#avatar-rigging

1 messages · Page 192 of 1

sleek radish
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That sort of thing will always be a neckpain. The auto-setup is janky at best.

little forge
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rig is fine now but still a little bending to the right side

sleek radish
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Chest tilt. I forgot if there's a real fix for that yet.

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You have to adjust the bone in blender to compensate. It's a screwy unity thing

little forge
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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

autumn magnet
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hey, did any of the suggestions here fix this? im having the same issue

little forge
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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

vestal condor
autumn magnet
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Gotcha, thank you!

cedar saddle
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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)

fading verge
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how do i add bones

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i have the avatar and everything else but no bones

crisp tendon
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Try the Mixamo website

sleek radish
fading verge
sleek radish
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Oh boyo.
I'd suggest looking into how to work blender in general, before doing rigging.

sleek radish
fading verge
left pendant
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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

languid ermine
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any way to make this viable in vrchat?

sage patio
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however, that requires FinalIK

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90$ on the unity asset store, 45$ when it's on sale

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it will also require you to have 2 bone chains per leg; the weighed one, aka the one you have right now

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and a secondary one, which is the one you'll be specifying in the rig config

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essentially, the secondary one is the one that the game's IK or your trackers will move

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and you'll be using constraints and FinalIK scripts to drive the weighed bones using the secondary chain

fervent hornet
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The beauty of mutilating a humanoid rig is always so nice to read about

sage patio
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kek

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it's an artform

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I never got my digi lets to work *exactly* the way I wanted, but I got close

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following that guide got me decent results, which worked pretty well

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but the thing I wanted to do was to make it so that extending my foot would also "extend" the leg more

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because the real ankle would be a bit further back than the avatar's foot

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should be doable though I think

languid ermine
sage patio
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if you don't want it to have the proper digitigrade articulation, you can combine these two bones to make the lower leg bone

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that way it would be rigged as a standard humanoid

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but that joint in the middle won't work

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it's how the vast majority of digitigrade models are done

languid ermine
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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

little forge
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is it normal that the view of the bones is bugged when dragging something to your armature in unity?

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(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)

sage patio
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@Ggthb#2719 in the top left of unity, you should have two buttons

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one that says global/local

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the other days center/pivot

fading verge
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Looking for someone who can make a knife or gun for my avatar

plush sigil
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Whenever i parent the rig to my mesh it shifts my mesh forward. how do i get this to not do that?

crisp tendon
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Apply transforms for both before merging

hearty thunder
# sage patio but the thing I wanted to do was to make it so that extending my foot would also...

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.

hearty thunder
# languid ermine any way to make this viable in vrchat?

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.

languid ermine
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anyone know how to weight paint only on the vertex group and not remove from other vertex groups?

mortal goblet
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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

sage patio
hoary spear
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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?

unreal granite
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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.

exotic socket
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Anyone happen to know what causes this? Only ever really happens when not using fbt with that ava.

sleek isle
sleek isle
hoary spear
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What kind of rig type do I need?

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Does standard human work?
(Also thanks for the help)

exotic socket
sleek isle
sleek isle
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It's a client. If for sure at this point. Nothing you can do.

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But can you reproduce it everytime at ease?@exotic socket

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In all map?

exotic socket
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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.

sleek isle
hoary spear
exotic socket
robust reef
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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!

lethal cedar
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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?

honest ravine
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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?

lethal cedar
honest ravine
coarse pollen
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how can i add a jaw bone to my model

honest ravine
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Welp now I got a new problem anytime I select anything the components and whatnot arent showing up in the inspector tab

honest ravine
coarse pollen
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is i actually attatched to the head?

honest ravine
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yeah its attached to the armature of the ear

coarse pollen
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how many part are there to the earring

honest ravine
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about 2 or 3 parts

coarse pollen
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attatch to last one

honest ravine
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the last one is the plane

coarse pollen
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then 2nd

honest ravine
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lemme see how it works now

sleek isle
rigid spire
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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

rigid spire
sleek isle
# exotic socket

Try to have the spine chain align behind the upper leg bone instead. See if that fix it.

thin terrace
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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

exotic socket
atomic harness
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can someone give me some pointers for rigging a non humanoid character

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it has face and arms

tulip root
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If no legs then just add legs to armature but thats it. Then unassign in Unity.

