#avatar-rigging

1 messages · Page 190 of 1

umbral nymph
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never heard of it

sage patio
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so that it's double sided

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and actually like, a solid

umbral nymph
bleak sun
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heya , very new to blender , I have a 3d model I wish to make an avatar out of it , how to do that ?

bleak sun
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that will be my avatar

atomic jacinth
bleak sun
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nope I have no idea how to do that @atomic jacinth

atomic jacinth
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Oh ok so in blender if you open the group it might say something like “armature”

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With an arrow next to it

bleak sun
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do I need to install a specific version of blender?

atomic jacinth
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What version are you using?

bleak sun
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uuh I don't have any yet

atomic jacinth
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Oh ok so download blender version 2.83

bleak sun
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what is the difference?

atomic jacinth
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2.83 is compatible with a plug in that almost essential

bleak sun
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if I download it from steam it will be the right version?

atomic jacinth
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Probably not

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Here watch this video it should help with the basics https://youtu.be/EeTVP8DI7JU

Easiest VRChat avatar creation tutorial for 2020 / 2021 to quickly learn the blender and Unity 3D process to getting a model into VRChat. ⬇️ Download Links Below ⬇️ 🏁 You must read pinned comment to succeed / for latest updates 🏁

NOT INTENDED / MAY NOT WORK FOR OCULUS QUEST

Correct Unity version: https://docs.vrchat.com/docs/current-unity-ve...

▶ Play video
bleak sun
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got it

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@atomic jacinthshould I import it as parts or full character? does it need to be in T pose?

atomic jacinth
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Import all of it

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And no it doesn’t have to be in T pose

bleak sun
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I don't need the "cats" plugin for blender as mentionned in the video , right?

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not sure if she says cats , her google assistant voice is hard to listen to

atomic jacinth
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You don’t need it but it helps a lot

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And yes it’s cats

bleak sun
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hmm I don't see "fix model" in CATS

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i'll skip and see if was necessary

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in the video , she imports a fully rigged character , my model doesn't have a skeleton

atomic jacinth
bleak sun
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I don't see anything like that

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I don't see any tutorials to make an avatar like this

normal shard
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@bleak sun You could set up the rig yourself using bones, parenting and constraints but it's a decent amount of work. There are some good videos on youtube about rigging

bleak sun
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I guess that is my only option , the thing is I don't want my character distorted by the bones

normal shard
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Yep so in that case ignore weight painting and look into using parenting and constraints

bleak sun
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okay uuh i'll look after a tutorial for this

bleak sun
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I think a discord call would be more adequate if anyone has some time I would appreciate because all the tutorials video are skipping steps

errant elk
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is there a way to make a piece of mesh disappear when using a shapekey

normal shard
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Not that I know of ( I'm not 100% sure there isn't a way though). I think you would have to do it in animation or a toggle in unity.

fervent hornet
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The animation would set a blendshape from 0 -> 100, where 0 is normal, and 100 are those vertices scaled to 0 (to hide it)

sage patio
meager wyvern
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hi

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can someone tell me how to change my avitar or make one please

kindred pollen
# meager wyvern can someone tell me how to change my avitar or make one please

To change your avatar, open the quick menu and go to the Worlds tab, then look for an avatar world (there's a whole category of them if you scroll down, and a search-bar at the top right) and join it. Once you're in, look for an avatar pedestal (they tend to look like a flat cylinder with an image of the avatar above it) and click on that. You've now changed your avatar! c:

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If you want to save the avatar you found, go to the Avatars menu and hit Favorite

meager wyvern
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any good avatar worlds u suggest?

kindred pollen
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Depends entirely on what you're interested in lol, but use the search bar to look for what you're interested in o:

meager wyvern
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ty

ionic sedge
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How do you manage to make the shoulders properly move with the arms? In the game they bend towards the inside when I raise my arms. If I move them in blender with the arms the result is way better.

crisp tendon
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Shoulders barely move in vrchat

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Might wanna make the weight painting stronger on the shoulders

ionic sedge
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Will check that, thanks!

gentle reef
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how

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just in general

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i need help lmao

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id love if someone helped me

normal shard
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What's wrong?

worthy adder
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Will a structure like this affect Full-Body Tracking performance?

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they are Hip, Spine, and Chest from bottom to top

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I'm mainly worried about the spine being so small, but it's essential to the way the model looks and moves.
I don't know if it'll make FBT a hassle to get looking good or not though.

crisp tendon
worthy adder
crisp tendon
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Hip need to be straight up

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spine bone should be relatively similar as the chest bone in term of length

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hip bone can be half of the spine length

sage patio
fading verge
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for isaac , do i give him just one finger???

astral warren
ionic sedge
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I managed to merge an hairstyle with the head without losing position and scale, however the hair do not react anymore to its bones, what should I do to relink them?

fallen trench
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so i got a model where my index doesnt let me have my fingies and uses default hands

uneven frost
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I want to somehow weight-paint this text to the leg. How can I do that?

crisp tendon
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It should be painted on the texture, you can't export that otherwise

uneven frost
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Aww heck

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Oh well, thank u

uneven frost
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What happens if the "fix model" option is not there?

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Just asking for a friend

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Is it just the plugin that's having an issue?

crisp tendon
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Since you're on the latest version of blender, i believe you need to use some developer or experimental version of Cats

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probably explained on their github

prisma latch
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I'm currently weight-painting a body mesh that I hope to get into VRChat with a few different toggle-able outfits. The outfits are a separate mesh. Do I weight-paint them to the same armature in my Blender file? Should the outfits be exported separately? I'm new to this, apologies if these are dumb questions!

sage patio
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if the outfits have multiple parts, consider joining them together to reduce the total amount of meshes

fading verge
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quest people are telling me that my character looks like he is being handcuffed but for the pc users it looks just fine. How is this possible and how can i fix it?

iron hill
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Hi, still trying to make everything sure : do we need to normalize groups before exporting to fbx ?

iron hill
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ok ty !!

prisma latch
fallen trench
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so i got a model where my index doesnt let me have my fingies and uses default hands

spark hearth
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What if my character has non-spherical eyes? How would I rig that for vrchat?

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mention if you have advice for me pls

somber talon
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Hello - do anybody know of a tutorial for a generic rig?

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As in a non-humanoid rig, I suppose it is

crisp tendon
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Tutorial for ?

spark hearth
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using a lattice, hold on

somber talon
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Sorry, went looking too. It's a fish

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Oh, never mind, you were talking to Mech xD

spark hearth
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they're lattices

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so is there anyways to keep these kinds off eyes for vrchat or do I need to make new eyes

crisp tendon
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I don't think Unity will import that, so yeah i'd suggest regular eyes

spark hearth
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mmm

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fun

somber talon
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@spark hearth - isn't it only the controllers that are lattices? It looks like sphere meshes beneath. If that is the case, couldn't you just re-rig the the eyes with bones?

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Still some work, but you wouldn't have to recreate the eyes from scratch

spark hearth
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no the eyes are lattices

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its fine I can manage

spark hearth
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would this be good for vrchat?

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just wanna make sure

sleek isle
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You miss the hip

spark hearth
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darn

sleek isle
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Or the spine idk but you need 3 bone in there

spark hearth
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i got it

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now to weight paint

sleek isle
spark hearth
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I'm weight painting now

dusty sparrow
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how do i fix this

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basically it pinches the shoulders in and I'm not a weight painter so idk how to fix it

tight cobalt
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i just cant fix this can someone help me

pastel leaf
# tight cobalt i just cant fix this can someone help me

A screencap of the rigging layout in unity would be useful....kinda hard to help with only that message. Either the bones aren't named correctly and unity couldn't guess what goes in the slot or they actually aren't parented and you need to go back into your 3d modeling software to fix it or ???

tight cobalt
alpine flax
fading verge
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does anyone know an alternative way to get a dynamic bones setup without having to pay 20 dollars?

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it would help alot please and thanks

sage patio
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only alternative is to be patient and wait for vrc to implement their alternative

fading verge
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but i dont understand how i can add dynamic bones tomy character model without it

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its just when i hit play i cant see them moving in unity

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and yes i remembered to use the unpause button too.

sage patio
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you straight up can't.

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you NEED the dynamic bones package

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it's not something that comes with unity or the SDK

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it's a random script made by some random dude named Will

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and it's what the VRC devs decided to use ages ago

sullen grail
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Anyone happen to know what causes this? It wasn't doing it before, the model is identically weight painted as previous versions so nothing should be changed. I've noticed that other weight paints I'm doing for other things like rings and such are warping, bending or lagging behind the bones (even though they are fully red) instead of moving 1 to 1 with the bones. Did i accidentally checkmark something?

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This is only happening to the arm btw, literally no other body part is having this issue

crisp tendon
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Check which other weight group they're painted to

sullen grail
crisp tendon
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Any vertex of the arm

sullen grail
crisp tendon
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yes

astral quest
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I downloaded video game models from the models resource website and everyone of them that I Import gives me the same message when I go to rigging of “not enough bones” is there an easy way of setting up bones or is that another nightmare to unravel

crisp tendon
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That's blender, or mixamo for automatic rigging

limber tulip
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Anyone here familiar with the CATS plugin? when Im trying to fix my avatar it gets shrunk and rotated into the floor, any ideas?

