#avatar-rigging
1 messages · Page 192 of 1
rig is fine now but still a little bending to the right side
Chest tilt. I forgot if there's a real fix for that yet.
You have to adjust the bone in blender to compensate. It's a screwy unity thing
ah i see inside the unity scene idk why but my spine is placed where my hips are and replacing the model fixes it kinda
hey, did any of the suggestions here fix this? im having the same issue
appearently theres an issue if i copy like external items from an old avatar to a new one then it moves up the selected bones
Straightening it kinda fixed it. Still a little bit of sag even after making it point slightly more upwards.
Gotcha, thank you!
Does anyone know how to effectively pose an avatar when it’s in a sfm/a-pose with a 45* rotation in the lower arm (sorry for the bad English it’s very late right now iv been trying for 7 hours)
Try the Mixamo website
How much do you know about blender?
nothing 😳
Oh boyo.
I'd suggest looking into how to work blender in general, before doing rigging.
Unless you've got some level of understanding of 3D modelling, rigging can be kinda eeeeggghhhhh
i tried maximo im all good now
Hey does anyone else here use Maya for creating avatars? I’ve been having issues lately where characters heads go into the floor when sitting in a chair and hips rotating with full body tracking
any way to make this viable in vrchat?
yes, there is a way to make proper, articulated digitigrade IK
however, that requires FinalIK
90$ on the unity asset store, 45$ when it's on sale
it will also require you to have 2 bone chains per leg; the weighed one, aka the one you have right now
and a secondary one, which is the one you'll be specifying in the rig config
essentially, the secondary one is the one that the game's IK or your trackers will move
and you'll be using constraints and FinalIK scripts to drive the weighed bones using the secondary chain
The beauty of mutilating a humanoid rig is always so nice to read about
kek
it's an artform
I never got my digi lets to work *exactly* the way I wanted, but I got close
following that guide got me decent results, which worked pretty well
but the thing I wanted to do was to make it so that extending my foot would also "extend" the leg more
because the real ankle would be a bit further back than the avatar's foot
should be doable though I think
Ok so an easier and cheaper alternative would be just to make it two bnes for the legs, and one for the foot?
if you don't want it to have the proper digitigrade articulation, you can combine these two bones to make the lower leg bone
that way it would be rigged as a standard humanoid
but that joint in the middle won't work
it's how the vast majority of digitigrade models are done
Yea, it's unfortumate, but I should be able to combine the weight paints on the top bone, and bridge the gap. Thanks for your help
is it normal that the view of the bones is bugged when dragging something to your armature in unity?
(example i place a sword to my hand and attach it to the wrist bone), and when i click on the wrist bone the gizmo is at the place where the sword is and not directly where the wrist is)
@Ggthb#2719 in the top left of unity, you should have two buttons
one that says global/local
the other days center/pivot
Looking for someone who can make a knife or gun for my avatar
Whenever i parent the rig to my mesh it shifts my mesh forward. how do i get this to not do that?
Apply transforms for both before merging
Have the toe bone of the plati-foot and the 'foot' of the digi-foot in the same spot in space instead of planti-foot/digi-foot, constrain the IK transfer empty to the toe bone instead of the foot, and that should be all that's needed that would be different. At least, not without testing to actually know anyway.
Didn't shoot for that way myself only because it was a extra bone in the mix that would complicate things when I was already having a fun time getting it to work in the first place.
That model all around is a bit of a mess. It's crossed my mind more than once to fix it up, but honestly with how much effort that would take, I'd be more inclined to start over from scratch, or at the very least keep most of the head and one or two other parts and redo everything else.
There's at least two uploads I'm aware of, of that model if you'd rather save yourself the effort that uses the already existing rig it comes with, to varying levels of successful.
Plus, the leg length of that model may be better inclined to go the platform shoe route over proper digitigrade anyway.
anyone know how to weight paint only on the vertex group and not remove from other vertex groups?
that meme is perfect @young moth im tempted to do that after this new sdk update. i cnat seem to get the visemes to work anymore and it looks like they removed features this update
this is interesting https://youtu.be/iZA9bl-t6J4
❤️ Check out Weights & Biases and sign up for a free demo here: https://wandb.com/papers
❤️ Their mentioned post is available here: https://wandb.ai/jxmorris12/huggingface-demo/reports/A-Step-by-Step-Guide-to-Tracking-Hugging-Face-Model-Performance--VmlldzoxMDE2MTU
📝 The paper "Direct Delta Mush Skinning Compression with Continuous Examples" ...
I have a model in blender but it has no bones/rig. Can someone link me a guide/tell me what kind of bones I need to add?
can seomeone tell me how you make normal avatars dance. not mmd .. just normal dances how do you do it without using mixamo? mixamo only has so many dances.
Anyone happen to know what causes this? Only ever really happens when not using fbt with that ava.
Disable normalize in the option of your tool
Do you use any custom base layer?
Use this website for a fast rigging.https://www.mixamo.com/
What kind of rig type do I need?
Does standard human work?
(Also thanks for the help)
nope, default base layer.
Screen shot your descriptor(controller) for me I need to validate something
sure
It's a client. If for sure at this point. Nothing you can do.
But can you reproduce it everytime at ease?@exotic socket
In all map?
sorta yea, it is very common when I'm not using fbt with the avatar, when moving forward or back. map does not effect it at all.
You think that be a bug specific with some avatar rigging setup?
That website is magic! Thanks a lot
yea, that is my guess. have one other very similar avatar that does it. Will probably just have to experiment around later more.
Does anyone here per chance have a screenshot of a "perfect" hand rig, specifically for use with Valve Index Knuckles Controllers? Straight fingers are a given, and animate just fine. But thumbs? I can never seem to get them to behave properly within unity's "muscles and poses" settings. I'm familiar enough with the unity set-up, but wondered if there was a specific rig pose, or rather "bone relations" for the thumbs that I'm missing!
the heel (3d cursor) is supposed to be on the ground
do I need to edit the mesh or is there some rigging magic I can do?
Ay quick question I wanna add dynamic bones to this earring but I'm not entirely sure which part of it I should add to the root. Should I just drag the whole earring package into the root or just the armature part?
I believe you should drag the whole package onto the bone you want it attached on, or use parent constraint
Alright I got it working but the earring doesn't stick with the ear iif the avatar moves even the slighest bit, any way to make it stick more?
how can i add a jaw bone to my model
elasticity
or stifness
Welp now I got a new problem anytime I select anything the components and whatnot arent showing up in the inspector tab
tried those but moving the avatar still makes it drag away from the ear
is i actually attatched to the head?
yeah its attached to the armature of the ear
how many part are there to the earring
about 2 or 3 parts
attatch to last one
the last one is the plane
then 2nd
lemme see how it works now
Unity force it to be in t-pose, but you can manually rotate the bones of the hands and ignore the warning.
so idk where to post this but i have this issue where when i export my model as an fbx, its vrc blendshapes dont show up. but they show in blender
how to fix: use the exporter in cats, for some reason that works
Try to have the spine chain align behind the upper leg bone instead. See if that fix it.
Is there a reference for how unity matches bones in the humanoid rig? I have a model where spine2 (chest) doesn't match but everything else does. it does have vertices with weights. not a huge deal, but I'm really puzzled
After messing around I think it may certainly be some kind of bug now unrelated to that model. Was able to reproduce that effect on many different random avatars. thank you for suggestions though, appreciated 
can someone give me some pointers for rigging a non humanoid character
it has face and arms
If no legs then just add legs to armature but thats it. Then unassign in Unity.
For vrc needs to be humanoid tho
Yeah but arms are attached to head. And the hiarchy don't match
I think i need a human skeleton and reverse ik resolvers to puppet the other armature
make an invisible head and neck.
That's doesn't move right
leave neck and head without weights
but add the bones
its gonna be weird I know but its what you gonna have to work with.
