because im putting together a neck+head with a body

#

what do i do about that

sleek isle
#

If there's bone ๐Ÿฆด and a vertex group. They will move together if the mesh have an armature modifier with the armature assign into it.

fading verge
#

so vertex groups only combine if theres a modifier?

sleek isle
#

No

rough solstice
fading verge
#

still havent solved this if anyone could help

dusty sparrow
#

need help

#

never rigged in my life

#

i can copy armaturs off of other models right? I have a skeleton for the same body type but im not sure how to do it

crisp tendon
#

You can copy other armatures, but they would still need to be weight painted

#

I'd recommend trying Mixamo

dusty sparrow
#

Ehhh mixamo makes nasty rigs imo

#

ill try, but I most likely wont like it

crisp tendon
#

Well Mixamo is for times when you can't do better yourself. If you can weight paint then definitely do that manually

dusty sparrow
#

the big issue with mixamo is this character's pose.

#

and the textures

#

you think i can get the underbody rigged and the armor set on seperately?

crisp tendon
#

Well yeah, you can remove the vertex groups of the upper body when you import it back

dusty sparrow
#

I can just add the armor on top, its not supposed to be moving anyway

#

And the weights should be in place properly as theyโ€™re from another spartan with more armor, I think itโ€™ll work

gleaming mesa
#

weird weight painting issue: in blender, the strand of hair moves like this when i translate it:

#

in unity it does this:

#

it's as if unity doesnt see some lower threshold...

#

i wonder if normalizing those weights would work?

#

this is how it looks in weight paint mode:

#

sampling the upper weights that go to 0 in unity, they're like 0.2

#

this is what the head bone says:

gleaming mesa
#

oh god setting the "quality" in the skinned mesh renderer to 2 did it

dusty sparrow
#

Are there any like, rigging services? This is giving me way too much trouble.

sleek isle
#

Unity have a limit of 4

umbral lichen
#

anyone know why he looks like this in unity but not in blender?

slender ice
# gusty flint <@!279773271287791619> any update?

I got a chance to put a rig together the other night that I think will work. It looks like some of the textures may not have come through with the .blend file but I assume if I send it back they will appear for you. As I was rigging I noticed that rather than being all one mesh, every part in the model is a different mesh - this can cause some performance problems if they aren't properly joined (you can do it using the CATS plug-in I think but I haven't gotten to trying that yet). Another option may be to just parent the meshes to the bones individually in unity rather than making them skinned mesh renders. I'll let you know what I find out

coarse solstice
#

hey, anyone know how to fix a rigging issue in blender?

#

I added a helmet to my armature and it refuses to move with the bones

fading verge
#

Hey hey hey gamers

#

Can someone uuuuh

#

Fix this

slender ice
#

Like there's a bone for the helmet or the helmet part of the mesh doesn't move with the head bone?

fading verge
#

Random question, I have some hair ribbons that have already been joined to the head bone and have their own bones; the ribbon itself is weighted to the ribbon bones and also to the head

#

does it have to be weighted to the head?

#

or am I okay removing the head weights and just keeping it weighted to solely just the ribbon bones to avoid the weird tearing i'm getting

#

That's when moving the ribbon in unity, it tears instead of cleanly breaking away. Is that due to it being weighted to the head?

errant bloom
#

hello! importing a .vrm (converted to an .obj) into mixamo, and... something has gone horribly wrong.

#

help?

vocal horizon
#

wtf XD

errant bloom
#

ikr T_T what am i doing wrong

vocal horizon
#

the arms

#

i think XD

#

you need to curve more them

errant bloom
#

well yes

#

but i'm using the autorigger

#

in mixamo

vocal horizon
#

ow

errant bloom
#

using .fbx instead of .obj this time, fingers crossed

#

messed up the shirt textures but everything else seems good to go! :D

#

(taken mid-dance)

vocal horizon
#

Oh it stay good now

frank palm
#

either unity or blender is creating these end_end_end_end_end... points, probably on import. I dont know what's going on. Does somebody know? It gives me a headache especially because of dynamic bones, which are limited for most people.

frank palm
#

Nevermind, it's an option in blender export called "Add Leaf Bones" under Armature.

crisp tendon
#

you should use Cats export

gleaming mesa
sage patio
#

make sure that all of the bones are also mapped correctly

glass panther
#

I haven't made proper mouth visemes in a bit. But i've noticed that in Blender my visemes are perfectly fine, but when i speak in game a couple of blendshapes in particular have mishapen verts. Same thing when testing the blendshapes in Unity. Does anyone know what's happening here?