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ive tried resetting all the transform deltas

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this also happens when I try to use the model options to separate and merge the mesh

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is there like some secret mesh scale and rotation thats hidden under the hood?

astral warren
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Of course it will be rather hard to set parameters so you’d have to duplicate those too if you don’t want default settings… and you still won’t be able to preview it before upload.

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But I’ve got a “legally distributable” version of dynamic bone that does not work in the editor at all that simply relies on VRChat’s auto replace

limber tulip
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guess i still got a bit to learn about blender

buoyant badge
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anyone know why the shirt is ripping, ive worked with this shirt before and its worked fine but i cant figure out how to fix it

crisp tendon
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merge your vertices

mossy sonnet
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i put my model into blender and the legs decided to break (everything is named right and it works fine in blender)

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anyone know what happened?

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ah wait

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how do i fix this?

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ah forgot to name a few things

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yeah no that didn't fix it

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works fine in blender

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so im honestly super confused

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wait

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dont think i put my knees straight up and down though unity didn't complain XD

mossy sonnet
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ye they are i just wasn't paying attention

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yay it worked though

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still got this and im not sure why

crisp tendon
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put them in manually ?

mossy sonnet
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i did

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also, which direction should the avatar be facing in unity?

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cause when i look up and down my physical avatar move up and down

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not just my head

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it spawned in facing away from z

crisp tendon
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It should be facing forward, same way as blender

mossy sonnet
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i used y as forward in blender

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also im not sure which direction is forward

crisp tendon
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Y is forward, but make sure it's actually facing the correct way by pressing 1 on numpad

mossy sonnet
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it was facing away from me

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turning it 180 in unity fixes it

crisp tendon
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You shouldn't turn it in unity

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Make it face the correct way in blender and apply the transforms with ctrl + A

mossy sonnet
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alright

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thanks

shadow sedge
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Just wanted to share this as I follow this guy and this looks super useful.
A person I follow on YouTube that's an expert rigger and does great tutorials has just released a pay-what-you-want on for Blender that takes any rig including plain and rigify animation rigs and converts them to an engine agnostic game rig, complete with baking any animations you created.
https://youtu.be/iZBx1I7vmQ0
Hopefully this will help some of you, and I recommend his channel too as it helped me actually learn how scary things like Rigfy work.

Game Rig Tools is a new addon that will help you prepare your Blender rigs for export to Game Engines. Whether it's UE4, UE5, Unity, Godot, or another Engine, the addon will make your Animation rig game-ready. It will also help you avoid the common pitfalls associate with transferring a rigged character to a game engine.

The addon is released a...

▶ Play video
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And it's pay what you want so I guess free if you're on a budget. X)

unreal jay
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Does VRChat allow for dynamic IK chains and constraints while doing hand tracking. Like say I have a robot arm consisting of a lot of pistons and servos, would I be able to apply the proper IK and Constraints to reflect that mechanical motion in game?

sage patio
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there is a little bit of fuckery you have to do but it's definitely doable

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constraints are fine

unreal jay
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ok cool

fading verge
sage patio
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for a piston you could probably use Aim constraints

sage patio
unreal jay
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got it

sage patio
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@unreal jay this guide on making proper digitigrade legs might also give you some insight on how finalIK has to be done for it to work with VRC

unreal jay
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thank you

buoyant glade
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I'm having some issues, for some reason one of my avatars isn't handling full body properly, all of the trackers below the waist are offset by one

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Hip controls right leg, right leg controls left, left leg controls hip

arctic jacinth
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can someone explain to me why this insane curve around the arm happens and how to circumvent it?

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T_T

hearty thunder
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That's just how things bend when you have a even weight gradient along a tube.
How you fix it is change the topology so there's fewer polygons on the inside of the elbow such that it literally can't crimp in as there aren't enough polygons to let it do that.

arctic jacinth
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wait i need less poly around a bendy surface?

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wot

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i need to make rounded topology there i guess to get around it

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like this no?

fervent hornet
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The inner elbow shouldnt really have a gradient at all, there isnt any bending there between the bones

hearty thunder
# arctic jacinth wait i need *less* poly around a bendy surface?

You don't want the inner elbow to bend, because the bending is ugly. What that picture is showing is adding more geometry to something already low poly to get to the same end goal, in your case you're gonna want to cut out some vertical loops only on the inside so those polys kinda stretch across the elbow.

arctic jacinth
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so just flat red?

fervent hornet
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It mainly looks like the influence of the upper arm goes too far down the arm

arctic jacinth
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^that fixed it a little bit

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ty much better

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was looking at the wrong bone i guess

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❤️

fading verge
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Isn’t VRC coming out with there own version of dynamic bones but better?

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Physic bones I think 🧐

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When will that come out?

crisp tendon
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Later this year

fading verge
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Cool! Can’t wait.

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How will the interaction with the bones work?

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Like for instance when another player touches a bone it can move.

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I think I saw that mentioned in the article.

crisp tendon
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It's explained in the latest dev stream

fading verge
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Oh ok my bad thanks for redirecting me.

upbeat atlas
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This question must have been asked a million times but how do i flip the rigging in this? everything is in the opposite direction. i've tried rotating it in blender but that didn't work (or i did it wrong)

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oh wait

fierce grail
upbeat atlas
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yeah i realized what i did wrong. i switched the left and right sides and that magically fixed it

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thanks tho

gritty crane
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Anyone able to assist with dynamic bones, I've put dynamic bones onto my head to make my hair move and my ears on the top of my head won't stay central on my head they bounce left to right slightly and forward nd back.

fading verge
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im not expert but i've similar issue when importing this vroid avatar, Try to set the dynamic bones under Root parts

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@gritty crane

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And is there anyone can tell me why my avatar get fucked so back and crouch like this, initially there was some bone parenting issues at spine part so I fixed it in blender. Is this something to do with the controller or its the bone parts?

tender summit
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anyone know how to get around this split?

mossy sonnet
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try connecting the vertices by selecting them and pressing f?

tender summit
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yeah but then it looks scuffed

misty fern
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What does avatar rigging mean -

crisp tendon
jade flume
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Fingers crossed someone knows how to Dynamic Bones better than I do.

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So this is how the avatar looks in Unity.

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It moves just fine/as intended in Unity, but when ported to VRC...

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these're the settings

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...i'm gonna try doing it a bit differently

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fixed it by having 5 seperate dynamic bones instead of one big one

agile escarp
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Hi people! I made this lying pose using Muscle Animation editor and for some reason in VRChat it looks broken(especially arms). All bones applied rightly, pose looks fine in Unity. What might cause this problem? Thanks in advance.

scenic geyser
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While using blender, I've been told that I need to duplicate the neck bone, place the duplicated neck bones as shoulders, then parent them with the original neck bone, then export to unity and upload.

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But when I try to duplicate the neck bone, it shows

fading verge
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I have been told by quest users that my avatar's arms are behind my back while pc users can see my arms in the normal position. Is this a rigging problem??

scenic geyser
fading verge
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i have pc

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my avatar is just pc and quest compatible

scenic geyser
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If you had a quest, you could get onto your account and troubleshoot the issue.

fading verge
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in PC?

scenic geyser
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I said if you had one, log into the account (on quest) see if it's a rig issue, and try to fix it.

fading verge
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this is what i get from errors

scenic geyser
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Idk what to tell ya

elfin ermine
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does this rigging look correct?

crisp tendon
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Not at all

fading verge
little forge
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Weight painting is awful, change my mind

crisp tendon
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Unless you're very something super precise and complex, weight painting isn't difficult

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There's also some tools that help a lot, like https://gumroad.com/l/weight_paint_tools

Gumroad

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

little forge
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do things like teeth and tongue/eyebrows have to be connected to the main body?

crisp tendon
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You should have one or two meshes maximum

little forge
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Is it better to make the rig for the hair seperate and then combine both armatures/meshes?

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and does having more bones simplify rigging processes?

little forge
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*litterally has symmetrical mesh perfect and everything connected together > bone heat weighting still failed

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what i kinda find nice is the faceit rigging addon, bit expensive but u can also use facial mocap

little forge
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ah appearently i had some random problem with my rig not being fully connected at legs and arms, merge by distance fixed most of it 👍

lament grove
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Fellas Do You have any good, quick and simple videos on how to make an avatar full-body ready? Back in the days I remember there was something to do with the IK rig or something, but I might be just dumb and I can't find anything

fierce grail
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Look at pinned messages.

lament grove
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Straight to the point, thanks fam

little forge
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just noticed something super helpful when weight painting, select the body part seam with L, and then u can just press SHIFT-K to adjust the wight to the part

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example when rigging eye: select in edit mode with L, > weight paint > slide Weight to 1.0 and > shift-K

ionic sedge
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Is there any particular reason which makes an avatar's shoulder rig to properly work on an index and not on a rift s?
Same cloned avatar, no fbt, only headset + controllers

astral warren
# little forge Weight painting is awful, change my mind

Blindly painting and hoping it moves how you want can be a pain. Actually understanding what the color values mean and how it’s going to move based on the percentages makes it easier to mark the gradients exactly where they should be.

