#avatar-rigging
1 messages · Page 193 of 1
I have a very weird rig, and want some suggestions on how to fix a single significant issue with it.
The issue is, shoulder drop. My avatar's shoulders sink pretty severely when I'm in a resting position.
I'm unsure what's causing it, but I suspect it may be my arm length, or something related.
Does anyone have experience with similar issues, and if so, what helped resolve it?
The clavicle parts pictured at the bottom of this image should be nearly level/flat in this image, but sink significantly below ideal levels.
It's not as bad as it was, but I'm chasing a few possible causes and if there's an easy fix, I'd prefer it.
need some help rigging a character.... well once I've got hair and clothes on it
That would probably be due to the how the shoulder bone is positioned in the armature itself. Not sure if editing the skeleton to reposition the shoulder bones would work but if you have the means to I'd suggest trying it.
On another note, I have some characters with flat, cartoony eyes. Anyone know how one might go about setting eye tracking for non-spherical eyes? VRchat uses a rotating bone to control eye movement, which works fine for spheres but not so much for anything else.
If you put the eye bone way back behind the head and rotate it a small degree then it will look more like translation instead of rotation
Youre basically enlarging the circumference of the eye rotation circle
I did actually consider that haha. Hopefully that won't affect the size of the avatar's bounding box though.
Bounding box is for meshes so having bones out there shouldnt make it larger, you can always manually edit your bounding box if it does
Ah nice. Also what does the bounding box do anyway? I have a few avatars that are normal sized but have larger than average BBs because they got looooong arms
The bounding box is what tells other people to render you, if any part of the bounding box is inside the FOV of someone else, they will render you
The bounding box needs to encompass the area that you can possibly be in at any point in time, having long arms means that the range of where you can be is much larger
Ah, okay
You can also use shapekeys for 3.0
You can set shapekeys for look direction, and they'll tween as best they can.
(IIRC, I may have that mixed up with another feature.)
you can't use shape keys for look direction
only bones
for eyelids, you can pick bones or blendshapes
tfw texture paint broke
genuine pain when your texture paint broke so you cant texture your avatar you're making
or maybe its the thing im trying to paint thats broken
cause its working with the default cube
uhh
i need help
how do i get my custom avatar things to work
do i need a custom world to use the avatar
no, you just go to the Avatar tab in your menu
if you uploaded custom avatars, they will be under "My creations"
if you uploaded a model but it's not showing up, you used the wrong unity version
hello i need help with the eye riggin on my avatar. The model uses 2 spheres as eyes and i got 2 bones for each eye. L and R. When i create eye tracking with CATS the bones are created but when i rotate them the eye kinda warps and flattens and doesnt keep its sphere shape. how to fix this?
simple, don't use CATS eye tracking
not relevant here lol
just have each eye weighed to their respective bones
nothing else to it
ah ok
so now the eyes roll back and rotates when i try to fix the eye tracking in unity
make sure the eye bone is facing straight up, not forward o:
but then how do i upload a model
through Unity using the VRChat SDK
thx
The bones are now in the center of each eye and is upright. But they now become rotated and cross.eyed
does it have to be named right?
Heres how it looks
maybe the eye bones are rotated wrong aswell?
make sure that they're facing up in Blender and that their rotations are applied, not in Unity
Did you clear your bone rolls ?
^ that too o:
Alt + R in edit mode
ill try rotating the bones. also the bone rolls
Ok that fixed it. Thank you very much.
Does anyone know how to fix the upper arms of an avatar from rolling along their Y axis when you stretch your hands out to max distance? Looks like an IK issue, but I am not sure which adjustment the rig needs to avoid this particular one.
@fast cipher try lowering your User real height in your in game settings
That is only hiding the issue by making your arms not be able to reach far enough to stretch out the arms to max. There should be a rig fix, since some avatars do it, and others do not.
It's almost certainly bone roll, but I'm not sure what it wants exactly. You can easily make it worse by making the bone roll more wrong
Also seems to happen more with A pose avatars than T pose, so you could try changing the base pose
for the weight painting between the legs and hip, should i have the leg clip straight through the hip area more or have it curve/fold in?
@thin terrace I found a booth avatar that I own, that doesn't have the issue, so I am now copying the pose/rolls, to see if that fixes it. This also involves setting a new rest pose from A to T.
@fading verge I'm not great at weight painting that area, but I can say that if you want to know what the 'best' look would be, that would be using additional bones to push the skin out correctly using a driver, and then using a rotation constraint in Unity to force the same driver functionality within Unity/VRC. I've seen this done to great effect, though I haven't used it myself yet.