#

Ah Calculating normals seems to fix this. Never had this issue before tororo

crisp tendon
#

@glass panther

hallow sierra
#

How do you rig an avatar

crisp tendon
#

With bones, you can try Mixamo

tribal pecan
#

can somebody have a look at my avatar armature? I am trying to get it FBT compatible (currently only using hip tracker but the two feet trackers should arrive soon). Every time I calibrate the hip seems to somehow bend forward

#

I have gone through Kungs video guide but haven't found any misalignments in my armature so far

crisp tendon
#

take pictures in orthographic mode, with 3 and 1 on your num pad

tribal pecan
crisp tendon
#

Make sure your legs go straight down

#

raise your hip bone slightly

#

and clear bone rolls before exporting

glass panther
#

@crisp tendon Thanks Ruuubick ๐Ÿ™ Problem solved!

tribal pecan
sleek isle
meager turtle
#

Having this really odd issue with clothing on my armature in Blender. Moving the bones around in pose mode, the clothing follows perfectly fine. But moving the armature in object mode... well, this happens. It oddly only happens on the other clothing items I've created, but not the shirt. Any advice?

crisp tendon
#

Are they merged ?

meager turtle
#

As in, are the shirts, shorts, body, etc all merged into a single object?

crisp tendon
#

yes

meager turtle
#

No, they're separate objects for now. I plan on merging them together when I export out to Unity. But it seems merging them together fixes it, and when I separate it back out, it works just fine too. Maybe it's because of where the origin of the objects were? Idk. Very odd

sage patio
meager turtle
sage patio
#

try doing so on every mesh

#

and make sure that the origin point is at 0,0,0

#

indicated by the small orange ball

meager turtle
#

But, I know merging the clothing with the body, and then separating back out seems to do the trick, oddly enough.

crisp tendon
#

What kind of modifiers do you have ? Can you screenshot the rest of you window

meager turtle
#

The only modifier I have on the clothing is the armature modifier

lofty depot
#

Cranky little problem here. I've got an animation that slightly rotates the base of the ears on my model, but when that bone rotates, the mesh like...doesn't follow correctly? It gets all jaggy.

lofty depot
#

Oop! Solved! It was a really weird weight painting issue. Kinda nuked it and started over, and it seems to be good.

cerulean breach
#

how do you guys do clothes for avatars? i have two separate fbx files, one for the avatar and one for the clothing, and i cant figure out how to make it work properly in unity

#

apart from going into the clothes armature and adding a parent constraint onto every single object, to parent it to its equivalent in the avatar armature

lofty depot
#

Could put the mesh in place, join it to the body, then do your weight painting to make the clothes vertices move with the body bones?

#

(This is a wild-ass guess, cuz nobody else is answering)

keen steppe
#

yeah pretty much it just place the mesh and add the weight accordingly

lofty depot
#

Be sure to make a vertex group around the new stuff before you stick it in place tho ๐Ÿ™‚

keen steppe
#

To the same armature I never use a independent one

#

I mean you could have it's own but seems over complex

cerulean breach
lofty depot
#

If it was me hacking away at it, I'd delete the clothing armature, reset all the weights, then CTRL-J join the clothing mesh to the body mesh, then get painting again.

cerulean breach
#

in unity

#

not in blender

lofty depot
#

Ohhh

#

Then I have reached the depth of my hackery, and you'll have to lean on someone who actually knows what they're doing

rare hamlet
#

Why does my avatar's feet go through the floor in Unity and VRC, but it looks fine in Blender?

#

Not Play Mode

#

Play mode with Lyuma Avatar Tester (Same issue in VRC)

rare hamlet
fervent hornet
#

Does resetting the t-pose in the rig configure menu move the mode at all?

rare hamlet
#

thx

rare hamlet
fervent hornet
#

If the animation plays fine in unity via emulator but not in VRC I dunno what to tell you

rare hamlet
#

Yeah. It's really strange. All I did was lengthen the leg bones in Blender to make the avi taller and then move the whole bones up in pose mode so the avatar was still on the floor

fervent hornet
#

If you do that you need to reset and reapply the t-pose, it should work after that

#

Bone changes in the FBX are not automatically done in the config menu

rare hamlet
#

I'll try again. I just change the rig to generic and then back to humanoid to clear any Unity stuff that was randomly lingering

#

If I just click reset, I get this error:

#

Do I just apply the T pose after?

fervent hornet
#

You need to apply the tpose

rare hamlet
#

Looks okay in the rig now

#

Looks fine in Lyuma editor also. I'm deleting the old test avatar and reuploading

#

I don't get it... It's still broken in VRC

rare hamlet
#

I'm an idiot. I was uploading a test avatar, but was using the online version....