Or just raw practice can get you a good eye for eyeballing it’s. Either way. Knowledge or experience. Or both. It gets easier.

verbal sorrel
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I want to correct my avatars jiggle is this rigging

hearty thunder
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Weight painting by way of actually painting weights is awful.
Sliders on verts to dial in things specifically is where it's at, but Blender has zero support for that methodology.

sage patio
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@hearty thundertotally does though?

runic reef
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Is there something horribly wrong with my avatar if when I look straight down my toes point, and when i'm in seated mode my legs arent visible looking down?

crisp tendon
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Sounds pretty wrong, can you post a picture of your armature in blender

amber crystal
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Hello, would appreciate some help. I been struggling with this rig for some time, I tried to apply Kungs fixes, resizing bones and limbs with no success, I can't get the balance where it looks good, the video explains better. This is a short av btw.

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this is the rig setup

hearty thunder
# sage patio <@!285191197662904320>totally does though?

You're not the first person to tell me that. No it doesn't, and there's two crucial functions that does not do:
Changing the influence from one bone doesn't automatically move all the other bone influences so they add up to 1
More importantly, it can only effect 1 vertex at a time, no matter how many you have selected.
The 2nd point makes it utterly useless. And yes I know about the 'Assign' button underneath the vertex group thing, it's completely useless as well as without the ability to just click and drag and see how the vert gets affected in real time, you can't dial it in.

scenic geyser
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I forgot what I did to fix my issue-

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CRAP

amber crystal
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Thanks for the reply, I went thru the FBT documentation for vrchat I found out there is a rig template I can follow called tpose-new.fbx thats only available in SDK2 but will server as reference. Also yes, I'm missing the toe bone, will probably add that too, but I have another avatar that works fine without it. Anyway will probably rerig the model and see if that fixes it

crisp tendon
hearty thunder
# crisp tendon Normalize All > Makes all influences add up to 1 Also I think you should be usin...

Manually having to normalise shouldn't be necessary though, doing it in real time would be far more sensible.
And painting in gradients can be fine for simple geometry. For complicated areas that need very specific fine tuning, like hips/thighs+tails, and the antics I tend to find myself in with wing shoulder joints, no. I cannot see how on earth anyone's supposed to fine tune that in a way that doesn't pull their hair out without being able to easily tweak things per-vertex.

amber crystal
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Also, I have this other av that perfoms way better, and I saw that the rig is more similar to the SDK template

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As reference here is the test, the only issue with this one is that arms don't extend as much, I know how to correct that but the leg float is minimal

crisp tendon
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People do tend to do the process manually the way you describe it, and that's why weight painting seems to be universally hated, because the tools have never really got better over time

crisp tendon
# hearty thunder Manually having to normalise shouldn't be necessary though, doing it in real tim...

This addon might help you however https://gumroad.com/l/weight_paint_tools

Gumroad

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

hearty thunder
near oasis
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In blender, my rig looks fine but when in unity, it flips the model backwards

mossy sonnet
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gotta line the legs straight up and down from the front

astral warren
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as for not being able to set multiple vert parameters at once though... God, why's blender like this

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Unity spoils me

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But for real, gradients.

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or boolean weights + smooth

near oasis
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The model still flips backwards after trying to line it up with that

hearty thunder
# astral warren That gets messy when you have multiple weight pools, you change one weight, does...

"does that mean all other weights should be reduced proportionally?"
Yes, yes it does. Though being able to lock a specific weight as all the other ones are being adjusted would be nice, which is something Carrara doesn't do.
Gradients, and painting on weights in general, only gets you so far. If everything was nice and linear or radial, then I could see that being viable. But often times when I'm done with the legs, the inside of the thighs are funky. Largely smooth with weight distribution, but nothing I could have ever done with just slapping on gradients alone.

astral warren
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I don't think weight painting has ever been easy

near oasis
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@mossy sonnet

mossy sonnet
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yeah idk i just saw that your legs where tilted, im pretty new to this myself

hearty thunder
near oasis
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this is how they look now

kindred berry
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Can someone help? Each tail segment has 100% weight to their respective bones, and don't have weight from other bones that aren't supposed to be affecting them. The only vertex groups are the tail-related ones, yet still when posing it the bones lag behind the mesh, or the mesh goes twice as far as the armature.

kindred berry
sage patio
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@kindred berrycheck to make sure you don't have 2 armature modifiers on the mesh

kindred berry
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Ah, that might be it

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Thank you so much, it probably had 2 armature mods cuz I changed the default pose earlier in my project

sage patio
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👍

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if you want a better way to apply a pose as the rest pose without doing the 2x modifier trick, use the CATS plugin

kindred berry
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I did, if that's the case it might have had 2 armatures when I imported the asset in the first place

crisp tendon
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Then the mesh is painted to other groups, gotta find which in edit mode with the View side menu when selecting vertices

near oasis
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I am not sure what is going on here. In blender, everything seems fine. However, when I get into unity, make it humanoid and try to enforce a T pose, the model flips backwards but the feet stay the way they were.

mossy sonnet
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i dont wanna sound stupid, but try turning it 180 in blender?

near oasis
#

its worth a shot at this point

#

didnt change anything

#

im lost

plush sigil
#

I’m having the same problem. It only effects my arms and legs. Although, I made a mannequin so the one that is supposed to freeze is freezing in a weird free fall pose

fierce grail
#

Might be names for left/right are swapped.

rose wadi
#

Hello! i know i should probably learn to fix it myself but, my skeleton has some bone problems with the arms (in short, it's like my models arms ingame are too short compared to my irl arms) and i'm wondering if i could pay someone to fix it rq, i haven't got much time to do stuff in the weeks and on the weekend i'm either too tired or not motivated haha

astral warren
#

Can’t take on work but what you describe is usually fixed by choosing a more accurate view position on the avatar descriptor . And making sure your real world height is set correctly in settings.

#

Modding the model may not be necessary

tender summit
rose wadi
#

Back! before that i wanted to try and visualise the issue like, try and post a screenshot of it to be accurate

rose wadi
#

In non VR this is the base pose it has, (weirdly enough when in VR the view point is alligned in the center unlike there, weird), in non VR the arms works fine, but in VR the arms (while i'm doing the same pose as this in real life) go into my chest, both of them, like the end of the arm goes into the chest

tender summit
#

oh yeah thats bones i think

rose wadi
#

In unity it looks like this

#

view centered, and bones like that

tender summit
#

would have to check on blender

rose wadi
#

fair, i don't have much time rn so tomorrow i'll show you in blender

ruby scaffold
#

How do I fix "Bone Heat Weighting: failed to find solution for one or more bones" in blender without connecting all the meshes

opaque hamlet
#

anybody have any times to help with clipping? first time weight painting and im struggling a bit

#

lemme get an mp4 file so its not as sketchy

crisp tendon
#

You need to adjust the weight paint of the cloth too

#

It's being used by your hips and leg, so it's only moving 50% of the way

opaque hamlet
#

I kinda made the clothes part of the character 😀

#

okay, that advice still helped a lot tysm

sage patio
#

@ruby scaffold scale the model up 100 times before doing it

#

issue occurs because of values being too small

#

if it still happens scale it more

ruby scaffold
barren lava
hexed breach
#

what is the best way to fix this

crisp tendon
buoyant badge
#

hey i need some help, im sorry i cant provide a screenshot o i will do my best to explain. So i made an avatar is blender and everything looks good on him same in unity everything looks fine but in vrchat when i move his left wrist some of the jacket is attached to his wrist and i cant find where that little bit of weight paint in blender is ive clicked on every bone and everyone has no weight paint on the jacket ive even went through every vertex group to see if i could find it and still nothing

sage patio
#

that will remove every selected vertex from that group

#

also, make sure all of your weights are normalized, by doing Weights > Normalize all

unreal shoal
#

Anyone have this image, larger? Without being like.. low quality or grainy

sage patio
#

@unreal shoal

unreal shoal
#

thanks!

kindred pollen
#

do i look like i know hwhat a jay-peg is

bleak halo
#

Can anyone tell me the best way to fix finger bones? I have a model that has mangled fingers when in-game. Does the CATS blender plugin auto-fix fingers or is it just main bones like Chest, Legs, Arms, etc.

fallen yew
#

I'm a graduate student in Japan. Sorry to interrupt your conversation, but does anyone know how to turn off the connection of my actual head movement and an avatar's one? I'd like to realize no movement avatar. Thank you for your cooperation.

crisp tendon
#

Which one do you want to move, the head or body ?

fallen yew
#

Thank you Ruuubick for replying me. I want to sit down on a chair with a HMD and talk with someone else naturally while the avatar just looks like sitting down on a virtual chair without any movement.

cerulean temple
#

i am using cats and having an issue

#

my charcters right index finger seems to go into itself

#

Oh god while doing this i think i found another problem

#

the top half of my legs are "hips" which i assume thats not supposed to happen

crisp tendon
fallen yew
#

@crisp tendon Okay, I see. Thank you for your great help!

cerulean temple
cinder oasis
#

Can you rig an avatar that is in a .asset file format

cerulean temple
#

my character has a fucked up index finger when using CATS and has the upper leg set as hips left and right

#

im using CATS to do the skeleton but I need help fixing its mistakes

#

this is now my second day trying to get a model rigged right

silk goblet
#

second? You're only on your second day?