Additional bones is the best solution, but trickier to create, i'd suggest larger gradients on leg and hip bone
so much work. pain
i think i got most of the basic weight painting down anyway, ill just leave it a little scuffed and fix it later with constraints
Should I level out a shoulder bone that looks like this?
having issues with the arm rotating in FBT
would it be better to fix this particular rotation in pose mode? If it needs to be fixed
hello , i need some help with blendshapes, in unity, they will work in scene mode, but in game mode they dont work, and i cant change them. Im using SDK 3.0
i also just found out, i can change my mouth blendshapes but nothing to do with eyes
almost certainly a problem with the animator logic
#avatar-help might be more useful a resource than this channel
thank you, i tried but no one responded i was forceed to use 2.0 for blendshapes to work
you might want to use ComboGestureExpressions to make all the blendshape logic instead of programming it manually
https://github.com/hai-vr/combo-gesture-expressions-av3
is there a manual i dont know how to use that lmao
Easily create face expressions animations, and generate Avatars 3.0 animator layers for hand gestures to control face expressions
Seeing if anyone with a bit more know-how can help me out with this, was wondering how I'd tackle removing this crease from my shoulder. Pictured are the weights for my shoulder and arm bones.
Was wondering if the problem lied in my arm weights or shoulder weight
both really
modeling for animation is a bit different
https://www.youtube.com/watch?v=9RGi706rQN4
Quick overview of a basic topology for character meshes that can be used in a variety of places where gettting good deformation can be tricky.
your shoulder is the only one that has control over verts that should share control between shoulder and arm
Thanks for the help folks, I'll be sure to check out the vid when I'm home
I got it looking good enough™️ by weight painting the arm to have control of a bit more
that's a useful video. I've never seen a modeling topology narrated by an airplane pilot mid-flight
i have a question about character rigging, i have a robot character model that is made up of individual parts, is it possible to bind said parts to specific bones on the rig?
you'd just weigh each limb to its respective bone with weight 1 for every vertex
rather than having a smooth falloff
does your model already have bones?
i have the rig, but i don't know how to bind the parts to the specific bones like the head or neck, as i said the model is made of separate parts, not one solid mesh.
you should definitely consider joining every mesh later
the weights will end up being the same if you keep each mesh separate or all joined together.
having them separate makes the process of weight painting a little easier
ok, but will this keep the parts from warping when i try to move them? i keep having problems with the mesh crumpling up like paper when i move a bone.
let me guess, you tried to use Automatic weights?
yeah.
that is really meant for organic models. near joints, there will be a gradient in weights
where 1 is full influence, and 0 is none
you literally want every piece to have weight 1
for the corresponding bone
and not be weighed to any other bone
alright then, now for the fingers, the tips and middle segments bind just fine but the third one keeps binding to the middle bone.
the word "bind" has literally no meaning here
the way you get parts of a mesh to move with an armature is by assigning vertices in that mesh to Vertex groups. if a bone shares a name with a vertex group, then moving said bone will have the effect of displacing every vertex in that group, proportional to the weight given to each vertex
👍
one additional note: to make sure that the mesh can actually deform with an armature, the mesh needs to be parented to said armature, and needs an Armature modifier on it, with the "Object" field has the correct armature selected
ok it was going great but now im hitting roadblocks. would anyone be willing to help?
what in the world does this mean
did you set the rig type to humanoid when you imported the model?
uhhhhhhhhh i have no idea what that means so i guess i didnt
kinda (very) important
after doing that, click Configure and make sure that every bone was correctly assigned
Unity tries to do it automatically but it's not always perfect
its ok but some of the bones are placed wrong, is there a way to fix that
excuse my noob this is my first time doin this ;w;
its also still doesnt recognize it as a humanoid rig
Go to the root of the avatar in the hiarchy and if you see that you have an "animator(removed)" and a "animator", this is why its not registering and what you need to do is delete the avatar from the hiarchy and redrag it in
Now there will only be one animator component that ISNT broken
How do I fix the issue where exporting a model to FBX from Blender actually moves the object somewhere else, in Blender?
Also how am I supposed to use multiple objects without them appearing in the wrong place in-game?
Actually it moves even when I save and reload the .blend file
Oh wait
I had a keyframe set by accident
I think that's the issue
I have a problem with one of my 3D models. The mesh does not correctly follow the skeleton. Can someone help me?
I do have a question: is it okay to have an object with multiple armatures for different parts?
The main humanoid parts are all in a single armature, but there are additional parts I want to animate as well
@steady cedar they can still be part of the same armature
what are all those arrow things for?
might be related to that
nop
already tried with and without them.
each bone is influencing more than it should.
that and the head bone.
and as if the weight or mesh were defective.
I'm going to try to install another version of blender to see what happens.
the bones are not what dictate which parts of the mesh deform
what actually matters is the weight painting, aka which vertices are assigned to which vertex groups
if a vertex is part of a vertex group with shares a name with a bone, then moving said bone will drag along vertices in that group, proportional to their weight to that group
both in the altomatico and in the manual, the mesh painting is deformed.
no other model of mine had ever presented this type of problem.
I set external acceleration on a Cloth component, but it's applying in world space rather than local space. How do I make it accelerate in a direction relative to my orientation?
So like, always to my left or something
I hope this is the right channel; I couldn't find the general avatar creation help channel. (Just ones for 2 and 3 specifically, whereas I don't think my question applies to either more than the other)
I thought I tried that and it said the rig wouldn't work for Humanoid or something along those lines. Do they need to be in the same armature?