fervent hornet
#

๐Ÿ˜”

sage patio
#

unity is not a substitute for a 3d modeling program

#

this is something you should be doing in Blender

cerulean breach
#

im not trying to use it as a substitute for a 3d modelling program

#

i just wanna apply some clothes i made in blender onto an existing avatar in unity

sage patio
#

adding to a model is definitely something you need to be doing in blender

cerulean breach
#

my main problem with that is that i wanna distribute the clothes to others easily

#

and its extremely painful for people to have to take a new fbx and set up their avatar all over again

sage patio
#

it's much better to put it in blender

#

people are going to have to throw it in blender anyways if they need to adjust the fit

cerulean breach
#

its already fitted to the exact model

#

and it has the exact same armature

#

im just trying to figure out if theres a way to take the skinned mesh renderer and tell it to use the other armature

sage patio
#

no

#

that's not how it works

#

if the bone names are all the same as the base model, then it's very easy to do in blender

cerulean breach
#

i basically have this

sage patio
#

just open up the blender project for your avatar, import the model of the outfit, take the outfit mesh out of its armature and put it in the avatar's armature (you can do that in object mode by holding shift and dragging the object).

then, go to the modifiers tab, and change the object in the Armature modifier to point to the model's armature. finally, delete the armature that came with the outfit

#

if the people you are distributing it to also have models which have the same bone names, you can just send them the mesh without an armature

#

that way, all they need to do is import it, parent it under the armature, and edit/add the armature modifier to point to the model's armature

fading verge
#

can someone help me with this pls

queen bison
#

I have a pretty good 3D model of iron man and i've been rigging it up and animating it and stuff, but it was made standing up, so it's not exactly designed with joints in mind. Any tips/ideas at what I should do here to make it look natural but robotic?

#

I'm prepared to commission it out if it ends up being too hard but ngl I mostly want to do it myself for experience

manic marsh
#

you should add extra bones that only move the elbow and knee plates

#

than you can use rotation constrains in unity to make them move only 50% or however much you need from the total rotation of the arm/leg

queen bison
#

I plan on having it quest compatible at some point so if there's a solution that doesn't involve that then I'm happy, but the weight painting is fine as far as I can tell like it is, just it has gaps that I'm not sure how I should adjust the weights

sage patio
#

set the weights of all of the vertices in the kneecap to 0.5 for the upper leg, and 0.5 for the lower leg

queen bison
#

Issue is more that I canโ€™t figure out which bit of the mesh I should use as the knee pad. You can see in the elbow I figured it out pretty clearly, but it still has gaps either side

hard sail
#

One message removed from a suspended account.

fading verge
#

think you have to use blender

#

thats from what iv seen on you tube a least

sage patio
# hard sail One message removed from a suspended account.

you can either start from a base model you can find on websites such as Booth or Gumroad, or you can make your own from scratch in a 3D modeling program like Blender. do note that making an avatar from scratch takes a lot of work, and will easily take you days or weeks. you can also use https://readyplayer.me/vrchat to create a humanoid avatar based on your likeness or customized. there is also VRoid to make anime avatars.

for base models, you can also browse this list https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models for mainly anime avatars and a few random ones, or this one https://www.vrcarena.com/category/avatar for furry avatars

Use Ready Player Me avatar maker to create your own VRChat avatars. Choose from 200 avatar customization options to express your identity.

hard sail
winged shale
#

Is there a way to add 2 "outfits" into one avatar? I know how to use toggles, but I can't figure out how to add 2 rigged models. One of the two models has some unique bones, but most of them are the same. Is there a way to do this?

fervent hornet
#

You can have infinite meshes attached to the same armature, then just swap between the meshes

#

Merge the armatures so that you have one armature with every bone and it should be fine

winged shale
#

I tried assigning both models the same Root Bone in unity, but that didn't work. Is this something I need to do in blender?

sage patio
#

on the model with just the outfit, delete all of the bones that are not relevant to the movement of the clothes. that means, arms, legs, head, etc. then, in object mode, select the mesh of the outfit, and then do CTRL C. in your other project with the main model, do CTRL V. it should copy over the mesh aswell as the cut down armature.

from there, you can reparent the outfit mesh to the main model's armature, and then merge the outfit's armature to the main one. now you should have all of the bones under the same armature, but with some duplicate ones, since you have the bones from your main model, and from the outfit one. to fix this, use CATS to merge each duplicate bones together.

last thing you need to do is click on the outfit mesh in object mode, then go to the modifiers tab, and then look for the Armature modifier. make sure that the Object slot has the main model's armature selected

fading verge
#

So my friend is trying to upload his avi and it's showing this error

#

oki just fixed it, he was using old vrc sdk

#

:P

solemn flint
#

I am completely new to blender and I just can't figure rigging out, not even with tutorials. Can someone vc with me and hold my hand through the process?

harsh storm
#

Hi, I'm a newbie and have been trying to convert this model to Avatar for a whole week. But for 3 days now I can't solve several problems, without help I can get stuck even more.

