#avatar-rigging

1 messages · Page 188 of 1

celest bridge
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if I had a pair of glasses I wanted to be able to pull down, how can i accomplish that with constraints? I already have them on their own bone

jolly hollow
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How do I merge the meshes togheter again?

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I made everything loose due to I needed to fix some stuff on the avatar.

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Ping me please!

crisp tendon
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ctrl + J

jolly hollow
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Then It's just like this

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Barely anything

crisp tendon
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yeah that's the point

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Your model doesn't have an armature though

jolly hollow
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Ooh

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Uuhh how do I do that?

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I am new to doing armature

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🤔

crisp tendon
jolly hollow
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Ty. :3

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Does this look good?

crisp tendon
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only need three bones per finger

jolly hollow
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Alright!

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this looks good?

crisp tendon
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sure

jolly hollow
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I tried doing "parent with automatic weight" and got this message.

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And its not following with it. 🤔

fading verge
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my avatar's knees buckle towards each other when i bend down, even though i have the leg bones slightly forward. what else could cause it?

crisp tendon
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bone rolls could

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or if the legs aren't straight from the front

quiet nova
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i'm having the same bone heat problem.

jolly hollow
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:C

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idk whats wrong, i followed what he did

quiet nova
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this is not my first rigging.

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i have mad a few models befor.

jolly hollow
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for me it is xd

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did you fix it?

quiet nova
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no

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i have reinstall blender. no extra apps. impotent the models and built the skeleton for scratch.

jolly hollow
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:C

quiet nova
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i plan on sending it to a frend for them to click "parrent" to see if it is my system.

jolly hollow
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dont think it would be your system

quiet nova
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i have ruled out every other option.

jolly hollow
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What did you do before?

quiet nova
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i loaded my old model, unparented, tried to reparint, and it did not work.

sage patio
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@jolly hollow @quiet nova scale the model up and try again

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just do like 10x

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then scale it back down

quiet nova
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did that.

jolly hollow
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I will try @sage patio

sage patio
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@jolly hollow where did you get that model btw

jolly hollow
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Friend gave it

sage patio
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it should almost definitely have come with an armature

jolly hollow
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It does but idk

sage patio
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you probably deleted it unknowingly

jolly hollow
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I converted it to OBJ and it f*%ked it up. 🤔

sage patio
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why would you do that

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that's why it's fucked up

jolly hollow
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It didnt find the file :C

sage patio
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the obj format doesn't support bones

jolly hollow
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Ooh

sage patio
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its primary use is for simple 3d objects

jolly hollow
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Wish I knew that xd

sage patio
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like a cup holder

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or controller model

jolly hollow
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Oh well thx for telling me. :3

sage patio
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you should go back to an earlier version

jolly hollow
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Its a Unitypackage tho. 🤔

sage patio
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then import that into unity

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thats what unity packages are

jolly hollow
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I know

sage patio
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essentially zip folders for importing a bunch of assets into unity

jolly hollow
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I got it in now as a fbx file

sage patio
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good

jolly hollow
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Ty. :3

quiet nova
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i went 100 time larger than normal ant it somewhat worked. now i have this problem.

quiet nova
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found someone to help me fix it. needed to merge by distance, but chang distand to 0.01

vestal condor
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How can I fix my avatar from tippy toeing. and knees bending inward

south breach
# vestal condor How can I fix my avatar from tippy toeing. and knees bending inward

knees forwarding bending on crouch is most likely because u put animations as male rather than female, dont ask me why but it should remain on female so ur knees wont bend, assuming u using kinda same method as mine running into the same issues .. Tippy toeing u can fix ingame by changing ur ingame height or lower it so ur character wont be standing on tippy toes, another fix for this is deleting the toe bone so that it is not possible for ur avatar in the first place to stand on tippy toe, i personally prefer fixing this with changing my height ingame, i might be 1,78cm in real life but my height ingame is set to around 1,50 which somehow fixed my tippy toe issue .

vestal condor
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Do they still do animation sets M or F. Not seeing an option like with old sdks

solemn flint
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For some reason

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When I try to connect the rig with the body via modifier, the modifier doesn't apply

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I click apply and then it goes poof

spring birch
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So I have a weird problem. I rigged the fingers of a model which was not originally supposed to have moving fingers. It worked out fine in Blender, and continued to look good in Unity. But once I got it into VRChat, closing the fingers(like when making a fist) caused them to shrink. How do I fix this?

spring birch
# solemn flint I click apply and then it goes poof

You don't click apply for an armature modifier, assuming this is Blender. It is normal for modifiers to disappear once applied, as the changes have been made directly to the model at that point, however the armature modifier does not make direct changes like that and has to stay in place to keep the connection between the armature and your model(at least as I understand it thus far, the only other modifier I've used is Subdivision Surface so that is a small pool of experience). So just don't click apply and you're good.

south breach
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even my model is a male i had to keep it female under this one in order for the knees not to bend over eachother and look weird when i crouch

vestal condor
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Its not in 3.0 but thanks anyway

cinder merlin
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So I had my avatar for the last year, and it's been working great in full-body. However, after one of the most recent updates (I think May 3rd?), my legs are severely broken in full body and I can't figure out why. Keep in mind, I never touched it, and haven't touched the unity project in months. I tried to re-upload the avatar, nothing works. This is a 2.0.

kindred pollen
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Also, make sure that you aren't using any rig 'fixes' like a flipped hip, zero-length bones, etc

cinder merlin
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This is a bit annoying

wild sundial
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Does anyone know how far back I should bend the shin bone on my avatar to fix the leg twisting?

winter matrix
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What can I do to stop the legs raising up off the ground on an avatar when I look down in VR?

verbal veldt
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Anyone here knowledgable enough in animation to help me figure this out? I am trying to rip Link's animations from botw and put them on my avatar. The animations I pulled are in smd format, but they look like gibberish in blender and aren't correctly animating the game model, let alone the one I'm trying to use for VRChat.

upper yoke
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Is there a animation pack for digitigrade characters? The default anims work okay, but I'd rather not try to animate my own if they exist already.

kindred pollen
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That setup'll work with fullbody, default animation sets, etc

upper yoke
kindred pollen
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yw! c:

upper yoke
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Wait, it requires FinalIK... which is $90. that's more expensive than CPU, motherboard, and keyboard combined.

kindred pollen
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I..did not realise that lol, sorry o:

upper yoke
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Np, I'll just remake the animations, soon™️. I really surprises me the Unity doesn't have a simple IK system (or jiggle bones) in a way that's easy to get at without scripting. There's also no copy and paste in the file manager...

silver wind
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Hello,am new here

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Can anyone do 2d character avatar design and rigging?to me now

sage patio
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@upper yoke no copy and paste...? Ctrl C and Ctrl V exist

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and Ctrl D to duplicate something

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also, finalik goes on sale from time to time

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50% off

fervent hornet
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How the hell would you buy a CPU, motherboard, and keyboard for $90

kindred pollen
fierce shard
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anyone good at rigging models? pls dm me cause i have a request

wild sundial
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Hi! I hear a good way to fix legs twisting up is to bend the shin back a little bit behind the origin point in Blender. Are there any other ways? How far back should I have the shin rotate?