I don't know if having multiple armatures in the same model works or not. what I can tell you, is that you can animate extra bones in the same armature in the Gesture layer
for example: ears, tail
Does anyone know of any other way to stop a tshirt clipping? I tried scaling it to a bigger size and also data transfer and it barely helps. Does anyone have any different solutions?
people will tell you that it's bad practice but I do it anyway; you can make a shape key on the body that shrinks the body in the parts that are covered up by the shirt
prevents clipping pretty much entirely
Ok I’ll see if I can figure out how to do that and see if it works. I just started getting into avatar creating about a week ago and it’s been pure hell so far
starting out is always like that for everyone 👍
Thanks, definitely appreciate it
can someone help me please
im trying to Rig but it dont works
the head dont moves with the rig
?
Well that was very straight forward XD
im trying this since 3 hours : )
Currently im in call with someone unfortunately so I cannot exactly leave her alone can I? Shes sleepin so you know 😛 Just try to show your issue.
can u join a meet call tho?
in google
Just show me a picture of how the head aint following.
Click "connectado" and add "neck" to the tiny little screen.
To the "superior" window
i did it
i wish i knew what this means :(
Well fortunately for you I can tell you
gasp
what is being circled and pointed to is the ROOT of the avatar
it is what contains everything the avatar is
its what has the VRC_AvatarDescriptor script attached to it as a component
thats also where the Animator would be attached
when you select the ROOT and it highlights blue, you can go to the right panel (the inspector) and scroll through the various components on it
If you could do that now and screenshot all the components for me and send them here that would be great
i gotchu
YES its the exact problem I thought it was
delete the root and redrag the avatar model in from the Project's tab (its where all the folders are in the bottom)
then show me that exact same thing again
PERFECT
now just do everything like normal
add the descriptor
DONT add another animator
o heck
if you did you better delete the root again
but yeah now it should register as a humanoid model by the VRCSDK
as long as you actually set the animation type to humanoid in the exporter settings on the model
this has also simultaneously helped me discover another problem i had on accident
that camera there is messing with stuff in vrc as well
and i cant delete it
ah yeah so you should delete the default camera and lights in blender prior to importing it to unity
but whateverrr it doesnt seem like you can so I guess we have to unpack it
click the root, right click it and unpack prefab completely
then it will let you delete things
youre a livesaver
Ehhh I am leading you down a path of horrible blender and unity pain so I wouldn't say that exactly
i mean whatever fixes my issues lmao
Magic
Hey so is there a good video on how to make custom avatars I’m super new to this
plenty, youtube is real good
You should also be able to just uncheck the Camera and Light import for the FBX
instead of unpacking prefab and deleting in unity
its stuck in a tpose still?
yep
it is recognized as a humanoid rig by the VRCSDK??
wtf its not giving a warning
hm
check here for me that its actually humanoid
make sure that you are changing the right model, you might be setting the wrong one to humanoid and not realise it
go into configure
right near the humanoid button thingy stuff
show me whats there
should open a menu with a bunch of green circles
?
go to the head section
bruh
ok last few things
click the root of your avatar and show me if at the bottom of the vrc_avatardescriptor script it says humanoid or non-humanoid
i dont see that anywhere, unless im lookin in the wrong place
well thats not good
That looks like SDK2
wait does the error of it being over 5m tall does that stop it from using vrchats animating system
or is that just a suggestio
uhhh
wha
First go back to this and click on Model instead of Rig, what does the scale show
Good, now do what X3417 is getting you to do
I know this may sound weird but where should I start if I want to make an avatar or a mii?
i cant find the thing that makes the cube
this is assuming your scale is all 1,1,1 too
i am: blind
oh!
scene hierarchy
uh
.
click on the root of your avatar, "r" key to scale
Depends on what you are wanting to do, if you want to start from scratch, learn how to make 3d models in Blender or some other 3D modeling program, then learn how to texture, and learn how to rig. If you want to take an existing model and get it into VRChat, it depends on where it comes from and what its already got in it
use the white cube where the xyz of the thingy meets to scale it
so its proportional
I think the general best thing is to change the import scale instead of it's size in scene, but that doesn't matter with an unpacked prefab since import settings are no longer going to be connected
yeah thats the more formal way to do things
and you should just always uncheck Camera and Lights, makes things easier if you are silly and don't remove them in blender before export
oh yeah i learned that the hard way in my first test
now that you have scaled it down, check the SDK panel for the size warning
its gone!
im not worried about the fbt error
yeah its still stuck. but at least its not massive?
