#avatar-rigging

1 messages · Page 191 of 1

sage patio
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you mean hitboxes?

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if so, that's not something you really do

tender summit
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i forget the name , the capsule restraints for dymamic bones and cloth physics

sage patio
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dynamic bone colliders are their own thing, cloth physics use capsule colliders with Is Trigger enabled

tender summit
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oh i thought capsule colliders worked for both

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is there any way faster way to make them rather than going manually?

graceful escarp
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for cloth you can also use two sphere colliders to form one collider for it

astral warren
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Rigging is super complex and not really meant to be an automated process the fact that one exists at all is feat of its own

elfin nexus
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is there any reason why mine (and nearly everyone elses that i've seen) avatars hardly move their shoulder bones?

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when we raise our arms up, our shoulders only move a little bit when they should be raising up way more than that

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i notice it all the time but then when we take our avatar to a dancing map the avatars arms and shoulders move and look much much better

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is there something we're missing or is this just the way things are?

hearty thunder
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Has to do with how the IK solution is set up in VRChat. Though, I think it has more to do with the VRIK VRChat is using, more so than anything VRChat are conscientiously doing.
Comes down to a lack of tracking points. You can IK a 3 point system (hip-knee-ankle and foot / shoulder-elbow-wrist and hand) fairly ok, but have a 4 point system (shoulder blade-shoulder-elbow-wrist and hand) and suddenly it becomes way harder to know what to do with all the joints. (This is why people clamour for elbow and knee tracking.)
Any IK where you strictly only have a start and end point is largely down to artistically tuning in and guessing where the joints should be based on the start and end points. Which with how the VRIK solution decided to handle shoulders, it basically largely mutes them as you noted.
Also, shoulders are pretty hard to weight paint well, and I'd imagine on most avatars if you went and moved the shoulders a bunch it wouldn't look great.

formal hare
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2 Things:

  1. I noticed my avatar is not moving the neck bone properly, as if i rotate my head ingame only the head bone will rotate, but the neck will stay in-place; and it will only move when the chest moves. It moves/is weighted fine in blender & unity, but having it animate in them causes the same issue; how do I fix this?
  2. My avatars have bent knees when in fullbody, i can fix this if i calibrate then physically hold my tracker up higher (by a good few inches) but obviously thats not a real sollution; how should I go about fixing that as it seems like a rigging issue?
elfin nexus
astral warren
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Also real life shoulder bones don’t move very much. They are surprisingly inflexible compared to the upper arm. Most rotation comes from the ball and socket joint at the end of your shoulder bone rather the clavicle

cedar vapor
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Hello, I’ve created my own avatar but when I upload it to Vrchat it’s invincible. I can’t figure out what I’ve done wrong, do you guys know what might be the problem?

astral warren
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Could be a bunch of things. First, did you place the avatar descriptor on the root of the game object? If it is placed on a different object or placed inside it on its skeleton everything else isn’t going to get uploaded

cedar vapor
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That might be it cause when I was the upload screen there were no photo of the avatar

astral warren
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Did you have any warnings before upload

cedar vapor
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Ok I’m gonna start from scratch

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Is it best to use sdk3 or 2?

modern lantern
cedar vapor
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I got it to work using the SDK3

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But my hands and gestures are way of and lipsyncing is not that good

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Can all that be changed in unity?

modern lantern
cedar vapor
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I will send an image later but basically it’s the fingers are not moving the direction palm if that makes, it does not look natural at all

honest ice
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HOW DO I MAKE this rig work

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i cant figure it out at all

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plz help

cedar vapor
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have you added avatar descriptor?

rose wadi
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Hello! if i were to give to someone knowledgeful on rigging/weight painting my blender model, could i ask what's wrong with it? it 'works' currently when in VRchat, but looking at my arms in first person it's like the arms are pulled way back compared to the skeleton/where my arms are IRL (so i almost can't see my arms unless i look down), i'd bassically want my models skeleton to act like any basic nicely working vrchat avatars

storm reef
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Can i pick some genuises brains? I'm created a few avatars now, number 1 was a write off with FBT, second one somehow works flawlesslely, but the last two i created are getting mild side hip tilt. I've got them both refined so it ever so slight, probably to a point that only i would notice it, but the fact is it's still there. All bone roll set to 0, and aside from flipping the hips i've tried nearly everything, changing origins, moving bones around, and yes i've watched Kung's guide multiple times. I'm trying to avoid any "rig hacks" as SDK3 documention claims those will become broken in the future. Here's a screenshot of the latest rig, please let me know if you can pick out where i'm going wrong. Thanks for you time.

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(mesh hidden for clarity)

unreal shoal
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Does anyone have an idea why this won't bend in Unity? the dynamic bone shows.. .but it moves while the poster sits still

glacial minnow
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I’m sorry but I do not

unreal shoal
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i weighted it to the bones

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but the bones move without taking the mesh

vivid carbon
# unreal shoal

how many tri's are there in that square, if it is a single quad then that would probably explain it

unreal shoal
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nah.

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it bends great with the bones in blender, but in unity it's like the bones aren't conencted

sage patio
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@unreal shoal make sure there is an armature modifier on the mesh

unreal shoal
slate sky
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@remote jay

crude lake
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I have a GLTF model that I would like to rig for ingame use. Can anyone help me with that?

pure dome
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i've got a friend whose avatar has four tentacles instead of legs and we're trying to figure out how we should rig it for vrchat, does anyone have any ideas? https://twitter.com/octakopie/status/1376415679218388993/photo/1

@VTuberOfTheDay Hi I'm Octakopie, a 90's video game character 👾🐙👽 that escaped their cartridge and now lives on the internet! I hope to see everyone soon and have fun playing games, drawing, making music, and chatting together about all sorts of stuff!
#ENVtubers #Vtuber

crisp tendon
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probably won't walk, so dummy humanoid armature with animated tentacle walk cycle

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or dynamic bone

sage patio
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@pure dome either dynamic bones or FinalIK

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or like ruuubick said, you could just animate it manually and use that for walking animations

pure dome
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when you say dynamic bones do you mean basically just having the model slide along with non-weight painted legs and then the tentacles just sorta wiggle behind the model or is there something else you can do with them?

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as for the animation idea do you know of a guide on how to replace the vrchat walkcycle with a custom animation (if that's what you're referring to)? because that is an unfamiliar world to me

crisp tendon
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plenty on youtube afaik

fervent hornet
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Is it really a good tentacle monster if each tentacle doesnt use CCDIK to ground itself 😔

hearty thunder
pure dome
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they do not have a vr setup so full body tracking wont be needed

hearty thunder
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Any aspirations for such in the future? Better to future proof than to have to gut and redo half the setup to make things work.
Unless it's a absolute hard no for ever getting into VR, there seems to be a recognisable pattern for people who play,
"Oh man it be so much cooler/better if I was IN this with you guys!"
"Man, my PC sucks. Looks like it's upgrade time! (Literally just for VRChat.)"
"This fun and all, but I hate how I can't move my lower body around, looks like I'm getting Vive trackers now!"
Every time, life situation depending of course.

winter axle
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my bones for my model here should be fine right?

hearty thunder
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Don't want the hip bone under the leg hip bones.

winter axle
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so something like this?

hearty thunder
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Maybe not that extreme, but yes.

winter axle
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so i want the dotted lines level ?

crisp tendon
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Nah rig is good

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But whatever bone is below the hips you want to get rid of it

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and shoulder bones be flat

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well i guess it doesn't matter if they're not weight painted

winter axle
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theres no bone below the hip bone. thats just the hip bone

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should it not be like that?

crisp tendon
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There's definitely a bone at 0,0,0 in a screenshot above

fervent hornet
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dotted line shows child-parent

winter axle
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oh the one at the feet. thats the base bone. i should delete that?

fervent hornet
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Yeah you dont need it

winter axle
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i thought with a name like Base Bone it was important

crisp tendon
fervent hornet
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A root bone (or base bone) is useful in some applications, but for VRChat you dont need it

winter axle
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ok. i didnt know that

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so this may sound dumb but how do i attact the armature to my model? at the moment my model is just kinda ontop of the armature.

fervent hornet
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You need to weight paint it, the mesh should be a child of the armature and have a modifier that applies weight

winter axle
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i still cant connect my armature to my model.

