#avatar-rigging
1 messages · Page 191 of 1
i forget the name , the capsule restraints for dymamic bones and cloth physics
colliders?
dynamic bone colliders are their own thing, cloth physics use capsule colliders with Is Trigger enabled
oh i thought capsule colliders worked for both
is there any way faster way to make them rather than going manually?
for cloth you can also use two sphere colliders to form one collider for it
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
is there any reason why mine (and nearly everyone elses that i've seen) avatars hardly move their shoulder bones?
when we raise our arms up, our shoulders only move a little bit when they should be raising up way more than that
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
is there something we're missing or is this just the way things are?
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.
2 Things:
- 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?
- 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?
thanks for the response i guess that makes sense yeah. Thankfully the weight painting for my shoulders in blender is quite nice, just never reflected in game, thank you!
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
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?
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
That might be it cause when I was the upload screen there were no photo of the avatar
Did you have any warnings before upload
2 is simple, while 3 allows lot more customization. If you start with 2, it will be harder to learn 3. So for long term benefit, start learning 3.
I got it to work using the SDK3
But my hands and gestures are way of and lipsyncing is not that good
Can all that be changed in unity?
Depends on how "way off" and "not that good" is. Could you describe the detail? Preferably via image or video
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
have you added avatar descriptor?
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
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.
(mesh hidden for clarity)
Does anyone have an idea why this won't bend in Unity? the dynamic bone shows.. .but it moves while the poster sits still
I’m sorry but I do not
how many tri's are there in that square, if it is a single quad then that would probably explain it
nah.
it bends great with the bones in blender, but in unity it's like the bones aren't conencted
@unreal shoal make sure there is an armature modifier on the mesh
@remote jay
I have a GLTF model that I would like to rig for ingame use. Can anyone help me with that?
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
probably won't walk, so dummy humanoid armature with animated tentacle walk cycle
or dynamic bone
@pure dome either dynamic bones or FinalIK
or like ruuubick said, you could just animate it manually and use that for walking animations
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?
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
plenty on youtube afaik
Is it really a good tentacle monster if each tentacle doesnt use CCDIK to ground itself 😔
As the others have said, either custom locomotion animations and just live with no real full body capability below the waist, or you set up a combo FinalIK and Dynamic Bone thing where the wearers feet kinda puppet the tentacles around, with some flopping around so they don't look completely stiff.
they do not have a vr setup so full body tracking wont be needed
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.
my bones for my model here should be fine right?
Don't want the hip bone under the leg hip bones.
so something like this?
Maybe not that extreme, but yes.
so i want the dotted lines level ?
Nah rig is good
But whatever bone is below the hips you want to get rid of it
and shoulder bones be flat
well i guess it doesn't matter if they're not weight painted
theres no bone below the hip bone. thats just the hip bone
should it not be like that?
dotted line shows child-parent
oh the one at the feet. thats the base bone. i should delete that?
Yeah you dont need it
i thought with a name like Base Bone it was important

A root bone (or base bone) is useful in some applications, but for VRChat you dont need it
ok. i didnt know that
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.
You need to weight paint it, the mesh should be a child of the armature and have a modifier that applies weight
i still cant connect my armature to my model.
what exactly am i doing wrong?
i have the mesh parented to the armature but i cant select any bones when i try to weight paint
@winter axle bones don't just magically make the model move
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
You don't select bones, you select this
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
then Ctrl + click a bone to select it
that way, you can also hit R to rotate the bone to test your weight painting
you should also enable X mirror and Auto normalize in the top right
AN is under Options
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
@kind mortar X mirror is very useful
Not when you're painting boobies 😅
it's still useful
need to make sure your mesh is symmetrical
you can also use Weight paint tools (add-on) to mirror-project weights on non symmetrical meshes
Your boobies aren't symmetrical ? yikes
lmao
I like the jiggle to be set to each individual 😄
@kind mortar ...mirror does that
That's what symmetry is lol
if your vertex groups follow a proper convention, like Boob_R and Boob_L, then painting for one willl mirror for the other
you can also use a . rather than a _
my armature doesnt have a selection for Vertex groups
@winter axle when parenting the mesh to the armature in object mode using CTRL + P, you can choose a few options
one of those is Using automatic Weights
which will try to do the weights automatically based on the proximity of the bones
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
im still confused as to how i parent the mesh to the armature.
also does it make a huge diffrence when the head of my model and the body are seprate?