Is there a reason you are using SDK2 over SDK3
it's being updated as much as needed so people who don't want to switch can still upload, but it isn't getting new features
yes it might be simpler to learn but you are going to make it harder on yourself to learn sdk3 which you will need to do eventually when sdk2 phases out for good
whatever helps with my issues lmao
that day can't come soon enough
do i just remove sdk2 from assets and bring in 3? or is there a process
also i appreciate yall helpin, i wouldve gave up ages ago
do what this says as well as removing the SDK2 folder #avatar-help message
if you are on mobile discord, that link might not actually take you to where I want
and make sure to remove the avatar descriptor from your avatar because it won't be valid anymore
this is all correct yes?
looks good
OH WAIT
in the animator component, there is a controller in there, just set that to none
keep the avatar in there tho
to set it to none click the funny dot and circle button to the right of the bar and type gibberish and none will be the only thing that comes up then u select tht
guy
like i notice it shimmies and "adjusts" when i move my mouse but its just. t-posed
it might be because it just doesnt really work with vrchats default animation system because of how the avatar is
or might be realted to that hip bone error
do you have VR?
yeah
try it in vr
For quest what makes an avatar be able to be enabled by default instead of hidden?
still tposed
It has to be medium or better for everyone guaranteed, and poor or better for most
What does medium, poor and better mean? The file size? Sorry I don’t understand : /
I’m guessing it means the detail or poly count overall
yep
Read this: https://docs.vrchat.com/docs/avatar-performance-ranking-system
Quick side note: on Quest, max 10mb upload size for avatar
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Ok
Bigger sizes will let you upload, but no one will see it at all
So if I want to make an avatar I should aim to get better so it will appear on quest 2 correct?
YES always in everyway you can
im gonna make a less complicated model and see if its just blueberry it hates
often it can get difficult optimizing polygon count if the model is really detailed in the first place but not really any excuses for a lot of meshs and materials
So this is just a ref drawing but do you think this could be in the very good category if I turned it into a 3D model, or would sacrifices have to be made
Also I’m bad with fingers : /
I don't think much would need to be sacrificed, it's very simple, and would work well for an avatar (especially one that's optimised)
yeah ^
And it looks good!
I have no idea where to start but I guess I’ll look up a blender tutorial for now
Help for modelling is more available in #3d-modeling
Ok tnx
i just the spore creature creator cause im not that smart with modeling
I added six new bones to a model, and now I'm getting this error. Those bones all branch out from the Head. Now I'm getting this error, whereas an older copy of the model without those extra bones doesn't give me the error. I checked the hierarchy and the bone assignments, and the only issue I can see is that there's another (unused) bone between the UpperChest and the Neck, but that's the case for both versions of the model.
What's going on here?
when you import an FBX and set it to humanoid, Unity tries to guess which bones are part of the humanoid rig
it's not a perfect system
I checked the assignments though
The only difference I noticed was that it detected two of the new bones as eyes, but I removed that association and it's still giving me the error
Hold on, let me compare the assignments side by side
Wait, never mind; I see the issue
Turned out the thing I mentioned wasn't the case in both versions of the model
I thought I checked both but I guess I was mistaken
kek
trying again since discord thought my image was explicit
im trying to use a "simplier" version to see if i messed up with my original somewhere down the line
rn im giving this dude bones. how would i make the mouth move?
this is how its suppost to move (from the game the model came from)
You would likely use shapekeys/blendshapes/visemes to achieve that.
would that work with vrc/translate to unity?
Yes, it's the recommended way to do lipsync in VRChat
oh! thank you
Hello, how do I rig a chest?
With a pc
2 ways:
Lazy way: Mixamo
Normal human way: pose your character in a weird pose where you see the parts that need to go to the chest. Set weights to 0.4-0.6 and paint on the chest bone.
Heres the lazy way: https://www.mixamo.com/#/
Thanks, and how do I do the lazy way?
Like, I'm signed up, but what now?
import your fbx to the program
I know, but which animation?
you dont need an animation
if youve done that step then just click download and youre done
Do not add an animation
if you did then re-do the steps
Youre there to download the rig, not the animation.
So I simply upload my Avatar a nd then download it?
yes after rigging it
the instructions on the website are rather clear
Well, where do I find the instructions? I only see animations & avatars
Yes, but how do I rig it after uploading it?
Did you delete your previous rig?
Ignore the absolute mess of this... Im doing the 256 poly/texture challenge but yea... It gives you this window. I personally had already rigged this manually but I deleted the rig just for you.
Click next and then it gives you a tutorial
Nice thanks, so I have to delete my rig on the model?
Well, how do I delete a Model rig?
blender. x. delete
Thanks now I can rig on that website
good
Is it normal that the Avatar turns insanely big after deleting the rig?
yes
Normal but im more shook that Mixamo gave you leaf bones or whatever they were called.
Before anything you need to unlink the pose or animation
Oh they didn't give me that, I deleted that and then that happened
Avatar works now, thanks for all the help
How exactly does the Dynamic Bone support work on a technical level? Where does the game load the Dynamic Bone script from?
Same with the other whitelisted assets
VRChat uses it's own scripts that replace yours upon upload. You can use an empty filler script (correct name and position but empty) and it will still function in game
That's what I was going to ask.
I saw people saying there's no (permitted) way to get Dynamic Bones in an avatar without buying that asset, but that seems like a pretty good solution.
Using a filler script would work, but would make it difficult to get the parameters correct
You mean cause you couldn't test it in the Unity editor?
Correct
Are those filler scripts included in the SDK?
No
I guess they might conflict with the actual script if the avatar creator is using that
You would have to make your own, as well as make it support the correct parameters to be changed in game
Are you aware of the physics bone update coming soonTM?