The head shifts, the right leg twitches, and the whole body moves in different directions when shifted.

If anyone knows how to fix this, please write to me, thanks.

honest mirage
honest mirage
#

she's completely new to 3D art as far as i know

#

No, mimi! Sfm doesn't count

solemn flint
#

Nope, I have rigged in roblox a couple times (since I am a roblox animator) but that's alot different

feral peak
fading verge
#

@sage patio can you help me with this?

sage patio
#

@fading verge what's the issue

#

I can't tell from the picture

fading verge
#

lets jump in a call

#

i can show screen

sage patio
#

I just woke up

fading verge
#

thats ok

tribal pecan
#

Hi
I am currently trying to set up my avatar for FBT. I already have my hip tracker but sadly the foot trackers will only arrive next week. I already gone through Kungs FBT fixes guide a couple of times. But I still have one problem left I just can't seem to get rid of. Everytime I bind in the hip snaps forward. This results in a strange bend of the body. (Left: normal 3point tracking, right 4point tracking directly after calibration)

fading verge
sage patio
#

I'm not home rn

#

prob won't be for a few hours

fading verge
#

ohh ok

#

its a problem with the eyes, the clothes and toggles and face emotions

crisp tendon
tribal pecan
crisp tendon
#

try to shrink your hip bone in half and then clear rolls on all the bones before exporting

tribal pecan
#

is there a way to know that clearing rolls acutally did do something. I did the select armature -> edit mode -> select all -> alt+r but that doesn't give any feedback if it actually did something ...

tribal pecan
#

the weight paints look fine though ( haven't touched them in case you are wondering ๐Ÿ˜‰ ) they are still the default vroid -> blender import weights that CATS applied

crisp tendon
#

I'm not sure, odd issue i don't remember seeing before

tribal pecan
#

thanks for trying to help ๐Ÿ™‚ at least I got it the be a bit better. (If you are courious I get this issue with all vroid exports I have tried so far so shouldn't be hard to replicate)

crisp tendon
#

Might wanna reach out to people making vroid tutorials on youtube and see if they've seen this issue before

wild sundial
#

Hello. I am trying to do that super easy weight painting method that I have seen in a lot of tutorials, but whenever I try to select the body to do the data transfer, I get an error that says "failed to set value". How do I fix this?

pseudo tree
#

how do i fix this error on my character rig?
Required VRM HumanBone "hips" is not defined or bone is not found. Fix armature "object" custom property.

fading verge
#

How do I fix the head bone because itโ€™s saying itโ€™s not properly connected?

tired glacier
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can someone please help me rig this? the weight paint won't even out and it causes stuff like this to happen:

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i've tried everything i can think of to fix it; joining the meshes together, reimporting the model, remaking the rig from scratch, but nothing has worked

sage patio
tired glacier
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i mean deleting the armature and redoing the entire thing from scratch

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also what irritates me is that it works flawlessly on the right side

brisk terrace
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When i walk forward for a lil bit my model's legs get in front of me and my spine is weirdly aligned like i would be falling backwards. Any idea why ?

brisk terrace
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ALso im getting a zero lenght spine error on my rig . anyone ??

fading verge
# tired glacier also what irritates me is that it works flawlessly on the right side

When weight painting if you don't enable X-Mirror in the Options tab, you'll end up weight painting only one side of your model. Given that weight painting is a pain in the butt, you wouldn't want to go through the excercise of trying to duplicate the weights on the other side. This short video shows you how to mirror the weights to the other si...

โ–ถ Play video
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you may need to do this

green skiff
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Can anyone please tell me how can I reduce the polygons and bounding box im really stuck on this

kindred pollen
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Use CATS Blender Plugin in Blender to atlas and decimate the model's mesh o:

green skiff
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Ok i will do that thank you so much

kindred pollen
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yw! There's always the #3d-modeling channel too if you need or want help with that c:

sage patio
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there are 26 materials

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spread across 18 meshes

kindred pollen
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oh heck, I didn't even notice the mesh count - absolutely combine those, that'd be another thing to do in Blender o:

celest bridge
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so heres an annoying bug- constraints are not showing in mirror

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would having a dynamic bone script on the bones affect that?

tired glacier
fading verge
vagrant rapids
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@tribal pecan I'm going through a similar set of issues that you either resolved or are dealing with as well still. Most notably that leg-lean

fickle sinew
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I'm being told that I cant upload my avatar without a shoulder bones even though they're supposed to be optional bones, is there some way around this?