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It seems with this most recent update it was made a little bit worse, but thankfully nothing else broke on the avatar.

hearty thunder
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@willow knoll Went and did some more brief R&D, and I think I have a solution for the leg movement not doing a ton / the 'scissor' look being borderline non-existent when lifting the leg up, though it comes at a cost of tracking accuracy when at extreme compression. (Crouching and things of that nature.)
I'm gonna make a new version of the tutorial sheet with a addendum, but the short and skinny of it is on the hip rotation constraint, instead of just the one rotation constraint you put on both a rotation and parent constraint (Ideally it would be two rotation constraints, but Unity won't let you do that, so the parent constraint is only being used as a secondary rotation constraint), set one of them up so it under-rotates only the leg up/down axis of your avatar (I had it set to 50% on mine), then set the other one up to only effect the other two axis with 1:1 motion, while making sure the parent constraint only has the rotation effected.
The closer to 1:1 you go for the up/down axis, the better the tracking stays but the less ankle rotation you have. The farther away from 1:1 on that axis, the less the tracking performance is because it gives the IK less opportunity to solve to get to the foot position.

hearty thunder
willow knoll
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omg I just dreamed about you making new plans last night this is some psychic wizardry 😅

fervent hornet
hearty thunder
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The IK in use for making digitigrade work isn't really that mind bending, as long as you can set up hinge constraints and can have multiple IK systems set up on the same bones, it should be perfectly portable to a Unity native IK system.
Here's to hoping whenever VRChat updates to 2019.

fervent hornet
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AFAIK the 2019 native IK was experimental, I havent looked much into though. It really depends on if VRC will hop to it and ditch FIK or just stick with FIK since it does the job

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They want to replace FIK at some point like how they are replacing dynamic bones, but dont have a time frame

hearty thunder
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I'd imagine VRChat's full body solution would continue to use FinalIK, given it ""works"" well enough already. Though a dedicated solution would be preferable. Though assuming you do have the proper things like hinge limits and ability to tweak the way it handles IK in place.

fervent hornet
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I think it would be interesting if they kept FIK for FBBIK and VRIK but used the native IK for simple stuff like FABRIK, CCDIK, and LimbIK

hearty thunder
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Keeping everything to the same system makes internals cleaner, no reason to split things off when you can keep everything to one system that works. Keeping IK working over a network I can only imagine being a non-trivial task.

upper wyvern
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man i have been struggling all day

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hitting a wall

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my model has been rigged in blender

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put into unity

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all green

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but when i go into Vr chat the legs work fine

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the arms are pointed backwards

kindred pollen
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Bend the arms slightly forwards in Blender o:

hearty thunder
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Why are the forearms so long?

upper wyvern
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should i shorten em?

upper wyvern
kindred pollen
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also keep this in mind:

upper wyvern
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ace okey

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ill save that

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cheers thank you

wild sundial
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I'm having some issues with my legs. Should the thigh bone be bent forward a tiny bit or straight up and down? Trying to fix leg twisting.

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I've been following Kung's most recent tutorial for fixing the legs, but the twisting hasn't really stopped. Any advice?

upper yoke
upper yoke
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Hmm, biggest problem is figuring out how they're storing this in the script

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And if the scripts inherit from anything

upper wyvern
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ive been struggling with rigging all day

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and i just plop it into mixamo and it just works .w.

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it kinda hurts

hearty thunder
# upper yoke I'll try making a dummy script and see if I can get VRC to see it as FinalIK pro...

"Also, maybe there's a way to do it with constraints?"
Unfortunately no. You can get somewhat close screwing around with tuning the amount of under-rotation you get with a set of rotation constraints, but the planti-foot and the digi-foot will never actually be in the same place as each other.
If it were possible to do it with pure constraints, I can guarantee you someone would have figured it out long before I came along.

upper yoke
kindred pollen
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that final frame is terrifying lmao

upper yoke
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Oh, that's my wallpaper, it looks pretty dumb so I never posted it online, until now appearently.

kindred pollen
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I think it's cool, I just didn't expect it lmao

rough remnant
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hello

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anyone have any tips on eyes

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do drivers and shape keys work in VRC from blender?

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Im not sure if constraints will work . I dont know if anything will work outside the blender environment for armetures - need help

sage patio
short junco
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how do I move bones inside the armature?
like if i wanted Bone.006 to be above the rest
This is in blender, outliner

fierce shard
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anyone know how to rig quadrupeds?

sage patio
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in edit mode, click on the bone, and go to the Bone properties tab

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under the Relations section, set the Parent correctly

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you can also select the two bones in sequence and do Ctrl + P

short junco
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it is parented

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i meant to move it above "Bone.004"

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so i want the new order to be
Bone.006
Bone.004
Bone.005

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the outliner doesnt let me to just drag stuff around

sage patio
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the order shouldn't matter

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they are all parented ot the same thing\

short junco
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it does cuz i have the its not the first child issue

sage patio
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<@&397642795457970181> crashers

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❤️

short junco
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omg why do people even do this

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they must have a maximum of 3 brain cells

fierce shard
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anyone else crashed?

short junco
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i did like 2 times

sage patio
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you don't know about crasher gifs?

short junco
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nope, this is the first time for me

sage patio
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some people post those from time to time in discords

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annoying

short junco
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yeez

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its sad

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people need to grew up

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but anyway

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so i need this for the its not first child issue

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and if i break the prefab i cant update the fbx

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so id like to do this in blender

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but the outliner wont let me

sage patio
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why do you need to change it?

short junco
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my wrist in game looks funny if turn my hand

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it makes the wrist shrink

sage patio
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also, you should really have proper bone names...

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the bones are sorted by alphabetical order

short junco
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that was just an example

sage patio
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and numerical

short junco
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i do have proper names

sage patio
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001 will be above 002

short junco
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theese are the actual bones

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i want right elbow to be above the zarmtwist_r

sage patio
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I see

short junco
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oki i fixed it

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the picture is wrong cuz those bones are actually fine
cuz unity re arranges them alphabetically
but i did have a bone just under this one
next to the wrist bone
and the way i fixed was adding letter "z" to it
so when unity re arranges it will be in the correct order

sage patio
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you can also try putting underscores in the front of the names

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afaik those will show up on top

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just an idea

short junco
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yupp

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nice thx

fierce shard
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anyone done quadruped avatars?

fading verge
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Some reason my dynamic bone colliders aren't working<pasted from #avatar-help

hearty thunder
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v1.1 of the digitigrade leg tutorial. Only thing that changed was the hip rotation constraint section, along with the example image at the end of course.

hearty thunder
# fierce shard anyone done quadruped avatars?

HELLO,
In this video, I sit down & make a four-legged critter from scratch... which I then rig to be Unity-"Humanoid" and bring into VRChat! I don't have full-body tracking, so I can't demonstrate that aspect of this rigging style... but anything YOU rig this way, people will be able to step into with both feet and their hip tracker! \o/

((Edit...