No
But aren't there filler scripts I can download from somewhere? I imagine someone would have made them.
Dynamic bones will be replaced in less than a month with vrchats own free system (if they hit their release date)
I wouldnt know where to find any sort of filler script, I just know its possible to use them
Could still be useful for other whitelisted assets, or for Dynamic Bone if someone wants to avoid waiting or buying it
Thanks for explaining.
The only other whitelisted script is Final IK which one of my friends has made a legal placeholder script for
VRChat cant really do that as since their a company, it kinda comes with more restrictions than an individual
In the long term, there will no longer be any purchasable third party scripts for users, so there is no need for the devs to take steps to support them
Has the Final IK placeholder script been uploaded anywhere? If your friend is okay with it, you or they ought to share it here.
Are you even planning on using Final IK? There is no point in having the placeholder script if you dont plan on using the functionality
what is this 256 poly/texture challenge?
Make a model with at most 256 polygons that uses a texture that is at most 256 pixels
256 or 256x256?
ye
btw nice work on that cape w/o constraints, looked good
I think 256x256 because otherwise its 16x16 and that would be less than a minecraft skin
oh is this #256fes ?
There are a bunch of examples on twitter with that hashtag yeah
Cape? You mean the Quest poncho? This one? IF you meant this then I improved it a bit from here. Interesting enough I got the entire model to be 9974 tris. Still a lot more to go though. It actually looks passable now in game BUT im not happy with it just yet. Where did you see this? 😵💫 I dont remember sharing any avatar progress stuff in here.
the texture one is actually optional but im gonna go with it just because.
No; I was asking more for the sake of others who would find it useful. (Or for me, if I ever have a need for it.)
it was in scrollback somewhere, I thought it was here
Here is his twitter: https://twitter.com/Voxian, he has a discord about Final IK if you nee more info on the stand in script
Oh... Well heres the updated version. I feel like ive made it look more fabric now so it actually looks like the real deal when bending one way or another. Had someone test it out in full body as well (After they had full on violated my whole existence on VRC by doing the most inappropriate moves with it. I have regrets I can tell you that much). The butt makes me sad though but im getting that fixed sooner or later. Feels kinda nice to be working on my own stuff for a bit even though im only making this because my Quest friends havent seen me in this avatar yet. 😛
Also I think you might have seen it in HS then.
Unfortunately there is nothing I can do about the rotation that is caused from you rotating your wrists in VRC but maybe in the future I figure something out for that. (shown in the lowest middle picture)
Yeah without constraints youre control is very limited
Tbh im kinda glad I went with a poncho for the Quest model. It truly has given me a challenge but im happy about it. Next up ill be figuring out how to fix this clipping issue without showing missing meshes on the sides. Talked with Octuplex about this since he made the Momo poncho and he was all like "there will be clipping since no constraints" and im just like "we see about dat". I mean sure Momos model has some clipping too but I want to perfect mine to the point that I wont be bothered by it and if you know me I get bothered easily so this will be a wip for a looooooong time.
I still can't believe quest doesnt have constraints lmao
But yea I think I cracked the code on a normal humanoid avatar on how to make the poncho fold etc on the sides when putting your arms to your sides. What I did was make 8 extra bones on back and front. Upper ones are parented to chest and lower ones to hips. Then you add minor weights there.
uh, am i not able to use two bones for the same thing? couldve sworn i could. everything brokey
No, you can't use one bone twice anywhere in rig config.
Also that rig is not compatible with VRChat, you can only have one hip bone.
oh. is that why my original model refused to animate as well
What’s your avatar?
like a chibi/funko pop looking one
If you send me the model I can rig it for you. Or if you want to learn it for yourself there are a lot of great Blender tutorials for rigging on YouTube!
can u help rig for me
Yeah, send me the model
Some weird stuff is happening with the head on my model. Does anyone have any idea what the problem could be?
probably not weightpainted correctly ig
I can only understand by seeing movement of individual bones being rotated so
Yeah looks like it's following the rotation of the hip. Either the head has somehow accidentally been weighted to the hips, or more likely, it hasn't been weight painted to any bone and is following the hip as a root bone. In any case you're gonna wanna make sure the head mesh is entirely weight painted to the head bone.
If you aren't sure how to do it, send me the blender file and I'll do it for ya.
@fast cipher did you get help in this? IK issues with arms can usually be helped a lot by making the avatar's elbow joint closer to being in a straight line between its shoulder and hand, only offset very slightly in the direction the joint should be. I fixed a huge chunk of my lingering arm IK issues by nudging my elbow joint more into alignment in this way.
@orchid echo Thanks for the input. I just tried greatly lowering the angle, but this did not seem to make a difference.
i need a little help with my blender textures, for some reason my skin is brighter then my face, i've used this texture a bunch of times and i KNOW its not this shade, any suggestions?
your face texture is using BSDF or whatever with an image texture right?
or is it MMDShaderDev
either way it looks like you have extra coloring ontop of your texture if that makes sense
anyone worked with final IK before?
my FABRIK works in unity , but not ingame?
im sot sure where do i check?