#

p a t h e t i c

cerulean temple
#

i have no idea what im doing

#

one of the index fingers is weird and the legs aren't the right bones

cerulean temple
silk goblet
#

Ah, I understand

cerulean temple
#

when doing a different pose her fingers get worse oh god

chrome quail
#

Does anyone know why this happens when I try to rotate it in pose mode?;;

#

Long story short I tried to combine 2 models into one armature, so basically Kon is following the armature of the first, taller model. To do that I just renamed the Kon vertex groups to match the 1st model's & then joined them together, and for the most part it works fine but then when you try to rotate the arms & legs, it does this instead of rotating in place. How do I fix it?

fleet gyro
#

Anyone know of a good matching couple base? Male & female

sage patio
#

maybe just search for "VRChat avatar" and you should find some

fleet gyro
#

Haven't been able to find any

crisp tendon
chrome quail
#

I just figured it out, it wasn't the weight painting, it was the size of the armature;;
Guess size/position matter, I was hoping it didn't lol

sage patio
#

@chrome quailthat looks like a lot of useless bones

chrome quail
#

Ahh no, that's cuz there's another model in there that I just hid that uses those bones, basically I tried to combine 2 models into one armature ^^:;

#

That's why it's too big for Kon, it's the armature for the second model

#

That I just tried matching Kon into

uneven frost
#

wait I think I know why nvm

magic sonnet
#

this do indeed be a yikes moment folks

uneven frost
#

OH O.O

#

Let's pretend u didn't see that

fading verge
onyx summit
#

Is anyone here an avatar creator?

#

I have an avatar request

#

ANYONE???

sage patio
onyx summit
#

I just have an avatar request

#

And im a quest user

sage patio
#

well you should start by saying what you actually want

onyx summit
#

Ok, can i dm you then?

sage patio
#

no, put it here

#

if it seems like something that already exists, you'll be directed to #avatar-search-old. if it sounds like something that does not exist, then you'll be directed to VRC Traders to find someone that is willing to make it for you

onyx summit
#

Got it

#

Ty

buoyant badge
#

im trying to import an addon to blender and i go to edit>preferences>addons>installadd on> i clicked my zipped addon>and it says succesfully installed but when i want to sue the add on its not there

sage patio
#

@buoyant badge did you hit the checkbox to enable it after installing it

buoyant badge
sage patio
#

there are 3 buttons at the top of the add-on window

#

like Official, Experimental

#

and another one

buoyant badge
#

yep

sage patio
#

shift click to enable them all

buoyant badge
#

did that

cunning elk
#

Question

#

I'm trying to get a model with some custom animations into vr chat, originally when i tested it, it had no issues, all animations played just fine

#

at the moment, there's an issue where none of the custom animations play and even the basic walk animation isn't playing properly

#

like, the leg raises up a little and it's stuck there in that pose while the model moves around the world

#

anyone know what that is?

crisp tendon
opaque hamlet
#

Whenever i export my model to unity as an fbx the materials mont transfer over... for some reason using external materiasl cant find my materials.

sage patio
#

because materials are done completely differently in blender and in unity

#

click "Extract materials" to make unity create new materials for each slot and auto assign them to the model

#

from there, you can assign the proper textures to each material

sage patio
#

👍

stiff vault
#

For some reason this rig isn't ready for full body, any reason why? or a good fix?

sage patio
#

@stiff vault

#

legs seem like a big issue

#

and the arms are in a weird shape

#

you should either have your model in a T pose or in an A pose

stiff vault
#

Do I manually put it into a T-pose in blender?

sage patio
#

yes, using Pose mode

#

CATS has a feature to easily apply the pose as the rest pose

#

also, make sure to turn on X mirroring in pose mode

#

so that moving something on one side moves it on the other

stiff vault
#

Alright I'll give it a shot

#

Thank you

ionic sedge
#

My avatar's walking animation gradually raises the whole body (except the head) until it's on a completely horizontal "flying superman" pose. How do I fix that?

tame skiff
pine sapphire
#

I think this is just an AV3 bug, not sure if theres an easy fix.

vestal condor
#

Does deleting a bone put its weight paint on its parent bone?

sage patio
#

you can use CATS to quickly do just that

vestal condor
#

Ty

vestal condor
#

if I export this would the hierarchy in unity have 2 armature labels in a row? like. model/armature/armature.002/hips? and can i fix

#

I think I have it thought wrong in my head, I'm guessing now that the top main armature is the housing for the bones and mesh

remote hawk
#

are people here doing commissions on rigging and custom avatar making?

crisp tendon
buoyant badge
#

anyone know how to get rid of this XYZ shit

crisp tendon
buoyant badge
# crisp tendon

thank you, my fucking cat stepped all over key keyboard last night and m,essed me up lmao

plush kite
#

Is there an easier way of doing all of my .json file stuff in blender? .3.

plush kite
#

So

#

Context.

#

I'm making a model from scratch, knowing next to NOTHING about what I'm doing. 😅

#

But, I have the model made, she's rigged, everything is in place as far as I'm aware.

#

I have a plugin that handles .vrm import/export, and I feel like I'm extremely close to being ready to export.

#

But I'm currently stuck needing to get data in to some .json files that i expected the plugin to handle. It unfortunately is not

#

I'm suspecting my best next step is bringing it in to UniVRM, though not sure

crisp tendon
#

what kind of data

plush kite
#

These kinds of data

crisp tendon
#

If your plugin doesn't have a native way of handling those json files, then i feel like you won't find a simple way to make use of them

plush kite
#

Welp, time to give myself a crash course in unity and UniVRM : D

ionic sedge
#

I'm trying to use the CATS bone weight merging tool, but whenever I try to merge a bone with something that has a mirrored version, this last one gets merged as well, how do I prevent that?

ionic sedge
#

Oh yeah, I disabled the X mirroring on the Tool panel and it worked, thanks!

opaque needle
#

unity is a bitch...

plush kite
#

I'm trying to import specifically in to something called vmagicmirror for testing

#

I'm working in blender, and I've tried recalculating bone rolls, tried rearranging the legs in to that of a traditional bipedal human, and re-symmetrizing.

#

Believe I may have figured it out, appears my legs are indeed too far apart.

#

Issue solved I think - seems my legs were too far apart 😅

rich raft
#

does anyone know if there are any free alternatives to the dynamic bones plugin in unity or is this the only one supported by vrchat/available?

#

scam bot

#

what is it doing in an unrelated channel tho, and speaking russian?

forest igloo
#

It's a bot, it doesn't care what channel it is!

sage patio
#

hopefully VRChat releases their in-house version (Physics bones) soon

stiff vault
#

Oki so I have this issue in full body with my Elite where I see inside my head when I look up. I believe It's cause how the bones are, so my question is how can I merge these two bones so they are the same bone and have the same weights?

sage patio
#

@stiff vault use CATS

stiff vault
cinder pendant
#

can I port the information of one rig to another? I made a simplified mesh with less polygons to use it as a quest avatar and I don't really want to go through this whole painful process again

sage patio
#

if you just decimated it, then the vertex weights should still be fine, and it should still deform with the bones

astral warren
slender shale
#

can anyone rig me this model for quest? or tell me if this model would even work for quest? paid comission of course

astral warren
#

Do you know if it has bones already or does it need that too

slender shale
#

it needs bones

#

it's a lego model i edited and pulled froma website called mecabrick

#

so i'm not sure if it would be too many polygons

astral warren
cinder pendant
#

wait a minute

#

20000 polygon models can be displayed on quest?

