#avatar-rigging
1 messages Β· Page 189 of 1
what's this like as a base? (haven't done hands and fingers yet)
Export Settings When exporting your rig from your 3D editor of choice, ensure your coordinate settings are correct. Most of the time, the defaults are correct. For Blender, ensure that your rest X rotation is 90 degrees.Unity will flag your humanoid rig configuration if it does not meet the Mecanim ...
i've already been looking at that
i'm just asking about the bone positions and that
this is really frustrating as fuck, anyone can help me this problem?
You're missing required bones: https://media.discordapp.net/attachments/251862595030482955/404301325380091906/guide.png?width=283&height=300
t
that's
not what i'm asking about
i know i'm missing bones
i'm asking about the positions
Although in case of SDK3 avatars you don't need fingers.
i'd rather not do every bone, then have to redo everything because of bad positioning
You're missing shoulder bones as well. It would be the best if your model was T-posing. Hip bone could be added as well, but it's optional.
Positioning should be close to how the human bone is, so you can just do it approximately. It also dictates pivot point for joint rotation.
god i can't figure this out
Im having a weird issue, i have a weapon with some bones to animate it but in unity the bone is moving a lot more than what is weightpainted to it.
how would i have eye tracking for a "flat" eye (one that moves around, doesn't rotate)
setting up eye tracking causes left/right to not work and up/down to make the eyes raise into the head or out of it
possibly related issue, the eye bones don't seem to be influencing the eyes enough
rest
moved
mmmm maybe use normal bone to rotate and then use the bone that actually moves the eye to link to it using a position constraint and lock some of the axis down
so it slides instead of rotates
i'm trying to understand but this is my first time creating an armature so i don't understand
symmetry was on, after a long time I found that it was an option under symmetry called something like 'vertex groups' or something, which makes sense now, but i couldn't find it anywhere online
also, how should i set up the legs?
should i have two bones within the hip that go sideways, or just have bones in the legs themselves parented to the hip?
Parented to the hips yes
You also need feet bones
I'm not sure what the behavior is going to be if they're straight like that
oh, woulda thought it'd make sense since it's going from the top of the foot to the bottom
take it they're better off at an angle?
keep this in mind o:
i'm trying to base it off something like that, but since he's a square boy i need to adapt it
and since i'm a total newbie with rigging i don't know the best way to adapt things
You'll also need custom animations too if you want it to move as it should 
oh no
i think it should still be fine though, i've done some messing with posing and while a bit uncanny it's humanoid enough to work
is this terrible
I have no idea how the IK'll resolve that lol
what'd be the best way to set it up
I'd recommend setting it up like the image I linked above shows, if you want to use VRChat's IK/animation set o:
If you're gonna rig it up as a Generic rig then it doesn't really matter how you rig it, but it won't work in VR (i.e hands and head won't be tracked afaik?)
so should i have two bones in the feet?
i'm not sure how i'd set them up with the whole vector stuff
You don't need a toe bone, but your avatar's foot might hover off the ground if you go too high - shouldn't be a problem here because of the avatar's design
afaik you do need at least 3 finger bones on each hand (thumb, index and middle) mapped for the IK to work, but they don't need to be weight-painted to anything
yeah, i'm intending on setting up the finger bones soon
does the foot bone need to be directly connected to the knee one?
i'd assume i have to have the tip of it be on the ground?
it should be connected, and yeah
should i try having the end angled and scaled so it touches the lower front of the foot?
sorry, clarify? o:
generally if you want to use VRChat's IK/anim set, set it up pretty much exactly how the image shows
#avatar-rigging message
again toe bones being optional c:
i mean, i can't have the bone sideways or it won't touch the floor and the knee bone
but if i had it at an angle so it's at the edge of the foot while still connected to the knee bone would it be alright?
like this
oop, sorry for the delay - I'd recommend dropping the bottom of the knee bone down a bit for that though
can someone help me? So, I did everything I needed to do, I made sure of it, but my avatar is stuck in a t-pose position... How do I fix?
I'm trying to get all the help I can so sorry if I'm bugging everyone
would you mind sending a screenshot of your rig? o:
how's this?
sure
ankle could be a bit higher but otherwise that should be fine afaik
how 'bout this?
yup!
Your hip bone is below the tops of your thigh bones, which can cause issues (though not constant T-posing issues) - also, would you mind sending a closer screenshot of one of the hands? o:
also, the Build Control Panel might have some errors/warnings listed, as well as the Unity console
should be a button to open the console at the top-left of the asset browser
there's..lots of issues there lol
The hand should be rigged in a flat open position, not curled in on itself - the fingers also aren't straight and I can't tell if a thumb bone is mapped there or not?
def keep this in mind:
could try that to see if it fixes it, but otherwise I'd recommend changing it in Blender
still the hip bone issue but should otherwise be fine - are at least the index, middle and thumb bones mapped?
yes
Make sure that there aren't any errors/warnings in the build control panel, and make sure that there aren't any in the Unity console as well
k
i might just
see if someone would be up to re-rigging for me
okay would anyone be alright with doing that
i can give either the base file that's fully rigged, or the file i've been working on
might want to look in VRCTraders, one of the #community-servers-old and/or https://ask.vrchat.com/c/commissions/avatar-commissions/35 for that o:
alright
So, I tested it again. It still is stuck in a t-pose
When I'm in Lyuma play mode and in game, my avatar's fingers are rolled slightly. They look fine in Blender and Unity (not play mode). How do I fix this?
I'd check bone rolls in Blender.
Whatβs the correct bone roll for VRC rigs? Last I checked the flat side of the finger bones are pointing upward
Do I need to zero all bone rolls or something?
Zero bone rolls yes
Iβll try that. Thx
Seems like the scale is off also. The bones look longer in Unity than they do in Blender.
"Apply Transforms" in object mode doesn't seem to help
That in Blender was what I tried
Anyone have a good tutorial on rigging accessories?
anyone happen to know what may be causing these vertices to detach from export in blender to unity? I've gone back roughly 20 times today and to no avail, same result no matter what weight painting i confirm is done... hmmmm
Did you make sure those parts move correctly in Blender ?
Are the bones still there in Unity ?
Which export are you using ?
they sure do
by selecting the body then the armature and just standard ol export i do with every model

yeh, i am a bit stumpt
Did you try with the cats export ?
i never use cats
And that's a fresh reimport in Unity ?
that's right
same naming convention for vrc
all shape keys are good
i separated the mesh for the cloak and made sure to remove them before rejoining to the body again
still same issue
I just noticed that your shoulders, arms and lower arm bones were all disconnected and far apart, is there a reason for that ?
none really but i've been using this rig over the past year and it's been scaled perfectly for FBT
only thing i added was the cloak
just re-exported. named the fbx differently and still
Are you sure the clock isn't weight painted to something it shouldn't be ?