There are more advanced ways to make a non humanoid avatar. You need custom animation controller. And deal with very poor documentation
Wait what do you want exactly? Just animations relating to IK or rigging because youre in rigging right now?
head, neck, chest, spine, hips
make head, make neck then chest is the ball thing and then spine in it and hips in it
yeah but when i attach head to ball the shoulders don't move
Of course not. Youre missing and having too many things. Its okay though. Someone will help you from here. Ive drank a bit and I aint helpful anymore. ❤️ Baiiiiii
Last sober-ish attempt
put the hips and spine in the ball too!
But weight the chest, spine and hips the same way
or simply jst click once with 0 weight. I dunno anymore
Something
its fine
do you want the ball to move where your head moves or your chest?
FIX IT
the ball should move with my head
you need the head bone to be in the middle of your ball, then the rest of the armature below that
also your arms have too many bones to be a humanoid in unity
you need an upper arm and a forearm and use unity constraints to restrict the movement so the arms dont bend like a normal elbow
Picture = refrence
the only things you need to weight paint is the head, upper arms, lower arms and hands
the rest just need to be parented to the correct bones
head, neck out of ball. spine, chest and hips in ball
head, neck, chest, spine hips in ball
My god woman
Blame Alice! Not me! Im a contributing member to VR Chat society!
drinking at 9am my time, tsk tsk
Dont judge me Ben im an alcoholic XD
Im doing good things tho!
another thing that ball avatar could do is put the ball on the hips, but also put the head bone at the same place as the hips. parent most of the ball to the hips, but hook up some inner parts to the head, sort of like an eyeball
might be able to use constraints in unity to force it to rotate only around Y like an eyeball
wait eyeballs can rotate in multiple axes uh nevermind about that last part
im just weirded out by the fact that they wantt he thing to rotate when theyve got arms there
they will be too as soon as they try it with IK!
Are we 100% sure that they wanna mess with dat?
Well we started at 4pm my Time so Yeah hahha
o-O HOW are you here??
Suprise Babygirl haha
vsame
so how can i connect the ball thing to the rig
also should i rotate it for it to make sense to my hand, if yes then please tell me wich way
you parent (ctrl-p) the mesh to the rig. then you assign weights (either automatically on parent or manually with vertex groups and/or weight painting) to control which bones deform it
if you want it to never deform but be stuck to the hand, find the name of your hand bone, go into edit mode on the ball, select all, add them to a vertex group with the exact same name as the bone
then do the parent to armature without changing weight
i want to amke it a puppet avatar, so i should probably make it stuck to the hand
correct?
I don't know what a puppet avatar is so I don't know
its an avatar that is stuck to your hand
does it move? head turns? arms move? etc
the rig should work as a normal humanoid, however the body is not visible except the mesh connected to the hand
so if you move your left arm the left arm of the puppet moves, but the right arm just hangs so you can move your real right arm?
yeah if the mesh is static but moves with the hand you just put all verts in the mesh into a vertex group named after the bone, and then parent the mesh to the armature
how do i make a vertex group
do i just assign the vertices to a group with the same name as the right hand
yes, just click "+" to make a group (it's under in the green triangle tab) and then double click the new name ("Group") to change to match the bone name. looks like you have it
then "a" to select all verts, and press the "assign" button to assign them
to test you can select nothing ("aa" or click nothing) and then hit "select" on the group and it will select things in the group
actually there might be a key shortcut. select a, hit ctrl-g? maybe
doesn't matter how you make it. just that they're assigned and the name matches the bone
then parent without any of the "weights" options and it will move 100% with that bone
how does rigging even work and is it even worth it for quadrupedal/no proper libs at all creatures?
it can get a little messy
in order to actually have hand and head tracking, there needs to be a humanoid rig present
you can add onto that rig however
Thats understandable
for quadrupeds, you could use FinalIK to animate those procedurally
But i wouldnt put the hand bones on the ground
the humanoid rig would still be in a T pose
That sounds like a lot of work and is also nonworking on quest
Guess ill just download some humanoid bone setup and place it/adjust it inside blender right?
I shall refer you to the "how the fuck spider work" discord for all things finalIK related
https://cgi.tutsplus.com/tutorials/building-a-basic-low-poly-character-rig-in-blender--cg-16955 i wouldnt really want to add each bone individually, _,
I'll take that link
sure
I'm trying to set up tail movement, only issue is that this works in Unity, but not in VRC. I'm only using Rigidbody, AimConstraint, and a Joint components, so nothing's getting autoblocked. What's going on? How can debug this?
You have dynamic bones enabled in vrc ?
That doesn't require a restart
I'm not using Dynamic Bones, I'll try that though. There's a good chance I have it restricted
That didn't fix it. Also, I have another character that's using a similiar set up.... I actually I think I remember what fixed it. I think the animator is overriding the Constraints on the tail bones...
It wasn't that...
do you have any animations anywhere referring to those bones?
Nope
do you have any animation override layers set at all? I'd at least try without
Okay
That didn't fix it. I don't think it the rotation copy constraints on the tail that aren't working. There's others on the ears that work fine.
put visible objects on the things you think you're following (constraints and aim-at) and see if they are moving as expected in VR
Hehe, that probably should have been the first thing I tried
I forgot to remove the colliders on the primatives I added, so now we know for sure the rotation and look at constraints are working perfectly....
It's working it's just that the effect is very very weak compared to how it looks in Unity...
I do, but that already looks way better than any characters I've rigged, at least in a screenshot. I add extra bones parented to chest to force auto-weight paint to respect the ribs.
gamers I need some help
I do too please im so confused
Spine Hierarcky incorrect thing
- Unity's likely failing to auto-map the bones because the names are in Japanese
- Try manually remapping the bones.
Or rename the bones in blender to english names.
I'll try renaming them
Reposting here just in case i put it in the wrong place-
Hey guys im uh
Having trouble setting up eye tracking in unity?
I did it once before like a year and a half ago for one avatar but i cant figure it out now either. A few vids I saw say theres an option to duplicate and export for vrchat in the VRM section but i don’t see that, and I also can’t seem to rig dynamic bones to my avatar either. Sdk menu is also not showing up. I’ve been trying for like 15 hours total trying to figure this out. Please help me
I used a vroid model and uploaded it just fine like a year ago, but i didnt have these issues. I also can’t seem to add my custom animations i have to my model
not 100% sure it even cares about names. I've had it fail to match "chest" for "chest"
In my experience, even though it can fail randomly, correct naming seems to reduce the likely-hood of that, especially with finger bones.
So I have a weird thing happening with my avatar where I see my avatar with its arm twisted from my perspective but from everyone else's perspective it looks fine. Any idea's on why? It happens both on my Quest 2 and in desktop mode.
Im on the right and my right arm is twisted so the strip is facing forward but when I look at my friend using my avatar it appears even
Neck is a child of Spine5, instead of Spine4 like the shoulders
Modeled in blender and armature is looks fine, but importing Unity I got:
What can be cause of this...?
What does your humanoid configuration look like?
Well you can get rid of that root bone, I was wondering more about the hip rotation tbh
Does the weight painting work well in blender?
Are those lower legs a separate mesh than the rest of the model?
If the lower legs are the same mesh as the upper legs, why can you select just the lower legs
Sorry am I wrong with any
I mean
Upper leg and lower leg are separated
lower leg and foot is same mesh
Like this
Yeah alright, Im just saying that combining everything should make it easier to see whats going on
Working with one mesh will make it easy to check weighting
You have multiple meshes, if you combine the meshes (ctrl+j) then you wont have to swap between meshes in weight paint mode
You will need to combine all your meshes before you upload anyways
Ahh for the reason of unapplied modifier, I can't combine them all
What modifier?
mirror and some parts are not same place
Keep in mind that when you export an fbx out of blender, all modifiers are applied. If you cant apply a modifier (like when the mesh has shapekeys) then the modifier will be applied badly or not at all
Yes that should be, this is because wip still
I want to see what's the current looks like
Im not sure how the modifiers will function if exported tbh, if I were you I would save a duplicate, apply all modifiers, check to make sure everything is still working, then test that in unity
Do the legs twist when you apply the tpose?