Pretend im clicking the face mesh, go here and show me all of this
the stuff at the bottom right scrolled all the way up should be enough infomation for me
can anyone helpo with blender everytime i use cats this happens when i try and join armatures
Apply poses and transforms before you merge
ah yes that was the issue thankyou
Can anyone give me some help for why my weight painting won't subtract? I am in draw mode with weight 0, and all my modifiers except the armature modifier have been applied
(my selection before weight paint)
Is draw supposed to subtract typically at weight 0??
Pretty sure the "Subtract" brush exists for
yknow
what you want to do here
yes, draw does subtract when weight 0 is applied, at least for this part. However, it does not work on the other part shown. I have also verified that the subtract brush (with weight 1) does not work
the subtract brush only erases this section, then stops working
Make sure you don't have double vertices
I already did that (if this is what you are referring to), same behavior
Same behavior with a gradient ?
Given the amount of geometry you're working with, you might get away with assigning weight manually to vertices directly
what about for something like this? I want to make the red hook part green like the stuff around it, but it refuses to cooperate with weight paint (like the arm). As far as I can tell, you can't give individual vertexes a nice gradient
it seems like this weight option would modify the weight of the entire bone, not the selected parts
I select these vertices, bump their weight down, and select others, and the weight is still modified
Alright so when it comes to modeling I'm pretty knowledgeable but, for clothes rigging not so much.
What should I do for the waist, no weight from the legs or is there a better way
just transfer weights from the body directly
in object mode, click the body mesh, shift click the target mesh, then switch to weight painting mode
then, do Weights >Transfer weights
set the mode to "Nearest Face Interpolated"
set Source layers to "By name"
set destination layers to "All layers"
then if you have CATS installed, hit "Delete: Zero weight groups" under Model options > More options
I was thinking about that but won't it have some weird stretching on the back side
you can always manually tweak stuff afterwards
Alright, I'll give it a try, I wish Maya had an cats plug-in. I could never learn blender
should definitely try learning blender, not that hard
I've used 3ds max and Maya so much that it's hard to switch and to me more user friendly even though to most say it's the opposite
Im having some problems with a hoodie im trying to make from scratch with cloth sewing, the video im watching the hoodie stays on the arms and doesn't move or jiggle, but mine cracks breaks, and starts flowing up in the air
i have an issue that when i crouch, one of my avatar's knees would bend outward while the other knee would bend forward just fine. could it be my bone roll?
How does your pattern look like ?
My vertexes?
Make sure your legs aren't totally straight, and clear roll before export
No, your sewing pattern
ill show you
oh
what do you mean by not totally straight? i know they need a slight forward bend, but is there something else im missing?
and the roll is already 0
That's what i was referring to, feel free to show your armature if you're unsure
here it is from the front and side
Ah, they would also need to be straight from top to bottom
in this case yours bend inward
i dont think i understand
the bones are bent forward to ensure they dont bend back. is there something else i need to do to keep the knees straight too?
sorry, from the front
How am I supposed to set the bone rolls for the fingers, I have them set up to straight fold on the axis properly in Blender, but this seems to result in twisted fingers Unity,
But then I notice that one other characters (which I was having trouble posing in Blender) has mangled finger bones in Blender, but works closely enough in VRC
What are the bone rolls supposed to be aligned with?
draw will subtract from a child if you paint on a parent and auto normalize is on
Does it like subtract more easily than the standard subtract tool or is it just an equal alternative
a lot of times it's just easier to ctrl click the parent bone and move some weight back. also easier to see what you're doing if you're doing it with the model in an extreme pose
somesone can rig/fix a avatar?
is Steve from eight under house
i converted this but bone look messy
here there is the original model, but is make with maya (downlod available)
A short project I worked on at Capilano University showcasing modeling, texturing and rigging Steve Urkel from Family Matters.
on unity:
the eyes are messed and bone/rig too i think
i would be glad if somesone will fix/optimize it
Yeah I can do that. I’ll start it when I get home
guys I don't know why but ingame when I look down with my avatar on Vrchat he begin to float and when I look up he touch the floor
Thank you, tag me when you do something
well can you help me with that cause I really don't know what to do
Mmm it looj like this also on unity?
Thank you, tag me when you do something
Did you configure the armature in unity after assigning it a humanoid rig type? Unity might have mistakenly got some of the bones mixed up, that’s my best guess.
that happened to me, the default pose was animation pose and avatar was messed
i used pumpkin tool for fix it
using restore pose option
everything is well mapped I double checked
anyone here knows if it's possible to allow brows tracking? This model is originally designed for VRChat (KON MODEL SUPREMACY!!) , but I exported it to VRM so I can use it with Vseeface for vtuber stuff
as you can see here, theres no blendshape for brows up or brows down
What tool is this?
oo, its Unity
No, like the specifc "BlendShapeCIip" panel, how do I get that? and I'm guessing it automates adding animation clips for Blendshapes?
Oh, it's part of the VRM importer, UniVRM.
Hey guys! Maybe this channel could help. I am trying to attach clothes to my main avatar in blender. Both got amature. I am unable to connect them, so the pants move with the legs. It's not working. And how would it work without the rig in the pants if needed. I don't want to re rig everything again.
pretty new to blender any help for this?