▶ Play video
fierce shard
acoustic roost
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Hello. Im working on an avatar, and in full body tracking when i sit on the ground i find it'll sit in the ground up to my chest. Does anyone have any ideas what i should be looking at in order to fix this?

fading verge
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Anyone know a good dynamic bone values for hair, skirts, and chest?

vagrant rapids
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My new avatar's arms can go straight when pointing out from my side, but pointing forward they're always reaching short, bending, despite me locking my arms straight as far as they can go

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I imagine it's not an arm-length issue, but.. what, in that case?

vagrant rapids
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Ah, mostly fixed. Deals mostly with view position having been too far forward..?

small bronze
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help what the hell happened here

grand junco
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Whadda hip doing?

small bronze
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the walking animation and the emotes look normal

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but the idle...

grand junco
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Everything seems ok there

small bronze
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idk man the hips look odd

grand junco
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U havent changed Any of The animations i assume

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Ye The hip looks like its upside Down or something idk

small bronze
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not only that

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but when i move the spine the main hip bone appears

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so its like

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very small

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and idk why

grand junco
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Wait whats that root bonevrcThinking

small bronze
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oh trust me thats not the problem

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i uploaded another version without the root and it still did the same

grand junco
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Okay

small bronze
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but srly i need help with this

small bronze
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nvm solved it

grand junco
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What was The issue im curious

wild sundial
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yeah i'm pretty curious as to how it was fixed

small bronze
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... i had to remade the entire rig ;w;

grand junco
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oof

crisp tendon
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Their hip bone was flipped

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That's a very old rig hack, don't do that

wild sundial
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Interesting. What specifically does a flipped hip bone do?

kindred pollen
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It was an old rig 'fix' to work around an old IK issue from what I can tell, but then that IK issue got fixed and broke avatars with the flipped hip 'fix' which they were told not to do

fervent hornet
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It was an effective and simple workaround, the devs gave us about a half a year warning to revert it before it started really causing problems

small bronze
crisp tendon
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Your armature was most likely fine, but the hip bone was upside down, hence why it looked like it did

small bronze
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you mean like this?

crisp tendon
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yep, like that

small bronze
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ohhhh

modest holly
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Anyone knows how to fix this issue because Im trying to get the pupils and nose on the head but Idk how

fallow halo
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hi, i kinda want to make these constrain to fix the forearm twist in unity, but i dont know how to do it, the idea is for the smaller bone to follow only the Y axis of the hand bone but still rotate with the forearm bone

crisp tendon
fading verge
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Ok issue

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emoji IGNORE

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Just realized its the full body tracking fix

rustic needle
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Can anyone help me fix a spine hierarchy problem?

crisp tendon
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Yep

rustic needle
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cool, so I have a message when trying to upload an avatar that says "Spine hierarchy incorrect. Make sure that the parent of both Shoulders and the Neck is the Chest"

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And I have pretty much everything except UpperChest set cause my models skeleton does not have an upper chest

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and I don't know what else to do

sage patio
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can you show what your bone hierarchy looks like, and how the bones are mapped in the unity rig config?

rustic needle
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sure

sage patio
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ah, bad bone names I see.

rustic needle
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yep

sage patio
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seems like there are a lot of facial bones aswell

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seems like there are too many spine bones aswell

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there's also 2 neck bones...

rustic needle
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well they arent being used cause the avatar has a helmet on so i could remove them

sage patio
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you don't want to remove them outright

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that will cause any vertices that were influenced by the bone to no longer follow any bone

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what you want to do is merge the bones to another one, including the associated weights

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which you can easily do using the CATS blender plugin

rustic needle
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oh yea i forgot about cats...

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man I gotta go back into blender again

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😔

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I guess before I go do that I do have another problem, I have 2 separate textures for the helmet part of the model, one texture being the helmet material and one texture being the visor, and I can't put the 2 of them together

supple knot
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That means the materials got combined in CATS

sage patio
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you might not actually want to combine them together

supple knot
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Always uncheck "Combine same materials"

sage patio
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if the visor is transparent, it should be its own material

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otherwise you might run into issues

rustic needle
supple knot
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Oh then rip

sage patio
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then install it lol

supple knot
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nvm

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Lol

rustic needle
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yea im about to

rustic needle
sage patio
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alright

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then it could be one material

rustic needle
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yea thats the problem

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im just not sure how to put them together...

sage patio
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in blender

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using the CATS blender plugin

rustic needle
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ah

sage patio
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since each material has its own texture, you need to put the textures into one, side by side

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which CATS can do for you

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then, it will correctly align the UV's to each texture

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and combine the materials

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at the click of a button

rustic needle
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sick

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appreciate the help im gonna go fix all my stuff in blender i'll be back if i need anything else

fading verge
# rustic needle

just curios did you 3d modal it yourself or did you take it from the game files not hating or anything just curios

rustic needle
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I took it from Apex Legends

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cause I wanted the model for VRC

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CATS atlas maker is so weird, I select all the materials and it like fucks up the meshes

eager moat
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Ok so by the looks of it the model is fine by default. But it doesn't have a chest bone

sage patio
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that just means that it was not assigned in that rig config

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look at the Hierarchy window to see the full list of bones

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you should be able to see a chest bone

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if there is one

coarse pilot
#

Hi is this the correct place to ask how to thoroughly custom make an avatar?

sage patio
coarse pilot
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ic ty

eager moat
sage patio
eager moat
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Yeah

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But it makes the chest red

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Or the upper half red

sage patio
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send a screenshot

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of it doing that

eager moat
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It's not really that humanoid

sage patio
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can you send a screenshot of the bone hierarchy

eager moat
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Well that's a Problem. I kinda gave up on it and deleted the model from the unity project

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So yeah

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:|

sage patio
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not sure how you expect me to help with that then lol

eager moat
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I dunno either

sage patio
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you should also follow this when rigging models

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even if it doesn't look humanoid, still rig it as a humanoid

eager moat
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I didn't rig it

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It was like that out of the model

sage patio
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then you probably want to hop into Blender and modify it to work better

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or, if you can't be bothered to do it (I still recommend trying, this channel is intended for that) pay someone else to do it

eager moat
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Like it's weird. It shows the hands as the feet

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Weird man.

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Well it doesn't help it is a N3DS model ripped straight from a game.

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But that does mean i have it's animations. But they are in .smd format

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Is there a way to use them?

sleek isle
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@sage patio with build 1088. Better have the leg in the front 💯% align on the X. Or you may get issue in fbt.

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Until the IK pose controller work again. The leg will bend forward.

prime rampart
#

I imported a model I had commissioned from Unity into Blender to make some changes. Imported the FBX, used cats to "Fix Model" everything looks good except the skeleton, is there a way to fix this?

eager moat
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Try to scale it down to the size that the model is

prime rampart
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Ah that is true, I did scale down the model in unity

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hmm, even importing a version before I scaled it down still does the same thing, and when I try to scale it down in blender it scales the mesh with it.

sleek isle
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Apply all transform before doing anything

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On both

naive tree
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can some1 explain small & high hip? from what I remember I've had issues with small hip or large chest

prime rampart
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Had to stop earlier and come back to this issue, though I wanted to make sure there wasn't something else going on. I could scale down the Armature, though I feel like something else is going on as it appears some of the bones are also oddly proportioned. And this is what the model looks like when I first import it:

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any ideas?

sleek isle
sleek isle
round falcon
#

So when exporting something from blender, it gets 'flattened' and I'm not sure what to do about it. Google fu is turning up nothing

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and how it appears in blender

sturdy belfry
#

Random question, but I have an avatar where the sleeves are covering the hands so I completely removed the hands. Do the fingers have to be mapped in the avatar itself in unity for gestures to be able to be used?

still fossil
sturdy belfry
#

cool, thank you!

sturdy belfry
#

Whenever I go to click the body in Unity, it's at an angle and I noticed that in Blender, the hip bone is pretty wonky. How would I go about fixing this? https://i.imgur.com/OTEZRyW.jpeg

fierce grail
naive tree
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@sleek islefrom my experience small hip was exactly the reason for side-tilt, though it was just small not high, so now i just keep everything around even proportions (hip/spine/chest)

errant elk
#

does anyone know how to change the material slot order for unity?

fading warren
#

anyone have tips for weight painting shoulders??

prime rampart
prime rampart
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Trying to fix it, not sure if this is normal, though it seems that none of the bones are connected at the joints? all the bones that are connected are all offset with the lines connecting them, I'm having to manually parent all the bones for the joints etc

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as an example, the tail structure, it looks like its correct though when i go to move a bone it moves it individually and has lines instead of addjusting the connected bones to follow suit

sage patio
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@fading warren the bone should not be directly connected to the chest bone

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set it to not be Connected in the bone properties tab

fading warren
olive forge
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can somebody tell me what this means and how to fix it?