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what exactly am i doing wrong?

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i have the mesh parented to the armature but i cant select any bones when i try to weight paint

sage patio
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@winter axle bones don't just magically make the model move

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you need to tell vertices which bonee they should follow by assigning them to vertex groups with the same names as the bones, typically done through weight painting

kind mortar
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You don't select bones, you select this

sage patio
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if you want to select bones directly rather than the vertex groups in weight painting mode, them make sure to select the armature and shift click the body before you switch to weight painting mode

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then Ctrl + click a bone to select it

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that way, you can also hit R to rotate the bone to test your weight painting

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you should also enable X mirror and Auto normalize in the top right

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AN is under Options

kind mortar
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also make sure the x y and x are not highlighted when you weight paint x.x Made that mistake more then I can count

sage patio
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@kind mortar X mirror is very useful

kind mortar
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Not when you're painting boobies 😅

sage patio
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it's still useful

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need to make sure your mesh is symmetrical

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you can also use Weight paint tools (add-on) to mirror-project weights on non symmetrical meshes

crisp tendon
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Your boobies aren't symmetrical ? yikes

sage patio
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lmao

kind mortar
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I like the jiggle to be set to each individual 😄

sage patio
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@kind mortar ...mirror does that

crisp tendon
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That's what symmetry is lol

sage patio
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if your vertex groups follow a proper convention, like Boob_R and Boob_L, then painting for one willl mirror for the other

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you can also use a . rather than a _

kind mortar
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The way my bones are set, they are painted separately 😄

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It works perfectly for me

winter axle
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my armature doesnt have a selection for Vertex groups

sage patio
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@winter axle when parenting the mesh to the armature in object mode using CTRL + P, you can choose a few options

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one of those is Using automatic Weights

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which will try to do the weights automatically based on the proximity of the bones

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but if you want to do it yourself, you can use With Empty Groups to create all of the group's for you, but with nothing assigned to them

winter axle
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im still confused as to how i parent the mesh to the armature.

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also does it make a huge diffrence when the head of my model and the body are seprate?

kind mortar
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Click the mesh first, then hold shift and click the armature and Ctrl P

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You can have tons of separate meshes as long as they are connected to the bones

winter axle
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whats it mean when i get an error saying Bone Heat weighting: Failed to find solution for one or more bones

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i got the head to work with the armature. but the body is having issues

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whats bone heat?

winter axle
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whats going on here?

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how do i fix Bone Heat?

atomic harness
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I Got this model but when i export it the camera is at like knee height.
any idea what could be wrong?

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there are like alot of bones

north knoll
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If I've added bones to a model in blender, and weight painted them such that things move correctly in blender when I move the bone, but in unity moving the bone does nothing, what's most likely the issue? I've been googling for a while and not figured it out.

sage patio
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@atomic harness the models origin should be at the feet

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right now it's at the crotch, and your model is half way through the floor

sleek radish
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I know that VRChat uses very specific proportions to do a lot of the full body tracking. Does anyone know if there is a "Optimal" skeleton/armature with those proportions and bone positions baked in?

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Something I can use to at least sanity check my own model's rig against.

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(especially for thumbs, dear god)

sage patio
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this is the "standard" rig

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some of these bones are not required, such as the toes, and the pinky and ring fingers

sleek radish
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Noted.

sage patio
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you can also optionally have an UpperChest bone

sleek radish
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That doesn't break anything?

sage patio
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I thought it did too, but apparently it doesn't, according to one source

sleek radish
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Hm

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Interesting. I'll keep that in mind.

sage patio
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what does your current rig look like?

sleek radish
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Unity doesn't track bone roll or head/tail, correct?

sage patio
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the head of the bone determines where the bone's pivot is

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there is no bone length information preserved

sleek radish
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Currently just plotting out a new avii, and it was a question that always tickled my braincase.

sage patio
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so if you need that, add an extra bone at the end of the chain

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call it like _end or something

sleek radish
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I'm dreading adding certain stuff like twist bones, since I'm not quite up to speed on how the rig functions, compared to blender.

sage patio
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I've not messed with twist bones but they can definitely help

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not too hard to set up either

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then again that won't really have an affect on the proportions

sleek radish
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Yeah, I know they'll be needed for this guy. I'm just plotting out what I need to know and targeting each in order, as it were.

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I think currently the rig rotates the forearm wholly with the wrist.

sage patio
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it mostly does yes

sleek radish
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(the standard 3.0 humanoid)

sage patio
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the alternative would be to have the wrist become extremely over twisted

sleek radish
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If so, that will effect my twist bone placement and painting

sage patio
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hm

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yea that's an interesting point

sleek radish
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Gonna be fun, especially since the body is cyberntic, so I get to do both hard surface and soft surface painting

sage patio
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if the forearm is twisting to compensate for the wrist twisting, wouldn't adding a twist bone for the lower part of the lower arm not do much

sleek radish
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Yeah

sage patio
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since the problematic area isn't really the wrist anymore, but the upper lowerarm?

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due to the IK?

sleek radish
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You'd have to weight the upper part of the forearm to a twist bone that's rotation constrained to the forearm, but only on two axises

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Sort of a second forearm.

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Fun stuff.

sage patio
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yea

sleek radish
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That's why Im looking into it before doing all my rigging. If I can know what I'm going to be aiming at, easier to hit the target

sage patio
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or putting a negative value for the rotation constraint

sleek radish
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Especially if I do some of the muscle bones I plan to have. Damn my obsession with anatomy.

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8 bones just to ensure the pecs don't act oddly. 😒

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I'm going to have to make a script to apply all these constraints based on name. I'm not doing this all manually, lmao.

sage patio
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kek

sleek radish
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Should be easy, as long as I name each bone correctly.
Maybe "XY.Elbow" where XY= the axises to be constrained, and "Elbow" = the parent bone to constrain to.

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Then just a script to parse the bone name and apply the appropriate constraint.

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I'm honestly surprised this isn't already a thing, but maybe it is and I haven't seen it.

tawdry dragon
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Hello guys! So my rig is working with the mesh. Lip Sync in Unity is working too. But now i had to separate the head, jacket etc, in edit mode in blender from the mesh, so i could put the texture on correctly. Because the first version was just like one material and effected everything. After finishing shading and exporting, my lip sync is not working anymore in Unity

kindred pollen
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should preferably keep one material and one mesh for everything, multiple meshes/materials is v unoptimized o:
also doing that might have destroyed the blendshapes, so you'd maybe have to recreate them?

sage patio
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also you shouldn't really need to separate the meshes to texture them

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you can just add materials and assign parts of the mesh to them

tawdry dragon
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I tried your tips, but they were not working. Still thank you for your help 🙌 What i did now was after shading/texture the meshes that i separated. I just merged all meshes and exported it. In Unity i created for every material a preset. AND EVERYTHING WORKS NOW 🙌 💯 You can't imagine guys how happy i am right now!!! 😊 I was working on it for like 7+ hours. I hope this helps someone too. Can't wait to see you guys trying the new avatar.

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Thank you, guys!!

hot pumice
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Has a solution ever been found to this issue? I have been attempting to fix this for a long period of time now, but have been unsuccessful.

turbid spear
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Can you post your armature in blender from the front and from the side

fading verge
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thank you for these tips. are these standing animations in the sdk somewhere (SDK3)?

vivid carbon
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proxy_stand_still, proxy_stand_still2, proxy_stand_still3

fading verge
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Ooo that's helpful

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okay thanks

fierce grail
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Use orthographic view (Numpad 5 to toggle it) for screenshots and those photos perfectly from the front and side (Numpad 1 & 3 respectively).

hot pumice
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I'll keep that in mind, thank you

ivory grove
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I'm weight painting a skirt, so I added some bones as children of the left and right legs along with their vertex groups, tweaked it and tested it in pose mode and everything looks and moves fine in blender, but when I import the fbx into unity one of the sides looks all "scrunched"

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I literally did the same process for both sides, yet only one of them is causing this issue, why could it be?

turbid spear
soft star
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so for some unknow reason unity added my rig as a bone on my finger ( between left index 2 and left index 3 ) and it won't let me remove it or change it

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and it for some reason is overriding the finger bone

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whats more confusing is that no such rig bone exist in the blender file.

soft star
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can i get any help with this issue or am i gonna have to start from scratch again?

turbid spear
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Uh, what?

turbid spear
# hot pumice

Personally, not sure, but I've heard about this issue before so you should try and just match a working armature

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Try matching the one in the channel pins

hot pumice
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I'll see if I can make a second version and overwrite the bones after matching scale, maybe. I'll see what happens.

soft star
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so after a re-import it seems the rig one isn't there anymore, (likely an error on unity's part) seriously how is this stuff not fixed.

faint wadi
cinder sable
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I weight painted something to a rig that works in blender so it would move with dynamic bones in unity, but it doesnt move

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what do I do

wheat beacon
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Can someone help me with cloth?D: I did everything how it was supposed to but as soon as i am in game the mesh moves with my head..

untold monolith
untold monolith
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yeah

untold monolith
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does the dress move with your body/hip/etc. when the cloth component isnt activated?