Select the body bones in weight paint mode and > automatic weight paint
how dop yiu select?
i dont see a way to select bones in weight paint mode? am i missing something
In object mode you'd have to select the armature then shift select the body mesh and then ctrl + tab
like this?
Yep, now you can select multiple bones
is it weights>assign automatic from bones?
yep
is the vertex group correct?
You'd need to be on the vertex group page
hmm this legs working fine
the other one isnt
Are you sure your bones are named correctly ?
im so new to this that i have no clue
how do i check?
Select the armature and go in edit mode
ok now what?
Check the leg bone names
Alright, so it's just a specific bone that fucks it up, and it's probably the tshirt bone
Yeah, can you check that one in weight paint mode
this?
yes, that would be the issue
how do i fix?
Delete it, since you won't need it
the whole bone?
yep
ok i did that it still seems to be in the vertex group which is strrange
That's ok, there's an upside down > button you can click which has Remove Unused Vertex Groups function
do ido that for every item?
hmm wont seem to let me remove either
If you're not seeing this then it might already be removed
Make sure your bones in the torso aren't called tshirt
deffo not called tshirtbut its still ther ein the vertex groups
Hopefully shouldn't matter since the bone doesn't exist
i think somethings gone very wrong here.
a lot of things called tshirt
What are those from ?
i literally dunno
ugh maybe i should start again LMAO what even are they?
i have used a lot of data transfer
is that the issue?
That could be, i'm not entirely sure
But with the remaining armature and mesh, you should be good now
Bones are organized in unity via name, if you have other bones that are not humanoid, make sure their names are alphabetically after the main humanoid bone there
Have a script for it, never remember where it is, you can sort bones in unity with 1 click, does not break prefab
yeah tried that right now, errors gone
Just vrchat / unity? wants bones to be in a certain order, or wierdness can happen , most of the time it wont
yeah just vrchat
i gonna test
the problems is the wrist that become weird when you rotate it
amazing
it fixed it
oh yeh if it folds in on itself, you want the order correct
ity was a imported dbd model and was a little weird about riging
like all blended fingers
now is perfect
Does anyone know where I can find the right info on rigging fingers? My bone rolls are wrong, but I'm not sure how to fix them besides trial and error.
look at a working model. turn on the axis display on the bones and look at what axis finger bones want to bend on (probably x?) and make your model like that. to make yours match, select all of the finger bones, set the roll on the active one, and then there's a menu command that will propagate that to all the selected ones
also make sure all joints of the finger are slightly bent in the direction you want fingers to bend
which should be around whatever the bend axis is
So i added a coat & used Auto-Rig. Now i got this problem.
The front shouldnt move. I will check every Vertix Group and maybe repaint them. I hope this will fix it
https://youtu.be/8mFA0yoCM_o use this. You will be able to more effectively see the issue.
Weight painting using the default Blender settings can hide vertex weights with very low values. If you want to paint clean weights I recommend doing a simple UI customization that will expose hidden weights.
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I suggest you make this part of your presets, it works wonders.
Thanks, I took away the slight bend a while ago, I'll try adding that back. I'd already tried everything you suggested before that.
Also, could someone send me what their rolls look like on a model that works perfectly? I don't have one that doesn't have this issue to some degree.
Guessing you have your fingers bending sideways?
The way the humanoid rig works is that it assumes a tpose, and uses whatever the nearest axis to that pose would be, as its axis for rotation.
If your hands are not planar to the "floor" in the humanoid rig, it will do horrible things.
You can manipulate the rig and the pose by shifting bones in the humanoid rig wizard
I had to do that for my own avatar, the results are significant.
I'm very new to weight painting and I'm kinda just guessing for stuff. I'm in school but do you think later someone could look at my model some and tell me if I messed it up while fixing it?
The rig and model are from a game but the model was revised alot and it has some weight painting issues that I'm fixing
When I walk in game my head kinda wobbles, mainly when my character walks backwards
I had to weight paint the head myself cause the head legit had none.
(please @ or reply if you talk to me so I get a noti)
Year, ever so slightly, just enough to look terrible
This makes sense, thanks!
Is there a way to mirror the pose in the humanoid avatar editor?
I think it might be the neck. Might check the weight painting once I get home
If there is, I haven't found it.
Sadly
Just get them as close as the same as you can.
Go into edit mode, switch to Vertex mode by pressing 1, then click on a vertex on the head and see what other vertex groups it's in. You can set up a geometry nodes script to automatically fix these issues, I'll share mine when I'm out of class.
;-;
' '
' '
The main issue I have now is just the head not shrinking all the way to invisible and the head kinda wobbling when walking
Ah
You have something else weighted to the head.
There is a vertex group that is affecting the head, normally it'll be something like a body or root or chest.
That will also cause your head to shrink when you twist or turn your head in the mirror.
That's what happened before I clicked a setting
yep
I'll look into it then
I already had to fix a little bit of the back of his head being weight painted to his shoulder
Also, make a custom gradient for weight paint. It's a lifesaver.