It's very easy to make a blunder like that without noticing
i went through every vertex group
And there's no cloth/dynamic bones i assume
2 for the sides so it drapes and swings back and forth
found that those were twisted 170 degrees and zeroed them out
Could be fucky collision then
So the issue is still there before the dynamic bones ?
are there any import options in blender, in the Model tab, that could be messing with verts?
and yes
when i applied an animator to test the humanoid rig, this pose is the proxy_stand_still
t-pose looks perfectly fine
just very odd, when i move the bones in the animator, the verts are detached but then back in blender, they are moving perfectly fine with the bones
No constraints or modifiers ?
In your hierarchy you have a ton of stuff, and exporting with manual selection is a bit risky
Could be something else in blender that doesn't make its way to unity
only the body mesh and armature are selected on export with the "selected objects" bubble ticked
Kinda out of guesses, there might be a lot of things done here that i'm not aware of
in terms of rigging, weight painting, exporting, importing
I'm just wondering how I would go about rigging a hanging chain or cable for Unity if I intend to use dynamic bones. the red dots should be anchor points, I would really respect having some ideas thrown my way
you may need to use FinalIK
I've also heard of a shader specifically for ropes, but that probably isn't as flexible as a proper IK solution
thank you!
I'd personally have an upside down bone above the middle that has the whole chain painted to it
that way when the bone rotates the chain rotates with the bone head
So like limiting it's movement on 2 axis, right?
only X probably
I figured I might have to resort to that, giving it a dangling effect seems to be a bit more complicated.
thank you though
Well with the dynamic bone you get the effect
When in full body, I've noticed my toes are a bit tilted upwards, and the rest of the foot goes to the sides. Did I rig them wrong?
Oh lol nvm I see why now, but still having issues with the toes
yeah, i explained everything and what steps i took to try to solve it. i guess i'm trying to hyper-optimize too much :/
What are you trying to optimize btw ?
not using cloth sim and using the least amount of dynamic bones
after about the literal 50th time, ended up having to completely remove weighting from the bits of the cloak that were meant to move with my dynamic bones since they' were being held in place by the other parts of the mesh that are stationary
no more mech wings lol
thank you for your help and insight @crisp tendon ! π
Wish i could have figured out the issue 
that was my work around! i completely removed any weighting from the hips/spine/chest since those areas didn't need to be attached to my dynamic bones! :)))
when i use CATS it said i don't need to do the full body fix but when we tried the model in full body, the hips was spun out 180 degrees.
how do i fix it now ?
Is your bone rotated ?
the pointed end is up
Make sure to clear bone rolls
And apply all transforms in object mode before export
same height
Yeah that's bad
[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...
oh that's a long video
but ty
but that video doesn't help with the bone setup ... just the realbody scaling.
how do i clear bone rolls?
ctrl + R in edit mode
that makes me roll the bone
It shouldn't, it zeroes it out
so i set it to zero
Maybe a 2.79 thing 
so having the bone at 0 roll is fine then
ok i changed that too
the FB now should be good ?
cause the model had a very rotated hip
much more than what the bone was
Your bones need to be connected
but not the hip to leg ?
cause im getting confused with what you said earlier
about the hip bone being the same height as the legs
@brisk terrace the "head" of the bone is what defines where the bone is
aka the larger sphere
ok
so..... how is it suppose to be place? is it at the same height as the legs or not and by connected do you mean the other end has to match the spine
hip bone doesn't need to be this small, but the rotation/location should be like the above
ok done. and what about the apply transform said earlier ... i have 2 choices
apply object or visual transform
go with object
ok... and this should fix the FB problem of the hips spinning around ?
Hopefully
should i just do the full body fix in cats instead?
You should not no
ok the avatar is completely remade now... going to see if it works
all good now ty
does anyone know why unity would altar or remove finger bones?
seems to do this alot for me
nvm it merged incorrectly and i didn't notice
How does one weight paint a jaw bone and get the inside of the mouth? Ping me.
you hide the rest
I've tried going into edit mode and hiding parts of the mesh, but they reappear

You need to enable vertex masking in weight paint
top left corner, tiny cube with dots on the corner
Alright ty, ill look that up
Can anyone tell me why in Blender, the arm looks correct, but when I export it to FBX and port into Unity, the arm gets bent all weird?
Are your bones connected in blender ? What does the armature look like ?
Could someone help me with rigging an arm? No matter what I or the person I commissioned try it ends up looking janky in game
help doing what ?
Arm rigging
The entire thing is kind of janky
At this point I'm so desperate I'd offer payment lmao
Yeah but what does that mean ? How does it look and how is it currently rigged
Like it functions but the shoulder is really messed up, the elbow is very jagged, and part of the hand doesn't bend into the wrist properly
That's a weight painting issue then
Yeah I suspected that as well but my commissioner insists it isn't
I sent the model to a friend who is familiar with this kind of stuff and he didn't see the issue
@crisp tendon unfortunately, this is one of the FFVII models I wanted to take a crack at and it has a ton of bones. From what I can tell, everything is attached properly. What else might you you need to see explicitly that may help rule out other things?
Can you post videos/pics of the issue/armature in blender
They need to be connected in the bone level, where you chose the parent there's a "connected" checkbox
The issue really doesn't show up in blender, it's only once in VRC
Trust me 
The bone rotations are kinda all over the place
and the arm/shoulder bones aren't connected
Also the shoulder bones are super large
@crisp tendon So I checked and none of the bones on this model have that "connected" box checked. I'm assuming that needs to be done then. Is there anything else I should look for before exporting again with those bone changes?
Can you show the armature in the model in blender ? I assume it moves correctly in pose mode
If so, apply pose as rest pose with Cats addon
It's ugly, but here's what the armature looks like inside the model. I hope this is what you were asking for. And yes, as far as I can tell, everything moves correctly in pose mode.
I think you need to change the parent of the twist bone in each forearm
You can see they're parented to the upper arm instead
and i believe that is the issue'
the twist bone being the tiny bone between the upper and lower arm
So looking at it, it looks like that little bone is parented to the right arm, should that be parented to the elbow instead? Or am I misunderstanding?
Yep, elbow
Will this be another situation that I will need to check the "connected" box as well on that tiny bone?
You need to change the parent bone
and that's good
twist bones are generally already placed in the exact same spot as their parent bone
So I tried it and it looked good in Unity, but when doing a test, I'm getting weird arm rotations. What's interesting is when I do "emotes" things look right as far as I can tell, but when it goes back to the idle animation, I can literally see the arms twist to the incorrect position. Then of course movement animations also look wrong at the elbow as well. Starting to think this model is a bust XD
Do you have a custom idle animation ?