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For vrc needs to be humanoid tho

atomic harness
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Yeah but arms are attached to head. And the hiarchy don't match

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I think i need a human skeleton and reverse ik resolvers to puppet the other armature

tulip root
atomic harness
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That's doesn't move right

tulip root
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but add the bones

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its gonna be weird I know but its what you gonna have to work with.

atomic harness
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There are more advanced ways to make a non humanoid avatar. You need custom animation controller. And deal with very poor documentation

tulip root
atomic harness
tulip root
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head, neck, chest, spine, hips

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make head, make neck then chest is the ball thing and then spine in it and hips in it

atomic harness
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yeah but when i attach head to ball the shoulders don't move

tulip root
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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

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Last sober-ish attempt

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put the hips and spine in the ball too!

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But weight the chest, spine and hips the same way

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or simply jst click once with 0 weight. I dunno anymore

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Something

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its fine

cedar cairn
tulip root
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FIX IT

atomic harness
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the ball should move with my head

tulip root
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tHAT makes no sense

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it has arms attached to it and everything

cedar cairn
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you need the head bone to be in the middle of your ball, then the rest of the armature below that

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also your arms have too many bones to be a humanoid in unity

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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

tulip root
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Picture = refrence

cedar cairn
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the only things you need to weight paint is the head, upper arms, lower arms and hands

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the rest just need to be parented to the correct bones

tulip root
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head, neck out of ball. spine, chest and hips in ball

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head, neck, chest, spine hips in ball

cedar cairn
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My god woman

tulip root
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Blame Alice! Not me! Im a contributing member to VR Chat society!

thin terrace
tulip root
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Im doing good things tho!

thin terrace
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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

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might be able to use constraints in unity to force it to rotate only around Y like an eyeball

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wait eyeballs can rotate in multiple axes uh nevermind about that last part

tulip root
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im just weirded out by the fact that they wantt he thing to rotate when theyve got arms there

thin terrace
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they will be too as soon as they try it with IK!

tulip root
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Are we 100% sure that they wanna mess with dat?

atomic rapids
tulip root
atomic rapids
sleek isle
foggy flower
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so how can i connect the ball thing to the rig

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also should i rotate it for it to make sense to my hand, if yes then please tell me wich way

thin terrace
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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

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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

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then do the parent to armature without changing weight

foggy flower
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correct?

thin terrace
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I don't know what a puppet avatar is so I don't know

foggy flower
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its an avatar that is stuck to your hand

thin terrace
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does it move? head turns? arms move? etc

foggy flower
thin terrace
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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?

foggy flower
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no

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like the mesh moves with the hand without deforming it

thin terrace
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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

foggy flower
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how do i make a vertex group

foggy flower
thin terrace
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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

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then "a" to select all verts, and press the "assign" button to assign them

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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

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actually there might be a key shortcut. select a, hit ctrl-g? maybe

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doesn't matter how you make it. just that they're assigned and the name matches the bone

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then parent without any of the "weights" options and it will move 100% with that bone

foggy flower
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alrighty then

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weight 0

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now i can port it into vrchat

astral wing
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how does rigging even work and is it even worth it for quadrupedal/no proper libs at all creatures?

sage patio
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in order to actually have hand and head tracking, there needs to be a humanoid rig present

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you can add onto that rig however

astral wing
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Thats understandable

sage patio
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for quadrupeds, you could use FinalIK to animate those procedurally

astral wing
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But i wouldnt put the hand bones on the ground

sage patio
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the humanoid rig would still be in a T pose

astral wing
sage patio
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correct

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can't do this stuff on quest

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on PC however you can do whatever you want

astral wing
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Guess ill just download some humanoid bone setup and place it/adjust it inside blender right?

sage patio
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I shall refer you to the "how the fuck spider work" discord for all things finalIK related

astral wing
sage patio
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sure

upper yoke
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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?

crisp tendon
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You have dynamic bones enabled in vrc ?

wild sundial
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Perhaps the dbone limiter is enabled in vrchat.