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my suspicion is the dress isnt weighted to anything

wheat beacon
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it is weight painted to the chest

untold monolith
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so when the cloth component isnt activated when your chest moves, it will move?

wheat beacon
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yes

untold monolith
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how does the...forget what the term is, those orbs you paint, how do those look

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usually at least the topmost ones should be red

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or 0 movement or w/e

wheat beacon
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its not my first time doing cloth

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i never had this issue before

untold monolith
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wew thats a lot of verts
does it look fine in unity play mode?

wheat beacon
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yeah it does look fine in unity play mode

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its like i always do cloth

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but as soon as i am in game after 2 seconds it starts to follow my head movements

untold monolith
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what does your armature's transform component look like?

wheat beacon
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i even took all capsule colliders down to see if that was the issue, but it was the same

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<.<

untold monolith
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i know ive sometimes had weird issues with cloth when all of my object transforms weren't 0'ed out
does your skirt's transform look similar?

untold monolith
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hm

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different issue, they would spazz out and fly outwards

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i would backup your fbx and unity savefile just to be on the safe side

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but you could try selecting the dress in blender, hit f3 and search apply object transform, and that will probably bring it to the like
0 0 0
-89.98 0 0

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the reason i say that is it might mess up the cloth component

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so make sure you have a savefile with your old cloth component settings

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in case that doesnt help and you need to revert

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actually

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hm

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before you do the blender work, backup unity save and right click on the dress's transform component and try revert to prefab @wheat beacon

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and see if it 0's that stuff out
in either case if neither of those addresses the issue then im at a loss, too

wheat beacon
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nothing changes

untold monolith
# wheat beacon nothing changes

huh, that's quite weird.... one last idea came to mind: are any of the bones the dress is weighted to constrained to something?
i have one cloth physics thing that moves with my head and the mesh its on is on a constrained object

wheat beacon
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because thedress is painted to the chest

untold monolith
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i wouldnt expect it to have issues if none of the bones the dress is on are constrained
although if you do have constraints on the avatar you could try disabling them all temporarily as a test just to be on the safe side

wheat beacon
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i dont have any though q.q

untold monolith
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oh yeah then that obviously wouldnt be the issue. im outta ideas then

wheat beacon
fading verge
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Why does Unity not automap my finger bones? I've sorted the Hierarchy, Vertex Groups, even renamed them all as attempts to figure it out but for some reason I have to place them manually in Unity

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why is that?

fervent hornet
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How are they positioned in world space?

fading verge
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In Blender or Unity?

fervent hornet
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Blender would be more clear to look at

fading verge
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This is how they are positioned in blender

fervent hornet
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Oh its a kon right?

fading verge
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Yep

fervent hornet
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Do you not actually have fingers?

fading verge
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There are no fingers

fervent hornet
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It might be struggling since they have no weights, regardless you dont need all those fingers if they do nothing

fading verge
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But so that you don't crouch into the ground it has finger bones on it

fervent hornet
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I think you need index, middle, and thumb

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and only proximal

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So even if you need to manually assign them, you only need to assign 3 instead of 15

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The sdk will tell you what fingers you need if you try to upload without em

fading verge
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Hmm alright I'll do that instead then qwq

fervent hornet
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You can either just ignore the other bones when assigning manually or better yet delete the bones in blender

fading verge
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True that

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Thank you

fervent hornet
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No problem gl

fierce grail
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SDK3 avatars work completely fine in FBT if you don't have any finger bones at all, but in case of SDK2 it is as Scionzenos wrote.

fervent hornet
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Yeah havent done a fingerless avatar since half life alyx came out and I got index controllers so Im going off old info 👍

willow seal
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I have a problem

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On my model, I can't move the mesh in blender, when I try in pose mode, it only moves the bones

kind mortar
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Seems like your mesh might not be parented to the bones

sage patio
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1: mesh needs to be parented to armature
2: mesh needs unapplied armature modifier with correct armature selected
3: mesh needs to be weight painted

winter axle
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is the last tip of the fingers important. if not im thinking about getting rid of them on my model im making. can the model work with just those two main finger bones. or do i need those other bones at the very end of the fingers?

fair plank
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Hey, when merging armatures like clothing and hair etc, should you merge them to the armature with the head or body?

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Guess my friend'll just find out

mild stratus
crimson girder
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is anyone willing to add different expressions to my rocket raccoon avatar a friend gave to me

fleet lintel
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How do you make your rig have rotation limits/constraints once in Unity for VrChat?
I don't want the shoulders to rotate on their axies

sage patio
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@fair plank there should only be one armature, I think you're getting confused with meshes

cinder sable
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hey what do I rename the bones to on the body

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I need to know

fair plank
rose wadi
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heya! Anyone online and free? i wanna ask if someone free could see how i could improve my weight blending, it's already done but yeah in vrchat it's not perfect at all (the bones are setup right in unity) , but ingame i have a lot less good control of the arms than other base models i can choose online

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i'd send you my model and such, or show you in a screenshare, see what's wrong with it

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I doubt sending a lot of screenshot here would do good haha, especially since each bone has it's own part of the model

peak rune
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am im trying to rig some hands from a mmd and its a nightmare

vague laurel
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Did you know if you ever finished this??

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Sorry for ping

rose wadi
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here's the problem i'm talking about

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ingame/invr, my arms always feel like i'm not controlling them right

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(this is in the muscle pose so i can get a look at it)

undone vale
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can anybody dm or just help me with my avatar animator problem?

mighty pebble
# rose wadi heya! Anyone online and free? i wanna ask if someone free could see how i could ...

Have you tried watching this video? He goes into great depth with weight painting and modifying existing weight painting. As well as even as deep as studying human anatomy to determine where the weight should be. And fun shortcuts as well.

https://www.youtube.com/watch?v=2sfTEBAl8sA

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

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

*The zigzag neck problem is less pre...

▶ Play video
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It's a long video but it will save you probably 5x the amount of time in the future if not more. Armatures and weight painting isn't something you learn super quickly anyway

rose wadi
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Thank you! i'll study that video then

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lowkey if i can't do it i'll probably pay someone for it but hey last resort lol

wide frost
#

I'm Trying to make a cartoony character, So I want a sudo rubber hose effect like old school cartoons, how would I rig / weight paint this to get that effect ya'll think?

winter axle
#

so im making a robot and im having abit of trouble with the joints can someone tell me why my joints are making my model "squish" in onto itself?

#

alot of the joints are my model are ball joints and im having diffculty getting to where the model saves as it is. its made of metal. so it shouldnt stretch of squish but it is. can anyone tell me whats happening?

crisp tendon
#

It needs to be weight painted to 1 with no gradient and not affecting other parts of the mesh

winter axle
#

i used Automatic weight painting. is that not good enough for what im trying to achieve?

sage patio
#

doing so will still have smooth weight gradients between joints

#

you don't want any kind of smooth gradients

#

parts need to be weighed to one bone and one bone only

merry valley
#

Cleaned up some things and broke another. Almost feels like its actually dynamic bones effecting the head's mesh. Near the cheek bone area you can see clipping.

merry valley
#

Not dynamic bones since trying to excluding it. (The mask)

winter axle
#

Thanks Sacred once again. You have all the answers to my never ending animation trouble.

sage patio
#

😄

round falcon
#

Man.. I can never do simple things...