fierce grail
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They're optional for Mecanim, but most likely for VRChat they're mandatory.

vagrant rapids
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I'm gonna feel a bit silly but my avatar looks like a monstrosity in the Muscles & Settings tab after I had configured the Mapping. I can't say I ever really bothered with this tab before. Is it normally something you gotta tweak when importing a new rigged avatar?

fervent hornet
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I havent opened the muscle tab in years, but if its horrible in there thats probably a red flag

vagrant rapids
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My guy is leaning like he's doing the one trick from Smooth Criminal, in-game, so I'm starting to think this could be part of what I need to actually fix.

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Should I tweak stuff so the model is t-posing or something?

fervent hornet
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Show me the rig in blender, orthographic front

vagrant rapids
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I've fiddled with the hip (and a bit of the spine) length/size/height a bunch and it's not made much to any change. So right now it's a teeny-weeny bit instead of something a bit more torso-normal.

fervent hornet
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The whole spinal hierarchy seems too high, you can also try getting rid of the upper chest until the problem is solved, to remove variables

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If the leaning is side to side, make sure your model is perfectly symetrical and that the spine column is directly at 0 on the X axis

vagrant rapids
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It's forward-back. This is an example, though less extreme (raised my arms there) This is with 4p Tracking, though the issue still occurs with 3p as well.

fervent hornet
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Can you post an orthographic side view?

vagrant rapids
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I'm already following the suggestion, but know I've not made any change in scale other than locked on the Z-axis, so it's all still what it was previously in that regard.

fervent hornet
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Nothing really jumps out, you could try to offset the head of the hips to counter act the tilt. Make sure you are resetting and reapplying the tpose everytime you edit bones

vagrant rapids
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Resetting and reapplying it?

fervent hornet
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In the humanoid configuration

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When you export over an fbx, the bone changes are not applied to the humanoid

vagrant rapids
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I'll very much like if this theory I have is correct.

distant patrol
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its the neck bone, most likely

vagrant rapids
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3pt looks nice and straight now, but 4pt is still strange. But the tracker isn't reliable for testing. For now I think it's fine. I also went ahead and spun everything around 180 in blender and applied the transformations, since my t-pose was spun around compared to the forced one in unity.

distant patrol
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some recommendations to improve tracking for full body.

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your knees wanna bend a little forward.

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in general the spine and neck should be straight if possible.

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the legs should also go straight down if possible, only with the forward bend.

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for weird issues with hand and leg lengths its a good idea to measure yourself irl and match the proportions of your avatar to it.

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it is possible the tracking cannot solve the bones structure to your proportions well with 4p and causes the bones to bend as result.

vagrant rapids
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Indeed. It's why I'm allowing it to possibly be the tracker to be a pretty big one at the moment. I feel more confident now that a lot more uncertainties have been eliminated, though. Thank you all.

sleek isle
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embrace the jojo pose

brisk terrace
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I need your help, I made a model and in vrc its askew. The legs get placed a lil bit rotated each and it makes the whole model tilt one way. can you guys help me out . In blender everything is straits and in unity if i use the animator to preview it i can see the issue occuring

shadow fern
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Post screenshots of your rig setup. Multiple angles is best

brisk terrace
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ok ill try my best

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here is the normal stance without the emulator (so unity only)

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This is when im in VRC or when the emulator is on

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you can see the knee gets bent forward on one leg

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I don't know how to fix that spine error though.

shadow fern
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Is that a completely straight front view? If so your legs do not look symmetrical.

brisk terrace
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in the rig ? yes its a front view (flat front)

shadow fern
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Okay, yeah, they don't look symmetrical which may cause issues.

brisk terrace
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The legs are on the same value , just inverted , lemme see about the knees

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the knees were a bit off but no its still off when i try

brisk terrace
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i tried reexporting the blend file , doing a full body fix and nothing ... even a fresh model with nothing else than an avatar descriptor on it cause this

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so any other ideas ?

brisk terrace
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Found it ... problem was the default locomotion idle. was not straight

vagrant rapids
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I'm curious if there's a good example of a hand.

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I imagine to do a good thumbs up I should have the mesh itself protrude a thumb decently so

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OR wait that's where I can just fiddle with the muscle ranges, isn't it?

fading verge
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what mobile shader do i use for emmissions?

still fossil
willow knoll
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@hearty thunder I tried setting up your digitigrade legs but mine are behaving like they don't even change anything. The knees still come up to the chest and the ankle isn't parallel at all. Have you gotten any response from others yet?