#

im trying to auto weightpaint

#

and it does that

errant elk
#

is there any way that i can fix my avatar from being submerged into the ground when going prone or crouching

kindred pollen
#

Make sure that you have at least three finger bones mapped on each hand o:

#

index, middle and thumb iirc

#

They don't need to be weight-painted to anything, they just need to be there

fading warren
#

in maya/unity, the upper arm appears fine, but in game the right upper arm goes berserk

wild sundial
fading warren
wild sundial
#

I see. Perhaps the elbow bone is bent a bit forward.

#

I don't really know myself but might wanna check out the orientation of the arm bones in Blender.

fading warren
#

here is top down

wild sundial
#

Interesting.

fading warren
#

ok I think I've fixed the spinning upper arm issue, now I have crunchy ...whatever this is to fix 😔

wild sundial
#

that do be pretty weird

#

Did you wipe the old rig before you uploaded the new one?

#

I would be careful about moving the bones to far from where they originally were.

fading warren
#

yeah, I wipe the old one every time I upload a new one. haven't moved the bones, been trying to weight paint stuff

wild sundial
#

yeah weight painting is a pain

fading warren
#

gotta figure out the elbow

wild sundial
fading warren
wild sundial
#

Got it

errant elk
#

how do i update my rig in unity after i added a few more bones?

#

do i import the model again and delete the old one?

#

or is there something simpler than that

crisp tendon
#

You have to reimport the whole thing

errant elk
#

so when i crouch or go prone my avatar goes through the ground

#

I added fingers to it thinking it would fix it but hes still going through the ground

fading warren
#

Have you made sure the feet are on top of the grid in unity and not through it?

sage patio
#

you know that ripping content is not only immoral, but highly against TOS and will get you banned?

fading warren
#

Rigging is hard and has a separate channel for it for a reason

#

Terms of service

craggy knoll
#

cats is deleting twist bones when fixing model even after i checked off to keep them, how do i fix this?

odd tapir
#

Is this problem of weight painting or the model itself ?

#

the elbow joint area deforms like that or worse depending on the angle

crisp tendon
#

Weight painting most likely

odd tapir
#

Yeah I think I see it now

#

It's not really painted on the elbow

odd tapir
#

Yeah that pretty much fixed it. Thx

celest bridge
#

could I ask, why is it that my cloth seems to shrink?

I can't seem to find any reference to this anywhere. But when active, the cloth shrinks ridiculously. (to say nothing of how it snaps up)

why is that?

astral warren
#

If it’s cloth make sure it is not rigged

celest bridge
#

it isnt. outside of being weight painted to the legs

#

gotta be painted to something

astral warren
#

In my experience all my cloths are never skinned.

#

I just make the mesh a child of the one gameobject bone it should follow in unity

#

No armature of its own

celest bridge
#

having no skinned mesh renderer, adding cloth will automatically add one

astral warren
#

I couldn’t tell you why it’s popping I can only offer how I set them up and I don’t get that

celest bridge
#

well, making it a separate mesh parented to the hips definitely stopped the shrinking. though it still adds a skinned mesh renderer

#

so thanks on that

iron hill
#

Hello ! What do oyu think would be the best route to have an avatar wear an evening dress ? Upper part is straightforward, but I want the lower part to be relatively close to the legs, while retaining movement and avoiding leg clipping . I imagine options would be : 1 ) no legs inside the dress, only lower legs and feet - 2 ) colliders on the knees , dynamic bones dress 3 ) cloth physics

sage patio
# iron hill Hello ! What do oyu think would be the best route to have an avatar wear an even...

could use a combination of weight painting and dynamic bones + colliders https://www.youtube.com/watch?v=SimRLR_lRcA

Join my Discord for help or meeting like-minded people: https://discord[dot GG]/uSEvuVw or scan my QR Code: https://media.discordapp.net/attachments/626502922120724480/626522415794618399/qr-code-Shanie-Discord.png
This is a Bob Ross-style video where you work alongside me to make your skirt better.

Your skirt is awful, it has too many dynamic b...

▶ Play video
fading verge
wild sundial
naive perch
foggy elm
#

when the model is in a T-pose the finger looks fine but when i test it in muscles it goes all wonky

stable fern
#

Could someone rig a model for me? It doesn't have an armature, and I tried to follow tutorials but they are too complicated for me to follow.

hot plaza
#

You could commission someone to do it for you

stable fern
#

You could probably buy a full avatar for cheaper...
That, and I have no money.

ripe flower
fading verge
sleek isle
#

You want the leg to be the same x value from upper to ankle now.

fading verge
#

i mean the bend of the knee forward

sleek isle
#

Yes or you will get floppy leg when walking

still fossil
#

Edit mode

round falcon
#

Blender folks:

Transferring shape keys to clothes. Need to trim a bunch of extraneous ones.

Not clear how to select multiple keys for deletion

fading verge
#

i think hold down shift button and click the ones you want to slect?? that's how I do it for multiple objects so maybe it will work for those too not sure

broken haven
fading verge
#

ohhhh okay, yea that makes sense why it works only that way

grizzled latch
#

I am curious. Index finger tracking on the right hand is very smooth, and you need to squeeze to make a fist, but on the left hand your fingers snap into a fist quite soon automatically on all avatars. Is there a way around this? I'm not sure where to ask about this tbh.

maiden kiln
#

I got a shoulder problem.

#

Tho it only shows client sided... Still anyway to fix it?

crisp tendon
#

What does the armature look like in blender ?

#

Orthographic front view

maiden kiln
#

One sec.

#

I will send a full view sorry this is the only one I had avaiable on my phone. Please standby.

maiden kiln
#

Sorry for the delay

#

@crisp tendon

#

I just don't understand cuz others sees me correctly, it is a problem that is client sided.

valid stratus
#

I’m currently trying to make mine from scratch.