Im just stuck on why its flipping just the lower leg but not the upper leg
Now applying armature modifier, it looks like fine. Probably mirror is not a part because there's unapplied mirror modifiers too (idk why)
Thank you for spending your time! 
im gonna forward this here cause i was told this might be a rigging issue
it only happens when i lean my head down, i havent tried the model in vr yet
thanks~
Where can i get avatar files? Is there a website that i can use?
https://cdn.discordapp.com/attachments/839502866094751795/877221523470032976/unknown.png
https://cdn.discordapp.com/attachments/839502866094751795/877221676360806440/unknown.png
https://cdn.discordapp.com/attachments/839502866094751795/877221965826498620/unknown.png
but i've tested and this is the result~
https://tenor.com/view/sadge-sad-xqc-sad-pepe-sad-feelsbad-gif-17782875
I think your bone naming and bone mapping in the configuration is fucked up
this model was ripped from game..
it was contain bones but it supposedly for game not vrchat.. if only i could re-rig this model
I'm curious if anyone else has worked on the problem of legs and arms being disproportionate to one another and you fight with either having t-rex arms or knees that can't bend, depending on 'User Height'
constraints. holy moley.
Things I'm doing; working shoulder blades, working pectoral and lat muscles, fixbone for delt and ulna/radius
that's crazy
It's certainly -driving- me crazy
If I have to make one more glute fixbone
I'mma lose my mind
anyone have an issue with specific models sorta vibrating a bit in fullbody? Like a small amount of jittering with the hips/spine area and knees
Check if its any of these: https://www.youtube.com/watch?v=2sfTEBAl8sA&list=PL4xfXwjJzuHiarRaPwzMsYK7Nd0Qf9kud&index=16
[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...
working my way through, done most of the fixes
Do you use constraint and the muscle bone are not the first child ?
verify if the hand don't have other attach to them
is this in Unity or blender?

?
Why two bones? Arm should end at wrist. Your weight paint is messed up.
i mean this is how it is in unity
one is a wrist constraint
Well the problem is still weight paint. Pose the hand in Blender and fix it
Could be the constraints too but I know nothing of those.
it might be the wrist constraint, cause i posed the hand and its fine. i'll send the .png of the wrist constraint instructions one sec...
cause this isnt MY original body this is made by a creator called Pandaabear
@fervent hornet ☝️
so i'll try adding the wrist constraint and see how that works
It specifically says you dont need them to get it to work, so you can see if it still works in game without the constraints added
Otherwise youve shown what the creator says the constraint should look like, but have not shown what your constraint looks like
i havent set up the constraints, im setting em up rn to see if they'll work
If you aren't using the constraints, you will have issues.
The fixbones control large portions of the hand and arm mesh.
Always set your constraints.
alrighty, i've have em set the way the sheet says. its uploading rn and i'll see if that fixes everythin
Aint you supposed to be at work right now?
I am.
Why would anyone add constraints to wrists or fingers? Like what is it supposed to do? Also @sleek radish if you have free time consider coming to say hi in HS. Need ideas for something. ;P
Fixes pinching.
I'm actually gonna do that for Hegao v10
And elbow/wrist fix stuff.
On top of the fully working shoulders pecs and lats etc.
Lmao
Sanity is overrated.
How many years has it been now that youve worked on that model of yours anyway? Takes me like 3 days to come up with something from scratch when you spend forever on one thing.
if i had to guess it has to do with the hoodie im using. the hoodie has its own rig and has a parent to the lil straps which is connected to the model via bone offset partent
HegaoV10 has been in progress for around 1 month-ish
mostly due to schedule
and me not having the skills necessary
not sure if this got fixed in the intervening replies, but it looks like twist to me. that's caused when there is bone roll on the armature in blender and then the IK "straightens" it which puts a big twist in that joint. fix the bone roll to match the parent (there are entire tutorials on fixing bone roll, but it's not that hard). after fixing in blender on re-import to unity you'll have to toggle it from humanoid to none and back to get it to reconfigure the armature
I was able to fix it on my own
nice!
Essentially it was because enforcement t pose was messing with the fingers and hand rig. So I was able to fix it by just, basically, reverting that
in the criminal justice system, pose based offenses are considered especially heinous. in vrchat, the dedicated detectives who investigate these vicious felonies are members of an elite squad known as the T Pose Enforcement Unit. These are their stories
Does anyone have any idea what this issue is and haw to correct it? Sorry for the reddit link, I am on mobile at the moment https://www.reddit.com/r/VRchat/comments/p6lewz/quest_compatibility_broke_this_guys_second_pair/
2 votes and 3 comments so far on Reddit
Mjcox I can rig that for you if you send me the blender file.
chears
I should also add that I later added constraints to the fingers and those are working in the mirror, but the arms still aren’t. If I can’t fix this I might have to delete the second pair of arms, which would be a huge shame.
can someone help me add my fursona into vr chat i is dum but i wil paey muneys
For the future:
Instead of subdividing everything all you need to do is make the left side of the armature.
duplicate the bone from neck to your arm, name it Forearm.L, subdivide the rest of said arm, add fingers with duplicate from wrist, name each finger and bone with something but add .L on the end. After this you do the same with the left leg from hip. Once that side is done you dublicate the bones and mirror them on the other side. Rename bones to .R on that side and then weight paint is going to get easier for you. Trust me. Just make sure to enable x mirroring when weight painting.
Oh yeah! Also make sure that after dublicating that the bones that you duplicated are either parented to chest or hip or wrist. Easy peasy!
i understood dont subdevide everything and thats it
😅
When clicking right click on bones you get 3 options
subdivide, duplicate and extrude.
Instead of using subdivide and extrude, DONT use extrude. Only subdivide and duplicate
Just a minute...
@near grove
Tried to record this for you but I seem to have fucked up OBS on my laptop 😛
To explain why to name bones like this:
Basically you can either do it like this:
Or like this:
Both work and saves your time and effort
I have a model with no bones how do I put bones in it?
Try the mixamo website first
tried it and the wings on the back caused issues with the elbows and one of the wing tips is stuck in place while it moves around
does anyone else have some help to offer me other than pointing me to another youtube video that i'll waste more time looking at trying to fix a problem i've already spent the last two weeks looking at damn near every single youtube video on the subject already and still haven't found the answer to my problem
what's your problem ?
Going off of what you said its either one or the other of these two super common mistakes with wings:
- Wings weighted to wrong bones or not weighted properly at all:
Fix your weight paint. Make sure that each part of the wing is weighted to something. (preferably only on the wing bones) - Parent is not on chest:
When it comes to your wings its either not parented to the chest and is either parented to elbows or nothing at all. Go to Blender and show your armature/what things are parented to.
Most likely your wings are weighted to elbows and whatever else. Heres a picture of how to weight things properly in parts. (a friend of mine weighted these for me since I was lazy and didnt know how to do the ctrl + L trick that I know now since my wings are literally in parts to make it more realistic.)
there were no bones in the model whatsoever
Well there needs to be bones in it. Imagine if YOU didn't have any bones. That would not be fun, would it?
Jokes aside, did you upload the boneless model to Mixamo? I didn't know Mixamo could generate a rig like that. If so, definitely don't expect it to be perfect with a model that isn't just a simple humanoid. It's probably done what Blender would do if you parented a model to an armature with automatic weighting. It's somewhat accurate, but parts of the mesh will be weighted where they aren't supposed to be.
If you download an animation from Mixamo with that skin attached it will essentially give you what it thought the rig should be.
If you don't know what to do with it from there, give it to me and I will take a look.
...Anyway, I don't mean to repeat myself, but is anyone able to help me with my issue? I haven't received any advice or suggestions at all and the problem is really, really bugging me. I feel like I've tried everything.
The second pair of arms is supposed to match the pose of the first. It does, but not in mirror reflections or cameras.