#

I thought it was like, 10000

sage patio
#

until they changed it

slender shale
#

i just checked some models i put as favorite, and i have models even higher than 20000 polygons. so it seems that there can be loads more

cinder pendant
fervent hornet
#

Neither limits are hard limits, they are just the tipping point for vrcPerfVeryPoor

cinder pendant
#

nope, in Unity

sage patio
#

you tried to edit the rig in unity?

cinder pendant
#

y'know this whole process

#

not edit the rig

sage patio
#

ah the bone mapping

cinder pendant
#

assigning each thing

#

yeah

#

didn't know the name

sage patio
#

yea just back out of that menu

#

and instead of "Create from this avatar" select "Copy from another avatar"

cinder pendant
#

ooooh

sage patio
#

under the Rig tab of the model

#

after you select the correct avatar from the other model and apply it, you can switch it back to Create and it'll be correct

astral warren
#

20000+ is very poor *on quest and in the future they may be blocked from upload and existing uploads may even be deleted. Warning saying so is in the documentation. Upload 20000+ for android at your own risk

slender shale
#

Well.... Every model that i have over 20000 was from an avatar world, and i was able to get it to show on others

astral warren
#

Yeah you can always force show

slender shale
#

Ah

astral warren
#

Warning stands - yes a lot of content would potentially be wiped, but they’ve done purging before

slender shale
#

Welly I'm planing to keep it as low as possible anyway

astral warren
#

Very poor avatars should not be in public avatar worlds in the first place. If people continue to do it they’re gonna get very poor blocked for everyone. They should be rare

slender shale
#

But who they do this purge?

astral warren
#

What?

slender shale
#

I meant why. Sorry

astral warren
#

For performance. Very poor avatars can’t be shown unless you have to force show everyone and then there’s absolutely no limit to what they can wear. VRChat isn’t meant to work like that with everyone grey robots until you do something to everyone

slender shale
#

So they just wanna remove or limit the whole selecting every player to see their avatar

astral warren
#

Quest games have rules for how well it must run to be allowed on the platform. But at the same time VRChat does not want their platform to look like everyone is a grey rebot

slender shale
#

Alright. Got it

astral warren
#

Choosing to force show an avatar is a user decision so if they lag at that point it’s not VRchat’s fault

fading verge
#

would anyone be willing to rig a model for me or teach me by chance? still learning blender little by little matsix

sage patio
#

^ took care of it

plush kite
#

Is there any specific advice or articles someone can point me to for doing 2D facial features (eyes/mouth) on a 3D model?

#

I have a good idea of how I want it to look, but I don't know how it's going to look in execution thanks to this little thing called lerping.

astral warren
hearty thunder
#

There's a variety of ways to go about adding 2D features, it's really a matter of what tradeoffs you're OK with dealing with, and what exactly the 2D character in question looks like.

plush kite
#

Yeah, texture change would be a good way of putting it.

#

I should also note that this isn't being made exactly for vrchat, but just as a general model. This just seems like the most relevant place I could find to ask! 😅

astral warren
#

Well any solution here would be telling you how to do it in unity which is not necessarily how you would do it in anything that isn’t VRChat

hearty thunder
#

If we're not limited to just what can be done in VRChat, then possibilities open up massively. VRChat's pretty limited with what you can pull off, given you only have a small subset of available Unity components and such at your disposal.

sage patio
#

@plush kite using multiple bones and constraints, you can make eyes that can move in a 2D plane

plush kite
# hearty thunder If we're not limited to just what can be done in VRChat, then possibilities open...

That makes sense! I mostly figured because they both work with VRMs the possibility space would be at least similar, but it's good to know I could have more flexibility! I'm specifically working on a model for a custom vtuber setup in the Godot engine. My knowledge in the game space has gotten me decently far, and I have a pretty competently made base model, but I'm generally terribly unfamiliar with working with anything more than static 3D objects!

#

So so far I have the model made and textured, bones rigged, some wigglebones working, basic collision, but that's about it..

astral warren
#

Not familiar with vrm at all. Does it use unity for animations? I know literally nothing about vrm

plush kite
#

I honestly wouldn't even know where animations play in to the equation

astral warren
#

I’m pretty sure VRChat does not “support” vrm at all, there are just unity tools to convert vrm models into something VRChat can use.

hearty thunder
#

If we're making our own bespoke setup for manipulating and rendering a character model in real time, the sky's pretty much the limit, as long as you have the chops to program whatever special features aren't already available.
That sort of thing though usually requires forethought to the systems the model is going to be used for, with special bone and mesh setups intended to be utilised in whatever setup the final model will be used in.
For example, VRChat supports using rotation and parent constraints, which that opens up a TON of possibilities people use for all sorts of fancy avatar features and effects.

plush kite
#

Oh ^^' here I was thinking it was a format primarily used with VRchat, hahah.

astral warren
#

Fbx is the most commonly used model format for importing content into unity for use in VRChat, but that’s just a import format. Once it’s in a project it’s just a unity model.

hearty thunder
#

Nah, with VRChat it's pretty much "You set up the character in Unity alongside the SDK Unity plugin we provide, how you get it into Unity and then manipulate it is up to you and what Unity supports."

plush kite
#

Ahhh, I see!

#

In that case, maybe I need to start looking in to how things are handled once it's in my engine.

astral warren
#

Yeah most here won’t necessarily know anything about vrm

#

Except in the context of porting stuff in the other direction, vrm to VRChat

plush kite
#

Well, it was worth a shot at least!

hearty thunder
#

Honestly, VRM is a meme format with good intentions that doesn't make much sense to exist, as by nature of being a "standard" is far too limiting to realistically catch on beyond the fringe software that does support it.
I literally could not have my avatar be in a .VRM format because it relies on a ton of VRChat specific features to even operate.

plush kite
#

That's good to know, honestly. Is there an alternative path I may want to consider taking between blender and Godot? Or for the sake of bringing it from one to another, should I be pretty well off on that front?

#

Because it definitely seems limiting from what I've seen too.

#

And if there's more I can do, learn, etc. I'm all for it in the interest of making something better at the end of the day!

hearty thunder
#

The mindset that you're really gonna have to take is "I'm going to have to port my character to VRChat" as opposed to something like "I'm going to make this avatar that will work in whatever I want to use it for."
It genuinely is a matter of porting it. Having to make technical changes to adhere to how VRChat does things and reworking any esoteric features that VRChat simply cannot replicate.

astral warren
#

Vrm had a ton of features, it’s just, entirely different from unity. Most conversion goes off of approximations and similar features and re-interpreting set ups

hearty thunder
#

Well yeah, that's what porting is, trying to equate one thing to the closest equivalent.

astral warren
#

It’s far from 1:1 and what you get is very specific to how UniVRM decided to do the conversion

plush kite
#

I guess I should say vrchat probably isn't a place I'll ever really bring my model in to, so I guess I'm not too worried about that. 😅

astral warren
plush kite
#

This is at least expanding my mind a little on how this whole setup may end up going, so that's giving me a good bit of optimism. ^^

#

I really wasn't that enthusiastic for the idea of 'make a model, import to engine, hope for the best that VRM has what you need'

hearty thunder
#

I don't think you realistically could have a format like what .VRM is trying to be. If you restrict yourself to strictly bland realistic human avatars that simplifies things a ton, but the second you want to do anything outside of that scope, suddenly you have to make the format so bloated to cover everything someone could want in something vaguely bipedal and could be tracked to a human skeleton (which even that would have to include things that aren't even remotely bipeds) that you make more of a mess trying to do that than to, just make an avatar that you port to a specific social game and be done with it.

astral warren
#

I don’t know I’ve seen some pretty crazy stuff

plush kite
#

Yeah, that makes a lot of sense.

hearty thunder
hearty thunder
plush kite
#

I am keeping it super simple for sure! First time rigging anything ever, and I am a visual designer so naturally I want to get in all the details I can, but I'm not doing, say, crazy custom animations, or special body features, or anything that crazy at all.

astral warren
#

But in all of VTuber’s defenses, I don’t think they need nearly as many features as a VRchat Avatar would necessitate. They just need to look cute in the corner of a greenscreen. They don’t even need legs.

#

Heck they don’t necessarily even need to look correct from the side lol

plush kite
#

My planned model is a humanoid with wigglebones, different outfits that can be toggled, a few accessories/items that can toggle, and a system for doing talking animations and facial expressions.

kindred pollen
#

also note, don't do toggles with blendshapes, affecting large numbers of polys with blendshapes can def affect performance o:

slate sky
#

is there anyone who knows about setting up an avatar in beatsaber for fullbody tracking?

plush kite
hearty thunder
# astral warren But in all of VTuber’s defenses, I don’t think they need nearly as many features...

For that purpose, I can see a .vrm like format being perfectly adequate. But for Vtuber purposes, why would you need that in anything but the singular software you have set up to capture the virtual green screen in? I guess if you want to switch to different software for that purpose sure, but what would be required for such I can only imagine being so trivial that the porting process would be a relative snap as opposed to say, a quadrupedal gryphon.

astral warren
#

So that model files can be separate from the programs that use them

#

There’s many different motion capture software intended for vtuber models

#

Standardizing between them is useful

hearty thunder
#

Limiting, but useful.

plush kite
#

I'm definitely starting to get a better idea of what needs done at least, basically a lot more work on the engine side and a lot less on the model side.

#

Which is cool with me for sure!