I'd suggest trying to clear bone rolls in blender and do a clear export
alt + R in edit mode
on all bones
I don't believe I've ever touched the idle anims or made any custom ones outside of gestures/fx layer stuff. I suppose it's possible I accidentally made a change on the default anim, but I haven't noticed any other avatars behaving this way. And thank you, I'll try that. Is there any cleanup work that needs to be done after clearing bone rolls?
Nope, it's a one step operation
Come to think of it, is it possible to test the walk/idle anims within unity? That would speed up my testing progress on this a ton lol
Thank you, I'll try it out. Regardless if I'm able to get this model to work or not, I really appreciate your help!
No worries, feel free to ping me if you've got further questions
Are these generally errors that can be ignored when there are many extra fluff bones on arms/legs or do they usually mean bad things?
you can ignore them
Awesome, thanks!
It's a very old image
Sorry, I have a question about blender & CATS please (I'm a zbrush user so i am severely lacking overall knowledge about blender)
So I imported the fbx to blender, rigged it. Then found a tutorial that mentioned CATS, do I have to re-import the fbx file then start rigging from the start using CATS?
And must I merge all mesh into a single piece (including coat, hair and eyeballs) or I can leave them as separated meshes ?
Big thanks
Cats doesn't do rigging
It's better to only separate skinned meshes that have blendshapes out from those that don't
So coat, hair and eyeballs should all go together with the rest of the body
You might just want to separate the head/face and remove the blendshape from the other mesh
About the eyeballs, if i merge them all together then rig, would the eye bones interfere with the face mesh ? I usually rig the eyes & face separately with 2 set of bones for 3d printing. Im not sure how would that work on vrc avatar XD
One armature, two meshes
The eyes can go with the face or the body, doesn't matter much
no worries, feel free to ping me with any question you have
On that topic @crisp tendon , could help to recommend an avatar making course for me please?
I was wondering if someone could tell me why there isn't a bone for the "Dyn_jaws" vertex group.
This is my first time rigging an avatar (since someone did it... well... very questionable) so I have no experience with Blender whatsoever.
The only time I used Blender was for CATS.
What's the default bone-setup for a humanoid model? Is there a reference picture I could use?
@twilit dock
Thanks a bunch!
how can i rig this?
Mixamo
most people use Blender c:
@timber scarab Read the chat before you post. Ruuubick posted an answer to that same question right there. πββοΈπββοΈπββοΈ
What # of polys is considered too much
70,000
thats pretty useful tbh ^^
Anyone know what could cause an avatar to go "knock-kneed" in a crouch animation other than needing to move the knee joints in front of the hips and feet?
cause i'm having a weird case. a slight to moderate crouch causes the avatar to go knock-kneed, but a deep crouch fixes the issue and straightens the knees out like they're supposed to be. i've moved the knees in front of the hips/feet and reset roll on the bones, so i have no idea what's causing it
If that happens it's usually a matter of the avatar's height/bone length
hmm, it's not too far out of proportion from what i usually use. i'm too tired to troubleshoot right now, i'll puzzle it out later. thanks for the tip, i'll try adjusting bone lengths if nothing else seems to be working
This is what i put together to follow, after awhile I stopped needing to use it but i still have it. The things indicated in red are required to have (if your avatar doesnβt use this such as feet for a ghost, you can still have it there just not tied to any mesh) The far left picture is what the default tutorial vrchat avatarβs hierarchy looks like in Blender. As long as you follow something of this nature you should be good to go.
Chest bone is required, Hips are optional
yeah thank you for the reminder , this image is really really old lol
Question about CATS plugin: can I prevent it from renaming all of my humanoid joints? I REALLY don't wanna have to redo all of the cloth colliders on my avatar because CATS renamed the joints and Unity no longer knows where the cloth colliders go. π
Nvm, no longer needed. Just fixed my legs myself instead of being a lazy bum and making CATS do it.
anyone know why whenever i mess with my bone parenting(i messed something up the first time) it says i have nothing mapped?
none of those, you are expected to use the AA, OH and CH shape keys
which your model does not have
if you create those yourselves, you would then be able to select them in the list and use them to create all of the other shape keys
Hey, all. I've been working on a model for the past month. I have little to no experience with blender, yet I've made it this far purely by being able to follow tutorials and a little artistic application.
But I'm stuck at weight painting.
At this point, I'm doubtful a tutorial can help, and I'm reaching out for someone with a little experience with rigging to give me a shove in the right direction.
@tidal jolt that is a very good looking model so far
this is the rig layout you should follow
toe bones are not required
after you have the bones, then comes the weight painting
you can use the automatic weights feature in blender when parenting the mesh to the armature to get you a head start
@sage patio I've forgotten to mention that I do have an armature, and I've tried automatic weights. I guess I should try to re-orient my arms into a Tpose
you should yea, but you can do that after weight painting to make that easier
since you'd just be able to move the bones to do that
did the automatic weights work?
or did it work but looked janky
It worked, but yeah, there's clipping and deformation in ways that shouldn't be happening.
In green, I highlighted the drawstring- where is it going?
In red, the inside of the coat is getting dragged along as well.
You can see clipping where the rolled-up sleeve is supposed to squash and where the top clips through the coat.
I've noticed the hair bones dragging the coat's collar too. Annoying, to say the least
good start. now would be the manual clean up part
in object mode, click on the mesh, then shift click the armature
then switch to Weight painting mode
to switch which vertex group you're weight painting to, hold CTRL and left click on the bones
or, you can manually select the group from the Vertex groups list
Think I'll start with the drawstrings, and all that clipping in the front
Gonna be honest, this image is less about the process and more about how I kinda gave up (for now). Mind you, I'll give this weight-painting stuff as many tries as it takes, but here's a funny image while I gather my sanity.
lmao
I would also make sure that your model is symmetrical
both geometry wise (where it can be done) and bone wise
bone naming is also very important to make sure weight painting is mirrored correctly
Oh it's all there, what you just said, I just kinda got frustrated and painted the whole pair of pants.
lol
the gradient tool is VERY useful
for example
if you want to weight paint the lower leg, set weight slider to 1, click slightly above knee, and then drag down
that will paint everything below
then, set weight slider to 0, and click slightly above the ankle
and then drag down
if you want to limit your painting to a specific part of the mesh, go to edit mode, select what you want to paint, switch back to weight paint mode, and then click either the faces or vertices icon right next to the Weight painting mode drop down
Now there's a good tip
as a pro tip for selecting stuff, you can hit numpad +/- to expand/shrink your selection
and you can ALT + leftclick on a vertex/edge/face to select a loop
for example, a ring around the leg
Oh god, my numpad is not present
from there, you can expand the selection using numpad to select most of the leg
yea, I got a new keyboard specifically because of that lol
well, not just that
but a good reason'
you can always just remap it
or use the windows on screen keyboard kek
I'll keep that in mind.