How do I add clothes to an avatar in blender that has pre-done armature / shape keys?

Merging armatures in object mode makes a clusterf*k of bones

zinc fulcrum
#

how do i make a wheelchair avatar in wich the arms move but the legs dont?

sage patio
#

@round falcon there are many ways, are those clothes specifically made for the model you are using?

#

also, you don't want to just join the armatures in object

#

you want to use the Custom model creation section in CATS

#

1 - import the outfit into the same project as your model

2 - under "Custom model creation" in CATS, have "Merge all bones" enabled, Apply transforms disabled, Join Meshes disabled, and Remove Zero Weight Bones enabled

3 - with the "Base" armature being your main model's armature and the "To merge" armature being the outfit's armature, click "Merge armatures".

4 - to test if it worked, click on the armature and switch to Pose mode (shortcut: ctrl + tab). click on a bone and move it using the rotate tool (or R) and see if it moves correctly.

5 - if everything is good, export the model, preferably using CATS.

brisk terrace
#

I need help with a weird behavior. In blender there is no issue with moveing the neck. But in unity , the face and part of the head don't follow when i move the neck.

crisp tendon
#

Where is the eye patch part in blender ?

round falcon
brisk terrace
#

Eye patch is a separate object added in unity

rustic needle
#

anyone know the fix for this?

sage patio
rustic needle
#

now what?

sage patio
#

send a screenshot of what it looks like

rustic needle
sage patio
#

I think the origin is below the floor lol

#

do shift + C to center the 3d cursor

rustic needle
#

got it

sage patio
#

click on your model, do CTRL + A > All transforms

#

do this for both the mesh then the armature

#

then right click the armature and do Set origin > Origin to 3d cursor

#

you should then see a small yellow sphere where the 3d cursor is

#

that's the origin point

rustic needle
#

alright

sage patio
#

send a screenshot after doing that so i can confirm that you did it correctly

rustic needle
#

do i click on the model in object or edit mode

sage patio
#

object

rustic needle
#

k

#

the option for set origin does not show up for the armature only the mesh

sage patio
#

you sure?

rustic needle
#

yea

#

thats after i do all transforms

sage patio
#

in the top left of unity, do you see an "Object" tab?

rustic needle
#

I see GameObject

sage patio
#

uh

rustic needle
sage patio
#

wait

#

shit i meant blender lol

rustic needle
#

oh

#

yea i see it

sage patio
#

do you see Set origin there or is it the same thing

rustic needle
#

i see the set origin there

sage patio
#

aight

rustic needle
#

i think that solves that issue, another problem i have is that when i tested the PC version of the avatar it would like crouch or go prone

sage patio
#

that is probably the same issue

rustic needle
#

the same issue with the origin point wasnt in the PC version tho so thats why im a bit confused

near grove
#

is there an easy way to put a bone between my avitar's sholders and head that doesnt affect anything?

sage patio
#

@near grove what for?

near grove
#

Because the model I'm importing had no neck

#

And humanoid rig need neck

#

Else he goes tpose mode

sage patio
#

then yea you need to add a neck bone

#

you can split the head bone in 2

#

right click in edit mode > subdivide

#

then maybe make the neck one smaller

#

just need to check the weights afterwards

near grove
#

Can't you just add a null bone?

#

Aka a bone that doesn't effect the mesh

sage patio
#

a bone is a bone

#

whether you have vertices weighed to it or not

#

don't forget that the bone hierarchy important too

near grove
#

So a bone with no weights is easy to do?

sage patio
#

yea, you can add that in edit mode in many ways

uneven needle
#

I'm having trouble with FBT on this avatar I'm working on

#

normal tracking is fine

#

but the moment FBT is enabled it goes:

#

like a crab

#

any ideas as to what the problem could be?

sage patio
#

@uneven needle can you show us your rig in blender

uneven needle
sage patio
#

if you have any client mods, remove them

#

rig looks fine

uneven needle
#

none at all

#

...actually hold on

#

this isn't me testing it it's someone else, lemme ask

sage patio
#

it also seems like the hip tracker is flying off

#

ask them where they have the tracker dongles

#

or better yet

#

ask them to talk here

uneven needle
#

will do

#

apparently no mods

#

he wears it on the right side of his hip, and has 2.0 trackers

#

although FBT works on other avatars for him so I'm not sure if its the trackers' problem

topaz surge
#

im here

#

sup Sayuyu

uneven needle
#

this is my FBT guy

topaz surge
#

anyway to answer what ya put I have my dongles spaced apart and I dont lose tracking unless say my bed hides the ones I strap to my ankles.

#

my left foot seemed bounded to my chest and that was the only way I could move up. Tho to Sayuyu I was unable to be seen to them

sage patio
#

@uneven needle I meant the dongles. not the trackers

#

woop didn't read last message

uneven needle
#

I found a problem with the chest bone in the rig

#

it got unmapped at some point

sage patio
#

ah, fun

uneven needle
#

so i fixed that and i'm uploading a test

#

thing is, when i was testing it with just headset + controllers there wasn't any issues

#

and you'd expect that not having the chest bound at that point would cause trouble, but who knows...

uneven needle
#

yup that fixed it!

#

@sage patio thanks for helping

misty rivet
#

Hey not sure if I’m asking this in the right channel but does anyone know of any good YouTube videos or tutorials on how to put a avatar base and head together in blender? I have both but I’m unsure of how to correctly make them connect and fit together to make a complete head and body without leaving holes around the neck and back of head area.

round falcon
#

I cannot, for the life of me, get Voxian's rave pants to rig in blender. It's beyond frustrating. Nothing in it behaves as expected

sage patio
#

@round falcon go to the modifiers tab and make sure there is an Armature modifier present, and that Object is set to your main armature

wild sundial
#

Can someone help me with my arms twisting? It seems that in full body when I extend my arms in a t pose while looking at myself in a mirror they look just fine, but when I look at whatever arm is extended, they twist up a little bit and it seems the full extension length is shortened.

#

It doesn't twist in non full body mode.

#

I did already follow Kung's most recent limb twist fix but it's still twisting a little bit.

round falcon
sage patio
#

you can also go into the preferences and change what colors are used

round falcon
#

Having some crunching on the belt, and some sections with flipped normals when imported to unity. Goes away if I remove the associated vertex groups. Looks fine in blender though

Has me scratching my head a bit

sage patio
#

if so, click on the fbx, go to the Rig tab in the inspector, and click configure

#

at the bottom, click Pose, then Reset

round falcon
sage patio
#

@round falcon what if you drag the FBX into the scene again

round falcon
#

Nice that was the magic trick that worked. Thanks!

sage patio
#

@round falcon for future reference, if you change the pose of the model in the rig config, it won't show on the model in the scene. to fix that, you can reset the pose using Pumkin's

shadow fern
#

Does anyone know if there's a way to update an existing avatar's armature with additional bones without having to redo the whole avatar? Currently it causes the mesh to disappear and the only way I know to fix it is to drag in the new model and re-do everything

wild sundial
# shadow fern Does anyone know if there's a way to update an existing avatar's armature with a...

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

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

*The zigzag neck problem is less pre...