#

Still not sure how I'm going to handle the face though, heh

astral warren
hearty thunder
plush kite
#

Oof, yeah ._.

astral warren
plush kite
#

Well, guess who is a digitigraaaade : )

#

Itsfiiine

hearty thunder
plush kite
#

But I plan on my model not needing to touch unity at all, hahah

astral warren
#

Well technically Unity doesn’t support FBX they just convert every model format ever to their own internal format

#

You could throw in a .blend instead if you wanted.

hearty thunder
# astral warren You know you really don’t see many vtubers legs

If the format was being advertised as strictly for v-tuber purposes, then all this discussion would be largely redundant. But that's not what it's touting. It's touting it's a format for literally any social VR thing under the sun so it's trivial to have a single file you can open on any 'platform' you like.
Which is simply not realistic unless you're boring.

astral warren
#

Most people are boring, Dragon. It’s useful for most peope.

plush kite
#

Yeah, just the fact that it can't do plantigrade is already frustratingly limiting, hahah

hearty thunder
plush kite
#

Instead my feet are toes and my lower leg is feet, which is...

#

Janky.

#

To say the least

astral warren
#

To be fair doing it in VRChat is also jank

astral warren
#

Possible but still jank

kindred pollen
#

DragonSkyRunner has a guide on making digitigrade legs for VRChat specifically, though if you're making the model for non-VRChat use you shouldn't have to do that afaik

plush kite
#

VRM can't directly, no.

hearty thunder
astral warren
plush kite
hearty thunder
plush kite
#

Well I appreciate the help! I may be back depending on if I have the right questions, I definitely have more of an idea of the divisions between rig types in softwares!

astral warren
hearty thunder
hearty thunder
plush kite
#

I can do both, but it's like a 3/10 skillset vs a 7/10 skillset

hearty thunder
#

If it's not something I can club together from existing toolsets, I'm largely lost for largely the exact same reasons, so you're not alone there.

astral warren
#

I know how to do things technically I just have no artistic skill

#

Can fully explain to you how to do pretty much anything in blender, except make it look good.

plush kite
#

Pfffff

#

Likewise, I can use a handful of things blender, but apparently use them to make stuff look good

bleak halo
#

What is the best way to go about making sure that my leg bones are rotated the correct way? They seem to be rotated inward and I think that is causing some FBT issues. I'm getting that "The angle between the pelvis and thigh bones should be close to 180..." error message and I'm trying to fix that. I'm assuming this is part of the problem.

crisp tendon
#

alt + R

#

But they should be straight from the front

bleak halo
#

@crisp tendon Thank you, I was able to clear that error message from showing and able to fix the rotation of the bones. I'm still having issues where it looks like my avatar has bent knees when in FBT. Do you know of a good solution to fix that? Thanks!

crisp tendon
#

what kind of bent knees ? By default you'll have bent knees due to vrchat ik

#

most of us playspace up to get rid of it

bleak halo
#

@crisp tendon Here are screenshots of front/side/back angles. In these pictures, I am standing straight up (IRL)

crisp tendon
#

Yeah that's pretty much what we all have

bleak halo
#

@crisp tendon So there's no fix for that in the armature? It just feels like the hips are sagging and the chest/spine are not positioned correctly somehow.

crisp tendon
#

Well i've not seen the rest of your armature

#

You should also watch this

bleak halo
#

@crisp tendon That video was super helpful and got me in the right direction. Thank you!

south tendon
#

Hi all! I am having some problems with getting the eyes of a custom avatar I am making to blink and move (not eye tractking). There are no "eye bones" in the model. With SDK3, is it possible to make the eyes automatically blink and move?

turbid spear
#

Without eye bones, no

#

But it's easy to make eyes as they're just semi spheres with one bone each

#

You need to take your model back to blender tho

#

Blendshapes are what blinks need tho and those are a little bit harder to make yourself

#

@south tendon

worn crown
#

oh i got it

#

so that thing should go down right?

turbid spear
#

what thing

worn crown
turbid spear
#

Still don't get what you mean, what thing

worn crown
#

nevermind, I missunderstanding

south tendon
# turbid spear Without eye bones, no

Hi Pumkin! Ty for responding. I don't know why but some time back when I used Mixamo to rig a Fuse character, the eyes just blinked even without the bone and blendshapes. But I made that one with SDK2 I think

south tendon
turbid spear
#

Actually you do seem to have eye objects

#

It entirely depends on how the model is setup, I never really worked with fuse

#

First of all try importing it into blender

#

Because you also have a lot of meshes you might want to merge together

fading verge
#

I made my model in VRoid, used a UniVRM converter and the VRChat SDK2 to import it into VRChat.
Any way I can get the hair to stop clipping through my clothes/body?

shadow sedge
#

I've got an avatar I'm trying to debug that seems to have an odd bug in it. When the avatar moves a short way away from world origin (tested with Y+200 units in a test world where I could measure, but also seen it when travelling some way in other worlds but unknown axis direction), the avatar's tail starts to behave strangely, flicking and pinging in front of the avatar and back again. I think possibly some floating point is going wrong. It does it every second and a bit or so. I first thought it might be a dynamic bones issue but the same thing happens with DB disabled, just without secondary motion following the flick. No animations are setup to touch the tail bones. Could this be a rig related issue?

south tendon
turbid spear
#

Eye movement can't be done with visemes but all you need is a bone where you want the eye to pivot, for either eye

#

Then in the sdk 3.0 avatar descriptor you set the rotation values for your eyes

slender shale
#

would a bone setup like this work for vrchat? and i'm also trying to figure out how to lock rotation on certain parts, so help would be great

sage patio
#

@slender shale

#

you are completely missing the shoulders

slender shale
#

does it has to be like that?

sage patio
#

as close as possible

slender shale
#

hmm

#

can i trick it by just adding necesarry bones that don't do anything?

sage patio
#

there is nothing saying that any vertices need to be affected by the bones

#

but the bone hierarchy must be correct

slender shale
#

alright

#

is there a way i can lock the axis on certain objects?

#

or, maybe i'll just keep it simple and do a simple rig

#

will still look great

sage patio
#

@slender shale yes, unity constraints could help with that

#

but those cannot directly affect the bones in the humanoid rig

#

however

#

you can use a second set of bones as a kind of proxy to use in the rig config

#

those will be the ones tracking your movement

slender shale
#

...

#

i think i'll just do a normal rig xd

sage patio
#

then, on the other set, the one that is actually moving the mesh, you can use constraints

#

those will make those bones follow the humanoid ones

#

but the key is that you can pick which axis you want them to copy

#

you can use a similar trick to have eyes that only move in a 2d plane

slender shale
#

maybe one day. a normal trick does it for now

brisk terrace
#

I need major help with these fucking finger bones .
i set them up with no roll and check the position well and as soon as i try any gesture this is how they rotate

#

this is how it looks in blender

mental matrix
#

fitting the bones to prep for weight painting fun fun vrcTupCry

white blade
#

Looking for help with dynamic bones. Will post pic/vid/etc later.

mental matrix
#

I need help possibly with weight painting also how can i see if the bones are in place because it looks like the bones are in the right place in one angle then i move the camera and op its not even in the hand

swift dock
#

I really need help as I’m new with this program. I’ve created my bone rig but I literally cannot get it to sync with the character. The rig only moves if I use the original rig which doesnt work in Unity for some reason. If anyone can help me i would appreciate it.

fringe lantern
#

Hey is there anyone here that is well versed in unity that can help me? trying to figure out how to grab that white bone on the boob that is making it jiggle, as I dont want it and it is clipping in game

slender shale
#

can anyone make a simple rig for this model and also upload it to vrchat for me? i've been trying for a while now, but i can't figure out how to do the unity stuff. i also have barely time to do the rig and stuff because i don't know about necessary bones. i'd be ready to pay a small fee for your troubles, i just want this model in vrchat to work

buoyant badge
#

hey does anyone know how i can copy weight paint data, i wanna make this fishnet hand, have the same data as the hand

sage patio
#

note that you might still experience clipping because of the wildly different geometry

buoyant badge
#

Ty my man

sage patio
#

using a duplicate of the mesh but moved slightly upwards and using a transparent texture might be a better option

sullen prism
#

gonna ask in here again since i think once agian MMD mgith not be the best palce ot ask it:

Having some issues with adding bones to an existing MMD armature..or rather having issue readding some bones back :P

#avatars-mmd message

glacial jay
#

some of my uvs got messed up and now some of the texture is stretched out. How would I fix this?

crisp tendon
glacial jay
#

I'm still fairly new to uv mapping

crisp tendon
#

select that edge and press U to unwrap

turbid spear
#

or you can try splitting the offending edge and manually moving it into place

#

or uh, i think stitching might work as well?

tawdry dragon
#

So i'm using Auto Rig for blender now. It's my first time & i watched some tutorials. So far so good, but when exporting, what do i have to select? Because in Unity it also shows this when i am going onto the humanity rig settings

#

Ok i got it, but still can't export the avatar from blender to fbx with the rig Rig is gone 😩

tawdry dragon
#

When exporting with Auto-Rig, it only shows the rig names etc, but the avatar itself is not there

turbid spear
#

Can you post some screenshots

#

Of your blender setup

tawdry dragon
#

give me a minute...