The weird thing is that it did work fine at first, but adding Quest compatibility broke it. I later added the same rotation constraints to the hands and those work fine, but the arms don't.
I should also point out that the middle arms aren't in a complete T-Pose, but are bent slightly at the elbow. No idea how to fix it.
If you want the arms to move while having a headset on your face then consider weight painting the arms with the other arms to the same bones. Should fix it.
Oh I'm not on Vr. And I did consider what you mentioned, but then the bottom arms would rotate relative to the pivot point of the upper arms, and it would not look right at all.
Also, I have noticed that the issue does not seem to be occurring with the avatar's sitting animations. When he sits the constraints display properly in the mirror, and then the bottom arms get stuck like that when he stands back up. So, I am thinking now maybe that it's an issue with the standing animation overrides?
If you dont want them to do anything other than just be there then just animate them yourself on idle, walk and standing etc on Unity. Not that big of a deal tbh.
I want them to copy the upper pair of arms, which they are doing. The problem is that for some reason they are stuck in a t-pose specifically in mirror reflections ever since I added quest compatibility.
It's simply because Quest doesn't support constraints.
I know. I removed the second pair of arms in the quest version. But I am puzzled as to why this error is occurring on PC, and only in mirrors reflections.
I think it might be specific to the custom standing animations override, because the issue doesn't occur with the sitting animations.
Maybe.
Switching back to the defaults shows working constraints. But when I switch back to my custom overrides the issue comes back again! So I haven't found a solution but at least I've narrowed it down a bit.
It seems that it might be specifically one of my custom animations causing the issue, because when I keep the custom override but put all the animations in the list back to their originals the issue ceases. Now I will try adding them back one by one to see which one it is. This will be tedious, I think.
Its a known issue. Youre not the only one with this problem when it comes to mirrors.
Well darn, that is peculiar. But I think I have figured it out. The animation causing the issue is a simple custom one I made from scratch rather than downloading from Mixamo. Not at all bothered about having to let it go haha.
Are other people seeing this problem or is it just you with the mirror?
I don't really know. I've only brought it up maybe once or twice in public rooms but didn't exactly get any clear answers
If its just you then id do what the person who had this problem previously did. Just deal with it when it comes to mirrors. ✌️ 😏 Person literally said "okay if its just me who has the problem and others see it fine then no worries"
I'm not a mirror dweller but I look in mirrors too often for it to not be an issue! Especially since I don't have VR it's the only way to get an image of my avatar in action. In any case, I've finally resolved it. Though now I suppose I'd better take a look at my animation and try to figure out why it janked the behaviour of the rig.
transform is to be place in the gesture layer and anything else beside muscle in FX
Eh? I'm a little lost as to what exactly you mean. It's a rotation constraint applied to each bone. And the issue turned out to be caused by one of my custom animations, anyway 😉
is this enough for IK or whatever? in the official rig requirements it says you need index, middle and thumb
not on sdk3
how many do I need
0
huh, welp, thanks, good to know
the fingers want to be at around 45° for it to be considered t-pose, same on the other hand, so it looks really weird the ones go forward others go back, will it be a problem? how can I fix it?
I fixed it, all I think I did was make the finger bones closer and the hand bone further back
What do you mean by 'stays red'?
Pardon me for butting in before the previous matter can be resolved, but I have another question. Would I be able to make an avatar with noodley arms like this one? The original model had lots of bones in the arm allowing the shape to be manipulated however needed. But Unity/VRchat avatars only have the upper and lower arm bones.
What I'm using in that screencap is Blender's 'Bendy bones' setting. But I'm pretty certain that won't work in Unity so I'm hoping someone might know of a workaround or alternative to get this effect. I know that simply rigging the character normally would work, but having the arms bend stiffly like they have bones would look wrong on this character.
Pardon me for popping a message in here about this, but... I happened to get a model recently. Unfortunately, said model doesn't have any rigging, and I don't know how to do such. Is there anyone around here who would be able to do rigging for a model, good enough for full-body?
You can either use forwards kinematics with constraints, or inverse kinematics with final ik.
So, um...
I tried importing my Final Fantasy 14 character into VRC, and everything looks fine in Blender, but in Unity...
Dear God..
I don't understand what happened...
Umm buddy? Wtf
If you have the CATS blender plugin installed use the cats export, not the normal blender export
Funny things can apparently happen to models if you don't use that export
I can try that. Thank you.
trying to add hair bones so i can make them dynamic in unity. am i doing it right?
Depending on how complex the model is I should be able to do a decent rigging though. Not sure about full-body compatibility since I don't have FBT myself but it should work. Send me the model and I will give it a go.
I just tried that, and it still broke. T^T
idk what else it could be, I notice your bones in the picture are leaning to her left and thats where alot of the mesh is being squished to so it probably is related to that
not sure what course of action would be taken thoo
I think I fixed it
I was following a guide, and the guide never used the 'Fix Model' option on CATS, but I just tried it and it seems to look fine in Unity now.
Ah perfect
idk if this applies here but speaking theoretically would i be able to have a rig that when i press a button on it, it causes one of the sliders to go up one tick or down one tick?
and second question is it possible to have an avatar item that i can press or push down on?
And third a tutorial would be amazing
@odd sequoia "causes one of the sliders to go up one tick"?
i haven't knowledge of anything
how do i fix this?
@odd sequoia would be helpful if you described what you were trying to do exactly
nvm i think i got it thanks though!
Just a question, if I attached clothes on a rigged avatar using Blender and exports it to Unity, it won't be any issues if I upload it to VRChat (i.e. avatar is only in T-pose)
Which constraints specifically?
Bear in mind I am aiming for a character who has a standard two-bone arm, but the arm curves smoothly
You can probably do a bunch of rotation constraints to create a forwards kinematics solution, honestly I havent done it personally as I always just do inverse instead
Is there a way to override the normal ik/tracking temporarily on a limb? Trying to set up a rifle and have the dominant hand ik to the grip, and the gun constrain to the shoulder and offhand
For some reason the characters jacket wont move with the armature, which is a bit of a problem-
Any ideas on how to fix this?
Is it merged and weight painted ?
I definitely didn't weight paint it, what would be the best process on learning on how to do that?
Lots of YouTube tutorials !
Theres a few videos here if you have the time to watch any of them. https://www.youtube.com/watch?v=GnMmp5yl-8E&list=PL4xfXwjJzuHiarRaPwzMsYK7Nd0Qf9kud&index=18
Weight Painting can be an absolute pain, trust me i've been there but hopefully this tutorial will help you out a bit on your vrchat avatar creation journey.
#VRChat #Blender #Tutorial #WeightPaint
If you found this helpful and entertaining, please consider coming a Patron.
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Also refer to these images @fading verge
Much thanks <3
You are a godsend!
I'll be streaming my own weight painting stuff in an hour in vrctaders, @fading verge if you wanna join.
am i welcome to join even if ill be mute/deafen?
Ofc, you goober.
What happen to the scythe btw? XD
Oh, I'll send you the fbx right now.
i've got a model that doesnt have knee bones, cats says it cant fix
Good boy ❤️
Uwu
will it work?
What do you have instead?
Probably not, depending on your goals.
just two leg bones
Hm.
Then no
Make fake knees.
You need 2 on each leg and then 2 foot things
I might be able to join soon! ^^ Thanks for the invite
just add two bones and have them parented to the existing leg bones, yeah?
What are you trying to do, with only two leg bones?
ye
but add foot and foot end too
or toe base as its called
^^^
Is it just me whos kinda concerned of what Bubbler is doing to not have proper knees? XD
it's a short lil guy, he doesnt really have legs to begin with haha
Cute X3
Anyway @sleek radish im gonna challenge your brain to solve this for me:
My avatar is excellent with polys but thanks to dynamic bones my rating went to good.
This means that I have this and that amount of polys I could add to my model and still stay in good since why the flip would I keep my model low poly if the rating goes to flip anyway?