Click the mesh first, then hold shift and click the armature and Ctrl P
You can have tons of separate meshes as long as they are connected to the bones
whats it mean when i get an error saying Bone Heat weighting: Failed to find solution for one or more bones
i got the head to work with the armature. but the body is having issues
whats bone heat?
I Got this model but when i export it the camera is at like knee height.
any idea what could be wrong?
there are like alot of bones
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.
@atomic harness the models origin should be at the feet
right now it's at the crotch, and your model is half way through the floor
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?
Something I can use to at least sanity check my own model's rig against.
(especially for thumbs, dear god)
proportions should be following your own body's proportions for the best results
this is the "standard" rig
some of these bones are not required, such as the toes, and the pinky and ring fingers
Noted.
you can also optionally have an UpperChest bone
That doesn't break anything?
I thought it did too, but apparently it doesn't, according to one source
what does your current rig look like?
Unity doesn't track bone roll or head/tail, correct?
the head of the bone determines where the bone's pivot is
there is no bone length information preserved
Currently just plotting out a new avii, and it was a question that always tickled my braincase.
so if you need that, add an extra bone at the end of the chain
call it like _end or something
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.
I've not messed with twist bones but they can definitely help
not too hard to set up either
then again that won't really have an affect on the proportions
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.
I think currently the rig rotates the forearm wholly with the wrist.
it mostly does yes
(the standard 3.0 humanoid)
the alternative would be to have the wrist become extremely over twisted
If so, that will effect my twist bone placement and painting
Gonna be fun, especially since the body is cyberntic, so I get to do both hard surface and soft surface painting
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
Yeah
since the problematic area isn't really the wrist anymore, but the upper lowerarm?
due to the IK?
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
Sort of a second forearm.
Fun stuff.
yea
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
or putting a negative value for the rotation constraint
Especially if I do some of the muscle bones I plan to have. Damn my obsession with anatomy.
8 bones just to ensure the pecs don't act oddly. 😒
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.
kek
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.
Then just a script to parse the bone name and apply the appropriate constraint.
I'm honestly surprised this isn't already a thing, but maybe it is and I haven't seen it.
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
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?
in the lipsync section of the descriptor, you need to specify which mesh to use for the face
also you shouldn't really need to separate the meshes to texture them
you can just add materials and assign parts of the mesh to them
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.
Thank you, guys!!
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.
Can you post your armature in blender from the front and from the side
thank you for these tips. are these standing animations in the sdk somewhere (SDK3)?
The proxy anims are, not the full ones
proxy_stand_still, proxy_stand_still2, proxy_stand_still3
Use orthographic view (Numpad 5 to toggle it) for screenshots and those photos perfectly from the front and side (Numpad 1 & 3 respectively).
I'll keep that in mind, thank you
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"
I literally did the same process for both sides, yet only one of them is causing this issue, why could it be?
Yeah, post some orthographic screenshots, it's easier to see if something's not aligned well. I think this is usually a hip issue but I'm not sure
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
and it for some reason is overriding the finger bone
whats more confusing is that no such rig bone exist in the blender file.
Uh, what?
Personally, not sure, but I've heard about this issue before so you should try and just match a working armature
Try matching the one in the channel pins
I'll see if I can make a second version and overwrite the bones after matching scale, maybe. I'll see what happens.
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.
I weight painted something to a rig that works in blender so it would move with dynamic bones in unity, but it doesnt move
what do I do
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..
show a picture of the mesh youre using in the avatar's hierarchy?
unity?
yeah
does the dress move with your body/hip/etc. when the cloth component isnt activated?
my suspicion is the dress isnt weighted to anything
it is weight painted to the chest
so when the cloth component isnt activated when your chest moves, it will move?
how does the...forget what the term is, those orbs you paint, how do those look
usually at least the topmost ones should be red
or 0 movement or w/e
wew thats a lot of verts
does it look fine in unity play mode?
yeah it does look fine in unity play mode
its like i always do cloth
but as soon as i am in game after 2 seconds it starts to follow my head movements
what does your armature's transform component look like?