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Small spheres mark the digi bones, large spheres mark the empty anchor objects.

hearty thunder
# willow knoll <@!285191197662904320> I tried setting up your digitigrade legs but mine are beh...

Can't say I've had any responses from anyone else yet.
The knee should largely still come up/down like the normal planti knee, because the hip bones are rotation constrained to each other. If the digi foot is tracking to the planti foot correctly, and the digi heel isn't flipping on you, then it should all be working as expected.
The effect, depending on the proportions, can be extremely subtle. Whenever I try to show it off to other people I have to lift a leg right into the air and squeeze it in before there's any significantly noticeable heel rotation.

willow knoll
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Ohhhh....so when we crouch the knee still isn't supposed to bend down?

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Like when I drag the plantigrade knees up in Unity's play mode, the legs fold nicely as if the character is crouching like an animal would. You're saying this isn't supposed to be the result when in VRChat?

hearty thunder
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Unfortunately no. I really tried to get a effect like that, but going for full IK down the leg made the foot flip on the heel because that was the shortest/easiest way to resolve the IK instead of rotating the joints in the chain about evenly. The best / most stable I could figure it was making the lower 2/3rds of the leg IK track and bend when it would otherwise be impossible if it were plantigrade, hence 50% rotation constraint, 50% IK.

willow knoll
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Hmmm okay, I'll get my friend to pull up his foot sometime with it then. I was hoping this setup would give better looking running and crouching animations.

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I saw that parallelogram setup that @sage patio was working on is the same one people use natively in Blender. I'm wondering if it will work for this case I'm looking for. No clue if it's possible in Unity, though.

hearty thunder
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On mine, I can say the animations are way better, like I think I said in the tutorial, it seemed to do more for those than the full body.

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The hard part is the real time nature of it all. There's no way to tweak how exactly FinalIK responds with any actuality, so the best we can get is really hacking at with what little is exposed to the end user.
With pre-rendered stuff, you can easily set up all the limits and constraints to make things move exactly how you like, and then tweak that output frame by frame.

willow knoll
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Ahhh I see, perhaps I'll understand the problem fully if I give the it a shot myself.

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One more thing to note, I'm getting that lower leg flipping you mentioned and found out that the VRCSDK is disabling my rotation limit hinge scripts?

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I can create a test avatar fine but the full upload proccess disables the scripts. ๐Ÿค”

sage patio
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I wonder what would happen if you had a looping animation constantly enabling them lol

hearty thunder
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That's odd, never had any rotation limits get removed on me.

willow knoll
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They're not removed, just disabled. I hope I don't have to do that lmao

sage patio
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it might still work

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you can't really animate final IK properties at runtime

hearty thunder
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The enable/disable thing I think was happening to me on upload, just check to turn it on again before uploading another version and it should be fine.

sage patio
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so it's possible that it's still being loaded

willow knoll
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Okay I'm going to try enabling them during the upload process heheheeehhhh

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Bet you didn't expect that you stupid game engine

hearty thunder
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May or may not do anything depending on at what point in the process it compiles whether things are turned on or not.

willow knoll
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If necessary, which controller would I put such a looping animation into?

sage patio
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FX

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since it's a non transform, you're just enabling a component

hearty thunder
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On a general note, it might be possible to get better results with a combination of another constraint for the digi-knee parented to the planti-hip, with a IK chain similar to the 2 bone chain for the ankle, with the main IK going down the entire leg, that would require testing. In a perfect universe, we'd be able to over-rotate a constrained joint to stick a constraint onto for the knee, in the same way you can under-rotate a joint now, but nooooo.

willow knoll
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Enabling during the upload proccess works. Silly game engine, tricks are for script kiddies. ๐Ÿ˜…

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After all is said and done, your digitigrade leg setup does work for what it was made to solve. Props to you fren ๐Ÿ‘

sage patio
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I've yet to sit down and implement it correctly

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I spent 2 weeks working on it myself a while back

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Scion knows lol

fervent hornet
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Last time I tried digitigrade I gave up and made the spider system

sage patio
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props to him for giving me a hand

fervent hornet
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Like 2 years ago lmao

sage patio
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lmao

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I wonder how "streamlined" it's possible to get this system

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like

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granted your avatar rig is done correctly, I wonder if there is a way to make an editor script to set most of it up automatically

fervent hornet
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If you keep similar naming most of its drag and drop, at least for the spider system

sage patio
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I wonder if dragon's system will work for my avatar

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since the digi foot is so much longer

hearty thunder
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1/3rd of the effort is before you even get into unity, then you have to set up the humanoid avatar rig so it uses the right legs, then that's the point you could reasonably have a automated script. Which really there isn't all that much to it at that point. Certainly WAY less than the amount of effort it was to get to that point.

fervent hornet
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Usually the automated script is to prevent newcomers from making mistakes, I can make a spider in about 30 minutes for blender/unity work, but it obviously takes people much longer when they dont understand the fundamentals and are just following a tutorial

fading verge
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Whenever i move my neck in blender, my eyes move with it but when I move the head bone, my eyes stay behind

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is that gonna be a problem? if so, how do I fix it?

marble lake
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is the shoulder bone right? i feel like it should go a bit more out

tribal pecan
# vagrant rapids <@127183480856641538> I'm going through a similar set of issues that you either ...