#

It’s nothing special

#

So do I need to have my arm at an exact straight out T-Pose

#

Need to make this before starting to rig

heavy tinsel
#

Not necessarily, using an A-pose for easier rigging is fine. You can manually configure the humanoid rig into a T-pose in Unity once you get to that part.

valid stratus
#

Ahh thanks man.

sleek isle
#

did you disable auto footsteps

maiden kiln
#

I wonder if my case has any solution.
Or does anyone have Kung's discord?

sleek isle
#

lift the hip head a little

fading verge
#

ik this is for rigging, but u have to have a avatar descriptor to upload an avatar, i added the component, but it just says avatar descriptor and nothing else

kindred pollen
#

Is this an SDK2 or SDK3 avatar? o:

fading verge
#

SDK2

kindred pollen
fading verge
#

thank u

maiden kiln
maiden kiln
#

I think I've got this now

#

one of the shoulders seems fixed! the right one that is.
and I haven't did anything with the hips
I'm pretty sure it is bone missalignement that causes limb twists
tho it is weird that only my shouder is having it so I thought it was a Brocken shoulder issue (the one you fix by moving your hips bones higher.

next loom
#

why is this happening

#

im in the gorund

kindred pollen
#

Make sure that you have at least the index, middle and thumb bones mapped on each hand? they don't have to be weight-painted to anything, the bones just need to be there

next loom
#

ok thank you

#

this aint good is it?

hot plaza
#

pose -> enforce T-Pose

#

what does it say then

next loom
#

where is that

hot plaza
#

bottom right left of your unity rig

next loom
#

kk thx

unreal shoal
#

so when did they say physics bones are coming?

kindred pollen
maiden kiln
#

update! my cat's shoulder problem is fixed. but my arms are bending, what can I do to fix this issue? they bend when I stretch my arm.

valid stratus
#

First time rigging.
Without the Subdivision Surface it’s the messiest thing ever

#

A result of 5 hour of Youtube Tutorial

modern pasture
#

I don't see the bones.

valid stratus
#

I’m either not there yet or not knowing what it is at all

modern pasture
valid stratus
#

I’ll have to look that up TMR

modern pasture
valid stratus
#

Does it have a Rig of a heavily deform Chibi

grand junco
#

Mixamo basically autorigs Ur character after u have given IT reference points

valid stratus
#

Ok so i learn how to Add bone

grand junco
#

yes rigging urself is always better

valid stratus
#

bad news i dont know how to or if there's even a way to merge layer

#

Like i made part in diffrent layer lik ethe cloth and even head

#

is there a way to merge layer

grand junco
#

🤔 tbh idk google that maybe

valid stratus
#

alright found it

#

it's ctrl + J

#

but if you havent applied the Modification it'll all be gone

grand junco
#

well thats how u usually join stuff

valid stratus
#

im new to modeling so i dont remember or know hotkey and function

grand junco
#

ull learn shortcuts with time

fading verge
#

so im trying to rig this avatar that has 4 arms, and I want the second pair of arms to move with the first pair in the same way, how would I do something such as that? I already know how to make a basic rig etc, but I just can't figure out how to do the extra arms correctly.

#

oh i should also metion the last time i tried doing it, the second pair of arms would deform and stretch weirdly when moved even though i had weight painted stuff..

crisp tendon
#

Rotation Constraints

fading verge
#

ohh, i hadnt thought of that, i will try that, thank you

graceful hollow
#

Hello! So i'm planning on doing a dragon avatar in the likes of Bahamut from final fantasy and i'm trying to find information on how to make custom rigs and generic rigs so that there is an extra bone in the leg to make the feet, and have something like a custom IK in 3.0 and i'm struggling to find information on that. The only information i could find was looking at sketchfab models and people seem to simply take the tibia and feet and weigh it all on the lowerleg bone but i would like to have the tibia and feet move independently from one another. Here's an image of the feets i'm trying to recreate, and a pic of the type of rig i'd like to recreate. Would anyone have information on forums or tutorials for this kind of thing?

kindred pollen
#

It'll work with VRChat's default animation set and IK, though it requires FinalIK to work

graceful hollow
#

Oh frick that’s awesome thank you!

kindred pollen
#

yw!

ionic tinsel
#

So um... After messing with my model a bit, a weird blob appears at my feet in unity, but not in blender. I have no idea what it is or how to deal with it?

hearty thunder
kindred pollen
#

That..could work actually lmao, I could see how but that def doesn't sound super comfortable

hearty thunder
#

About as comfortable as wearing a quadsuit, though without the bulk of the "Actually wearing the costume" part.

kindred pollen
#

would be p heckin' cool though

#

fair lmao

proud surge
#

So, I've run into a bit of a weight painting issue. My avatar's thighs clip through one another and this has botched the weight painting which I already had an issue with a while back.

#

This was taken from inside the leg with the bright parts being the weight painting from the other.

#

Interior of the right leg with same weight paint group selected

#

Exterior view of the thighs.

#

Oh, I think I might've merged some vertices by accident at some point while doing clean-up...

rustic needle
#

have some problems with my model after i imported it, the arms are just weirdly stretched out and the head is constantly looking up if anyone knows the fix please reply :>

modern pasture
rustic needle
#

what am i looking for exactely?

modern pasture
#

Save the current rig and make a new one is the best option I think.

#

Just autorig with mixamo

#

And it will automatically tell you if somethings wrong with the mesh itself

rustic needle
#

alright

eager moat
#

How do i make my own hand puppet model?

lime hill
#

been trying to ctrl + f if ppl have talked about this yet and i didnt really find anything, is anyone else having full body screw up on some avatars since like... 2 updates ago?

#

some of my models have their legs bend in ways they arent supposed to like a bird or somethin

#

and the shins are sideways when standing up

#

walking looks terrifying

rustic needle
rustic needle
#

i got it working :)

grand sinew
#

hey, how do you guys deal with non-human models? digitigrade legs, quadrupeds, etc

kindred pollen
#

do note that it requires FinalIK, though it'll work with VRChat's default animation set and FBT

grand sinew
#

thanks!

torpid wagon
#

How do you fix avatars that don't work correctly with full body?....

valid stratus
#

Sexy walking

sterile vine
hallow maple
#

Do eye bones need to be vertical or horizontal? I'm following a tutorial for my first model that has them horizontal but I swear I see them vertical usually

#

Nevermind, I used the search function. Vertical bones it is!

sterile vine
#

Yeeee

#

That should fix your issue

fading verge
#

in which bone do i connect the tail?

fading verge
#

from the last few models i have seen that have tails, you could connect it to the hips

#

the middle bone?

valid stratus
#

How do I get rid of these.

hallow maple
#

click and drag from the corner of each window in that order

#

into the neighboring window

torpid wagon
# sterile vine That should fix your issue

Its seems that me and blender just don't mix or I don't know what the hell I am doing. When I export the new FBX it adds an extra bone to all bones at the end labeled "end", and also moves the spine bone away from where I placed it. Also viewing the new FBX in unity basically shows no difference... I feel defeated..

sage patio
#

the reason for them is that in programs like unity, the length of the bone is lost

#

having a _end bone tells you where the end of the last bone is

#

it's not always useful though

#

and you should probably disable it

fading verge
#

is it possible to weight paint the head bone but the actual head to stay where it is now?

#

because if i weight paint it the head goes around the head bone

sage patio
#

so to fix it, either reset the pose, or apply the pose as the rest pose

fading verge
#

How do i apply it as the rest pose?

valid stratus
#

I’m having problem with merging bones with the model.

#

So I try only merging bone with the Body so Head, Torso, Legs, Arms, ETC, and it work

#

But after I merge the clothing

#

Merge the clothing with the body

#

And then Merge the bone

#

The bone didn’t connect

#

I went into pose to test it out but sure enough it’s like I’ve never even merge them.

sage patio
valid stratus
#

If my PC is bad does it take long to load in my model to Mixamo

fading verge
#

ok so i have the head in that position now

#

why it goes like this?

#

here is how i have the spine

crisp tendon
#

Because the mesh will move when the idle animation is in

fading verge
#

can i change the idle?

crisp tendon
#

If you know how to make custom animations sure yeah

fading verge
#

vrcStoic yeah i think i will have to find another way

fading verge
#

Why might VRC's IK (in FBT only) be adjusting my chest bone ever so slightly backwards? Not rotating, but moving it.

iron hill
#

Hi ! So I need to make a mask for my gestures - Need to have a tail and hands animated. Are the "humanoid" and "transform" sections additive ? I mean, if I set hands only green on "humanoid" and then I check my tail bones in "transform" , but not the hands in "transform" , am I good ? Or do I need to specify everything in "transform" ?