#

How it looks in Unity

turbid spear
#

Not familiar with autorig, but it looks like it's exporting certain dummy objects as meshes

#

You can try rigging your model with mixamo, I hear people having more luck with that

#

@tawdry dragon

#

Or just clean up the rig before you export it. You need a mesh and an armature with all humanoid bones that you can see in the pinned messages here

tawdry dragon
#

I always use mixamo or when the rig is fine then i will just use it. But mixamo shows uploading errors with that file -.-
Still gonna try

tawdry dragon
#

🙌 I GOT IT SOMEHOW 🙌 Only problem now is this. But i guess that's something i can fix with weight painting i guess.

astral warren
tawdry dragon
#

Before rigging, the mesh was fine. When viewing in unity it looks fine. I guess i have to rig it again, check weight paint & only after that match rig and bind.

#

Im jsut new into rigging by myself, even if i used auto rig. Still need to adjust alot of things

astral warren
#

Also watch out for any transform values you might have accidentally set (can check because they turn bold) these values will never update from the file if they were meant to change

tawdry dragon
#

I'll try. Thank you! 💯 🙌

cursive dawn
#

Hey friends, quick question. I'm working on rigging an avatar for vrchat, and was looking into this https://www.youtube.com/watch?v=LnsYKGDpBtQ&t=45s

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

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

▶ Play video
#

I was wondering if anyone knew if blender bone drivers would work in VR chat, or if that's something really only native to blender itself

#

I was hoping to emulate this pelvis setup for my own avatar

sage patio
#

nope, that would not carry over to unity at all

#

you may be able to achieve similar results using constraints in unity

cursive dawn
#

okie, thanks for the help man

#

Do you know of any resources that deal with rigging the pelvis specifically for vr chat?

#

I've looked at a lot of tutorials, was just wondering if there was one in particular you might sugget

sage patio
#

typically most people dont bother with crazy rigging like that

cursive dawn
#

gotcha

sage patio
#

simple rigging can typically get you most of the way there

cursive dawn
#

alright. I'll probably just stick to the basics for now then

#

appreciate the quick feedback!

sage patio
#

np

#

using extra bones and constraints might be something you might want to look into in the future

#

can use it to make some cool stuff

#

like eyes moving on a 2D plane, proper digitigrade legs, shoulder pads that don't deform, etc

ivory grove
#

so I'm trying to put some clothes on an avatar, but when I start weight painting, I notice that the way the mesh reacts to the bone movement is very abrupt, even when I try to set the weight brush to very low values, it reacts in a way that is pretty much "binary", i.e it can either move perfectly with the bone if the face is painted (and it doesn't matter what the weight value is), or not move at all if it is not painted

#

this happens only to SOME meshes, not all, could someone tell me why?

sage patio
#

you can transfer the weights from the body mesh to the clothing

#

and tweak it from there

ivory grove
#

yeah but it's a long skirt, so that's only helpful for the upper part that is closest to the skin

bitter dagger
#

How do I import a model with zero weight bones into unity without them disappearing?

fervent hornet
#

If you don't want a vertez to be controlled entirely by one bone, give another bone some control

bitter dagger
#

Does anyone know how?

exotic elm
#

I am so damn close to breaking my computer. Im trying to fix up some dynamic bones on a tail, but for some reason, the tail has this unbelieveable need to go straight up into the characters head, instead of just sticking OUTWARDS behind the character

#

Ive been adjusting settings for 3 hours now

#

Nothing but building, adjusting, building, adjusting, etc

#

This is the settings, it makes no sense, non what so ever, everything i try leads to nothing but more tail in the face, and gravity is such a slight adjustment that its either no gravity or all gravity

#

Why isnt there a direction setting that isnt set to world direction but body direction

ivory grove
bitter dagger
#

Can someone please answer these people’s questions?

#

And also mine

bitter dagger
#

Please?

astral warren
#

I will always defend A pose as being far superior to T pose for making from-scratch models

#

Otherwise good luck trying to make well weighted shoulders if you started in t pose

bitter dagger
#

Do you know how to fix my problem?

astral warren
bitter dagger
#

Ok. Thanks anyway

#

I want to know how to import a model without legs from blender to unity.

#

There is no way I’m the first person to have this problem

hearty thunder
# astral warren I will always defend A pose as being far superior to T pose for making from-scra...

Depends on the character/context.
The whole point of A/T pose is to be as close to a neutral pose as possible, to minimise the distance between the base mesh and the deformed pose in animation and such, as the less you have to stretch the mesh, the better it will look.
A pose is ideal for realistic characters where you're not expecting them to be reaching over their heads often, as if their arms are at their sides, or at most approaching 90 degrees up, A pose is about halfway between. The downside being, when you do eventually have to reach over the head, you're reaching maximum stretch.
T pose on the other hand, is what you want to shoot for if your character is cartoony and/or is prone to pulling a lot of extreme poses. Or even is just reaching up a lot. Because the arms being 90 degrees from the body means they're equally as far up as they are down, the distance to stretch them is about the same no matter what their arms are doing. Of course, more stretch is less desirable, but that's largely unavoidable with characters doing all sorts of crazy body positions anyway.
In short, neither is superior, model your characters what makes the most sense for the context they're made for.

astral warren
#

I know. What I’m saying is that I think for most of the avatar in VR chat would be best if they’d been modeled in A pose. Because most of them I see have their hands at their sides or reaching out in front of them in “I have a rift/quest” pose

hearty thunder
#

I dunno, I'm reaching up a not insignificant amount of time in VR. I can say how I've done it in the past with what I've modelled out to be about 50/50, largely leaning heavier to T. Plus there's something to be said for ease of modelling a T pose vs. A pose, where the latter is more obnoxious as everything's at a ~45 degree angle vs. everything being straight and easy to scale/move along a axis. Which that lean to T being largely because T is so much easier to work on.

grizzled slate
brisk terrace
#

What makes a finger bend a certain way. From the model im using the middle bones of the finge seem to be askew so im trying to fix it in blender

viral kiln
#

I know this question has probably already been answered, but would you guys recommend using an Upper chest bone or just parent the neck to the chest? I've heard Upper chest can be a bit wonky.

viral kiln
#

okay thank you

astral warren
astral warren
sage patio
#

I've heard just as much if not more about it fucking with the IK

astral warren
#

That’s old info. It’s been fixed for quite a while

#

On SDK2 it’s not fully supported however

hexed breach
#

Can i have two rigs in a model?

#

two separate armatures

exotic elm
grizzled slate
#

ah an oof

fading verge
#

Looking for if anyone knows how to do this the way i have it in this pic is just duplicated vixems but i guess thats the wrong way to make another tail so if anyone would know how to add a second of the same default tail pls dm or ping me 🥺

hearty thunder
# hexed breach Can i have two rigs in a model?

Yes, though while you can only drive one of them with the VR body that gets tracked and such, you can use a metric butt load of parent/rotation constraints to basically attach one to the other. Can get some fun effects that way by way of enabling/disabling things as required.

subtle verge
#

i need some help, im attempting to use full body tracking on my models but as soon as i switch into full body, my hips decide to flip and it essentially rolls into itself

#

im not sure if this is to do with my bones being in the wrong spot for the hipss?

sage patio
subtle verge
#

so having it more like this should in theory fix it?

#

i made sure the spine starts above the pelvis too

sage patio
#

are those bones connecting the legs to the hips...?

#

that should not be there

subtle verge
#

they are pelvis bones apparently

#

ill get rid of them and see how that goes too

#

so now its more like this

subtle verge
#

im still having the hips rotate though unfortunetly

fading verge
#

@subtle verge are the legs parented to the tail bone? looks like it from the pic.

subtle verge
#

just a moment ago i found a bone where those lines llead

#

that is the torso bone and might be the fix to my problem

#

it wass hidden

subtle verge
#

so moving that fixes my rotation

#

but ive still got hip tilt and some other od bits ill need to figure out

subtle verge
#

the hip tilt is pretty extreme and nothing i do seems to get rid of ti

subtle verge
#

its consistently on one side of the model so not sure if that is useful to know

sage patio
subtle verge
#

ive worked my waay through this

#

and it doesnt fix my issue

#

it fixxed my first hip rotation

#

but not my second one

fading verge
#

how do I configure this rig?

#

Unity won't let me apply the same bone to more than one part of the hand, so now I'm at a loss on what to do

fierce grail
#

You don't need to map all finger bones.