Things I figured out so far: This seems to be a 4 point tracking issue. I got my foot-trackers today and everything works fine on my avatars now. Also when using 4point tracking the issue seem to be related to the neck bone. I got completely rid of the issue by tuning and scaling my avatar (according to kungs guide and as long as im standing still) but as soon as i lift my chin in 4point tracking the hip bone moves forward and the "bend" occurs without me actually moving my hip (tracker)

vagrant rapids
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Hmm, fascinating. And yeah, I imagine once you get to 6 point it eliminates most potential issues like that since you're taking control more of the positioning at that point.

weak briar
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hi everyoneโœŒ๏ธ i have a little request. so i have this character model i wanna use in vrchat but it doesnt have a rigged face for lip sync and eye tracking. i know it is a pain to do but i'm askin anyway since i dont know any model makers. could someone pls do that for me? i could also pay for it.

stable coral
vagrant rapids
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There a way to adjust bones without adjusting the mesh while in Unity? The armature for the head is severely mis-sized but only in Unity

stark dawn
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I need help rigging bones to make the shoes move

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cause it has the bones but the shoes just don't move

hollow iris
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pp poo poo

violet citrus
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something changed? my shin are jerking a lot and when I move forward in full body my legs are playing the reverse anim instead of going forward....

round falcon
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So

I have a shirt I want to add to an avatar. Said shirt has zero... Anything on it. It's just a model. I don't even know what to search to move forward with figuring it out

sage patio
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start by moving it in place, and scaling it in the individual directions

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by hitting S, followed by the axis you want to scale it on

round falcon
sage patio
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X Y or Z

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ah, so it's good then

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next you should probably use the Transfer weights function in blender

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in object mode, select the body mesh first, then the shirt mesh

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switch to Weight painting mode

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then go to Weights > Transfer weights

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set it to Nearest Face Interpolated

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then set the Source layers to "By name"

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and Destination layers to "All layers"

round falcon
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Still doesn't have any binding bits and bobs

sage patio
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you can have multiple meshes all under the same armature

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also I'm not sure what you mean by "binding bits and bobs"

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a mesh will move with bones in the armature IF: the vertices on the mesh are weighed to vertex groups, and those groups have the same name as the bones

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@round falconalso, the little "+" tells me that you tried to add this in Unity, which you cannot do

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this is something you need to be doing in blender

gentle veldt
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can anyone please provide advice and/or help fix my avatar?
with FBT, my avatar's left hip is tilted upwards. i checked the weight paint and bone placement, both of which looked okay to me. but ofc im no professional with weight paint or bone rigging. basically my newest avatar, trying to use fbt with it but the left hip is tilted up a little as well as the legs seem to be a little twisted. i have not seen this new avatar without FBT tho. and i would provide a picture but atm i do not have one...

round falcon
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This one, has nothing of the sort

sage patio
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that is fine

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first, make sure that mesh is actually parented under the model's armature

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which you can do by holding shift and dragging it in

round falcon
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So without the stuff to parent everything in once in unity, I'm a bit lost.

End goal is this: I just want a toggleable shirt

sage patio
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then, follow my instructions from earlier to learn how to copy all of the weight painting from the body onto the shirt

round falcon
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So there is seriously no other step after that other than chuck it in unity under armature?

sage patio
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no, NOT in unity

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unity is NOT a 3d modeling program

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it is a game engine

round falcon
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Neat. Thought I was missing something obvious. Lemme test real quick

sage patio
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to recap:
in blender, make sure the shirt mesh is parented under the model's armature
then, follow my earlier instructions #avatar-rigging message to copy the weights from the body onto the shirt

round falcon
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Gotcha

Internet is fritzing out right now sorry. Thinking that's in for messages then they load in. yeesh

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Wow that is a way better way of working this stuff.. Yeeeeesh I've been taking the hard way this whole time

sage patio
fading verge
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You can see in the picture i moved the eye bone to the left and the mesh doesnt keep up with it, even though there is max weight on the eye mesh.