▶ Play video
#

At 19:55 or so he re-imports a new model to unity. Follow that.

shadow fern
#

Don't think is gonna work for me. They're merely adjusting bones; I'm adding bones.

sage patio
#

@shadow fern yes, you can just override the FBX

#

make sure to always export using CATS, not using blenders default exporter

shadow fern
#

I am not using CATS

sage patio
#

why not?

shadow fern
#

Does nothing for me.

sage patio
#

CATS is a toolbox containing many useful tools. you don't need to use all of them

#

in this case, the export button in CATS is a shortcut

#

so you don't need to change a bunch of export settings yourself

shadow fern
#

I've already been exporting my stuff without CATS for years so I have no need for it.

sage patio
#

notably Leaf bones, FBX scaling, and enabling the meshes in the scene

#

if you reimport a model in unity and it breaks, just drag the FBX into the scene again and use Pumkin's to copy all components over

shadow fern
#

Now that's useful. I didn't know Pumkin made a tool for that.

sage patio
#

it's part of the Pumkin's avatar tools thing that has existed for a while

#

you just scroll down to the Copy components section

shadow fern
#

Cool, thanks for pointing that out.

fading verge
#

im making a avatar

jade bane
#

Can someone point me in a direction for figuring out how to rig a skirt? I want to add it to my avi as a seperate object in unity preferably so I can have changable outfits

#

Or would it be a lot easier to just have a seperate avi for seperate outfits lmao

sage patio
#

you should be adding your clothing in blender

#

all you do to toggle it is disable/enable the mesh

jade bane
#

I gotta take frequent breaks from the unity/blender life or I stop making progress lol

forest charm
#

Anyone know how to stop the viewpoint drift when sitting down in fullbody

sage patio
forest charm
sage patio
#

could try either tweaking your user real height setting and recalibrating

#

otherwise you might want to edit your model

#

either by using an Upperchest bone for better spine bending, or tweaking the proportions to match your real proportions

forest charm
#

I dont have an upper chest bones

sage patio
#

I know, but you can always edit the model lol

#

if you know how

steel bolt
#

Hey, is there a rig I can download anywhere with all the default animations I can slap onto an existing mesh?

atomic harness
#

how do i rig hands and head of a non humanoid character

#

character doesnt have legs so the animations are non issue

#

@steel bolt rigs and animations are 2 different things

#

what mesh you got

#

i can rig stuff

steel bolt
#

Wait so how exactly does parenting animations to an armature work?
All I know how to do are the shape keys but how do I get the walking animations and such on the mesh?

atomic harness
#

if the rig is humanoid. it can use the defaults vrc animations

steel bolt
#

Even with a custom rig?

atomic harness
#

if its a human yes

#

or human like

#

if its a centaur or flying robot no

steel bolt
#

yeah its human the face isn't

atomic harness
#

thats already rigged

steel bolt
#

Yeah

atomic harness
#

i need to go in a meeting soon but i maybe can call you lateR?

#

i can help importing it in unity

steel bolt
#

Sure dms are open im about to head to bed tho.

atomic harness
#

ok in unity click on your model

#

press rig

#

animation type humannoid

#

and there you have a configure button

#

i need to run now

#

but uhm you can probably fix your stuff there

#

you can send dm

steel bolt
#

Alright ill check it out thanks, I was confused I always thought there was a premade amature with the animations attached that you parent

#

So that actually cleared up a lot thank you ill look into it

atomic harness
#

are you working on it right now?

buoyant badge
#

hello! i want to make my eyes a little lower, aka i wanna change my blendshape, can i do that?

crisp tendon
#

on Basis yeah

steel bolt
# atomic harness are you working on it right now?

Didn't see this till now, idk what time zone you're in but I prob wont be on until like 12 hours from now.
Thank you for the offer tho, ill dm u if im having issues when im back to working on it maybe our free time will line up

Thanks again

atomic harness
#

so can anyone explain me how to rig an avatar without legs as generic rig with only head and arms

#

do it for KVN

fervent hornet
#

If you have arms, why make it generic? Do you use VR at all?

atomic harness
#

yes i use vr

#

i itill want to be able to use arms

fervent hornet
#

You cant use generic then, to use VR it has to be humanoid

#

If you dont have the required bones for a humanoid model, just have them present but unweighted

#

For example, have a full humanoid armature, then around the shoulder area you mesh sits with the arms weights correctly. Youll have invisible legs underneath you but it will allow you to use humanoid and VR

atomic harness
#

i did have tried that before. but i thought it was not the proper solution.

#

it also said you can make a custom rig. but it was more advanced

fervent hornet
#

It's as proper as you can get, you are making a humanoid that isnt humanoid 🤷‍♂️

atomic harness
#

and also poorly documented

fervent hornet
#

Generic is what you should use in a non-vr scenario, but in VRChat you need a humanoid if you want to use VR so you dont really have a choice

#

Generic is only good for desktop use in vrchat due to that

#

Even then youd have to manually animate everything about it, instead of using VRChats prebuilt locomotion

atomic harness
#

yeah i think there should be some option where you can set a bone to be IK tracked

fervent hornet
#

You can use Final IK to create your own inverse kinematics, however, you would still need a humanoid armature somewhere on your avatar to use your VR, making it kinda redundant in this case

dusty sparrow
#

What’s a good place to find someone to rig something? Mixamo is garbage and I’m willing to pay

atomic harness
#

humanoid?

dusty sparrow
#

Yes

dusty sparrow
#

To be exact it’s a halo character, but no rig

#

Alright

#

And rigging it is not something in my power I’m more just someone who fixes shoddy weight painting

atomic harness
#

oh right i can probably do that

dusty sparrow
#

Well, I’m not gonna get someone to do it now because we have a separate file with UV’s, but there’s also another one that’s very confusing but I have no pictures atm

#

I have like 4 that I want rigged honestly so I need to get everything separated

fast berry
#

Hey! What could be causing my avatar's hand in-game to split outwards like a starfish VS if i look at it in unity, it looks like..well like it should.
Is it a problem with how i set up my bones or could it be rooted in how the muscles are set up by unity automatically?
If i do any hand gestures in-game, the fingers seem to clip into a more proper angle. I've found that if i fiddle with the muscle angles, i can force my fingers to tighten up more but i cant for the life of me find a way to stop my avatar's hand from idling with fingers spread out sideways.

round falcon
#

2 blender questions:

  1. Is there a keyboard shortcut for deleting blend keys? X, Delete do nothing. Bit of a pain to keep going back and forth to the minus button.

  2. Any way of hiding / excluding muted shape keys from export? Yes I can delete them to remove from project.. But that would have some effects on future maintainability of the model

sage patio
#

@round falcon shape keys being on the model don't have a performance impact, apart from a slightly larger file size

#

it's only if you activate those shape keys that it has a performance impact

#

but to answer your questions, I do not know of a shortcut to remove shape keys. you can probably just make one though

#

right click on the Minus button

#

and for the 2nd question, maybe? not sure

round falcon
#

OH gotcha. So the goal isn't to yeet them. It's just to leave them set at zero. Ok, easy enough.

Minus button shortcut isn't working. But meh, sort of made myself a template to make stuff easier

compact sage
#

How do you rig a furry head?

crisp tendon
#

Same as any other head

atomic harness
#

need to be more specific

compact sage
#

I tried this, but thing went hay wire when I try to rig eyes and hair

crisp tendon
#

Head bone needs to be straight

#

hair should be fine

#

eye bone should be created in the middle of the eye sphere

compact sage
#

straight up?

crisp tendon
#

yep

compact sage
#

lemme check

round falcon
#

Known issue in blender where reverting a shape key applied to basis causes a python traceback error?

compact sage
#

Idk what the issue is?

#

hello?

crisp tendon
#

Your issue is the weight painting

#

So you need to weight paint your head mesh appropriately

compact sage
#

lemme tryyy

compact sage
#

gonna take a while but thanks :3

round falcon
#

So unity and blender are having a disagreement about object position.

It's a collar, with separate tag / ring / base mesh. Base collar is in correct position, as is D ring. Keyring is same offset from origin but in Z direction instead of Y. And tag is same offset from center but in -Z direction.

Tried setting origin to center of mass, but noted no change.

ehh?

sage patio
#

ctrl + A

round falcon
#

No change

sage patio
#

also, why are those separate meshes

#

they really should be one

round falcon
#

How the FBX is set up. Works fine if dragged and dropped into heirarchy in unity. But blender as an intermediate makes it angry

sage patio
#

you really should just join the meshes

#

and just have the whole thing just weighed to the neck bone

round falcon
#

But then the tag won't jingle jangle 😛

sage patio
#

then add extra bones for the other parts

#

collar weighed to neck, extra bone for both little chain segments (really no point in one for each), and another one for the tag

round falcon
#

Fair enough. Even w/ the meshes joined, it's still getting pissy in unity. I applied the transforms after joining and it's well... off kilter

midnight snow
#

can anyone rig a 3d model for me? its decently small so he wouldnt be to much of a hassle right? or im just underestimating it lol. i cant figure it out and dont have the time to do it

sage patio
#

make sure there is one

#

and that Object is set to your armature

silver pagoda
#

yo so ik that this is a channel meant for rigging but does anyone know how to turn a blender animation into a .anim file? I heard that its easiest to put an animation onto an avatar if its a .anim file

crisp tendon
#

Bake action > export your fbx

eager obsidian
#

Hi, i was looking for someone to help me rig up a model i want for VRChat but i have 0 experience using Blender and Unity. If someone is willing to help that would be nice (I got the model and resources but i don't know how to do the bones etc...)