I add an extra outfit and wings to the avatar. End up using the same bones as used with the previous outfit when it comes to dynamic bones to avoid adding extras so I wouldnt drop to medium. I end up dropping to medium anyway because I have 4 skinned meshes. I have body, scarf, coat and wings. All of them are weighted to bones which makes them skinned meshes.
Now here are my questions:
- Who is going to be able to use 128 memory slots in parameters when the mesh renderer limit is so low? Is it all just gonna be shaders and shape keys? Note that im aware that the 128 memory slot is mostly meant to be the cap for poor avatars but the point stands!
- How the flip am I ever going to keep up with the amount of polys im allowed to use on the avatar when every single time I try to add something it just drops to lower and lower rating thanks to something else?
- Should I just merge the meshes, make them into shape keys or add parent bones and then use said bones or shape keys to equip said meshes while its still a part of the body because I dont think thats gonna work the way I want it to. Most likely im going to attempt working with shape keys to see if that is going to be able to solve my issue but ill just make a separate test avatar for that because this is just ridiculous.
Also another thing!
In the VRC Avatar Performance list it says that im allowed to have 150 bones, 4 DB components, 0 DB colliders and 16 DB transforms to have a good performing avatar.
Currently I have 4 DB components, 0 DB colliders, 16 DB transforms if roots are counted in even though theyre the 4 DB components, 79 bones and I also have used 26 528 polys from the 70 000 poly limit.
How is anyone going to be able to have 150 bones on a good performing avatar when said bones can barely do anything without dropping your rating? It cannot be a skirt, it cannot be hair or anything that would clip with the body from the front since youre not allowed to use colliders on good performing avatars. It could be an animation but how many bother making custom animations on avatars anyway? I could do it because im absolutely insane anyway but if we talk about an average VRC user then its highly unlikely.
Lets use my avatar as an example I have 4 skinned meshes already so if I were to add bones and a demanding animation then id need yet another skinned mesh especially if I were to use bones to move different objects around. Now apparently youre allowed to have 2 skinned meshes for a good performing avatar so this just makes more questions than answers. Just how?
Please do note that I still have a lot to learn about avatar creation but that grind never stops no matter how skilled you are so if anything someone more knowledgeable just please educate me on how the flip im ever going to work with these limits? I want green and good is as low as im willing to go. Ill make an exception with this avatar but im gonna do some testing to fix this huge problem of mine.
Its rigging related so posted here X3
Memory slots is for expression controls.
Make a spreadsheet of the stuff you're using.
Seperate the meshes with shapekeys and the meshes with just bones.
Unless you NEED the material slots.
For dynbones, it's for things like hanging straps and chains, etc.
Stuff where collission isn't hugely important, and also, it's not really base don what's "normal" but what's the most intensive.
Collisions are an order of magnitude more intense on processing than regular dynbone.
There are also ways to """cheat""" the dynbone system
(Using stiffness to create cone colliders, for example)
The way my avatar is set up, I have one skinned mesh for all my verts that are changed by shapekeys, one skinned mesh for mesh that has bone deforms, and the rest are regular meshes.
I have one mat for my clothes mesh, one mat for my hands (cbar occlusion stuff), one mat for main body, one mat for anything in the shapekey mesh not captured, 1 per particle, and 1 for my cbar, for a total of 8.
If I needed another, I'd merge all my meshes as one, and make people deal with my shapekey stuff.
It's basically a game of balancing engineering requirements.
I totally am willing to help you maximize your avii, featuire wise btw
Particles, etc.
It's be really cool for you to have idle "void" particles smoking off your body IMHO.
like, really subtle, optimized kinda motes of void.
There's TONS of tricks to squeeze more features into an avatar, it's all about knowing how to make it fit.
And in return you can find someone to help me make this jacket, lmao.
Yeah, make a fake micro legbone. the IK should still function fine with it, since you don't need the foot either.
Luck makes me use them for toggleables.
yuh
Why would I have bones and shape keys?
It's good practice.
oh
faces
or in my case show/hide of skinned mesh items
I want 2 outfits, and that means I need to have them act odd.
Thats cool.. Might have to try that out at some point. Basically select the root bone, make it stiff af and then unstiff the rest right?
I'm pushing edge case stuff in my case.
-kinda-.
stiffness is actually a percent of a cone/sphere collider.
so, .5 stiffness is 180 degrees of limited rotation
if you set your bones so those imaginary cones at rest state are acting as colliders, you can avoid using colliders for a lot of stuff liek hair.
I'm doing that for my CBar, on my hip, to prevent it from falling through my legs.
Why would you have your clothes and body in a different material when you could atlas them in one? Also other stuff that aint reliant on different shader settings should all be put in the same material. I have 3 materials. One for clothes/body etc, one for emissions and then one for wings since im lazy to texture them. Gonna be adding your scythe in the main material as well but then I need to UV it again since cats fucks things up for me all the damn time
and for my glasses, possibly.
Cause I'm already hitting 4k limit for my body rn
lmao fuck cats tho
Ive been thinking of adding particles on an angry gesture but at the moment I dont even have too many gestures anyway. Need to spend more time on the face tbh. Just been having a lot of other projects that ive had to work on. I did add better visemes though so now it seems like im speaking. Just gotta test out if it works since I just uploaded the new ... Medium... Model...
Also what jacket??
momente
I love it that we call it the CBar now XD
Youre seriously stealing Lucks idea of a bomber jacket XD My god XDDDD
BINCH
It's more of a varsity jacket than a bomber
And I'm planning to combine it w/ a tacshirt.
Cause I want this IRL and until I level up my sewing skills....
How patient can you be? If I were to make that for you it might take a few months before im able to even start. Currently having 12 projects to work on. (Yesterday I finished 2) Im not really in a hurry to get particles etc to my avatar and I feel like I could do it myself too since ive worked with particles in the past relating to worlds so I dont think its gonna be that hard. Just need a bit of advice here and there. Also university is starting again next month so thats something... Im pretty flippin booked. Unfortunately I have no contacts to any sewing companies even though ive worked with fashion brands before and I aint gonna make that jacket for you irl so 3D model better be good enough. I could ask a few others to make that for you too in 3D though if you want it as fast as possible.
Also when it comes to irl sewing im pretty darn good at making chokers etc but everything else... Not so much even if I was taught how to do it in school XD
@sleek radish the shapekey thing aint working T_T It still poses the other thing that has been weighted to the same bones..
Like for optimizations sake I weighted the scarf and coat to the same bones since it works but if I cant toggle the scarf or coat off thanks to skinned mesh renderer limit then I dunnoooooo
so, wait, explain your goals first
Coat, scarf, each toggleable individually
Your limit is you can't make separate meshes
The solution is to make the scarf and coat each have a shapekey that hides them. to do so, make a shapekey, and scale the object in question to 0.0001.
(before someone says, yes that's kinda janky, but blame not having more skinned meshes.
Each takes one skinned mesh renderer since each object has been weighted to bones. Im merging all of them to body and trying to do the scale thing but since coat and scarf are both weighted to at thing that will be flowing behind me its gonna have stretched verts popping up...
See?
The things I do just because I want my avatar to be good..
Please dont tell me that im gonna have to be medium from now on...
Yes... Thats the solution when im trying to work my hardest to have these work WITH dynamic bones XD
imma stream lemme go put pants on
As if youve needed them before XD jk jk my god XD
You going for V's priv server or Traders? @sleek radish
traders
Scale the bone to 0.
That didnt help unfortunately. Tried that already. The weights are still there on the bones so yea..
Looks okay now BUT
This happens so I cant do my idles/gestures while the wings are hidden.
Nor would I be able to have the scarf and coat with the dynamic bones since they would still be pulled out of the body with the bones
Like this is seriously on 0. Did it the S+CTRL+Y+Y+0 way and even after that used S so this is as small as it gets
The mesh renderer limit is making me angery now... All this effort and even with this its not gonna be okay...
Ehh... Flip it... Im just gonna make two versions of my avatar. One thats gonna be Quest friendly and then the main one that has to stay as medium since apparently theres nothing I can do that would look even moderately okay.'