#

I hope this makes sense...

fringe fog
#

So, this model from booth.pm seems to do this; how complicated is it to fix it? I don't know much about rigging, so I don't know how easy it would be... Also, why is it set up like this to begin with?

crisp tendon
#

Because they use very outdated standard

#

select the bottom of the bone above in edit mode, Shift + S > Cursor to Selection, then select the bottom of the hip bone, Shift + S > Selection to cursor

fringe fog
#

Like this?

crisp tendon
#

yep that's perfect !

fringe fog
#

Does this not fuck up with the current weight paints or anything?

crisp tendon
#

It's based on the bottom of the bone for rotation, so nope

fringe fog
#

What about this?

crisp tendon
#

Well, that's how they made their model tohrushrug

#

I assume they tested it and it looked satisfactory from their perspective

#

If it doesn't look right when you use it then you can change that

fringe fog
#

Well, it was fine with the flipped hip bone, but if it'll work exactly the same after this then it doesn't matter

#

I only grew suspicious when I read this

#

As an aside, is this a problem?

#

with the fix we just did I mean

dapper hare
#

Is it hard to set up basic bones on something like this?

crisp tendon
lyric quail
#

I don't know if it has to do with avatar rig, but even tho I'm looking straight, my avatar head is pointing down like this, can't find the reason.

sage patio
lyric quail
#

Normal, but inside Unity, he is stuck in the middle of a cripwalk dance animation, when I say stuck, it's like his T-pose/bike pose is like that, and I think it has something to do with that because the head is looking the in the SAME direction as ingame

sage patio
#

after that's done, Pumkin > Avatar tools

#

there should be a T pose button

lyric quail
#

I will try that

#

Didn't worked

lyric quail
#

Exported again from blender and it fixed itself, but now the shaders are weird

#

why god why

sage patio
lyric quail
#

yeah I forgot to change in unity, thank you for your help!!! really!

sage patio
#

👍

iron frost
#

hi

#

hi

#

can anyone help me with rigging lmao

#

my chest bone magically disappeared

#

idk how to make bones or anything bout them x3

umbral lichen
#

anyone mind explaining why it doin this

celest bridge
#

what's the best way to constrain buttons going down a shirt so they move more naturally with the boobs? ive tried a few things but it never quite seems too natural

lyric quail
#

@sage patio Sorry for metion, but you're the only who helped me yesterday.... so, the neck fixed itself in desktop, but in VR, the character head is still looking slighty to the left....

winter crypt
#

Anyone ever experienced this? In Unity when I try to modify bones for a rig and apply/save, it just reverts it back to how it was before...

sage patio
#

check in blender

lyric quail
#

It also look normal in desktop mode

sage patio
#

can you just send a picture

lyric quail
#

Idk why, just in VR the head is looking left

sage patio
#

...

winter crypt
#

So I found a model I want to import into Unity for VRchat but I wanted to mess with the mesh a bit in Blender. Now when I try to open it after saving the mesh, it just crashes Unity or anything else I try to use it on. Any idea what could be causing this??

winter crypt
#

Yeah

sage patio
#

which version of blender

winter crypt
#

I think I was just being impatient and for some reason it was using up 100% CPU and making it seem as if it was crashing but it finally seemingly imported, I'm not sure why it would do that

#

Should be a relatively recent version

near tree
#

How can I fix it? all bones positions are right but still doesn't work on vrc

sweet grail
#

how much does it cost for people to rig models

kindred pollen
sweet grail
#

thanks

sleek isle
sleek isle
celest bridge
#

in the end I settled on a combination rotation constraint and parent constraint. it works well enough, gotta accept that nothing can be perfect with vrc.
second question though, I have rotation constraints sort of locking y axis movement on the boobs, is there any more effective way to constrain them so they don't yknow, fly outward when moving forwards?

sleek isle
sleek isle
winter crypt
#

Anyone have a recommendation for how I can actually make shaders in a decent node editor in a version of Unity that's compatible with VRchat? I was trying the built in graph editor in 2020 but the URP pipeline isn't compatible with Unity 2018, and ShaderForge has dropped compatibility...

sleek isle
sleek isle
celest bridge
#

interesting idea

bold locust
#

Could someone give me an idea as to why I had to move my viewpoint from here:

#

To here following update VRChat 2021.2.1?

#

Side rig:

#

Front rig:

#

No rig hacks. No extra bones.

#

Other than the ones for the props that are a part of her mesh and armature.

#

Again, it worked for 6 months prior to updating to VRChat 2021.2.1

crisp tendon
#

They're very wrong in both images RuuuThunk

#

Also what does the armature look like in Blender ?

bold locust
#

If you could explain how, as they're not wrong at all compared to every other working rig from the past 3 years, including CATS fixed ones from back when I trusted CATS with anything.

#

Again, worked perfectly in FBT and in every other scenario prior to that update. Which, btw, fixed nothing it set out to fix and broke more models than just my own.

crisp tendon
#

Sorry, the viewpoint is wrong

#

In both images

bold locust
#

The first one is where you set your Viewpoint if you don't want your fingers clipping into your face 6 inches before your face begins. You should try it out.

#

The second is how far I had to set it to fix it after the update.

crisp tendon
#

Fix what ? Your fingers clipping in your head ?

bold locust
#

So, if you stand in front of a mirror and hold your fingers in front of your face, how far away from your face do your fingers start clipping into your viewpoint's camera?

crisp tendon
#

Yeah, that's per world settings on the reference camera

bold locust
#

If it's way before your face mesh, then that's not very immersive, is it?

#

Not true.

#

If world setting could even be 0, then maybe.

#

In every instance, my fingers clip at the tip of my avatar's nose mesh.

#

Not as if I had an invisible headset on.

#

ANYWAY

#

Every other model is set up that way and had no issues. But my two most used and oldest/longest working models got broken with that update and I haven't been motivate to try and correct them. That model needed its Y shifted 13 cm, and Z shift -3 cm.

#

I can't figure out why.

crisp tendon
#

The camera clipping plane is clamped to a minimum, but the default is 0.03

#

Did you try in a world that had a camera set to 0.01 ?

bold locust
crisp tendon
#

You don't happen to have a video/screenshot comparison ?

#

Could be both

#

People had very incorrect rigs that broke with 2.1, the next update will fix that, but yeah, flipped hips ftw

bold locust
crisp tendon
#

Not surprised, how does it look with the viewpoint where it should be, in a world with a 0.01 camera clipping plane ?

#

And by "where it should be" i mean between the edge, clipping in the head mesh

bold locust
#

I could upload and take a screenshot, but it sets my viewpoint to behind my neck, so I can see my locally shrunken head stump.

#

And it messes up my arm length.

crisp tendon
#

Also still worth referring to this

bold locust
#

Can I ping you after a bit with the extra references?

bold locust
crisp tendon
#

Yeah feel free to ping me whenever

#

Lots of people weren't aware of what broke with their armatures, but when we got the screenshots back, we could tell instantly

bold locust
#

The legs are corrected via Unity rig config once imported into blender.

crisp tendon
#

What needs to be corrected ?

bold locust
#

They're bent inward ever so slightly, messing with the twist/bend.

#

So I corrected it in Unity rig config instead of going back to blender.