i even took all capsule colliders down to see if that was the issue, but it was the same
you mean this? https://gyazo.com/b4abba24a9173b8846886101c6a4e932
<.<
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?
was it the same issues?xD
hm
different issue, they would spazz out and fly outwards
i would backup your fbx and unity savefile just to be on the safe side
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
the reason i say that is it might mess up the cloth component
so make sure you have a savefile with your old cloth component settings
in case that doesnt help and you need to revert
actually
hm
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
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
tried all..q.q nope
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
hmmm like for example hands? or?
because thedress is painted to the chest
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
i dont have any though q.q
oh yeah then that obviously wouldnt be the issue. im outta ideas then
this is the craziest thing ive had so far xD
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
why is that?
How are they positioned in world space?
In Blender or Unity?
Blender would be more clear to look at
Oh its a kon right?
Yep
Do you not actually have fingers?
There are no fingers
It might be struggling since they have no weights, regardless you dont need all those fingers if they do nothing
But so that you don't crouch into the ground it has finger bones on it
I think you need index, middle, and thumb
and only proximal
So even if you need to manually assign them, you only need to assign 3 instead of 15
The sdk will tell you what fingers you need if you try to upload without em
Hmm alright I'll do that instead then qwq
You can either just ignore the other bones when assigning manually or better yet delete the bones in blender
No problem gl
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.
Yeah havent done a fingerless avatar since half life alyx came out and I got index controllers so Im going off old info 👍
I have a problem
On my model, I can't move the mesh in blender, when I try in pose mode, it only moves the bones
Seems like your mesh might not be parented to the bones
that's only part of the story, there are 3 different things that need to be correct
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
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?
Hey, when merging armatures like clothing and hair etc, should you merge them to the armature with the head or body?
Guess my friend'll just find out
You should have them, but they don't need to be weighted. You might be fine with two, but idk how the SDK will act.
is anyone willing to add different expressions to my rocket raccoon avatar a friend gave to me
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
@fair plank there should only be one armature, I think you're getting confused with meshes
Nope, I know there should only be one armature
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
i'd send you my model and such, or show you in a screenshare, see what's wrong with it
I doubt sending a lot of screenshot here would do good haha, especially since each bone has it's own part of the model
am im trying to rig some hands from a mmd and its a nightmare
here's the problem i'm talking about
ingame/invr, my arms always feel like i'm not controlling them right
(this is in the muscle pose so i can get a look at it)
can anybody dm or just help me with my avatar animator problem?
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.
[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...
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
Thank you! i'll study that video then
lowkey if i can't do it i'll probably pay someone for it but hey last resort lol
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?
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?
It needs to be weight painted to 1 with no gradient and not affecting other parts of the mesh
i used Automatic weight painting. is that not good enough for what im trying to achieve?
no, absolutely not lol
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
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.
Not dynamic bones since trying to excluding it. (The mask)
Thanks Sacred once again. You have all the answers to my never ending animation trouble.
😄
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
how do i make a wheelchair avatar in wich the arms move but the legs dont?
@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.
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.
Where is the eye patch part in blender ?
nice thanks
I don't use cats. But that was enough to get me to where I needed to go.
Click mesh, then click armature. Right click > parent > armature deform
Eye patch is a separate object added in unity
anyone know the fix for this?
open up your model in blender
now what?
send a screenshot of what it looks like
got it
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
alright
send a screenshot after doing that so i can confirm that you did it correctly
do i click on the model in object or edit mode
object
you sure?
in the top left of unity, do you see an "Object" tab?
I see GameObject
uh
do you see Set origin there or is it the same thing
i see the set origin there
aight
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
that is probably the same issue
the same issue with the origin point wasnt in the PC version tho so thats why im a bit confused
is there an easy way to put a bone between my avitar's sholders and head that doesnt affect anything?
@near grove what for?
Because the model I'm importing had no neck
And humanoid rig need neck
Else he goes tpose mode
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
a bone is a bone
whether you have vertices weighed to it or not
don't forget that the bone hierarchy important too
So a bone with no weights is easy to do?
yea, you can add that in edit mode in many ways
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?
@uneven needle can you show us your rig in blender
none at all
...actually hold on
this isn't me testing it it's someone else, lemme ask
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
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
this is my FBT guy
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
ah, fun
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...