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turn it off and restart the game

crisp tendon
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That doesn't require a restart

upper yoke
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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...

upper yoke
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It wasn't that...

thin terrace
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do you have any animations anywhere referring to those bones?

upper yoke
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Nope

thin terrace
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do you have any animation override layers set at all? I'd at least try without

upper yoke
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Okay

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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.

thin terrace
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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

upper yoke
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Hehe, that probably should have been the first thing I tried

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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....

upper yoke
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It's working it's just that the effect is very very weak compared to how it looks in Unity...

hexed breach
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anyone have any helpful tips for weight painting shoulders?

upper yoke
opal flint
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gamers I need some help

real raven
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I do too please im so confused

opal flint
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Spine Hierarcky incorrect thing

mild stratus
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Or rename the bones in blender to english names.

opal flint
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I'll try renaming them

real raven
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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

thin terrace
mild stratus
tidal yarrow
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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.

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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

proud crow
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everything was fine, except this error~

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any suggestion?

fervent hornet
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Neck is a child of Spine5, instead of Spine4 like the shoulders

glacial flare
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Modeled in blender and armature is looks fine, but importing Unity I got:

What can be cause of this...?

fervent hornet
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What does your humanoid configuration look like?

glacial flare
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Looks like:

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And Blender:

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I think they should be look fine...

fervent hornet
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Well you can get rid of that root bone, I was wondering more about the hip rotation tbh

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Does the weight painting work well in blender?

glacial flare
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I think so

fervent hornet
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Are those lower legs a separate mesh than the rest of the model?

glacial flare
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Ahh they are same mesh but separated by armature

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I mean uh

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Same object, mesh

fervent hornet
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If the lower legs are the same mesh as the upper legs, why can you select just the lower legs

glacial flare
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Sorry am I wrong with any

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I mean

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Upper leg and lower leg are separated

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lower leg and foot is same mesh

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Like this

fervent hornet
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Yeah alright, Im just saying that combining everything should make it easier to see whats going on

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Working with one mesh will make it easy to check weighting

glacial flare
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Like, combine upper and lower legs?

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Sorry I'm not pretty sure

fervent hornet
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You have multiple meshes, if you combine the meshes (ctrl+j) then you wont have to swap between meshes in weight paint mode

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You will need to combine all your meshes before you upload anyways

glacial flare
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Ahh for the reason of unapplied modifier, I can't combine them all

fervent hornet
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What modifier?

glacial flare
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mirror and some parts are not same place

fervent hornet
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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

glacial flare
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Yes that should be, this is because wip still

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I want to see what's the current looks like

fervent hornet
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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

glacial flare
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gonna give it a try, wait a minute

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Applied model still same behave

fervent hornet
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Do the legs twist when you apply the tpose?

glacial flare
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Yes

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Sorry for Japanese but you could know modifier is only armature

fervent hornet
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Im just stuck on why its flipping just the lower leg but not the upper leg

glacial flare
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Now applying armature modifier, it looks like fine. Probably mirror is not a part because there's unapplied mirror modifiers too (idk why)

glacial flare
rigid spire
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im gonna forward this here cause i was told this might be a rigging issue

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it only happens when i lean my head down, i havent tried the model in vr yet

fading verge
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Where can i get avatar files? Is there a website that i can use?

sage patio
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I think your bone naming and bone mapping in the configuration is fucked up

proud crow
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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

sage patio
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can just rename the bones

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and tweak the rig in blender

proud crow
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my 3d knowledge isn't that good

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so~..

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:sadge:

vagrant rapids
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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'

sleek radish
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constraints. holy moley.

sleek radish
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Things I'm doing; working shoulder blades, working pectoral and lat muscles, fixbone for delt and ulna/radius

sage patio
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that's crazy

sleek radish
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It's certainly -driving- me crazy

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If I have to make one more glute fixbone

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I'mma lose my mind

magic spruce
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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

tulip root
# magic spruce anyone have an issue with specific models sorta vibrating a bit in fullbody? Lik...

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

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

*The zigzag neck problem is less pre...

▶ Play video
magic spruce
rigid spire
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why is my model's hands broken

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they look fine in blender

sleek isle
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Do you use constraint and the muscle bone are not the first child ?

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verify if the hand don't have other attach to them

rigid spire
sleek isle
rigid spire
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?

tulip root
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Why two bones? Arm should end at wrist. Your weight paint is messed up.

rigid spire
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i mean this is how it is in unity

rigid spire
tulip root
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Well the problem is still weight paint. Pose the hand in Blender and fix it

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Could be the constraints too but I know nothing of those.

rigid spire
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cause this isnt MY original body this is made by a creator called Pandaabear

tulip root
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@fervent hornet ☝️

rigid spire
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so i'll try adding the wrist constraint and see how that works

fervent hornet
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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

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Otherwise youve shown what the creator says the constraint should look like, but have not shown what your constraint looks like

rigid spire
sleek radish
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If you aren't using the constraints, you will have issues.