#

She was slightly knock-kneed in 3-point VR.

sleek isle
#

Chest bone need to be higher or something as that. Idk

bold locust
sleek isle
#

For knee touching. Have the x value the same from upper leg to ankle.

bold locust
sleek isle
#

F

bold locust
#

@crisp tendon The first is after I "corrected" the viewpoint. The second is what it was like just after the update.

bold locust
crisp tendon
#

Your hip tracker is also inside the body entirely ?

bold locust
#

Seems like it. It wasn't always like that.

#

Only after the update. It shifted my entire viewpoint back 13 cm.

crisp tendon
#

Did you check with the image i posted earlier ?

bold locust
#

Well yeah, but 13 cm back and 3 cm up?

#

That much?

#

Lemme try play mode.

#

No change from where I set it.

#

Which I think means my rig is where it should be.

#

Pre update with Tpose controller in play:

#

Post update with Tpose controller in play:

#

Sorry about the typo.

#

I mean. If you guys were willing to share the details of what was actually changed in 2021.2.1, maybe I would be like "aha"

#

Because having no idea why it just suddenly broke is the frustrating part.

#

Tup asked me to make a canny post, but I was kind of burnt out on VRC at the time and decided to just use every other model. I miss these ones though.

#

¯_(ツ)_/¯

crisp tendon
#

I'd suggest you wait and see with the next update, and see if that doesn't fix it, in which case i'd suggest reaching out with more info

bold locust
#

Aaaaaaalright.

open anvil
#

Pardon me. Does anyone have an idea where I messed up? I had combined all the separate meshes for the model and created a new skeleton by hand. But now it seems that they dont combine even when I had parented the mesh to the armature. What do?

sage patio
#

that is done through Weight painting

#

did the model have bones before?

slow garnet
#

I guess I can ask this here, but I can't get custom hand gestures to work on my model? I have no idea what to do or what to ask bc I've never imported custom hand gestures before. (I want the hand gesture to make the tongue stick out)

sage patio
slow garnet
#

No, the tongue is rigged. I have an animation for it sticking out

#

I can send the .unity file if that helps?

sage patio
#

that would be something to do on your Gesture controller then

#

you also need to make sure that your FX controller has an empty avatar mask on the top layer

#

there is a bug where non humanoid bones will not animate on the gesture layer if the FX controller does not have a mask on its top layer

slow garnet
#

Oh whats the FX controller? I have a gesture controller already attached to it

sage patio
#

I suggest giving this page a read https://docs.vrchat.com/docs/playable-layers

slow garnet
#

Oh ok, so do I need to set up the hand emotes to the FX instead of Gesture? I've really never used Unity before so I'm not sure what all the stuff on that page means

#

thats my setup rn

#

The tongue has bones, not blend shapes

sage patio
#

I know, and because you're animating the position/rotation of something, that animation has to go on the Gesture controller, which you've been doing correctly

#

however like i said, there is a bug that will make it so that stuff won't work if you dont have an empty mask on the FX layer

slow garnet
#

Ohh so remove the Default Non-Transform thing?

#

OH that thing

sage patio
#

the M

#

it means there is a mask

slow garnet
#

I see

#

so do I just delete that?

sage patio
#

an avatar mask dictates which parts of the model can be controlled by that layer/controller

#

not exactly

#

those ones are required

#

however, you should edit the "AllParts" mask (or make a copy and edit that one, preffered) that not only has the bones for both hands selected, but also the tongue

#

then, you should make a controller for the FX layer, and put an empty mask on its first layer

slow garnet
#

I see, so like this then?

sage patio
#

not quite

#

leave it like it was before

#

keep Allparts at the top

#

but click the gear icon to see what mask is on that layer

slow garnet
#

Oh these?

sage patio
#

ye

slow garnet
#

How do I delete the mask?

#

Or make one with all the bones ig

sage patio
#

don't delete it, make a copy of the third one, rename it to "GestureAll" or something that is relevant, and then put that one on the Allparts layer

#

that one already has the bones for both hands selected

#

all you need to do is add the bones for the tongue in that one

slow garnet
#

How do I do that?

sage patio
#

do you prefer if I just call you lol

slow garnet
#

My headset is broken rn, I wouldnt be able to hear ya

#

at least not if I need to share my screen

sage patio
#

I mean I kinda need to be able to tell you what to do if I called you lol

slow garnet
#

Yea lol

sage patio
#

in that case I guess I can keep trying to explain it

#

anyways so

#

make a copy of this by clicking it and hitting CTRL + D

#

rename the copy to something like "Gesture_Mask"

#

because that is more relevant here

slow garnet
#

Oh wait is it this thing?

sage patio
#

yes

#

good

slow garnet
#

and I just check the ones I need?

sage patio
#

yep

#

aka hands and tongue

slow garnet
#

right

sage patio
#

if you ever want to animate other bones, like a tail, add it to that list

#

once that is done, select that new mask on the AllParts layer in your Gesture controller

#

lemme know when you have that

slow garnet
#

Mk done

#

Is that all I have to do?

sage patio
#

almost

#

next, right click somewhere else in your Project window in an empty spot, and click Create > Avatar mask

#

call it something like "FX_Mask"

#

then, right click somewhere again, click Create > Animation controller

#

call this one "FX"

slow garnet
#

what tab is the avatar mask in? I don't see it

sage patio
#

click on this new controller, and add the newly created mask on the first layer of this controller

slow garnet
#

o wait nvm found it

sage patio
#

anywhere in the empty space

slow garnet
#

Ok I have the fx things

sage patio
#

alright, so once you have your FX controller with the new empty mask on its first layer, go ahead and add this controller to your Avatar descriptor under FX

#

once that is done, your tongue animation should work

#

I also noticed something

slow garnet
#

like this?

sage patio
#

good

#

anyways, this is set up incorrectly

slow garnet
#

do I need to apply the fx mask to this one

#

O it is?

sage patio
#

the AllParts layer should be empty

#

if you want to add functionality, you should create new layers

slow garnet
#

Oh oh ok I did delete those

sage patio
#

using the + in the top right

#

also yes, apply the FX mask to that FX controller

slow garnet
#

alright lemme see if the model works now 👍

sage patio
#

send a screenshot to confirm you did it correctly

#

also, may I ask where you put your animation for the tongue

slow garnet
#

it keeps closing out when I try to take a screenshot 🤦‍♀️

sage patio
#

keep in mind that this controller is literally the one responsible for moving the fingers on your avatar when a certain gesture is done

slow garnet
#

yep

sage patio
#

you should not touch that layer unless you want to do stuff like flipping off animations

slow garnet
#

I'll keep that in mind for the future 👍

sage patio
#

or modify the default finger movement animations

#

did you replace the animation in that node with your own?

slow garnet
#

yes

sage patio
#

did you make sure to also copy the keyframes from the original animation into your new one then? since you're doing it this way rather than making a new layer

slow garnet
#

Uhh I think so?

#

I did the animation in Blender and used an FBX to get it into unity

sage patio
#

because if you didn't, your fingers will no longer move when you do that gesture

slow garnet
#

thats fine, I didn't want them to

sage patio
#

so you're fine with your hand staying flat open?

slow garnet
#

Yep

sage patio
#

okay

#

in that case, you should be good

#

in theory lol

#

if you want to test it out in unity, you can

#

using the Lyuma emulator

slow garnet
#

👀 I'll take a look at that

sage patio
#

when you have the unitypackage imported in your project, go to Tools > Enable emulator

#

then, hit Play in unity, click on your model in the Hierarchy panel, and then look at the inspector to see the controls

#

you can adjust the GestureLeft parameter there

#

and see if it does your gesture when it's set to the correct value

slow garnet
#

I uploaded it to Unity and the only thing its doing is just making the fingers wiggle nonstop until I use another gesture

#

the other bones still don't move

sage patio
#

"uploaded it to unity"?