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.
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
@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
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.
oh nice perfect thanx
So... Pretty much re-rigging the thing from scratch.
For weight painting: Is there a way of increasing the contrast between colors, or otherwise showing ambiguously low values as something more easily visible?
sure, you can either switch rendering modes, or switch it to Solid and clicking the black arrow to the right to tweak it
you can also go into the preferences and change what colors are used
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
is it rigged?
if so, click on the fbx, go to the Rig tab in the inspector, and click configure
at the bottom, click Pose, then Reset
noted no change
@round falcon what if you drag the FBX into the scene again
Nice that was the magic trick that worked. Thanks!
@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
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
[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...
At 19:55 or so he re-imports a new model to unity. Follow that.
Don't think is gonna work for me. They're merely adjusting bones; I'm adding bones.
@shadow fern yes, you can just override the FBX
make sure to always export using CATS, not using blenders default exporter
I am not using CATS
why not?
Does nothing for me.
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
I've already been exporting my stuff without CATS for years so I have no need for it.
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
Now that's useful. I didn't know Pumkin made a tool for that.
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
Cool, thanks for pointing that out.
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
you can do changeable outfits in blender...
you should be adding your clothing in blender
all you do to toggle it is disable/enable the mesh
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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...
Thanks, I'll look at it another day 🙂
I gotta take frequent breaks from the unity/blender life or I stop making progress lol
Anyone know how to stop the viewpoint drift when sitting down in fullbody
are you using the old (legacy) calibration?
no
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
I dont have an upper chest bones
Hey, is there a rig I can download anywhere with all the default animations I can slap onto an existing mesh?
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
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?
if the rig is humanoid. it can use the defaults vrc animations
Even with a custom rig?
yeah its human the face isn't
thats already rigged
Yeah
i need to go in a meeting soon but i maybe can call you lateR?
i can help importing it in unity
Sure dms are open im about to head to bed tho.
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
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
are you working on it right now?
hello! i want to make my eyes a little lower, aka i wanna change my blendshape, can i do that?
on Basis yeah
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
so can anyone explain me how to rig an avatar without legs as generic rig with only head and arms
do it for KVN
If you have arms, why make it generic? Do you use VR at all?
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
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
It's as proper as you can get, you are making a humanoid that isnt humanoid 🤷♂️
and also poorly documented
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
yeah i think there should be some option where you can set a bone to be IK tracked
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
What’s a good place to find someone to rig something? Mixamo is garbage and I’m willing to pay
humanoid?
Yes
VRCTraders in the #community-servers-old, and/or https://ask.vrchat.com/c/commissions/40
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
oh right i can probably do that
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
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.
2 blender questions:
-
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.
-
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
@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
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
How do you rig a furry head?
Same as any other head
need to be more specific
Head bone needs to be straight
hair should be fine
eye bone should be created in the middle of the eye sphere
straight up?
yep
lemme check
Known issue in blender where reverting a shape key applied to basis causes a python traceback error?
Your issue is the weight painting
So you need to weight paint your head mesh appropriately
lemme tryyy
gonna take a while but thanks :3
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?
did you make sure to apply all transforms?
ctrl + A
No change
How the FBX is set up. Works fine if dragged and dropped into heirarchy in unity. But blender as an intermediate makes it angry
you really should just join the meshes
and just have the whole thing just weighed to the neck bone
But then the tag won't jingle jangle 😛
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
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
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
it doesn't have an armature modifier on it
make sure there is one
and that Object is set to your armature
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
Bake action > export your fbx
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
Give Mixamo a try !
I'll see what i can do 😅
Correct for what exactly
For VR?
yes
I mean sure, you still need legs if you want to use VR
yeah
Even if they arnt used
But you can always have a fake humanoid, and then connect your blender thing to it for more freedom
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
hm
i just moved the entire thing
but a few parts didnt move
oop nvm found the problem
Does anyone have the Blender Add-On for XPS to PMX?
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?
Make sure the leg bones aren't completely straight
pog
In what way? You mean with knees bent? Because they are bent
Can you post the armature front and side view ?
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?
They have not released
excited for that
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
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
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
Weight paint it
Been trying to do that, but I can't figure out how to select the bone it's weighted to
You can select the vertex group in the list, it's easier
@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
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.