Frankly though, if my monkey brain can't just click a button and have all that happen, then I don't wanna mess with it.
lol
See my guy in my pfp? I'm gonna model him next if I can figure out how to finish this one.
very nice π
is there a way to rig a tail that isn't too complicated? I'm making a character with a big tail, not looking for anything fancy, just don't want the tail to be full rigid while the character moves
I guess a hair rigging tutorial could also work
sorry if it's an stupid question, I'm kind of a noob here lol
(avatar is for desktop mode btw)
what have i done wrong here?
also this s the guide ive been following and the step im at is step 44
ah screw it im leaving it there tonight, im tired
what file type do i need to export my model as for it to be rigged in unity?
Recommended to be .fbx
ok
you don't rig stuff in unity
Unity is a game engine, not a 3d modeling program
you rig stuff in Blender
for the model to still be rigged
once you have a rigged model, then you can import it in unity
ye, thats what i meant
Getting an error in unity, surrounding an avatar that I had previously uploaded, I don't know if I accidentally did something, but It's something to do with the spine hierarchy.
Select the avatar's model file in the asset browser, then go to its rig import settings in the inspector and check that? o:
the chest bone there might have become unmapped for some reason
Thanks.
hi, i've rigged this avatar trice now, one with 5 fingers and one with 3 but on both the hand looks like this? anyone know why?
I had once encountered an issue like that, it affected almost every finger on my avatar, I happened to have moved my avatar out of the rigs starting place, or so I'm to believe that's what my issue was, I'm not able to say much with regards to rigging because I don't know much about it.
Hey, would anyone be able to help me with unity? Im working with a 3D model that a creator has built to hopefully create a new avatar.
Wondering if anyone has worked out any means of having shoulders actually function with FBT. As it stands, FBIK completely ignores the shoulder joints, and it makes arms bend like pipes, and it looks absolutely terrible.
I don't think Unity constraints would work too well, unless I make the shoulders completely unweighted and use a dummy shoulder that's a child of the upper arm joint. But then the avatar will look bad without FBT.
Anybody have any ideas?
How do you delete certain bones in unity?
How can I make sure that my avatars fingers won't go inside the palm when making a fist with the index controllers?
Make your fingers shorter. lol
Or you can override the Index tracking and use a fist gesture animation instead with 3.0 avatar.
Well I don't wanna override it, but I could try the other option
Bone Heat Weighting: failed to find solution for one or more bones
got this error
is anyone able to help?
@woven wing you don't. that's not what unity is for
you do that in a 3d modeling program, like Blender
@tiny pine scale the model up 100x before doing it
scale it back down after
I've heard that the issue can be caused by stuff being too close
ok so you're saying scale up the model to 100x, then scale it down 100x, then that should fix it?
actually theres also the fact that ive been dealing with the avatar 3x its normal size.
so that may be the problem
how should i be contraining my cloth (my cape) ? looks fine in unity https://i.gyazo.com/f8a6a9bb89dd36bb090420f499e0e3f7.mp4 but a travesty in game
actually this is a better representation of how it looks by default
- i have no idea how to fix it
- that looks quite good
@sage patio Thanks, man. I'm getting somewhere now
alright so im having this problem with cats to where it removes certain bones with this avatar, which are the arm bones. ive tried renaming them but cats still removes them nontheless. https://gyazo.com/d5c299fc1364feb79df6958f22be0910
Shoulders probably have no weight. CATS removes bones with zero weights by default, try turning that option off.
Hi all! I just need some quick help with something - ill be upgrading to fullbody tracking in a week so im trying to work on a model thatll be compatible with that. Im a bit confused about how hip bones work however - will i be able to move my hips with an armature like this?
when it comes to putting models together im very used to not paying attention to the hip bone since i could only move my arms so i dont really know how this all works yet >_<
@restive hatch that is pretty much what a hip bone should look like
Alright awesome, thanks! i just wasnt sure as moving the hip bone in blender moves the whole body for whatever reason π but thats comforting to know!
that's because the hip bone is the root bone
ahh i see, okay! Thanks heaps! :)
Does anyone know anything about the workflow from VRoid directly to Unity using the VRM Converter? I'm encountering this issue when converting to VRChat, which is preventing the hair from moving in-game at all
Well, yeah, that's a bit much
Hi folks, my rig seems to be fitting right now and the controllers/trackers are exactly where they would be on my real body, but when I bind in my arms are always significantly bent and cannot fully extend. This is a little frustrating.
What edit should I do to tweak the severity of this issue?
your User real height is probably too high
if you turn it down, it should fix your issue
Is that the main adjustment? It's a bit annoying since having that changed for other rigs also causes issues ^^"
Alright then.
your only other option is to change the proportions of the model
Currently what I'm doing yeah.
Edited my model and got to the point where everything says it should match up. But arms just bend on bind.
did you measure yourself IRL?
Got estimates, focused mainly on pictures and tracker/controller positions until I got to the point I'm at now
Oh shoot i messed up, but I like this
Anyone know how to fix the "please map chest" error?
click on the FBX, look at the inspector, go to the Rig tab, click "Configure", then assign the chest bone in the Chest slot
@sage patio Thank you so much. This modeling thing is intimidating.
π
i got the bone heat weighting failure message again. .-.
@sage patio Hey, sorry. I tried to build & publish, and got another error? "file not found exception: %appdata%/etc/"name.prefab"??
If you have any other errors in your console, you need to fix them. Unity can't compile anything if there are errors. Clear your console log, then try again, and check the errors. Fix the errors it shows you. Probably broken and/or missing scripts/references.
@sage patio i dont want to sound repetitive but could you assist me in figuring out why the hell the bone heat weighting failure message is appearing when i think ive done everything right? Also ive seen you're really good with helping people out.
Hi folks, anyone had a problem like this happen to them?