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The fixbones control large portions of the hand and arm mesh.

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Always set your constraints.

rigid spire
tulip root
rigid spire
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if worse comes to worst, i just re-add the base

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nope still broken

sleek radish
tulip root
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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

sleek radish
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Fixes pinching.

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I'm actually gonna do that for Hegao v10

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And elbow/wrist fix stuff.

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On top of the fully working shoulders pecs and lats etc.

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Lmao

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Sanity is overrated.

tulip root
# sleek radish 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.

rigid spire
# rigid spire nope still broken

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

sleek radish
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mostly due to schedule

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and me not having the skills necessary

thin terrace
# rigid spire why is my model's hands broken

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

rigid spire
thin terrace
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nice!

rigid spire
# thin terrace 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

thin terrace
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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

queen cloud
near grove
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is there a rig i can use

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cus i cant make a skeleon for my life

queen cloud
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Mjcox I can rig that for you if you send me the blender file.

near grove
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chears

queen cloud
orchid quail
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can someone help me add my fursona into vr chat i is dum but i wil paey muneys

tulip root
# near grove is there a rig i can use

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!

near grove
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i understood dont subdevide everything and thats it

tulip root
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😅

near grove
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basicaly just loop cut where joints are?

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like gamecube models do

tulip root
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When clicking right click on bones you get 3 options

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subdivide, duplicate and extrude.

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Instead of using subdivide and extrude, DONT use extrude. Only subdivide and duplicate

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Just a minute...

tulip root
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@near grove

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Tried to record this for you but I seem to have fucked up OBS on my laptop 😛

tulip root
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To explain why to name bones like this:

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Basically you can either do it like this:

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Or like this:

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Both work and saves your time and effort

pulsar gale
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I have a model with no bones how do I put bones in it?

crisp tendon
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Try the mixamo website first

pulsar gale
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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

pulsar gale
#

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

crisp tendon
#

what's your problem ?

tulip root
# pulsar gale tried it and the wings on the back caused issues with the elbows and one of the ...

Going off of what you said its either one or the other of these two super common mistakes with wings:

  1. 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)
  2. 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.)

pulsar gale
#

there were no bones in the model whatsoever

queen cloud
#

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.

queen cloud
#

...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.

tulip root
#

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.

queen cloud
#

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?

tulip root
#

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.

queen cloud
#

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.

lapis robin
queen cloud
#

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.

queen cloud
#

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.

queen cloud
#

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.

tulip root
queen cloud
#

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.

tulip root
queen cloud
#

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

tulip root
#

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"

queen cloud
#

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.

sleek isle
queen cloud
#

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 😉

lethal cedar
#

is this enough for IK or whatever? in the official rig requirements it says you need index, middle and thumb

sleek isle
#

not on sdk3

lethal cedar
#

how many do I need

sleek isle
#

0

lethal cedar
#

huh, welp, thanks, good to know

lethal cedar
#

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?

lethal cedar
#

I fixed it, all I think I did was make the finger bones closer and the hand bone further back

willow venture
#

No matter what this one area stays red

#

How do I fix that

queen cloud
#

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.

fresh lark
#

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?

fervent hornet
snow dust
#

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...

drowsy basalt
#

Umm buddy? Wtf

fading verge
#

Funny things can apparently happen to models if you don't use that export

snow dust
#

I can try that. Thank you.

dim jetty
#

trying to add hair bones so i can make them dynamic in unity. am i doing it right?

queen cloud
snow dust
fading verge
#

not sure what course of action would be taken thoo

snow dust
#

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.

fading verge
#

Ah perfect

odd sequoia
#

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

sage patio
#

@odd sequoia "causes one of the sliders to go up one tick"?

odd sequoia
#

i haven't knowledge of anything

dim jetty
#

how do i fix this?

sage patio
#

@odd sequoia would be helpful if you described what you were trying to do exactly

odd sequoia
#

nvm i think i got it thanks though!

zealous steppe
#

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)

queen cloud
#

Bear in mind I am aiming for a character who has a standard two-bone arm, but the arm curves smoothly

fervent hornet
#

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

sleek radish
#

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

fading verge
#

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?

crisp tendon
#

Is it merged and weight painted ?

fading verge
crisp tendon
#

Lots of YouTube tutorials !

tulip root
# fading verge I definitely didn't weight paint it, what would be the best process on learning ...