Just kills me to know that if I didnt have dynamic bones and if I didnt have 4 mesh renderers I would be on excellent.
Ay your model is already more optimized than the vast majority so don't worry about it
Scale the bone to 0.
They were all scaled. I seriously did this in pose mode etc. Didnt work. Even asked some of the bigger creators from VRC Traders for help and they said that theres nothing anyone can do about this
Like I seriously manually scaled each bone and then pressed S on them afterwards. Still not good enough thanks to the weights
Doubt
Like the weights will always drag the mesh. I might be able to do something in Unity BUT right now ive spent my entire day on this and im tired. Perhaps something to do with animations and shapekeys together but my brain aint taking this anymore.
@tulip root since this is PC you could attach your accessories to a duplicate set of bones (just whatever is needed for the accessory) and then use constraints to tie those to your real aramture while the accessory is enabled. then disable the constraints (and even pose the armature) when it's not in use. might not even need a shapekey in that case, since wings could "fold" inside you. but I'm not sure bones will scale things in unity (bones have starts and ends, not "scales" technically) so you might still need the shapekey
you can use bones that get scaled down to hide stuff
^ def don't use shapekeys to affect large numbers of polygons
I did this but it didnt work. Went into pose mode, scaled down the bones, added the pose as a shapekey but the problem stays. Also im not sure if I should touch constraints after hearing of the issues with them and mirrors. Im a perfectionist and it would kill me knowing that theres nothing I can do about dat.
Since it needs to be a part of the same mesh I need to make it into a shape key right?
I don't mean scaling down the bones to make a shape key, I mean literally making an animation in unity that scales the bone to hide the thing
with the thing weighed to said bone
doesn't work in all cases of course
but for small accessories it works fine
Its not small accessories that im on about here. My wings are my avatars length in width and when it comes to the outfits then id somehow need to figure out how to separate the weights from the body itself after merging so im able to move the chest area too without moving the bodys chest without a shape key.. I guess I could add extra bones to the front but I dunno if thats gonna work. This is most likely a lot more simple than im imagining it to be but im derping out right now anyway.
Ill try again tomorrow.
are the names of those bones wrong?
click on the armature so it's selected, tab into edit mode, click on one of those feet, then on the inspector panel on the lower right, click the tab that looks like a green bone. the name will be at the top
compare to the shin on the same side and so on
there should be consistent R/L or right/left naming
The clothes I attached are not moving with the mesh
when you parented the clothes to the armature, which option did you use?
I don't remember but I found a tutorial that might help so I will try that once my head is clear
Can someone help me with this bug in unity where when I try to rig the model using the humanoid animation type it just sits behind the model and when I try and use the "muscles and settings" tab when configuring it it just glitches out and goes under the model like in image 2 and ive looked for like 3 days and cant find anyone else that has found a fix to this problem (I have made the armature in blender btw its in screenshots 3 & 4) If anyone knows how to fix this please help me I just want this model to work
its a fresh model btw it hasnt been rigged by anyone else
Your mesh doesn't look like it's parented to the rig.
is there an easy way to do that?
maybe it's a trick question. it's never been rigged by anyone else... but has it been rigged by D4stro
good one ben
I'd recommend looking up a rigging tutorial, as there's more steps after parenting
did you do the basic select armature, select mesh, ctrl-p parent with automatic weights?
do you have a link to a good tutorial? I followed this one by CG geek
yeah I did the ctrl p thing
@tulip root I didn't read the entire conversation, but from what I get you want to reduce the amount to separate skinned meshes but still have toggleable clothing/accesories. Another option aside from those which have been mentioned is inventory system found in SCSS (if you don't mind swapping shaders on your model entirely): https://gitlab.com/s-ilent/SCSS/-/wikis/Manual/Inventory-System
Hello, just a quick question, I just modified my FBX in blender. I just modified the T-Pose of the avatar (Rotating couple of bones). Is there a way to actualise the pose, of the avatar, in unity once the FBX as been reloaded? In the scene, the avatar keep the last T-Pose it has. Do I have to redo all my avatar settings again with the new FBX instead?
@rocky atlas click the FBX, go to the rig tab in the inspector, click configure
at the bottom, Pose > reset pose
to reset the pose in the scene, go grab Pumkin's avatar tools from Github
then Pumkin > Avatar tools
drag your avatar at the top, then click Reset pose
Ah! I haven't used pumkin in a while. Didn't know it could do that. Thanks!
Any suggestions by people on how to prevent or reduce candy-wrapper effect on twist bones?
Also, of the bone constraints in Blender, what are the most like for like settings for unity?
I'm having some confusion with constraints too. The only one's I've figured out how to replicate with Unity are copy transforms.
I want to make a character whose arms have the normal amount of bones (Shoulder, upper and lower arm, hand) but bend in a smooth curve. I can do this in Blender with bendy bones but I don't know how to do it with Unity. Someone suggested using constraints but didn't elaborate further 😦
Nevermind, turns out I can get the desired effect by just weight painting the limbs in a smooth gradient 🙃
proportion stuff always throws me for a loop.
what does it mean if my knees bend when i look down? what's too long/too short?
this is in fullbody, mind you
I mentioned constraints but didn't elaborate because its a bad way to do it imo. If you want to use constraints its best if you know where you want the target to go, but since its your arm in VR then FIK is better for it. But in the end, overcomplication of your solution is usually the killer
The main point if twist bones is to reduce candy wrapper, the twist bone should be rotationally constrained to the bone after its parent on the y axis iirc
^ with a decreased weight value iirc
Yeah if you have weight of 1 it's way to much, at least below .5 is good imo
Having a bit of trouble with an avatar im working on. I create eye tracking, seems fine in blender and in unity but when in vrchat, the eyes roll back into the head. i've read up i need to delete eye bones but i don't know which
did you preview in unity the part where it shows eye rotation states?? and are the right eye bones selected in unity??
you usually want to adjust the eye rotation in unity under transforms in the avatar descriptor to ensure the eyes don't move around too far or roll backwards
Eye bones need to be straight up, so that would indicate it's using the wrong eye bones
Ah yeah, that's fair. And you're right, in the end the solution ended up being much more simple haha
confused on how to assign a weight paint to a bone
Confused by what ?
what are those flowy tails called lmao the ones that move with u
Dynamic bones?
I've been having massive rigging issues where I'm trying to combine bagpipes with another rig of a character, the rig for the bagpipes is just so they jiggle around when the player moves.
I'm willing to pay to have someone else combine it for me lol
help. my model doesn't move at all in vrchat. the model just stays in a t-pose when walking
its not attached to the bones
how do i attach it?
i know blender but i don't know unity
it is like in the same tab
In blender, you need to parent the mesh to the armature
And also maybe set it to be a humanoid rig in Unity.
First check if moving one of the bones actually moves the model
how do i set it to human rig?
Under the model's import settings.
where are those 😅
Click the model in the project tab, look at the inspector, click "rig" then select the rig type and set it as humanoid
in blenderrrr
If it's not moving in VRChat, it still might be rigged
it is parented. i checked. both in unity and blender
Unity import settings
i don't know what any of that means tbh...
heyuh the uh
i have a question
if i have two seperate models
one is an item with a rig meant for jiggling, the other is the character
do i have to combine the rigs or can i seperately import then and then just attach the jiggly thing onto the character
Click this, then look at the right side of the screen, select "rig" and there should be a drop-down that is currently set to generic.
Set the dropdown to humanoid
Then click apply
Then reupload
@mild stratus can i do that tho
You should combine them
like in blender
Yes
well fuck thats way too difficult then
Unity can't do that
ok, i did it. now it says "spine hiearchy missing elements, please map: shoulders."
Does the model rig have shoulder bones?
They are there
Follow my steps to change the rig type, but instead of changing it, click configure.
Then find the shoulder bones on the left and drag them into their corresponding slots on the right.