Origin point for all meshes and armatures is in the exact same spot
no modifiers are on (except the armature ofc)
I've fixed a thing like this before manually by just moving the mesh around, but why is it even happening, and only on one side
It's perfectly fine on the other side
I exported it without the armature
and it's ok, but then again, armatures do be important so I've got not a single idea how should i go around it now
Scale armature/object 100x and then do automatic weight painting. Heat Fail is because the vertices are too close together
Then you scale it back down to 1x after
If you have a mesh/fabric over the skin and you don't plan on taking it off on the model, just delete all the vertices under the stockings
I tried making the scale 100% but it was way too big. I tried to zoom out to get the whole thing in view but I couldnβt see the whole thing
But I shall try a bigger size and give it a go. Thank you
100x is just what most people do
It's just so you can automatic paint, then you scale it back down
Hi ! So I have an avatar base that has a hips-spine1-spine2-chest-upperchest hierarchy , do yo uthink it can be kept like this ?
no, it should go hips > spine > chest > neck
you can technically have hips > spine > chest > upperchest > neck
but vrchat's ik doesnt really like upperchest bones
ty, I dissolved the 2pairs into spine / chest, it seems to be ok
Hi everyone! I'm complete doodoo crap at Blender and it's my 1st time rigging an avatar.... I got a model that was way too big and tried to scale it down and stuff to do the rig (it was also placed horizontaly for whatever reason)
But when i try to parent the rig to the model with Automatic weights, it makes the model go back to its original state but the scaling still says it's scaled down and stuff....... idk what to do
in object mode, do CTRL + A > All transforms
(with the object you scaled selected)
before parenting?
man... it made its new information the default ones but when i parent the rig to the model it still does the giant
:D doomslayer
hell yea
But 100x isnβt the only one that will work? Also thank you
Another question: my avatar doesnβt exactly have a neck as seen in this photo. I have the neck and head bones inside it. Should I remove them somewhere else or just make a really small neck at the top of the body?
sorryforthepingaa
By chance did you have troubles importing the original file for this one?
Friend of mine had a similar model to this with this issue.
Umm I canβt remember. I donβt think so, but if I did have troubles thatβs just my lack of experience
Also I tried making it bigger then joining it and it worked, really happy! Unfortunately, a bunch of things almost warp when I move parts. As the avatar is split up into 6 parts, I want to try and separate those models parts so then I hide the others and work on just a specific part.
I could try to find it and fix it for you, I fixed my friends.
Iβll send it to you this afternoon when I get home if I canβt try and fix it today
Also that is very kind if you to offer doing that
Let me know and I'll add you, Or you could sent the fbx here
im unable to fix it or send it to you
Really?
Not sure whether I should ask here or in FBT channel, but I have a model that match up pretty much with all trackers and controllers.
However if I stretch my right arm all the way to the right for example, the body will be pulled to the right; same for left one as well. I play around with real user height setting and it either pull the avatar when stretch all the way, for bend the arm when stretch all the way.
What should I change in Blender/Unity or any setting to fix this issue? Thank you
Do you guys see a reason why weight paint is correct in blender and unity, and wrong once uploaded ? I am making a dress, which is close to the body. Once in vrc the body clips badly.
is there anything like a maximal number of vertex groups for a vertex ?
Yes 4
Ty ! this could maybe explain
In blender you have the option to limit vertex group. It will delete the smalless one after the number set
oh , excellent , I didn't knw that
this was the reason -now the clipping occurs in blender too - TY ! that will same me hours
@iron hill to avoid clipping with clothing, you can also just make a shape key that shrinks the body to prevent clipping
that sounds like a plan , I will give it a try. Also I recreated the dress by duplicating body faces and knifing into that for snugg parts.
i have a model but i have no idea what to do with it since idk how to rig
how do i give an avatar physics
(I don't see a commissions section on the server, so as the subreddit keeps cockblocking my post, I'll try here) I bought what I can only call an avatar shell a while back, and the creator dosn't respond to any messaging to help, the avatar is there, it's just not rigged, so I'm looking to get it rigged, and there's minor modifications I want done to it that are above my knowledge to make. So I need someone with the skills to do that. I am willing to pay of course, which can be worked out once details are gone over. Anyone interested, feel free to DM me.
Thanks for trying, but it says in the guidelines that this section isn't for what I'm looking for.
Yes, because you're supposed to reach out to the people who posted their services there
@ocean hearth you can also go to the VRC Traders discord ( #community-servers-old )
Does anyone know why every time I favorite a skin, it doesnβt show? It says I have 10 favorited skins but only 4 show (Iβm on oculus quest 2 btw)
they could have been made private, or taken down
not sure
API being weird, even happened to me. You need to wait 1-2 days for it to update.
Ah ok, thank you @fierce grail @sage patio
hi fwendos
i got a vrchat model but the head is messed up when i play in non vr
the head is turned 180 degrees by the neck
but when someone in vr uses it the model is fine
has anyone here had that kinda issue?
This isnβt the bloody channel for that
totally is though
The message I was talking about got deleted
It was something about cs:go and skins and withdrawing and crap
It was a bot, they spammed it in every channel.
Is this a rigging issue I'm having? my avatar is jerking forward every time I play an emote
Hi ! Is there a way to render a test avatar with wireframe in vrc ? I would need to see the faces to tune the weights.
go to the Avatar Testing world, there is a flashlight that uses a wireframe shader
it is really handy, and fun to watch
That allowed me to fix arm twist and shoulder nightmare - ty so much again @sage patio
Hi is anyone willing to fix the weight painting in my avatars legs? Please DM me if so
I managed to weightpaint everything but these two damn vertices and it's driving me nuts
shift + K is the shortcut to assign weights to all selected vertices
I just tried it, though it only moved a bit closer xD
do you have Auto normalize enabled?
Yeah
disable it
then, hit Shift + K
then do Weights > Normalize all
and re-enable auto normalize
Thank you, it worked!
π
anyway, as I was saying I have some problems with the rig of a certain character because the settings were a bit messed up
it usually shows Import/export and then the settings to fix the model
where is it
I'm using blender 2.93
is there a fix of rigs for blender 2.93??
Stable version of CATS doesn't work properly on 2.93. You need to install development version of it.
how do you know this? did you find it out yourself or did you get help from some people?
I just looked at their Github. https://github.com/GiveMeAllYourCats/cats-blender-plugin/issues/281
ah, alright then
Thanks for your help
What a quick way to attach those parts to a bone?&
Select those parts in edit mode, and select the bone in the vertex group list, click assigh
this happened?
my original problem was that the coat's chest part didn't follow the bone, I don't need to re-do it, do I?
then I tried the whole mesh re-rigging but then ssome of the hair bones had been tied to the collar
I don't think you did it correctly 
I don't think you should re-rig anything
π
I'm kinda at a loss trying to think about how to fix it
this is my first time using blender lol
Go back to the first point when it was rigged but with the eyebrows issue
no that was much worse
as I mentionned, the hair bones were attached to the collar
Were they also weight painted to something else ?
I didn't weight paint anything manually, I just merged the coat and the original model with CATS's fix and ctrl J
The arms attached perfectly, I'm not sure why the chest didn't want to
Did the vertex groups have the same names ?
Like the bones? Probably

Could I take this sculpted mesh and clone it onto a new coat with an armature to try to merge them again?
I mean, that'd help cats for the merge
So, I now have a functional bone called "Upper Chest", if I can merge/attach it to the chest bone, it should work
...how do I attach 2 bones? π
Ok never mind I just made the chest its parent, phew
Hello there, I am on a full body tracker and creating an avatar with a humanoid rig, For experienced people, Do you suggest checking the "connected" on the bone relations for limbs and spine-chest-neck-head? Obviously not good for left right leg towards the hips . Any info or tips?