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

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https://www.patreon.com/Aggrotard

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tulip root
fading verge
#

You are a godsend!

sleek radish
#

I'll be streaming my own weight painting stuff in an hour in vrctaders, @fading verge if you wanna join.

tulip root
sleek radish
#

Ofc, you goober.

tulip root
sleek radish
#

Oh, I'll send you the fbx right now.

fringe bear
#

i've got a model that doesnt have knee bones, cats says it cant fix

tulip root
sleek radish
#

Uwu

fringe bear
#

will it work?

tulip root
sleek radish
fringe bear
#

just two leg bones

sleek radish
#

Hm.

tulip root
#

Then no

sleek radish
#

Make fake knees.

tulip root
#

You need 2 on each leg and then 2 foot things

fading verge
fringe bear
#

just add two bones and have them parented to the existing leg bones, yeah?

sleek radish
#

What are you trying to do, with only two leg bones?

tulip root
#

but add foot and foot end too

#

or toe base as its called

sleek radish
#

^^^

fringe bear
#

got it working enough so cats likes it, i'll see how it looks in game

#

ty !

tulip root
# sleek radish ^^^

Is it just me whos kinda concerned of what Bubbler is doing to not have proper knees? XD

fringe bear
#

it's a short lil guy, he doesnt really have legs to begin with haha

tulip root
#

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:

  1. 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!
  2. 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?
  3. 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

sleek radish
#

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.

sleek radish
tulip root
sleek radish
#

yuh

tulip root
sleek radish
#

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.

tulip root
sleek radish
#

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.

tulip root
# sleek radish I have one mat for my clothes mesh, one mat for my hands (cbar occlusion stuff),...

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

sleek radish
#

and for my glasses, possibly.

#

Cause I'm already hitting 4k limit for my body rn

#

lmao fuck cats tho

tulip root
sleek radish
#

momente

tulip root
sleek radish
#

This but w/ blue or maybe black lining

tulip root
#

Youre seriously stealing Lucks idea of a bomber jacket XD My god XDDDD

sleek radish
#

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....

tulip root
# sleek radish 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.

sleek radish
#

Lmao, no worries. I need to learn to sew

#

Or sew better I should say

tulip root
#

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

sleek radish
#

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.

tulip root
#

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...

#

The things I do just because I want my avatar to be good..

sleek radish
#

mood.

#

I don't think you can change the weights via shapekey, but lemme check.

tulip root
#

Please dont tell me that im gonna have to be medium from now on...

sleek radish
#

nah

#

oh

#

hm wait no

#

Was gonna say "disable dynbone, ezpz"

tulip root
#

Yes... Thats the solution when im trying to work my hardest to have these work WITH dynamic bones XD

sleek radish
#

imma stream lemme go put pants on

tulip root
#

As if youve needed them before XD jk jk my god XD

#

You going for V's priv server or Traders? @sleek radish

sleek radish
#

traders

tulip root
#

Mufi and Josh are in the private one thooo......

sleek isle
#

Scale the bone to 0.

tulip root
#

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.

fading verge
#

Ay your model is already more optimized than the vast majority so don't worry about it

sleek isle
#

Scale the bone to 0.

tulip root
#

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

sleek isle
#

Doubt

tulip root
#

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.

thin terrace
#

@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

sage patio
#

you can use bones that get scaled down to hide stuff

kindred pollen
#

^ def don't use shapekeys to affect large numbers of polygons

tulip root
# sage patio you can use bones that get scaled down to hide stuff

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?

sage patio
#

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

tulip root
#

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.

thin terrace
#

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

willow venture
#

The clothes I attached are not moving with the mesh

thin terrace
#

when you parented the clothes to the armature, which option did you use?

willow venture
#

I don't remember but I found a tutorial that might help so I will try that once my head is clear

plucky lynx
#

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

mild stratus
plucky lynx
#

is there an easy way to do that?