@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
Thanks sacred. The only reason I used pumpkins was because the regular fbx replacement didn’t work.
God adding a skirt is hard..
Honestly it’s just the skirt physics that are a pain
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
if it's rigged already, just add a dynamic bone component to the start of one of the bone chains, and set the "Root" as the same bone you put it on
that's all you have to do to make it work
the rest is just tweaking the values until it looks good
^
Ohh I think thats one thing im doing wrong, I only have one bone in each point of the skirt which is connected to the hips, I need to figure out how to make bone chains then
just set "End length" to some value
like 0.01
that'll do
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
can you show me how you have your dynamic bone script set up
i dunno where to ask this but where did my model go? i bumped a button and now the mesh isnt showing up
did you try just hitting Ctrl + Z lol
alt+h
@rigid spireclick this icon in the top right
the funnel one
click the icon that looks like a screen
@sage patio
alt+h doesnt do anythin
is the mesh still there?
like, in your collection
if so, try selecting it and hitting numpad .
its there on the top right
also i dunno what you mean by numpad, is there a button marked numpad?
yea.. its a laptop
I was trying to get a good rig for avatars I can't find any tho
wdym rig? like.. finding a model?
Something like that yes
You wanna just import a skeleton?
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
I need a humanoid one tho but it's fine
I see
Yeah you just gotta feed it your fbx and it'll do the rest
Is it free to use?
Ok then
At least it was last time I checked, adobe being adobe things may have changed
Happy to say I did some other things that got the skirt working with dynamic bones 🙂 only problem I have now is the legs are going through the skirt a bit
i still need help with this
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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...
@rigid spiretry switching to the Solid rendering mode
the 2nd one
Ohh god I been avoiding the whole weight paint thing until now, just looks stressful lol
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
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..
any edits to your model should be done in blender so you avoid all this hassle in the future
clothes is the #1 thing that should be added in blender
I'm gonna assume that you unpacked the model at some point
yes
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
Ohh I was wondering why it wasnt unpacked in people tutorials lol
unpacking models bad
it's for the best
also
do I dare ask how you added the clothes in unity...?
like your process for doing that
yea soooo I add the clothing item with a armature then match the bones
but first I fit it to the base in blender
you unpack a model when you're adding something like a springjoint or something with a lot of coding
no you don't
yes you do
you can add anything onto a model without unpacking the model
you just can't re-arrange the structure of the model
but it wont work properly
that's an edit that needs to be done in blender
to add a springjoint?
no, rearranging the model
a springjoint is all unity
It works perfectly lol
i wasnt talking about rearranging the rig
springjoints should be put on the root of your model, and using a joint to fix it to whatever bone you want
or constraint
you rig them to your index finger in unity. to make it work properly you need to unpack the model completely
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
without unpacking the model, to add something like a springjoint, it will not properly contraint to the finger itsself. it will be 50 feet away from your actual avi. unpacking the model completely is important for that so you dont actually fuck up what you're trying to do
I have a model, which has a springjoint, which is not unpacked. the spring joint works just fine.
your issue is most likely unrelated
i find that mildly unlikely but whatever. if you model is the same in your banner, it comes pre-fucking-unpacked
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
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.
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...
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.
How to setup ThrowJoint
Gumroad Link:
https://gumroad.com/products/fDYNj/
unpack, the model, completely
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?
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
that's done with Dynamic bones, a third party asset which you can get on the unity asset store
ahh okay, bless
thank you!
does anyone offer fbx model rigging services? I have an avatar in fbx format from sketchfab I want rigged
you can probably find someone to do that in VRC Traders #community-servers-old
thanks
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?
firstly, you can test it in Unity play mode by dragging the model around. for every dynamic bone, did you make sure to drag the bones into the Root slot of the dynamic bones?
if you add a dynamic bone script to the tail for example, you need to drag that same bone into the Root
Mhmm! I got everything properly rigged in unity, I just can't see it when I go ingame
you might have dynamic bones limited in vrchat
^
if it works when testing in unity but not in vrchat, that's probably it
that is found in Safety->Performance Options
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 !