"MF DOOM" (https://skfb.ly/6SruZ) by Joppe Min is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

#

Feel free to dm me

#

or @eager obsidian

crisp tendon
#

Give Mixamo a try !

eager obsidian
#

I'll see what i can do 😅

molten granite
#

this correct

#

never used blender before

fervent hornet
#

Correct for what exactly

molten granite
#

for it to work

#

if i continue

#

like move

fervent hornet
#

For VR?

molten granite
#

yes

fervent hornet
#

No, it needs to be roughly humanoid, if anything you need legs

molten granite
#

what if it just crawls

#

like a snake

#

a floating head with paralized lowe side

fervent hornet
#

I mean sure, you still need legs if you want to use VR

molten granite
#

yeah

fervent hornet
#

Even if they arnt used

molten granite
#

ok

#

ty

fervent hornet
#

But you can always have a fake humanoid, and then connect your blender thing to it for more freedom

molten granite
#

do the legs have to be at the end

#

where the spine ends

fervent hornet
#

Nah, should be at the point where that chain goes from going down to going backwards

#

Hierarchy matters though, needs to go hips->spine->chest->neck->head

molten granite
#

hm

#

i just moved the entire thing

#

but a few parts didnt move

#

oop nvm found the problem

rain cosmos
#

Does anyone have the Blender Add-On for XPS to PMX?

spice umbra
#

I have an avatar I rigged and everything is working great! Walking, animations, all perfect. Standing is perfect 80% of the time. But the legs random contort and crumple up. And idea why?

crisp tendon
#

Make sure the leg bones aren't completely straight

vestal ermine
#

pog

spice umbra
crisp tendon
#

Can you post the armature front and side view ?

final bronze
#

Physics bones, where do I start?
The only thing I've found so far is a built-in script called VRC_Physics Root.
Does that have anything to do with Physics Bones?

#

Or.. have they not released yet?

crisp tendon
#

They have not released

indigo path
#

excited for that

pure mulch
#

not 100% sure if this is rigging chat discussion but how do I fix this

#

(something about crouching breaks if I don't have the menu open

#

for additional context it only does this if im not moving, the feet go back down otherwise

plucky ledge
#

Can I please have some help rigging this!.

I've tried 2 amateurs but it just won't attach in blender.
I even followed a tutorial but it didn't work. (Yes i was using the same blender at the time 2.9) can someone please help me on this

pine raven
#

Been trying to swap out this model's hand for a new one, and I think I've mostly got it, but the end of the sleeve refuses to move enough with the rest of it

crisp tendon
#

Weight paint it

pine raven
#

Been trying to do that, but I can't figure out how to select the bone it's weighted to

crisp tendon
#

You can select the vertex group in the list, it's easier

sage patio
#

@pine raven either select the associated vertex group from the list, or

#

in object mode, select the armature first, shift click the mesh, and then switch to weight painting mode

#

then, you can Ctrl + click a bone to select it and the vertex group

wild sundial
#

I've been introduced to Pumkin's avatar tools (thanks Sacred) recently and I have to say it's a pretty darn cool tool.

#

Now the question: Is it still relevant to override the old .fbx by renaming the new one, dragging it in, and not having to deal with copying stuff over?

#

I'm cool with doing either method but I want to see if there are pros and cons.

sage patio
#

@wild sundial you should just override the FBX with the new version

#

so everything happens automatically and you don't need to copy anything over

#

your should add a bookmark in blender to the folder where the FBX is located in your unity project

#

so that you can export and override it directly

#

this will work as long as you never unpack the model

#

you should never have a reason to

wild sundial
#

Thanks sacred. The only reason I used pumpkins was because the regular fbx replacement didn’t work.

jade bane
#

God adding a skirt is hard..

dusty sparrow
#

Honestly it’s just the skirt physics that are a pain

jade bane
#

yea im trying to add dynamic bones and cant get nothing to work

#

been at it for like 3 days

#

There surprisingly arent really many tutorials on just adding dynamic bones to a skirt

sage patio
#

that's all you have to do to make it work

#

the rest is just tweaking the values until it looks good

feral sinew
#

^

jade bane
sage patio
#

like 0.01

#

that'll do

jade bane
#

where can I find End Length? @sage patio

#

ahh I found it, let me try it out then

#

Yea doesn't seem to be working for me

sage patio
#

can you show me how you have your dynamic bone script set up

rigid spire
#

i dunno where to ask this but where did my model go? i bumped a button and now the mesh isnt showing up

sage patio
rigid spire
#

no it wont go back

feral sinew
#

alt+h

sage patio
#

@rigid spireclick this icon in the top right

#

the funnel one

#

click the icon that looks like a screen

rigid spire
#

@sage patio

rigid spire
feral sinew
#

is the mesh still there?

#

like, in your collection

#

if so, try selecting it and hitting numpad .

rigid spire
#

also i dunno what you mean by numpad, is there a button marked numpad?

feral sinew
#

do you have a numpad?

#

on your keyboard, i mean

rigid spire
#

yea.. its a laptop

subtle pivot
#

I was trying to get a good rig for avatars I can't find any tho

rigid spire
subtle pivot
#

Something like that yes

cosmic nimbus
#

You wanna just import a skeleton?

subtle pivot
#

Mhm I'm trying to do

#

The skeleton was upside down

cosmic nimbus
#

Just make it from scratch or use Adobe mixamo

#

Mixamo isn't very good but it's about 1000x faster than doing it from scratch

#

If you're inexperienced, at least

subtle pivot
#

I need a humanoid one tho but it's fine

cosmic nimbus
#

Mixamo generates humanoid vrc ready armatures

#

automatically

subtle pivot
#

I see

cosmic nimbus
#

Yeah you just gotta feed it your fbx and it'll do the rest

subtle pivot
#

Is it free to use?

cosmic nimbus
#

Again the quality isn't commendable but it's quick and easy

#

And yeah free

subtle pivot
#

Ok then

cosmic nimbus
#

At least it was last time I checked, adobe being adobe things may have changed

subtle pivot
#

Oh

#

Thanks for helping tho

jade bane
rigid spire
sage patio
# jade bane Happy to say I did some other things that got the skirt working with dynamic bon...

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

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

▶ Play video
#

@rigid spiretry switching to the Solid rendering mode

#

the 2nd one

jade bane
sage patio
#

not that bad

#

if you want your skirt to look right then this is the way to do it

#

either that or using Cloth, but that's too computationally expensive if your skirt is too high poly

#

essentially calculates physics for every vertex

jade bane
#

I feel like I have made so much additions to my character in unity, each clothing item is a seperate object.. I would need to go back to blender and re-do the base, then somehow slot it into unity in the place of the existing base? I dont even want to think about that with how many thing I got attached to the armature lmao..

sage patio
#

clothes is the #1 thing that should be added in blender

#

I'm gonna assume that you unpacked the model at some point

jade bane
#

yes

sage patio
#

which means that it no longer references the original FBX

#

that is something you should never do

#

because if you don't, then you can just replace the FBX with a new version (directly exported from blender for example) and unity will update it in the scene for you

jade bane
#

Ohh I was wondering why it wasnt unpacked in people tutorials lol

sage patio
#

unpacking models bad

jade bane
#

ohhhh I see

#

So shit I gotta basically start from scratch more or less

sage patio
#

it's for the best

#

also

#

do I dare ask how you added the clothes in unity...?

#

like your process for doing that

jade bane
#

yea soooo I add the clothing item with a armature then match the bones

#

but first I fit it to the base in blender

sage patio
#

huh

#

that's such a weird way of doing it lol

rigid spire
rigid spire
#

yes you do

sage patio
#

you can add anything onto a model without unpacking the model

#

you just can't re-arrange the structure of the model

rigid spire
#

but it wont work properly

sage patio
#

that's an edit that needs to be done in blender

rigid spire
#

to add a springjoint?

sage patio
#

no, rearranging the model

rigid spire
#

a springjoint is all unity

jade bane
rigid spire
sage patio
#

springjoints should be put on the root of your model, and using a joint to fix it to whatever bone you want

#

or constraint

rigid spire
sage patio
#

you really don't

#

I've set up springjoints before bro

#

I would not be saying this and pushing my point if I knew that it didn't work

#

there is no reason to ever unpack your model. prefabs like spring joints? sure, those you can unpack.