thin terrace
#

maybe it's a trick question. it's never been rigged by anyone else... but has it been rigged by D4stro

plucky lynx
#

good one ben

mild stratus
thin terrace
#

did you do the basic select armature, select mesh, ctrl-p parent with automatic weights?

plucky lynx
#

do you have a link to a good tutorial? I followed this one by CG geek

#

yeah I did the ctrl p thing

fierce grail
#

@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

rocky atlas
#

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?

sage patio
#

@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

rocky atlas
#

Ah! I haven't used pumkin in a while. Didn't know it could do that. Thanks!

sleek radish
#

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?

queen cloud
#

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 🙃

celest bridge
#

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

fervent hornet
fervent hornet
sage patio
#

^ with a decreased weight value iirc

fervent hornet
#

Yeah if you have weight of 1 it's way to much, at least below .5 is good imo

wild grotto
#

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

jade parcel
#

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

crisp tendon
#

Eye bones need to be straight up, so that would indicate it's using the wrong eye bones

queen cloud
dense elm
#

confused on how to assign a weight paint to a bone

crisp tendon
#

Confused by what ?

tacit sapphire
#

what are those flowy tails called lmao the ones that move with u

queen cloud
#

Dynamic bones?

fading verge
#

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

slender shale
#

help. my model doesn't move at all in vrchat. the model just stays in a t-pose when walking

fading verge
#

its not attached to the bones

slender shale
#

how do i attach it?

#

i know blender but i don't know unity

#

it is like in the same tab

mild stratus
#

And also maybe set it to be a humanoid rig in Unity.

#

First check if moving one of the bones actually moves the model

slender shale
#

how do i set it to human rig?

mild stratus
#

Under the model's import settings.

slender shale
#

where are those 😅

mild stratus
#

Click the model in the project tab, look at the inspector, click "rig" then select the rig type and set it as humanoid

fading verge
mild stratus
#

If it's not moving in VRChat, it still might be rigged

slender shale
fading verge
#

ah

#

well poop

mild stratus
#

Unity import settings

slender shale
fading verge
#

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

mild stratus
#

Set the dropdown to humanoid

#

Then click apply

#

Then reupload

fading verge
#

@mild stratus can i do that tho

mild stratus
fading verge
#

like in blender

mild stratus
#

Yes

fading verge
#

well fuck thats way too difficult then

mild stratus
#

Unity can't do that

fading verge
#

i ain't gonna be able to do that

#

way too difficult

#

at least for me

slender shale
#

ok, i did it. now it says "spine hiearchy missing elements, please map: shoulders."

mild stratus
slender shale
#

yes

#

or... hmmm....

mild stratus
#

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.

slender shale
#

the bones look like this and i can't select individual ones

#

these bones also don't exist in the blend file

mild stratus
slender shale
#

yeah

#

then what?

#

oh left?

mild stratus
#

Drag it from the left, to it's matching spot on the right

slender shale
#

where left?

mild stratus
slender shale
#

alright. i'mma try it now

mild stratus
#

Then click apply, then done, then reupload.

slender shale
#

the model moves now like it should, but my head is doing a 180

#

it's normal in the character select

mild stratus
slender shale
#

alright. thanks for the help anyway. it was really helpful

slender shale
#

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

timber token
#

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

slender shale
thin terrace
#

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

slender shale
#

Wouldn't that turn the while head? The model looks fine in blender

#

But i guess i can give it a try

fading verge
#

wow

sleek radish
timber token
#

The model came with it's own rig, Also I don't have Blender but I can download it if needed

sleek radish
#

You probably have the jawbone enabled, when it may not need to be

#

Jawbones are weird

fading verge
#

do yall have a working sdk??

sleek radish
#

Yes?

fading verge
#

mine arent working

sleek radish
#

Weird.

fading verge
#

my dreams of mermaid femboy avatars may come to an end

timber token
#

Okay so heres the default rig

sleek radish
#

LOCATED.

sleek radish
#

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.

sleek radish
#

Reload unity, check your connection, and log in via browser first. It clears a lot of issues.

timber token
#

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

sleek radish
#

Go into the humanoid body and pick the arm and leg bones. They're not selected, likely. Send pic.

fading verge
#

i wish there was a way to upload from blender without unity

timber token
sleek radish
#

Hm. It looks like you have it all in place. Weird.

fervent hornet
#

Where is your avatar descriptor?