Shrinkwrap should be applied on export, since Unity doesn't support it
but i need the shrink wrap to prevent the eyes from clipping throught he model
guess ill try to carve out the eye hole instead
aaaannd blender swapped all my vertex groups around so now ive lost 2 hours of work
perfect
You can just rename v groups
It looks like you didn't weight paint the arms
^ 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
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
Neck is used, but not much, its weight paint is important though
can anyone help me fix my avatar's eyes? they go cockeyed in play mode in unity.
fixed my model gonna export it to unity
@humble gazelle go to blender, and try activating one of the Viseme shape keys
and see what happens
good
there's also Blend from shape which is kinda like the opposite, so it's more precise
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
how do i turn shape keys into an expression i can use with the hand gestures
the gist of it is that you use the GestureRight and GestureLeft parameters in your FX controller to control animations which in turn animate the shape key values
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
How many keframes does the animation need?
1
but you can do 2 if you really want
so the animation is just one keyframe thats the blendshape at 100
yep
np
iirc you can put the blendshape over 100 if you want (like 150). That way you can be overly expressive.
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
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
So yeah it's not as simple as my viewpoint after double checking
necc
mhm necc
The Northern Essex Community College?
OO oshawott!
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
!
ive gotten a random ping in here?
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
This means they are weight painted to other bones
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.
Check the other bones and you'll find it quickly
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
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
and the other ear ?
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.
That'd do it
You only weight paint the bottom of the ear, because otherwise it fights all the other bones to move what's weight painted
ill try it some more
Make sure that the other ear isn't responsible btw !
Since you fixed this issue
There could be more
i don't think the issues fixed it still keeps scaling down when i rotate even after repainting
probably means the other ear is affecting it
https://gyazo.com/7aa932aab1012d5df81f27dfe285edd7 but there is one vert uneffected by what going on D: im so confused.
other ear has 0 weights
Another bone might be responsible then ? Head or neck ?

Its always the simple things...
So simple that we discard them quickly 
CUTE
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?
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
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
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
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)
That'd double the bone count, wouldn't it?
Yep :)
Eurgh
I mean you only need to base humanoid for the VRC one, which is like 62 bones?
Oh no fingers needed so its less
Guess I'm stuck using the janky humanoid for now :')
Yeah its jank, but they dont let us override the FBBIK they are using in game so you have to go around it instead
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.
Well you still need constraints for IK to work ever since they did net ik
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
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
Oh, didn't know that was a plan. Interesting.
Its the same plan as replacing dynamic bones
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.
Heres a link to when we were talking about the future of FIK in beta talk #open-beta-discussion message
Lmao called it
But yeah the physics bones update will be foreshadowing for how the replacement of FIK goes
Yeah its frustrating but working around exploits and other shit is kinda expected once things start to get complicated
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
Getting called an advanced creator just because I place 4 VRIKs constrained to a body to simulate insectoid movement 😢
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.
Honestly if you are doing anything with particle death you should wait for physics bones imo
Oh I see what you mean by pectorals lol
Yeah that should be all constraints, FIK will just over complicate something like that
Yeah
I've avoided stuff like pistons for no actual reason
I'm more interested in fik for this one;
I could have gone my entire life not seeing that
Since the proportions are wacc
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
Yeah. Gonna have to. I'm doing a rotation puppet thing right now and it's JANKY.
Im just glad constraints are a thing, it was such a sad time before they existed
rigid bodies and fixed joints 😆
Still need help with this if anyone knows
hey if anyone can fix this issue with the neck id literally pay you 20 dollars. it seems that when i move the neck drags with my body which is kinda weird. someone told me the neck bone is too big but i have no blender experience and im not really looking to learn cause this is 1 problem. https://streamable.com/r6hnwd
pls ping me so i get a message
Do you have a comparison with other avatars ?
how do I fix shoulders sagging down. vroid
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.
like so? Idk how to reset so I rotated in pose mode and applied it
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.
Anyone got a fix for the Hip-thigh rotation isnt 180°? which isnt cats
Is your hip bone completely straight ?
yes
How do you know
because it is
Yeah, but i'm asking how you made sure of that, i don't know how experienced with blender you are
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
I would raise the head of the hip bone and reset its roll as well
idk why but my hips was named after my leg bone then reassigned in unity, made error go away
Yeah I always check everything that was auto assigned in the humanoid config, shit gets weird sometimes
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