#

With SDK3 avatars at least.

fading verge
fierce grail
#

"all fingers" should be put as Index proximal I think

#

Thumb as Thumb Proximal

#

Not too sure if it will work, since I only ever used avatars with full setup of finger bones or no finger bones at all.

fading verge
#

Hello

wind pelican
#

unity is tryna force me to map chest and neck bones, even though they are not required. Said bones don't exist on this model. Any ideas?

crisp tendon
#

they are required

wind pelican
#

wait i thought the bones with dotted lines around them were optional

sage patio
#

some bones in that pic are not required, like the ring finger, pinky, toes, and eye bones

uneven dust
#

I was wondering, how do you get the direction of fingers correct when they move in vrchat? when I tried using an avatar I was working on they only moved to the side

#

I think this was already a question but I don't think it was answered

astral warren
uneven dust
#

at sign me if anyone has an answer

hearty thunder
uneven dust
#

@hearty thunder sorry for late response and sorry for notification if you don't want that but how do I change the orientation I'm not sure what unity wants

hearty thunder
#

Look at the Humanoid Rig picture above, your fingers need to look like that.

uneven dust
#

ok

#

so I should make the hands horizontal I made them vertical I can maybe change that

hearty thunder
#

That would be it.

buoyant badge
#

i need some help with my blender model i bought this asset package off someone snd its so broken

#

all materials are connected to the same one

gritty latch
#

how can i prevent my feet slightly clipping through the floor? it's only sinking by about 2cm, and only in game (desktop)

pearl panther
#

Raise hip level in unity in humanoid rig configuration

abstract mural
# sage patio

which of these humanoid rig references should I look to? I see two but they have differences like this one has a big chest bone, bigger hip bone and straight legs from top to bottom
and the other has slight angled knees to the sides in front view, while the chest and spine have the same length and the hip is small

harsh nova
#

@untold ingot

chilly mason
#

hello i am new to vr chat and i have created a custom rig for a avatar in blender but it was not orignally made for vr chat in mind. could someone help make it work in vr chat? its a little messy but it works. thanks.

#

and here is the textures

tawdry dragon
#

Is there an easy way to add a jaw bone for lip sync? Because i don't want to select all the points in edit mode(blender) there are just too much and also i need to select the inside too. Maybe wit CATS
I got the same avatar twice. One of it has the Auto-Rig Rig and lip sync there is working. The other one has a mixamo rig where i added eyebones. This mixamo avatar needs now a jaw bone. But i don't know how to take the bone WITH the mesh working together on the first rig.

#

Using Jaw Flip Bone

#

I could use the auto rig one, but it destroys my mesh. i can send a screenshot

sage patio
#

@tawdry dragon if you want to move the bones and see the mesh move, click the armature and go to Pose mode

valid tartan
#

I would raise the model up in blender , close to where you think it will sink to the floor, It will work better in vrc then doing it in unity in my experience 🌸

limpid bridge
#

can anyone help me? so, this avatar i made has a problem with the right leg twisting around every 2 seconds or so. (im on pc and i don't have any of these problems with any of my other avatars) and i have put no bones in between (the leg bones are: Upper Leg, Lower Leg and Foot, but no toe bones) and it's also full-body compatible (atleast it should be as i moved the pelvis up enough, i think) i've been making avatars for about a year now and i've never run into such a problem before. (note: i'm using sdk 2.0, that might help a bit)

crisp tendon
#

what does your armature look side in orthographic side view ?

#

in blender

limpid bridge
#

oh

#

also what is orthographic

jade verge
#

Hi, I have an issue with my avatars hands. I have pictures attached here: https://imgur.com/a/XO1iVeF
Basically, in blender it looks fine and in unity I've made sure the correct bones are rigged, but in game the thumb very scuffed.
Any help would be appreciated.

vale glacier
#

have you tried reweight painting that part of the hand

jade verge
#

Yeah. I noticed later on that it looks fine in blender, but messes up in unity. My latest theory is bone positioning maybe.

#

Weights seem to work fine in pose mode in blender, I don’t think it’s that.

uneven frost
#

I want to try and tweak the weight-painting of these wings but every time I do, it suddenly weight paints itself to other vertex groups. It also does this when I try to get rid of the weight to other groups too :/. Is there a way to fix this?

fading verge
#

hi maybe someone here can help me, i know this has something to do with bone positions, but idk what exactly it means? i moved the head of the hip bone up and down with no angle difference showing up in unity

fierce grail
#

That warning means that your hips and upper legs bones aren't perfectly vertical when viewed from the side.

#

@fading verge ☝️

fading verge
#

OH thank you so much! I was so confused about what's wrong!

orchid void
#

i'm having the same issue
how exactly do i fix this without having my avatar in a permanent Smooth Criminal stance?

crisp tendon
#

hip bone has to be straight

orchid void
#

right but how do i get the rest of the bones in their proper rotation?
do i just rotate them manually or something?

crisp tendon
#

Yeah

orchid void
#

okay

#

my man loooks like he got scholiosis but so long as it works i guess

#

shit i did not crop this image properly i am so sorry

#

the error still comes up just with a different angle

#

these darn Halo 5 spartan models are so friggin' unruly

#

i've been trying to make an avatar out of it for days now but that one little issue with the pelvis is always present

#

its always jutting to the side just slightly and it bothers me so much

#

i know at least like, 2 other people by some form of sorcery have gotten it to work, cause i've seen them as full body avatars before

#

maybe its cause the legs are in a slightly widened stance

#

no that didn't work either

#

maybe its cause i ported it from sfm
that might be part of the issue somehow

orchid void
#

could somebody point me to someone who's ported Halo 5 Spartan models before who could help me out?

#

alright so it looks like some dude called FiyCsf could help me but he doesn't seem to be online

#

thissus probably more of a full body tracking type of issue so i probably aught to start askin' there

astral warren
#

It may have changed from your intended pose if you are using enforce t-pose. I don’t recommend it

jade verge
#

I’ll check that after work. Could you clarify your last statement? You don’t recommend what exactly? Using enforce T-pose?

#

Thanks tho, I was thinking it was bone position

#

It looks perfect in blender, but in unity it’s weird

astral warren
#

Yeah in unity bone config enforce t pose can move bones around slightly to make a perfectly mathematical t pose. VRChat does not require this, any “not in t pose” unity warnings can be ignored

#

Often enforce t pose will deform finger poses and shoulders

high talon
#

Could anyone rig a SFM model for me? I will pay you to do it

astral warren
#

If you have any specific questions for the process of doing it yourself though many here can help

high talon
#

Oh thanks!

#

Yeah I just have no idea how to rig so I just thought this would be the best way to go about it

pine sapphire
#

Not 100% relevant to this channel but this seems like the best place to ask…Is it possible to add a spring-ball joint to a pick-up object (local world-object)? Would it be quest compatible?

fierce grail
#

Not on Quest, since spring joints, rigidbodies, colliders and constraints are all disallowed on avatars there.

pine sapphire
#

@fierce grail Sorry if I wasn’t clear; I know that they’re disallowed on “Avatars” on Quest; I’m asking if they can be added to world objects (pick-up items).

fierce grail
#

yeah they can, but don't overuse them

#

Also if you're not asking about avatars, then you wrote in a wrong channel🥴

winter axle
#

Ok so this avatar isn’t meant for VRchat. It’s meant primarily for Vsteams. But what I’m wondering is will I be able to use a normal Humanoid Armature. With some modifications. Or am I gonna have to make a armature from scratch?

sage patio
#

or close to it

winter axle
#

So I could use one. Just I might have to stretch out the bones?

vale dome
#

I'm having issues merging shoes to the feet so they move together, when I try to see what it looks like in pose mode, the feet just phase thru, any tips pls?

#

Actually, everything clips thru. What am I doing wrong?

sage patio
#

@vale dome because you're not changing the weight painting at all, which is what is responsible for making parts of a mesh move with bones

soft star
#

man why is Mixamo the only auto rigger and why is it so garbbage? every model i've put thought it breaks and i have to manually fix it.

#

its weight paint is messy, the finger bones have mixamo tagged on them for some reason and sometimes it can't recognize fingers at all.

#

anyone else have these issues?

pine sapphire
#

I find Mixamo works decently well for symmetrical, realistic hi-poly meshes; but it gets progressively more garbage the further away you move from that use case.

unreal willow
#

How about just getting a picture and then The game skins and mix it 100% accurate to the picture into the 3-D avatar

sage patio
#

@unreal willow ...someone underestimates how hard it is to make 3d models

#

but only for human like avatars

hearty thunder
# soft star man why is Mixamo the only auto rigger and why is it so garbbage? every model i'...

Auto rigging will always be terrible for the exact same reason AI upscalers won't replace native resolution, it's a art to weight paint through and through.
If you throw enough polygons at the problem and you're not doing anything super technical / are doing something fairly predictable (ie, a human), sure a auto weight painter might be able to get you 95% of the way there, but literally anything else, and you're going to have to go in and tell the computer what each bone is supposed to be doing.
There's just no way for any auto system to be able to predict exactly every screwy or specific weight paint setup you could want for any kind of mesh.

soft star
#

yeah but i mean i'd like more control than what they offer (single view and like 5 nodes/node pairs tops)

umbral nymph
#

so anytime i try to put shoes to this model this just keeps happening???? help?????

crisp tendon
#

weight paint your leg

umbral nymph
#

I’m still new to weight painting lol

crisp tendon
#

i'd suggest looking at a basic tutorial

umbral nymph
#

Well I need to get it all back to that dark blue but I don’t see a way to do so

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Nvm found it

tawdry dragon
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Set your Brush Strength lower then 1 and just try it. It should be somewhere on the top.

tender summit
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Do people do set up hotboxes manually or is there some way to do it faster and more accurately that I’m unaware of?