Then click apply (you may have to scroll done to see it) and done.
the bones look like this and i can't select individual ones
these bones also don't exist in the blend file
Select the ones labelled shoulder.(side) on the very left side of the screen.
Drag it from the left, to it's matching spot on the right
where left?
OH, drag it from the hierarchy to the right, your window isn't the default layout
alright. i'mma try it now
Then click apply, then done, then reupload.
the model moves now like it should, but my head is doing a 180
it's normal in the character select
Likely another issue with the rig, or something else. I don't really know much about rigging.
alright. thanks for the help anyway. it was really helpful
if anyone knows a solution to my 180 head it would be really appreciated. i'll even get the one who fixes it like a 5$ steam money
i think this is where i put this but I can't get the head to work with Unity
it's supposed to have a bottom jaw
Bone roll?
I can give it a try. Hoe do i do that? I'm not good with unity
You probably need a tutorial about bone roll, and you'd fix it in blender
Basically your neck might be turned around backwards in your armature
Wouldn't that turn the while head? The model looks fine in blender
But i guess i can give it a try
wow
Post pics of armature in blender, and pics of humanoid head setup in unity.
The model came with it's own rig, Also I don't have Blender but I can download it if needed
You probably have the jawbone enabled, when it may not need to be
Jawbones are weird
do yall have a working sdk??
Yes?
mine arent working
Weird.
my dreams of mermaid femboy avatars may come to an end
Okay so heres the default rig
LOCATED.
Set tongue and eye to none.
Erm
"left and right eye"
Change those to "none"
It's assuming your jaw is an eyeball.
You know how the humanoid rig thing works, ye?
Always always always check the humanoid rig for errors. It's super titchy.
It's not made for what we're doing to it, and it complains by yeeting bones into the wrong slots.
Nah, it'll just take some reloading.
Reload unity, check your connection, and log in via browser first. It clears a lot of issues.
It's saying I need to Specify the Arms and Legs, how do I do that?
wait actually I can send what it still needs, one moment
Go into the humanoid body and pick the arm and leg bones. They're not selected, likely. Send pic.
ah, thank you for the reassurance bud.
i wish there was a way to upload from blender without unity
Hm. It looks like you have it all in place. Weird.
Where is your avatar descriptor?
Where would I find that? I'm a noob to Unity
Your avatar descriptor should be a component of your main avatar gameobject
Usually what you named the FBX
This model didn't come with an Fbx File
Show a picture of your hierarchy
Is your descriptor on that Stormcaller_Standard?
Uh why is Armature non expandable? Where is your rig?
I honestly have No Idea. I tried setting up the rig in the Armature but it didn't do it
Uh oh. Something broken.
So basically the problem is the descriptor has expections of hierarchy, the format of an FBX is:
Main object <- Your descriptor goes here
Armature
Mesh
I think youve got your rig under the main object, so the sdk looks into your empty armature object and say "well hes got no rig"
how can I fix that?
Personally I would bring whatever you have into blender and export as a conventional FBX, but you can try unpacking and putting all that stuff under a gameobject as siblings and see if that works
nvm I got the Model I just need to figure out the Texturing and Rigging
Got it in blender? Those two things should be fine if you just imported it in
I imported the Model, and I can see the texture but how do I put the Texture on the Model?
This is where I'm at
Nah textures dont matter, should be fine once you get it back into unity, just try exporting that as an fbx and see what the hierarchy looks like in unity
ok
ima eat lunch and then check everything, but the Heirarchy is there. I'll be back in a bit
Okay I need to put a Texture on the Unity model, how do I do so?
Same way you did it before, the material should still be in your project
Is the descriptor working as intended?
why do you want to do that?
One, this model has skins that I want to add onto it, and the Model also has a glow in the mouth when I lightmapped it
glow is typically done through Emission
lightmapping is something done typically in worlds
could have multiple materials containing each of the texture variants, and then animate a material swap
material swaps don't increase the material count on the model
because what matters is the amount of material slots on the meshes
swapping a material out for another one in the same slot is fine
Okay, so basically the Folder the Model came in has several Varient skins
and I want to use those
yea, you can do that
but you should focus on getting the model to look right with one variant before worrying about the other ones
Okay, How do I do Emissions?
depends on the shader you're using
if you just increase the emission value, it'll make your avatar brighter in darker enviroments
if the world has Bloom enabled in its post processing settings, then there will be a "glow" around the model
you most likely don't want the entire avatar to glow though
which is why you use a Mask
a mask is just a black and white image
where it's white, it'll glow
where it's black, it won't
what shader are you using?
Where do I find that? In scene?
on the material
materials are governed by the specified shader
different shaders have different options and features
yea, you need to create new materials for every material slot. you can get unity to do that for you though
make a new folder, call it Materials
put it whereever makes most sense
click on the FBX, go to the materials tab, click Extract materials, then specify that folder
it'll create new materials for every slot, and assign them to the FBX
then you're free to edit those new materials
okay
Okay so the Avatar has a mask in the Textures, do I have to add it to Materials or?
can you send a screenshot of all the textures the model came with
okay so it seems there's a base color, an emission mask, either a roughness/AO map, and a metallic map
yeah
these are things that the Standard shader would let you do, which is nice
however
that smoothness/roughness map will need to be put inside the Alpha channel of the metallic map
and it may or not need to be inverted
a smoothness map is the inverse of a roughness map
so for example
in a smoothness map, 1 is perfectly smooth/reflective, and 0 is rough
in a roughness map, 1 is rough, and 0 is smooth
(1 means white and 0 means black)
ok
the advantage of using Standard is that it should look the same regardless of if people have custom shaders enabled/disabled
So is the Model good to go or does it still need tweaking?
you can start by plugging in the textures into the respective slots in the material. like I said, the roughness will need to be packed in with the metallic
I can do that for you if you send those to me
Okay I have a dentists appointment so I'll get back to this later, Thanks for the help
alright, np
Been seeing a lot of rigs showcasing eye movement, but many of them lack the subtle changes that make ocular motion interesting.
Things to keep in mind 💡
1️⃣ The plica semilunaris is not stationary! It contracts and stretches with eye movement.
2️⃣ . . . https://t.co/rSP6wAF1xi
448
Yeah because rigging wasn't hard enough
Time to get your anatomy textbook ruubick, your pectoralis major isnt deforming properly 😔
Imagine if they learned i had no neck 
whats the goin prices on Clothing riggs?
Is there a sane way to multiply a bone's rotation to a constrained bone?
So if one bone rotates 10 degrees, the constrained bone rotates 20
I don’t know how to fix the rig of the model I was given to use in VRChat, when I use it in game, it does the APose all the time, idk how to fix it, plz help
you maybe just forgot to set the rig type to humanoid
np
More problems, seems the Spine is having problems now, IDK how to fix that
How do I fix this?!
Plz help
I can't publish it either, Idk what to do, plz help me
not sure where you got this model from, but it clearly wasn't made with vrchat in mind
there are too many bones in the spine
you could just take like every other bone in the spine and merge them to another
can do that easily with the CATS plugin
Ok, so when I did that, it always messes up the fingers when it does it
I don’t think the bones are supposed to be like that
if there was an easy way to access whichever animations drive the eye looking movements (im hoping you can just find them in the base layer or additive or something like that) i would just set up two shape keys for the deformation of the plica semilunaris (or at least the equivalent with highly stylized eyes) and animate them when looking left/right
thats assuming that its something i can just do
i actually have no idea since i havent opened up a base layer animator or an additive layer animator before
I don't think the eye movement is animation based, it might be script based.
It's not registering the neck
needs to be specified in the rig config
click the FBX, go to the rig tab in the inspector, and click configure
Ok, now I found even more problems (Circled)
uh
why is Neck mapped in the "Upperchest" section lol
should be mapped in the Neck field in the Head section
Ok, fixed it, now, about the fingers, some of them are bent, how do I fix them?