timber token
#

Where would I find that? I'm a noob to Unity

fervent hornet
#

Your avatar descriptor should be a component of your main avatar gameobject

#

Usually what you named the FBX

timber token
#

This model didn't come with an Fbx File

fervent hornet
#

Show a picture of your hierarchy

timber token
#

1 sec

fervent hornet
#

Is your descriptor on that Stormcaller_Standard?

timber token
#

Hold on

#

heres it opened

fervent hornet
#

Uh why is Armature non expandable? Where is your rig?

timber token
#

I honestly have No Idea. I tried setting up the rig in the Armature but it didn't do it

sleek radish
#

Uh oh. Something broken.

fervent hornet
#

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"

timber token
#

how can I fix that?

fervent hornet
#

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

timber token
#

ok

#

So how do I put the Model in Blender?

timber token
#

nvm I got the Model I just need to figure out the Texturing and Rigging

fervent hornet
#

Got it in blender? Those two things should be fine if you just imported it in

timber token
#

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

fervent hornet
#

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

timber token
#

ok

#

ima eat lunch and then check everything, but the Heirarchy is there. I'll be back in a bit

timber token
#

Okay I need to put a Texture on the Unity model, how do I do so?

fervent hornet
#

Same way you did it before, the material should still be in your project

#

Is the descriptor working as intended?

timber token
#

Yeah

#

I'm trying to make the Texture Lightmapped how do I do so?

sage patio
#

why do you want to do that?

timber token
#

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

sage patio
#

glow is typically done through Emission

#

lightmapping is something done typically in worlds

timber token
#

Ah, ok

#

What about the seperate Textures?

sage patio
#

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

timber token
#

Okay, so basically the Folder the Model came in has several Varient skins

#

and I want to use those

sage patio
#

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

timber token
#

Okay, How do I do Emissions?

sage patio
#

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

timber token
#

Yeah the folder came with that

#

But idk how to add it

sage patio
#

what shader are you using?

timber token
#

Where do I find that? In scene?

sage patio
#

on the material

#

materials are governed by the specified shader

#

different shaders have different options and features

timber token
#

it's Standard

#

I can't edit it though, Everythings Grayed out

sage patio
#

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

timber token
#

okay

#

Okay so the Avatar has a mask in the Textures, do I have to add it to Materials or?

sage patio
#

can you send a screenshot of all the textures the model came with

timber token
#

K

#

Oh god those came out smaller than I thought

sage patio
#

okay so it seems there's a base color, an emission mask, either a roughness/AO map, and a metallic map

timber token
#

yeah

sage patio
#

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)

timber token
#

ok

sage patio
#

the advantage of using Standard is that it should look the same regardless of if people have custom shaders enabled/disabled

timber token
#

So is the Model good to go or does it still need tweaking?

sage patio
#

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

timber token
#

Okay I have a dentists appointment so I'll get back to this later, Thanks for the help

sage patio
#

alright, np

steady patio
crisp tendon
#

Yeah because rigging wasn't hard enough

fervent hornet
#

Time to get your anatomy textbook ruubick, your pectoralis major isnt deforming properly 😔

crisp tendon
#

Imagine if they learned i had no neck aqualink

fading verge
#

not REALISTIC enouf

#

you need more realism !!

willow idol
#

hh i barely know anything about unity

#

well i may as well try

pastel vessel
#

whats the goin prices on Clothing riggs?

sleek radish
#

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

icy jungle
#

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

sage patio
icy jungle
#

Oh…

#

Well, I’m stupid, thank you so much

sage patio
#

np

icy jungle
#

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

sage patio
#

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

icy jungle
#

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

steady patio
# crisp tendon Yeah because rigging wasn't hard enough

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

sage patio
icy jungle
#

It's not registering the neck

sage patio
#

click the FBX, go to the rig tab in the inspector, and click configure

icy jungle
sage patio
#

uh

#

why is Neck mapped in the "Upperchest" section lol

#

should be mapped in the Neck field in the Head section

icy jungle
#

Uhh, how do I get out of Inspect mode

sage patio
#

scroll down in the bottom right and click Apply then Done

icy jungle
#

Ty

hard light
#

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

sage patio
hard light
#

put this in like 2 other channels stop overreacting

woeful bough
#

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.

sage patio
#

how are you combining the meshes exactly?