@glad parrot for the spine you probably should have it all set to connected
@sage patio Thank you for the reply, can u tell me briefly why for the spine-chest-neck should better be connected?
if the bones are perfectly lined up it shouldn't really matter if it's connected or not, but the only reason to not have it connected is if the bone should be further
Thank you, yeah i see some of those really perfectly calibrated full body tracking avatars connect their bones, but some don't as well, i thought it'd be a big deal
@glad parrot important things are really just angles and having some things straight
do you need ik's in vr chat rigs?
and are mouth movements handled with blend shapes or with actual bones
You don't need them if you're going to use it as humanoid rig, unity will do that for you. The required bones are as in the image above.
You can use either of them.
Why do I keep seeing these when my avatar is fully rigged?
you didnt complete configuration, id imagine
it cant automatically map that
How can I fix it?
oh god, it's been ages since i touched unity...
uhhh, i think if you click your model in the hierarchy, there's a Rigging tab off to your right?
You click that, then the "Configure..." button on the lower right of the image of the humanoid silhouette
Press your Avatar's FBX or whatever format u use, on the Asset window and in the inspector, theres "Rigging" tab, click that and make sure its humanoid, after that click "Configure" and map all the bones corresponding to the Unity humanoid rig
i need help
That unfortunate
@scenic geyser what object did you put the avatar descriptor on
and also, did you hit "Unpack prefab"
no but i'll try
Hi, Hello, back at it again and I have no idea how to rig the face.
Anyone got a good starting point?
Everything weight painted to the head bone except for the two eye balls
What I'm hoping to do is be able to open the mouth and emote
You do that through visemes
WaitwaitwaitThat's it?
Hoh
I'm done then
Let's go to unityyyyyy
Almost forgot- Thank you, @crisp tendon π
Heyo! I'm on a quest to create a perfect avatar rig for vrchat, the one where nothing will be transformed, shifted, or anything else, and maybe i could even touch the floor. is there any definitive information on how vrchat does scaling and floor/playspace transformation depending on the avatar used? or maybe any reference armature that can be used as a base. or source code idk. i really want to work on my avatar, and i want to start with ideal proportions, so i wouldn't need to rescale anything later on...
(plz tag me if anyone replies, this server is too big for notifications otherwise... thanks a lot)
Best way to merge the chest bones +weight paint on the suit to the base??
Can you refrase
Data transfer modifier
Hello there so uhh i'm still pretty new to blender and i'm trying to figure out how to group bones/put them in a chain in blender for the cape of this avatar, i did it in unity to show as an example of how it needs to look like
i would advise cutting down on the bone chains when you make the final product, as you really only need like five tops, prolly just three would do. segmented into far less parts, too.
Gawwwd dam those are some juicers π
;)))
Also thank you I knew about data transfer but forgot it existed
that's cool,,, but all i wanna do is what i did in unity
not in need of opitimization rn i'll mess around with that later on if i need to
that's a model from the game btw
and i would say look up a video on rigging and weight painting as itβs been so long that i could do it for you, but not explain to you
:Sc itβs not fresh enough in my memory, where all the buttons are
i already looked up multiple videos but i couldn't find anything that could help me so far
that's why i came here
i know weight painting, that's not what i'm trying to do right now
if you could link me something that would help me in this i'd appreciate it thought
fiddlesticks, i have nothing on-hand D:
iβll go find something rq, as rn i need to dry myself off still
i dunno, maybe something like this?
https://youtu.be/uK7TTDn1rZ8
you just slap the Add Bone button and drag it into place, setting the bonesβ parent when you get to the torso :')
thatβs the gist of what I recall
This video demonstrates how to create a basic armature/skeleton for your character in blender. This is the first in a blender mini-series on how to animate a character and bring it into blender.
βΊ Next Video: https://youtu.be/6WqGmxioSdE (Skinning)
*** Share this video ***
https://youtu.be/uK7TTDn1rZ8
*** Subscribe ***
...
maybe itβs different now, as i last did rigging in 2.8
i use 2.79 anyways
the thing is that all the bones are already set for the cape, hopefully i'll find how to stack/group them in this vid
okay that's defo not it
i just wanna do the same thing i did in unity,, it must be so damn easy but i just don't know how to do it
iβm confused as to what your issue is?
just... connect them to each other, by setting the parent and child in the bone(?) tab
if itβs the end of the bone chain, thereβs no need to set a child, just the parent
i just wanna parent (?) them like this
they are already connected, but not grouped together
Before doing any of this, you should remove at least 80% of the bone count
The amount of bone is ridiculous and useless
that's true, it's a raw model from the game
but honestly i don't know if i should deal with that myself yet
Better now than never, because it's often never
i'm doing this for myself so the amount of bones in it is not bothering me, i like messing around with dynamic bones and colliders so
that's not my focus right now
If you like dynamic bones then performance should be important to you, because this will be extremely unoptimized and very poorly performant
And anew was one born, to create and publish only the most unoptimized avatars
are there specific names we have to call each bone?
should it be on the root?
how did you end up fixing that?
@hexed breach yes, the top most object
ok sweet
you got a moment or you busy?
i am stuck with that same humanoid rig problem that king emerald had
also do i need the android build support?
for quest avatar/world uploads yup
ok i ended up getting it working
Where is the button for that?
I'm asking because you should never do it
unless you have to for some reason
I didn't
The thing is, I wasn't paying attention to discord the past few days because I was making models
Why can't I click the upload buttons?
make sure you only have one avatar enabled in the scene
I do
check if you have any errors
Go to the humanoid option area where you can see all the bones and drag your hands feet and upper arm to where it says hands feet and upper arm
Hi ! What wuld be the reason for a toe bone to be floating in the wrong place in vrc, while being ok in blender and unity ? It seems to move with my headset movements, too.
its like disconnected from the foot bone, floating 10 cm ahead and above
The bones parenting and vertex groups appear correct in blender, too.
I reverted to 2.92 - dev version didn't help for me.
Did someone just ping me?
Having an odd issue with unity so i put my avatar into unity and went to edit the rig changed it to human and clicked configure and nothing happens i get no option to get into the rig editor
and its not the project because it worked on another rig
so this base had no eye bones, and i tried adding em my self and didnt go to well, can anyone help me with getting my eye bones working, in unity when i turn them to look anywhere they float out of the head, ive tried weight painting in several ways and still nothing.
sounds like a rouge weightpaint
check every bone and make sure no bones have paint for the toe except the toe bones of course
Whatβs the problem?
leg folds and glitches when ever the head moves
I had remains of mirrored groups haunting a bit everywhere - cleaned up everything now is all good - TY for pointing me this way
no pronlemos
so i was following a google docs on how to make an avatar and i reached the rigging stage and im pretty lost, how do i set up vertex groups? and how do i assign them to the skeleton i've made?