Uhh, how do I get out of Inspect mode
scroll down in the bottom right and click Apply then Done
Ty
i wanted to try and make a audio gesture on a freddy character from fnaf but im not to sure where to download models does anyone know where you can find a fnaf model to edit
could you not spam messages in a bunch of channels? this one in particular isn't relevant.
put this in like 2 other channels stop overreacting
Hey I need some help on rigging an avatar. Im making a pc and quest compatible avatar but I need to have everything as one mesh. The only problem is, is that everytime I combine the mesh, the neck bone is unparented. Not even CATS can fix this.
combining meshes has pretty much nothing to do with the underlying rig
how are you combining the meshes exactly?
Originally using ctrl+J but that doesnt work. Then I tried using CATS.
Ctrl + J is what you need
make sure you have your cursor over the viewport
the position of the cursor on screen makes a difference
Still doesnt work
Fixed it, I needed to remake the vertex group
help? lol i dont know how to rig these back to the model
Do you have the model opened in blender ?
i believe i still have it yes
Can you show the armature
it doesnt have the tongue or eye bones even mapped
i need help to map them as i never done something like that
im in almost the same boat. my avatars mouth wont move. turns out the creator didnt add a bone to it so the mouth wont move.
What kind of avatar is it ?
is it imposible to use subdivision surface after the model has been rigged
oh it works now the selecting just works awkward
its a custom model. a dragon
hi, how do i make bones dynamic?
I think you just download it as a unity file and import in to unity if it doesn’t work im not sure
you talking to me?
Yea
Im not sure i made an avatar once and that all I remember doing for bone dynamics
Yeah im not sure at that point i dont know much
@near grove purchase the Dynamic bone package on the unity asset store, then import it in your project. if you want to make a bone chain dynamic, add a dynamic bone component to the root bone, set the "Root" field as the same bone.
Is the dynamic bone thing a free package?
so on her left pig tail do this?
That's what's I'm gonna work on tonight. There's no bone in the jaw, so mouth movement doesn't work.
No blend shapes either? Thats how mine works
Their model came with like NOO rig at all
So they have to go through and do it all themselfs
Oh, bummer.
Yeah but it seems like its nearing completion so thats good
Yeah doing it with a bone and weight painting shouldn't be too hard
Thats how I had to do it, it was such a pain and took so long lol but end of day it wasn't hard so much as tedious.
i have no idea how to rig an avatar or actually even make one i just unlocked custom avatar creating things today
does blender work
Blender is what most people use to edit/create models
Total noob question: All the tutorials I've found simply are "Step 1: Do the Thing" type.
How do you import the ActorDescriptior thing? I've created a new Unity Project, and imported the SDK3 package into it.
A quick guide on how to set up your avatar descriptor for VRChat using SDK3. Only covering the bare minimum to use most of 2.0 features.
whenever I go through the steps to rig this avatar, everything but the head moves. is the head not technically attached (the head and the body are separate, but a part of the same thing on the side), and if you think it isn't how do I fix?
actually, better example
join your meshes
would I have to make the eyes and eyebrows separate, then join them? because i'm not sure how to join them
heres my model. as yo u can see. no mouth bone. i tried the different mouth settings but nothing worked. so im gonna have to learn to add it myself. adding the bone, doesnt seam that hard. but the rest of it i think is gonna be a problem.
also....yall might be able to answer this one. as you can see, he has spines along his head. when the avatars head turns, the spines dont move with the head. they stay in place. so it looks kinda weird.
Sounds like the spines aren't parented/weighted to the head/neck bone
i barely understood that
Do you have the model file? .blend preferably but .fbx will do, send it to me and I will fix it
i have both. but ive been working inside of a fbx
if you willling to take alook , iwould be most appreciative
i can send you the file in discord if you wish
Yeah, go ahead!
Guys I have a problem, On vr when I look down my avatar begin to float and when I look straight he touch the ground do you know how to resolve that ?
Sadly I don't. I'm still learning about all this myself
Can anyone help me with weight paints and visemes? Whatever those are?
Help how ? Have you looked at a tutorial ?
Are there any tutorials that don't just simply say "Do the thing?"
What else do you usually look for in a tutorial besides it teaching you about a thing ?
90% of the tutorials I find are either in a different language, or "First, do this ten step process you were taught in Uni (if you didn't go to Uni for this, you're screwed). Then we want to do this fifty-step process I outlined in a previous video that's outdated. Finally, here's the two steps you actually came here for, but because you have no idea how to use the tools for any of this, I could be speaking gibberish for all you know. There you have it. Like, comment, subscribe"
Hey everyone new Blender 2.8 tutorial! In the 5 minutes you'll never have to wonder how to weight paint ever again! Hope it helps you guys and don't be afraid to leave comments and questions below if you have them!
Song: [Chill]aKu - Love Shine
https://soundcloud.com/akuofficial
If you enjoy...
I've never seen a tutorial the way you describe it, so i'm unsure about what you're specifically looking for, but hopefully this will help
Heya everyone, sorry if this isn't the right channel.
I'm trying figure out why I don't see any blendshape sliders in Unity for my model. Anyone knows where I'll have to look at?
skinned mesh renderer, under blendshapes at the top ?
What exactly do you mean? Apologies, fairly new to this stuff
A bunch of guides I'm following are all showing sliders for the blendshapes. For some reason I don't have those and I wonder what I'm doing wrong
You you find it in the skinned mesh renderer component of your mesh once it's in your scene
But wouldn't that have any effect on the values/options in the VRM Blend Shape component?
idk, just trying to see if you have blendshapes in the first place
Probably not
Yep, it doesn't
That explains a bunch of things
So I assume I'll have to create all of those from scratch, right?
Most likely a weight painting issue
Weight painting isn't super beginner friendly, but if you'd like to give a try there's a tutorial on it here: https://www.youtube.com/watch?v=Tl4qTgwQwYw Basically you want to go through each bone and correct the colors of vertex groups, where red means "100% affected" and blue means "0% affected". (If I click on the 'head' vertex group, the entire head should be red and everything else should be blue). It's definitely an intermediate topic, though, so I would try to learn the basics of blender before you start on this fix.
when weight painting should i leave preserve volume on or off? whats the default for when it goes to vrc?
Leave it on, I think generally you want to leave that on except in very particular situations
Does that setting pass on to Unity though?
@tribal lion I know this wasn’t your issue, but your blendshapes can ALSO fail to show up if you’ve exported your .fbx with certain modifiers still on it (but unapplied) in Blender. You’ll have to apply or remove them before your blendshapes will show back up.
That might also be the issue
If the model has blend shapes to begin with
Thanks for the tip! I'll check it out
Make sure "Apply modifiers" is unchecked when exporting from Blender, as that one erases blend shapes.
I must've forgotten to uncheck that, thanks a lot! Now it's time to figure out if that fixes it for now
I've accidentally created my whole avatar scene "sideways" in Blender. I've gotten as far as creating the armature. Is there any way to rotate the entire scene 90 degrees? The Symmetrize option for armature is mirroring the bones inside of themselves.
You want that option off, if you want what you do in blender to look the same in unity.
Preserve Volume enables dual quaternion skinning, which gives really nice results around joints. Unity doesn't natively support it and VRC have not (and I don't think will) implemented it themselves.
oh no.....
oh no,,,,, my neck,,,,
i rigged in humanoid
Please approach SCP 173 for testing
Uhhhh There seems to be a problem with the gate control system
Yes, just select all, rotate it back the right way, and apply all transforms 🙂
ok. so thedragon did a fantastic job on helping me fix up the dragon. but now im at a stump. im looking for the voice or i guess its called lipsync. i have the dragon avatar selected, and i hit add component. when i search for lipsync, it just says "new script" i assume i have some thing wrong here...
ok. found it. as soon as i added the VRC descriptor , it appeared.,
and i was missing the VRCSDK
ok, so a problem i cant solve on my own. the avatars feet clip into the group by about a inch to 2 inches. im in sitting mode right now. how do i fix that? and also, when he walks, he will slowly go superman. like his back side will lift up nad it looks hes flying. haha