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how do i make the bone keep up with the mesh?

stark dawn
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Thought the mesh needs to keep up with the bone

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either way I still need help ๐Ÿ˜†

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need help with shoes not following with armature

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Dm if you wanna help

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I have 2.79 blender btw

sage patio
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@fading verge if you didn't normalize your weights, there would still be weights to some other bone

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in edit mode, click on one vertex on the eye, then go to the Item tab in the top right

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you will see a list of all vertex weights affecting it

stark dawn
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@sage patio

quiet nova
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any ideas how to fix the "bone heat warning. unable to find solution for one or more bones"?

jolly hollow
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Anyone that can find a good video that explains how to add clothes to an model? The ones I've tried doesn't work. Or I'm doing something wrong.

sage patio
jolly hollow
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I do yes

sage patio
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after that's done, go to the "Custom model creation" tab in CATS. there should be a section to join two armatures. this option only really works if the outfit's armature has the same bone names as your main armature. if it does, then this should work just fine. you can test if it worked or not by going to pose mode and moving bones to see if it worked correctly.

jolly hollow
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That's all?

sage patio
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if it did not work as expected, then undo to before you joined the armatures. you will need to merge each bone from the outfit's armature to the model's armature manually

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first, put the outfit mesh under the main model's armature, by going to object mode first, and then just dragging it in the hierarchy while holding shift.

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then, join the two armatures by first clicking on the outfit armature, then ctrl + clicking on the main armature, and pressing ctrl + J (with the mouse over the 3d view)

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you should now see all of the bones under the same armature, and the outfit mesh under that one

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now, because the old armature no longer exists, you need to tell the outfit mesh which armature to follow. do that by clicking on the mesh in object mode, then going to the Modifiers tab (blue wrench in bottom right). find the Armature modifier, and then set the correct armature under the "object" section

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finally, the last thing to do is to actually merge the bones. in edit mode, find the two matching bones that need to be merged (example: hips.001 and hips, "hips" being the bone from your main armature, which is the one you want to keep). then, click on hips.001, then ctrl + click on hips, and then use the "Merge (To active)" button in the CATS plugin under "Model options"

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repeat that for every pair of bones that need to be merged

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after that, you should be done, and you can double check it worked by going to Pose mode and moving bones around

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one final note: make sure that you do not have the X mirror option enabled when merging the bones

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otherwise, you will be merging more than two bones at a time, and it will break stuff

red charm
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How do I go about having bones disconnected from their root bone in Unity? The 2 boob bones are connected to a root with their offset. It looks right in Blender. But in the Unity rigger, it forces them to be connected to the root, which screws up their direction.

jolly hollow
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ty @sage patio

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Any idea why this is not working?

sage patio
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@red charm they are still disconnected, the unity rig viewer will show you an extra bone in between

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@jolly hollow wrong button

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and you need to be in edit mode for the armature for that

jolly hollow
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Ooh

uneven dust
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before I finish doing this, do I need the connecting bones for the two sides or should I leave them just parented to that area

crisp tendon
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those bones shouldn't exist

red charm
uneven dust
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ok thank

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sorry another question how many bones do I need for fingers and what do the hands look like

crisp tendon
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At least three bones, one for three fingers

uneven dust
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ok thanks

fading verge
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Halp. How do I get my .fbx avatar into unity?

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I know nothing about Unity or model design. Why is this looking white?

crisp tendon
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Find a tutorial that goes through the process, it'll answer all your questions

fading verge
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Yeahhh I've looked at a few. Only managed to make it this far. Tricky stuff.

sage patio
crisp tendon
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That's just called making a material, most tutorials go through that step

sage patio
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the model still has the material slots, you just need to create materials and assign them

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you can use the "extract materials" button on the FBX to automatically create all of the materials you need

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then all you need to do is to give them the textures, aswell as a decent shader

fading verge
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๐Ÿคฏ

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I'm usually pretty tech savvy but this is not my forte. May need to pawn this off to an expert.

sage patio
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it's not that bad

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you got this ๐Ÿ‘

round falcon
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Need a sanity check:

Shape keys can't be copied / transferred between meshes, yeah?

Point is this: need to sort if I still want my breathing idle animation. If I can apply it to clothes by means of blend shapes + animation, then great I'll keep it. If not... Then I'll ditch it so I can fit stuff better

crisp tendon
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If the topology is the same I believe you can

vestal axle
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Is there a way I can get two dynamic bones to merge together? Pretty much have the bra and the breast moving seperately and I need them to move together on unity

solemn flint
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Tag me if you can help, I'm also willing to hand out the file since I am a total caveman when it comes to blender and Unity

jolly hollow
fierce grail