You should check out automatic weight painting, which creates vertex groups for all existing bones with rudimentary weight painting
You can then edit those vertex group's weight painting if you need to
alright
when you parent the mesh to the armature using CTRL + P, you have multiple options. one of them is empty groups, another is Automatic weights
It's alright if you separate the face and body, but nothing else
You're keeping that flat shaded on purpose ?
ye
i recreated it from a model i made in a game a while ago
but anyways these are all separate pieces
is there a way to connect them or something?
found it ctrl - j
for what ever reason the color of these three (changed to pink) are now linked
along with other parts
aight i cant fix it... slowfully and painfully but i can
???
Why are your ankles in your knees ?
@mossy sonnet you're missing both feet and hand bones
you don't need anything weighed to them, but they need to be there
oh
i was just following this
the legs and shoulder bones should be disconnected
yea, you forgot the Ankle and wrist bones
yea that is uh
also i think i need 2 hip bones... but it didn't say "left" or "right" hip ;-;
should i just delete the skeleton?
hu
i already parented and auto weighted it, can i still fix it?
yes
also where tf do hip bones go???
OH
the small one
no
it should not be connected
this look better?
you can't do double joints like you're trying to do with those balls
I mean, technically it's possible yes, but it's more complex
using 2 sets of bone chains per limb, and unity aim constraints and rotation constraints
ah it said i needed knees and elbows and wasn't sure how to put them
im sure if other people got their hands on this model they'd have a heart attack
got it XD
no more red message
Has anyone experienced this problem with full body tracking? I rigged this for someone and everything else is fine, but with full body tracking, the right leg appears to be going straight up on the y axis
Can you post screenshots of your armature in blender, front and side view
this doesn't happen in non-fullbody tracking, and they've said this doesn't happen with other models (so it's probably not their set up)
it's an autorig pro rig, would that be the issue?
I've ported models before just using a simple armature (no IK, etc.) and that worked ok
Never heard of that addon
IK bones, bones to control deforms, etc.
Which it probably causing the issues somehow, but it's weird because everything else seems to be working fine (and this addon has export options specifically for Unity's humanoid rigging)
I've tried running it through cats, but unsurprisingly it just destroyed everything and the import was unusable
I don't know if it's a leg length issue
actually this might be it:
Hi ! another question : can you name fingerbones arbitrarily, and still have previously existing hands animations working ? Or do you have to name finger bones like it appears in the animation properties ?
names don't matter, you map out which bones are which in the unity rig config
proper naming is still important though, and you should have a good naming scheme
yes, thank you ! I have a naming that makes good sense, but difgferent from what I usually see, and I felt like lazy to change everything if not needed
is it the same for blendshapes ? I guess not
if you mean the ones for blinking and talking, you specify those in the avatar descriptor
mm no, I meant gneral facial expressions to map to hand gestures
Say I have an animation that is keyed on "smile face" , but I import a mesh that has the blenbdsahpe named "big smile"
yea then that won't work
ok, ty
I ask because I have some nice animations in japanese, and I wiuld like to translate the shapes in blender
so I'd need to translate the animations too
Thank you again π afk
how hard is it to rig up an avatar that has none
i did it for the first time yesterday (on a avatar i made) and it takes a few tries but it's not that hard
hey im pretty new to using blender, less than 48 hours of experience, and am trying to rig one of my wow characters for vrchat. i've managed to somehow get the bones to stay with the mesh when moving it in pose mode but when i do rotate things the mesh tears like this:
how do i get it to not tear and just warp slightly so that it stays attached
are there any helpful videos you used?
one sec
This is a guide for creating a super simple custom VRChat avatar from scratch. The focus of this guide will be for creating avatars that work in both Oculus Quest and for PC, with a focus on Quest (since Quest avatars work on PC, but not vice versa). This guide assumes that you (like me) are a co...
this helped me along with some people here
alr thx
So me and a friend are making an avatar and we exported it as sdk2 right? So when I use 3 point body tracking it works fine etc. We wanted to move to sdk3 so we recopied the stuff over but when I try using full body the avatar collapses onto the floor? Is there something we might be doing wrong?
It seems like I can move the whole character up and down with my right foot.. the left moves the left foot like slightly.. head is head.. hips.. I don't even know if it's tracking the hip one, it seems to do nothing.
Quick question what animation file types can unity use?
Its own
Mm.. Guess I'll look elsewhere..
Can you post any pictures of your rig in blender ?
Uh, yeah one moment
Okay so my friend has actually been doing the rigging but nobodies helped? So I'll @winged topaz so he can get you the files. I'm merely doing textures cause I'm big noob haha
He'll send it in a few minutes. Thank you @crisp tendon you've been the most help thus far
@fading verge @crisp tendon
Yeah, I posted in both #avatar-help first and then #avatars-2-general between 2 days ago and yesterday, but I didn't receive any help at all :C
TL;DR, the SDK3 version of the model collapses on itself when Snippy tries it with full body tracking, while the SDK2 version works like a charm, however the problem with SDK2 is that I have no idea on how to link the animations (Sad, Happy, Shock, etc) to the controller gestures in Unity, while the SDK3 version has a very well designed handslayer controller script.
However, here are the screenshots of the rig you asked for
By the way, the avatar works perfectly in SDK3 without full body tracking, so the rigging works I guess
Why is your spine disconnected from your hip bone ?
Definitely not 
Mixamo connects all bones
Your hip>head line should be connected yeah
which means you might have to straighten your model a bit
as it's arched back
yeah, because it was leaning forward on the first revision π€·ββοΈ
Why does the full body tracking work perfectly on SDK2 and VMC tho?
Ignore vmc it has different modes that 'fix' things
ah yeah right
On default though it does break
but SDK 2, tho...
I can't seem to be able to connect them, when I do so, the legs move above the hips bone
hey so when importing from unity to vrchat
do bones stretch?
right now my models arms are stretching more downward
I connected the pelvis/hips bone to the rest of the spine, also the thighs are parented already, I see the dotted lines @crisp tendon
Your hip bone need to be straight up
So like this?
Yep
I also saw these in the SDK3 settings, do they matter?
Also, I've now straightened the hips bone, what's next?
Not for your issue no
If you've straightened the bones then you can clear bone roll in edit mode with alt + R
ok done
You can give it a try then
Welp okie dokie let's see how this works haha, thanks for the help so far @crisp tendon
yeah thanks @crisp tendon
hope I can still bother you with few questions if it still glitches lol
it's my first avatar, so I'm learning everything now with it
@crisp tendon @fading verge
Ok so, after following your steps, the legs are twisted in Unity (I guess I'll undo the clear roll) and the model still collapses, please ignore the full pink shader, it's normal as I forgot to change shader, just look how the model still collapses when my friend tries it in full body tracking, I'm also sending a screenshot of the SDK2 version where, however, SAME model and BEFORE the hips straightening thing, it still works perfectly fine!