woeful bough
#

Originally using ctrl+J but that doesnt work. Then I tried using CATS.

sage patio
#

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

woeful bough
#

Still doesnt work

woeful bough
#

Fixed it, I needed to remake the vertex group

umbral nymph
#

help? lol i dont know how to rig these back to the model

crisp tendon
#

Do you have the model opened in blender ?

umbral nymph
crisp tendon
#

Can you show the armature

umbral nymph
#

it doesnt have the tongue or eye bones even mapped

#

i need help to map them as i never done something like that

hard spruce
#

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.

crisp tendon
#

What kind of avatar is it ?

atomic harness
#

is it imposible to use subdivision surface after the model has been rigged

#

oh it works now the selecting just works awkward

hard spruce
#

its a custom model. a dragon

atomic harness
#

oh dragon that is probably easy

#

that would probably be ok with a simple jaw flap

near grove
#

hi, how do i make bones dynamic?

fading verge
#

I think you just download it as a unity file and import in to unity if it doesn’t work im not sure

near grove
#

you talking to me?

fading verge
#

Yea

near grove
#

if so it doesnt have a .unity ver

#

its an fbx with bones down the heir

fading verge
#

Im not sure i made an avatar once and that all I remember doing for bone dynamics

fading verge
sage patio
#

@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.

near grove
#

Is the dynamic bone thing a free package?

sage patio
#

no

#

20$

near grove
hard spruce
valid cairn
fading verge
#

Their model came with like NOO rig at all

#

So they have to go through and do it all themselfs

valid cairn
#

Oh, bummer.

fading verge
#

Yeah but it seems like its nearing completion so thats good

valid cairn
#

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.

blissful thunder
#

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

sage patio
digital dagger
#

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.

sage patio
fallen prism
#

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?

crisp tendon
#

join your meshes

fallen prism
hard spruce
#

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.

queen cloud
#

Sounds like the spines aren't parented/weighted to the head/neck bone

hard spruce
#

i barely understood that

queen cloud
#

Do you have the model file? .blend preferably but .fbx will do, send it to me and I will fix it

hard spruce
#

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

queen cloud
#

Yeah, go ahead!

ivory oyster
#

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 ?

hard spruce
#

Sadly I don't. I'm still learning about all this myself

digital dagger
#

Can anyone help me with weight paints and visemes? Whatever those are?

crisp tendon
#

Help how ? Have you looked at a tutorial ?

digital dagger
#

Are there any tutorials that don't just simply say "Do the thing?"

crisp tendon
#

What else do you usually look for in a tutorial besides it teaching you about a thing ?

digital dagger
#

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"

crisp tendon
#

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

tribal lion
#

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?

crisp tendon
tribal lion
#

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

crisp tendon
#

You you find it in the skinned mesh renderer component of your mesh once it's in your scene

tribal lion
#

But wouldn't that have any effect on the values/options in the VRM Blend Shape component?

crisp tendon
#

idk, just trying to see if you have blendshapes in the first place

tribal lion
#

Probably not

crisp tendon
#

Yep, it doesn't

tribal lion
#

That explains a bunch of things

#

So I assume I'll have to create all of those from scratch, right?

wheat hamlet
#

anyone know what is wrong with this models hands?

#

im not a expert in models

raw jackal
wheat hamlet
#

how do you fix it

#

(keep in mind i know 0 about blender)

raw jackal
# wheat hamlet how do you fix it

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.

fading verge
#

when weight painting should i leave preserve volume on or off? whats the default for when it goes to vrc?

raw jackal
queen cloud
#

Does that setting pass on to Unity though?

orchid echo
#

@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.

tribal lion
#

That might also be the issue

#

If the model has blend shapes to begin with

#

Thanks for the tip! I'll check it out

queen cloud
#

Make sure "Apply modifiers" is unchecked when exporting from Blender, as that one erases blend shapes.

tribal lion
verbal turtle
#

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.

wind osprey
white cave
#

oh no.....

fading verge
#

oh no,,,,, my neck,,,,

white cave
olive dragon
# white cave oh no.....

Please approach SCP 173 for testing

Uhhhh There seems to be a problem with the gate control system

queen cloud
hard spruce
#

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...

hard spruce
#

ok. found it. as soon as i added the VRC descriptor , it appeared.,

#

and i was missing the VRCSDK

hard spruce
#

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