#

you mean imported the emulator?

slow garnet
#

er heck

#

I meant uploaded to vrchat

sage patio
#

so you mean that the gesture you made is causing the fingers to spaz out?

slow garnet
#

Sorta? It looks like they're just waving almost

#

Like the emote I replaced is Fist, it just opens and closes but not all the way

sage patio
#

alright, what I would suggest is making a fresh copy of the default controller provided in the SDK, and then leaving those two hand layers alone

#

then, add a new layer for your tongue animation

#

don't forget to add the new mask to the top layer

#

the one where you added the tongue bones

slow garnet
#

Mk, I'll try that

#

I'll have to try it later tho, its really late for me lol

#

Do you mind if I ping you again if it doesn't work tomorrow?

sage patio
#

sure

slow garnet
#

thank ya!

open anvil
sage patio
#

why?

open anvil
#

CATS doesn't like source file bones

#

or so it seems

sage patio
#

CATS is mainly used to import models from MMD or VRoid, not other games

#

CATS is simply a set of shortcuts and tools that do stuff automatically rather than having you do it manually

#

you could totally have used the existing rig and modified it to work for vrchat

open anvil
#

Fair enough. I'm still new to this so I don't know exactly what I'm doing yet.

#

Thanks for the tip though.

sage patio
#

np

#

using stuff that's already done is easier than doing it yourself (typically)

#

I don't know what source rigs look like, so I can't really be sure for your case

open anvil
#

source rigs look like this.

sage patio
#

first thing I'm seeing is that the way those bones are displayed in a different way

#

click Viewport display

#

and set it to Octahedral

open anvil
#

no can do, chief.

sage patio
#

make sure you click on the armature first

open anvil
#

I did as such.

sage patio
#

switch to edit mode?

open anvil
#

same story

#

not to mention, none of the bones have tags either

sage patio
#

I see

open anvil
#

so i figured it was easier to redo it

sage patio
#

might be yea

#

next step after making the bones is Weight painting

#

to tell each part of the mesh which bones to follow

open anvil
#

understood. many thanks Sacred.

sage patio
#

np

gritty crane
#

Can anyone assist, why my Visemes aren’t working on my avatar. It’s all exported from unity and had worked previously

steel spire
#

how would i convert a minecraft blender guy to something that'd work with vrchat?

#

armature is like this

fading verge
#

random question, when im in blender and im gonna weight paint on a tail, does it need to be conected to the hip or body?

grand junco
#

i think hip makes sense here

fading verge
#

ah ok, ty for answer

#

what about like little wolf ears, hair or head when weight painting?

#

@grand junco

grand junco
#

attach them to head

fading verge
#

ah alright

rustic needle
#

anyone know if theres a way to make it so the helmet part of my avatar isnt out of sync with the rest of the model?

golden kernel
#

I'm making a night-stalker bow and am at the part where I'm not sure how I would rig it. I've created a bone for each string segment, a handle bone, and a bone for where the player pulls the string. Is this a good setup or should I do it a different way?

golden kernel
#

np

fading verge
#

made from blender to unity my avi is all the way over there when im on the other side. why and how to fix

rustic needle
#

abayat?

rustic needle
#

i have this thing happening where i switched the build target to android but it says it does not have android support so im kinda confused as to how to make it have android support, any help would be awesome

fallen temple
#

Does anyone have the photo with the humanoid rig requirements/fixes?

pine sapphire
#

@rustic needle You need to download the Android SDK; click on this...

vital mason
#

it looks like they're already on android

#

the status there reflects the uploaded avatar's status, and will only show android support after you've uploaded the avatar

pine sapphire
#

Oh, damn, right...

#

Time for bed for me. Wow.

#

@rustic needle You should fix those bones though.

rustic needle
#

i did download the SDK already otherwise it doesnt let me switch target modes

#

Also yea bones are a WIP

rustic needle
vital mason
#

the button gets grayed out if any of the avatars in the scene have an error

#

disable the other avatar

rustic needle
#

ah

#

how would i make the main one be the one that non quest users see then?

#

(the one on the left)

vital mason
#

didnt you already uploaded it to PC?

rustic needle
#

yes

vital mason
#

to make a cross-platform avatar you upload both versions to the same id

#

thats it

rustic needle
#

cool

#

Thanks :)

brisk terrace
#

Im getting a small issue where my model looks off balance in VRC. if i stand straight or slightly backwards, my feet are not moving and it's making the model look off balance.

#

everything looks fine in the armature though

#

but you can see here that the feet are way in front and it feels like im tilting backwards.

crisp tendon
#

Wtf is that giant bone ? Is that your hip ?

sudden coral
#

ok i have a model that I'm ready to rig, does anyone have the list of required bones? i remember last time I made a model, I was missing some torso bone or something, and it was kinda annoying to go back and fix

steel spire
sudden coral
#

i haven't verified this yet, but this is what I'll use for my model

gentle veldt
#

so i play with FBT but when calibrating with my main avatar, my white feet ball things are at my avatar's shins. meanwhile on other avatars, the balls are actually right on top of the feet. the correct spot.
can anyone tell me how to rig the avatar so that i can fix this for all my future avatars? is it something on the rigging in Unity? or is that a blender thing?

#

currently, in unity, i have the ankle bones as the foot and toes as the toes. i do not have any bones titled "right/left foot".

quaint schooner
#

How does one fix this issue?

fierce grail
# gentle veldt so i play with FBT but when calibrating with my main avatar, my white feet ball ...

In Blender, that happens because your avatar has too long legs. https://youtu.be/2sfTEBAl8sA 5:54

[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandline option --legacy-fbt-calibrate)

*The zigzag neck problem is less pre...

▶ Play video
sudden coral
#

does anyone know why my weight painting is not applying to both left and right bones?

#

i have X symmetry on, but this only mirrors wieght painting on one bone

hallow maple
#

Today I learned to do shapekeys absolutely last. Now I get to copy/paste roughly 3k verts.

sage patio
#

what did you change exactly

#

there are tools like "Blend from shape" and "Propagate to shapes" that can help dealing with shape keys

hallow maple
#

I'm not exactly sure what I changed or where, but I suspect it was an auto-merge at some point because the number of faces changed at some point

#

I did try several tricks I found as well as a few plugins but none of them worked, assuming because I altered the face count

#

Learned a lot though! lol

maiden kiln
maiden kiln
small harness
#

so im having this weird issue with my dynamic bones were the second wing bone isnt moving the mesh part it should be in unity but only on the dynamic bone .

the bone marked moves the right places in blender and unity in other places

basiclly the 3 wing bones are moving with out it making with clipping like this. if anyone has any idea what this could be please @ me

hallow maple
#

5 hours, lessons learned.

steel spire
#

how much 'effort' do i have to put in for a humanoid model that's non-standard?

my man's looks like this, can i just place bones where they should be and be alright? will the things next to his head and feet affect it in any way? (can't remove their bones)

crisp tendon
#

You will need very specific weight paint and bone placement for this to work correctly, but it's definitely doable

steel spire
#

i have no clue what weight painting is so i can tell i'm way out of my depth with this

crisp tendon
#

We all start somewhere !