Legs are twisted in Unity ?
Are you sure your bone names are correct ?
You wouldn't be the first
I didn't touch them, they're the default Mixamo ones
here's how they look in Unity
However, I can get back working at it in about 3 hours π
Yeah checking the names and the actual rotation in blender would be preferable
I'll check in about 3 hours π
hello, does anyone know how to copy the movement of the arm to a secondary arm? my avatar has 4 arms, and with some pain ang googling I got it to work like I want in blender, and succesfully uploaded a version to VRchat, but the settings didn't seem to transfer over..., here's a screenshot
in blender I got a bunch o "shadow" and "dummy" bones, probably from the bone constraints I messed around in
I'm not technically savvy in this but I wanna say that looks really cool!
Bone constraints in blender only apply to its own animation system, youβll have to set them up in unity using βrotation constraintsβ (note: only available on PC)
Hi I'm back, how do I check the rotation of the bones?
Also, I'd like to know how can I check if the thighs and hips are a perfect 180 degree in Blender?
I'm having a problem with this neck rigging for an avatar i'm making, in the blender file the neck works fine
AW COME ON
sorry the image didn't load i gotta
why
look you can just download the image and see what i mean i'm not fixing it
When you press 1 on your numpad, your avatar is facing you right ?
Can you check the bone names and make sure they're correct ?
Yeah, as I said, I didn't rename them:
No, by check i mean click on the actual bones, and make sure each side is correct
looks like it
all the bones on the left are obviously .L and the ones at th right are .R
You should probably straighten your legs
from the front view, being straight on the Z axis
when I did it last time, VRChat SDK said they weren't at 180 degree angle
Yeah that's another issue but you can ignore it for now
try to apply the transforms too, it helps sometimes.
So me and my friend gave a little try at the model again last night, but it still collapses.
Also, now for some reason the camera viewpoint is at the character's crotch rather than between the eyes despite that the ball is exactly between the eyes in unity!!!!!
check to make sure the model was not exported with cameras in the scene
Nah, it's just the model and the armor, I select them and when I export the FBX I always tick "Selected objects only" and besides, there's no camera in that .blend to begin with
Hey i have an issue with an avatar upload: it says: "LowerLeg is not first child of UpperLeg or Foot is not first child of LowerLeg; u may have problems with Shin Rotations"
Anyone have any fix?
that shouldn't prevent you from uploading
ik, but it looks wonky in fbt
what does your rig look like?
how do i check that?
click on the FBX, look at the inspector, go to the Rig tab, and click Configure
and take a screenshot
okay ty ill try that
I need to find out if my character needs rigging or is all ready to go plz. I never made avatars for vrchat before so i dont really know
also i dont have a mouth for it because i also need help on the lip syncing
There is no model in this file @fading verge
It contains a prefab with a reference to a model, but the model was not included.
π oh...
@astral warren this is what its supposed to look like (this is grouped by the way so maybe only use it for template?)
Hey if anyone is around I've been trying to figure this out for hours and I'm probably just being dumb. scrubbed through and checked all the weights so I think it has to be a parenting issue or something.
uh how do i fix this vertex that wont move with the bones???
Is it weight painted?
Itβs missing weight
how do i fix it??? not sure how to do manual weight painting
i really should learn though XD
how can i fix it?
im not sure how to weightpaint
it's sloppy, but just copy the weight of a vert next to it and apply it to that one. most likely won't notice a difference
how do i do that??? lol
use weight paint mode to see it's weight
If you have never rigged a model before this might be outside your skillset
uhhhhh i swear i did nothing
I would contact the person who made it and tell them they have a weighting error
im the one that made it ;-;
You rigged it?
i got it off deviantart (the shirt) and it was fine before but after merging armatures it got like that
might just use a different shirt then because it wont even let me weightpaint at all
how do i fix this??? when changing to a shader that doesnt have culling editing it is see through
Why your legs are flat at the back
All that sitting around
anyone ever find out how to fix the head slightly shifting when calibrating into fbt?
my hands also slightly shift when i calibrate, its very annoying because it makes my torso bend because my head is not where it is meant to be
I need help rigging this avatar i just got new user rank and i want a new avatar for my self can anyone help me rig this avatar?
need help rigging this avatar's beak, got it a while back and the guy who made it for me didn't rig it
How do I add collision from an avatar tail to a surface, like a floor? or would that break
add a collider to the Armature object
make it very big
and move it down
Its been a long time since ive messed with it, ill test it out
my avatar seems to not be rigged can anyone help me with the rigging?
You click on mapping on the very bottom left, then automap. If there are still errors, click enforce t-pose
as shown in the photos
then click apply.
I literally had this problem with my avatar yesterday
Ok here's a weird one. I've had this issue for a long time. When I'm in world in fbt, the left toe will bend upwards when I lower myself towards the ground while standing. It also happens when I'm laying down and playspace myself lower. There's a certain height where this occurs. I can move myself up and down and see it happen. So it's not weight painting or a shape key/animation. The weights match the right toe, etc. What's going on? I thought about painting the whole foot all Foot weights but I'm in full body and it will look more natural to keep the Toe weights.
How do I reverse normals in blender??? Been so long that I donβt remember haha!!
Alt and N iirc, or go up to the Normals menu and click Flip o:
Where is the normals menu???
Under Mesh
^ oop sorry yeah, it's under Mesh - Select your mesh in Object Mode, then go to Edit Mode and look here:
It appears in Edit mode
Yeah I realized that lol
can someone rig this plz??? idk how to and i have a hard time understanding how to see bones in blender while seeing the model itself
if you want i can send folder instead :(
its fine if no
I'd recommend looking at the #community-servers-old, VRCTraders and/or https://ask.vrchat.com/c/commissions/avatar-commissions/35 for a commission instead c:
so i tried to reverse the normals but when put back into unity it wasnt changed
weird o:
Select all the faces and press CTRL and N to recalculate the normals instead, then export the model and see if that works?
assuming you don't need some inverted normals as a part of the model
so now the empty parts are there allo the time????
before it was only there when i used a quest shader
not super sure on that, sorry o:
oh no
You can try data transfer, but normally you'd better create your own clothing on top of your avatar mesh once you duplicate the clothing mesh, it will keep your avatar weights this is just a hint ofc so you'll never have clipping, also don't forget to set to solidify and delete the inner mesh and you're done.
it wasnt a clipping issue, the mesh just wasnt there on one side but was on the other
in those cases you use the Solidify modifier