#

if for some reason you need to unpack it, then that means you're trying to do something that should be done in blender anyways

rigid spire
sage patio
#

I have a model, which has a springjoint, which is not unpacked. the spring joint works just fine.

#

your issue is most likely unrelated

rigid spire
sage patio
#

the model in my banner is a Coppouchi, and my current model is a Kitabunny. neither of them are unpacked. I edit all of my models in blender, and export them as an FBX, which, once in unity, I do not unpack

rigid spire
# sage patio the model in my banner is a Coppouchi, and my current model is a Kitabunny. neit...

i just think you should just stick to your expertece of giving people blender help than unity help cause, yes, redoing the rig in unity for something like a skirt wont work, but adding something with a lot of unity things like a springjoint, a phone with playable music, a throwjoint especially, needs to be completely unpacked. that is wrong to not unpack a model completely to add something with lots of coding and uses things like the unity springjoint and constraint system.

sage patio
#

I have plenty of experience with both Blender and Unity, more in the latter if anything.

here is an example of a complex prefab, the VRLabs 3.0 Follower. if you notice, at no point do they unpack the model, and it works just fine. https://youtu.be/gSDRDISDSIA

#

and here's a spring joint tutorial; again, no unpacking needed. https://youtu.be/YQiBD08P42k

Just a quick tutorial on how to create menu toggles for the Springball Joints! Check out the creator of those in the links below (there's a free one if you look a bit).

Also check out the absolutely adorable Awterrs by Shade!!!! Totally go give him love!

Springball Joints: https://raivovfx.booth.pm/items/2371524
Awtter by Shade: https://gumroa...

▶ Play video
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working on models is so much faster if you don't need to copy over shit any time you edit the model. you can just export from blender directly into your Unity folder where the FBX is, and Unity will update the model in the scene, no extra work required.

elfin nexus
#

So i updated my avatar to see if this bone structure would help with some stuff, but instead now my hip is being rotated like 20 degrees sideways in fullbody. So i decided to set the bones back to the exact values that they were before, and the hip is still sideways, any ideas?

muted mason
#

Hi! I'm a bit new to uploading avatars to VRchat, and I can't quite find any tutorials/examples on how to add hair physics to my model. I imported my model with UniVRM to Unity 2018, and I want to add the hair physics back. Is there any way to do that? I've seen other models w/ working physics

sage patio
fading verge
#

does anyone offer fbx model rigging services? I have an avatar in fbx format from sketchfab I want rigged

sage patio
muted mason
#

Alright so I got dynamic bones and rigged the hair/skirt/chest/etc, but when I took it into VRchat then the models physics don't work. Any idea how I can fix that?

sage patio
#

if you add a dynamic bone script to the tail for example, you need to drag that same bone into the Root

muted mason
#

Mhmm! I got everything properly rigged in unity, I just can't see it when I go ingame

vivid carbon
sage patio
#

^

vivid carbon
#

if it works when testing in unity but not in vrchat, that's probably it

#

that is found in Safety->Performance Options

muted mason
#

thank you

clear forge
#

I'm not sure where I should ask but I guess here. So I've made an avatar from Blender and just exported to Unity. But when I go into playmode, it becomes like this. I think I must have forgot something from Blender, but I don't know what. I'm still kinda learning from Blender stuff so any help would be appreciated !

humble gazelle
#

Does vr chat support shrinkwrap?

#

My character has shrink wrap eyes

crisp tendon
#

Shrinkwrap should be applied on export, since Unity doesn't support it

humble gazelle
#

but i need the shrink wrap to prevent the eyes from clipping throught he model

humble gazelle
#

guess ill try to carve out the eye hole instead

humble gazelle
#

aaaannd blender swapped all my vertex groups around so now ive lost 2 hours of work

#

perfect

turbid spear
#

You can just rename v groups

feral sinew
fading verge
#

^ you might as well delete part of the arm mesh that is hidden under the clothing assuming the hoodie is not going to be ever coming off

feral sinew
#

that too

#

it's better for performance overall

analog bough
#

Is the neck bone used or is everything based on the head bone?

#

This avatar originally had a very small neckbone between the head and chest, and I'm not sure if that's because the neck doesn't matter or because the rigging is bad

#

Last time I fixed it by making the neck necklength and head head length but wanted to make sure that's the correct route before doing it again

crisp tendon
#

Neck is used, but not much, its weight paint is important though

analog bough
#

Alright I'll make it bigger again

#

Thanks

spiral helm
#

can anyone help me fix my avatar's eyes? they go cockeyed in play mode in unity.

humble gazelle
#

fixed my model gonna export it to unity

humble gazelle
#

is there a way to assign the visemes to only affect a certain vertex group?

sage patio
#

@humble gazelle go to blender, and try activating one of the Viseme shape keys

#

and see what happens

humble gazelle
#

it get all distorted

#

i think ive fixed it now though

#

i propigated to blend

sage patio
#

good

#

there's also Blend from shape which is kinda like the opposite, so it's more precise

humble gazelle
#

now hes not broken but he's to emotive

#

fixed it

#

just had to turn down the shape key mix intensity

#

shrunk him down because hes supposed to be smoll

humble gazelle
#

how do i turn shape keys into an expression i can use with the hand gestures

sage patio
#

for the FX controller, you can take the Gesture controller template (called vrc_avatar3HandsLayer) and modify it

#

start by making a copy of that controller and calling it FX

#

after that, there are 3 things you need to do

#

1: remove all layer masks (click gear icon next to layers, remove the mask)
2: enable Write Defaults on every state in both hand layers (including Idle)
3: remove all the animations in every state in both hand layers (including idle)

#

now finally, you can create animations for the expressions, and put them into the states corresponding to the hand gestures

#

you can either put the same expression for both hands, or have different expressions on either hands

humble gazelle
#

How many keframes does the animation need?

sage patio
#

but you can do 2 if you really want

humble gazelle
#

so the animation is just one keyframe thats the blendshape at 100

sage patio
#

yep

humble gazelle
#

got it working thanks!

sage patio
#

np

low fog
#

iirc you can put the blendshape over 100 if you want (like 150). That way you can be overly expressive.

wary nest
#

forearm. 🙂

#

if by wrist you mean the hand bone.

mighty pebble
#

any reason why when I stand and touch my stomach, or lay down on my bed and touch my stomach, whatever irl. My hand goes halfway into my stomach instead of sitting on my stomach?

#

I used h on the 3rd pic to hide hair bones and in second pic I used alt+b on the right arm to hide the right arm because it's likely irrelevant to the armature

#

I believe I've tried moving the armature forward if I remember correctly, that's why it's further towards the front than normal and it didn't seem to do anything to fix the issue

elfin nexus
#

could be your viewpoint

#

make sure the viewpoint is just behind the ridge of your nose and not too deep inside your head @mighty pebble

mighty pebble
elfin nexus
#

necc

fading verge
#

mhm necc

mighty pebble
#

The Northern Essex Community College?

prisma fulcrum
humble gazelle
#

how would i go about playing a sound when a certain expression is made?

#

ive created a mgs alert expression

#

and im wanting to have the sound play along with it

#

nvm got it

fading verge
#

!

fickle dawn
#

ive gotten a random ping in here?

jovial horizon
#

i keep running into this weird problem with blender for my VRchat model. I went back to add bones for these ears and every time i start weight painting , even though i am only painting on the selected faces, They still get pulled randomly all over the body or some parts of it , so the ears get pulled in weird directions.
https://gyazo.com/34709914f82bd82a72d4b6b827f3ce66

crisp tendon
#

This means they are weight painted to other bones

jovial horizon
#

I know but i am not sure how thats even happening when i am using the selection paint and even hiding the rest of the model when i paint.

#

I painted the ear like this , im very confused how it even got attacked to any other bone when selecting the one bone at a time.

crisp tendon
#

Check the other bones and you'll find it quickly

fading verge
#

if you merged that mesh to ur armature with automatic weights it might of got some paint on it from nearby bones that you didn't intend to have influence

jovial horizon
#

I added this bones after finishing my weight painting when i had auto normalize on my first attempted the ear was painted to just about every other bone even though i selected just it.

#

I have wiggled about every other bone and nothing moves it.

#

There is every joint besides the chest/spinewhich im not sure how to lock the ear down while they move to test it

crisp tendon
#

and the other ear ?

jovial horizon
#

I haven't even started on that because this is the 4th time i reset lol.

#

i named the ears so the vertex groups would know which is which to mirror, that doesn't even work.

#

Hmm i don't know why but i think its the base bone of the ear causing it.

#

yaa it has to be when i got to rotate the ear from the base when just the base has all the weights, its causing the ear to shrink instead of rotate.

crisp tendon
#

That'd do it

jovial horizon
#

so D: how do i fix it

#

Or better understand why its even doing that.

crisp tendon
#

You only weight paint the bottom of the ear, because otherwise it fights all the other bones to move what's weight painted

jovial horizon
#

Still happens its like its rotating based on something else

crisp tendon
#

No that seems correct

#

But other bones should move if they're parented

jovial horizon
#

ill try it some more

crisp tendon
#

Make sure that the other ear isn't responsible btw !

#

Since you fixed this issue

#

There could be more

jovial horizon
#

i don't think the issues fixed it still keeps scaling down when i rotate even after repainting

crisp tendon
#

probably means the other ear is affecting it

jovial horizon
#

other ear has 0 weights

crisp tendon
#

Another bone might be responsible then ? Head or neck ?

jovial horizon
#

The head that was it

#

about time , thank you Ruubick

crisp tendon
jovial horizon
#

Its always the simple things...

crisp tendon
#

So simple that we discard them quickly teehee

prisma fulcrum
plush sigil
#

i keep trying to generate a rig and i keep getting the message "List Index out of range" Do i need to make a whole new skeleton to fix this?

sleek radish
#

Does anyone know where the IK for VRC normally twists bones?
I keep seeing people have janky/crushed/kinked elbows on wrist rotation, and I'm curious as to how the rig itself works so I can do twist bones correctly.

#

Since I can't realistically export rigify/constraints from blender to vrc unity (IIRC), I'm kinda stuck while rigging my model, and I don't really wanna spend days testing twist bones

fervent hornet
#

I dont think we've gotten a decent walkthrough of their FIK settings, but setting up your own FBBIK or VRIK in editor will give you something close IIRC

#

I know they've definitely changed stuff with FIK once it gets into game, but I don't know if they are using targets or rotation limiters or the like on the rig

sleek radish
#

Can you even do full body with your own IK?

#

I didn't wanna go down the rabbit hole unless I could, but that'd let me do really absurd stuff if so.

#

I wasn't sure if the full body in VRC was exclusively set for humanoid rig, or what

fervent hornet
#

You can do your own custom IK, its just annoying. You have the unity humanoid that VRC uses, then use the VR tracking points (Head, hands, hip, feet for FBT) for the targets in your own custom FBBIK that is on another identical rig

#

This was a common work around when they broke using FIK directly ontop of humanoid bones (not really used anymore due to constraints being a thing)

sleek radish
#

That'd double the bone count, wouldn't it?

fervent hornet
#

Yep :)

sleek radish
#

Eurgh

fervent hornet
#

I mean you only need to base humanoid for the VRC one, which is like 62 bones?

#

Oh no fingers needed so its less

sleek radish
#

Guess I'm stuck using the janky humanoid for now :')

fervent hornet
#

Yeah its jank, but they dont let us override the FBBIK they are using in game so you have to go around it instead

sleek radish
#

I'll maybe use IK stuff overtop for the muscles and a few others. I just hate having to set up constraints any time I make a serious update.

#

It's a shame, but I'm guessing that it's such a niche use case that it's not worth refactoring how they do fbt.

fervent hornet
#

Well you still need constraints for IK to work ever since they did net ik

sleek radish
#

Though, you could just have it point to bones on the IK in the avatar descriptor, and autofill for humanoid rigs...but that's likely a lot of work under the hood.

#

I just want my pectorals to move correctly T_T

fervent hornet
#

The main reason they probably arnt doing anything with FIK is because its technically working atm, and they want to replace it down the line anyways

sleek radish
#

Oh, didn't know that was a plan. Interesting.

fervent hornet
#

Its the same plan as replacing dynamic bones

sleek radish
#

I'm almost tempted to wait for the new physics bones update before I finalize this dingbat robot boyo, but then I'll be stuck with my current janky ybot.

fervent hornet
sleek radish
#

Lmao called it

fervent hornet
#

But yeah the physics bones update will be foreshadowing for how the replacement of FIK goes

sleek radish
#

The niche case use is always the killer

#

I totally get it tho

fervent hornet
#

Yeah its frustrating but working around exploits and other shit is kinda expected once things start to get complicated

sleek radish
#

Normies aren't the kind of people to make their own interfaces and perephierals and push limits, lmao.

#

I'm literally trying to work around buffer particles so I have one more particle effect available, lmao

fervent hornet
#

Getting called an advanced creator just because I place 4 VRIKs constrained to a body to simulate insectoid movement 😢

sleek radish
#

My current plan is to animate the emit over distance rate and wiggle the particle emitter for a frame or two, and then reset

#

Stupid janky.

fervent hornet
#

Honestly if you are doing anything with particle death you should wait for physics bones imo

sleek radish
#

Shhhhhh if I do that I'll be stuck with this thing

#

Instead of this boyo

fervent hornet
#

Oh I see what you mean by pectorals lol

sleek radish
#

Yessss

#

Also has lats. Both need a pair of bones and weird constraint shenanigans.

fervent hornet
#

Yeah that should be all constraints, FIK will just over complicate something like that

sleek radish
#

Yeah

fervent hornet
#

I've avoided stuff like pistons for no actual reason

sleek radish
#

I'm more interested in fik for this one;

fervent hornet
#

I could have gone my entire life not seeing that

sleek radish
#

Since the proportions are wacc

fervent hornet
#

But yeah you can always have a invis humanoid for VRC to play with, then use your own FBBIK/VRIK to try to match it in some way

#

Youll have more freedom to fix the jank if you use your own IK

sleek radish
#

Yeah. Gonna have to. I'm doing a rotation puppet thing right now and it's JANKY.

fervent hornet
#

Im just glad constraints are a thing, it was such a sad time before they existed

#

rigid bodies and fixed joints 😆

sleek radish
#

Eugh

#

Glad I came into it after that

plush sigil
vocal crystal
#

pls ping me so i get a message

crisp tendon
#

Do you have a comparison with other avatars ?

vestal condor
#

how do I fix shoulders sagging down. vroid

sleek radish
#

Tpose.

#

Reset your tpose in blender so that the shoulders, and arms are planar on the z plane.

#

This will usually fix shoulder sag. If there still is sag, check arm length. Arms that are too short, or shoulder bones that are too long versus arm bones can cause excessive shoulder movement.

vestal condor
#

like so? Idk how to reset so I rotated in pose mode and applied it

sleek radish
#

Yeye

#

Make sure you have symmetry on as well

#

And that you still have a bend in your elbow.

#

A small bend in the elbow will help prevent screwy elbow stuff.

little forge
#

Anyone got a fix for the Hip-thigh rotation isnt 180°? which isnt cats

crisp tendon
#

Is your hip bone completely straight ?

little forge
#

yes

crisp tendon
#

How do you know

little forge
#

because it is

crisp tendon
#

Yeah, but i'm asking how you made sure of that, i don't know how experienced with blender you are

little forge
#

more advanced in blender but not so much in unity

#

but when i go ingame and try to use fullbody then the hip is bending forward

fervent hornet
#

I would raise the head of the hip bone and reset its roll as well

little forge
#

idk why but my hips was named after my leg bone then reassigned in unity, made error go away

fervent hornet
#

Yeah I always check everything that was auto assigned in the humanoid config, shit gets weird sometimes

little forge
#

or in another case when i tried to remake the footbone in blender and name it, it also named my weight painting from foot_R to foot_L