I'll look into that
It's my number 1 reccomendation for people doing any kind of rigging.
I'm in class rn
Yeye
I was planning to add more features, bones in ears, and a blendshape for talking. But I want to fix these before doing that
Trying my best not to complain to the original modeler. The other models have more issues
The models were made for a $5 steam game programmed by the drummer of the band it's about
should probably ask them whats up with that
they probably have a reason for why the head verts are weighted elsewhere for their original use case
or it could be a genuine mistake
in which case the worst that could happen would be either harmless or dumb
The dude said the model went through alot of revisions
The fingers also had weight painting issues
So my mixamorig works fine. But the left foot does not move with the bone. Vertex groups are all there. How can i connect the bone the foot/shoe? I tried ctrl+p and everything, but still having issues
foot is either not parented (it's a separate mesh) or it's not weighted (vertex groups could be there, but with 0 weight)
So it is parented. The weights also looking good. Let me check one more time.
Everything works, but not the left foot 😩
Also i assigned them in edit mode
While walking the left foots position is kinda of. I want to use fbt.
I have a model that seems to tilt backward or bend their knees a lot , how do i resolve this ?
Where's your viewpoint?
I'd check that first cause I've had it do similar behavior if not moved to a good spot.
its at the same spot i normally put it in, on the bridge of the nose
Maybe see what happens if you put it in further. I've had to do that for some avatars for some reason.
further in, up , forward?
Further in
ok, ill try but i think its the actual bone placement... not sure
Do you have a controller attached in your avatar's animator component?
were you just recording animations and forgot to tick off preview in the top left of the animator tab?
the head is backwards and some other random rigging bugs
i have no idea what the issue is
i cant just twist them round since the head is still broken and the arms are weird
Anyone know how to pull an avatar from vr chat to add some custom animations? For example: adding a sitting down animation when you actually sit down IRL.
erm.... Thats called ripping avatars and if youre not the maker you should not attempt that 😅
Even if you are you still shouldnt
Ah, apologies. Still new to the avatar thing. What about adding that animation to my own creation then?
If you find said animation that you want then sure
But please. Never ever ever rip avatars.
Hi I've got a bit of a question
I'm trying to do my face rigs right now by using Blender's shape keys
It's not mirroring over the shape keys even though my model is symmetrical?
I went through a ton of pain last night resymmetrizing everything so I'm really confused as to why it isn't working... could there be another reason why it's not mirroring shape keys?
help? newbie here, adjusted armature and weight, seems fine but in vrc looks like this
these are the bonesi adjusted
im not sure what the problem is
Adjusted how ?
the chest bone was too small while spine and hips were larger, the chest had no weight assigned which caused movement problems in game along with wonky weighting
the weight and bones seem fine after adjusting, i can grab a photo of the weights if needed
yes pls
You don't want the belt to share any weight with the spine
check your shoulders/neck
You can use the levels for weigth paint and reduce its reach and intensity
There's a weight menu, top left, Levels is a feature
clicking it does nothing
You have to adjust the levels in the window that pops up bottom left
got it, only problem is when switching to another weight group and using the slider it puts e back on the other one

Kinda odd that your spine bone would do this when it's barely moving
I guess select a vertex in edit mode in your stomach area and look into the Item panel on the right to see which vertex groups it's part of
might be weight painted to something else entirely
I wonder if it has to do with the humanoid rig options, it looks like the neck is squishing down into the chest and the shoulders as well? Is the model properly mapped with chest and spine etc?
Could be a parenting issue as well
i dont see anything out of the ordinary in rig
good point, i didn't notice the collar also going in
They seem to be parented correctly then
im so confused on what could be causing the issue
Honestly I almost never get Blender's shape keys to mirror. Even on symmetrical meshes, it's almost like it has to have a mirror modifier to work properly
Oh noooo 😭
thats okay then.. good to know it isnt just me haha
usually i just grab both sides where i can to sort of mirror
and then eyeball the rest 😂
I gave up trying to mirror. I eyeball everything
I'm pretty baffled on your issue still Zipper
Oh, could be
Ive never had any issuesbefore so my whole group was like "2018 until we cant" since its never caused probs
It's worth a shot to try 2019
I honestly think your issue lies in Unity, it seems good in Blender
It's not much different, it's really just the UI color and some icon changes
Am i able to put my old project in? sorta swap em out?
or do i have to start fresh?
I was able to open up my old projects in 2019
I'd make a copy though, in case you need to go back to 2018
i dont have unity hub, i thought i did but guess i dont. can someone provide me a download link so i do it right?
no?
I imported the new sdk into old unity as directed and now my sdk options are gone, is this correct?
am i able to add another list of parameters to a singular avatar
Im still having the head appear, even after trying to fix it
I used my avatars playspace mover to show the head when it's supposed to be invisible VS when it's not
if you move avatar with an animation xyz , your head can show up, nothing you can do about that unless you actually use playspace mover (vr),you arent moving the viewpoint
No but my head is there always
I show, when it's small on this one is when it would shrink to 0 on my others
The head shows up always, it just shrinks a little instead of going away
Like it clips into my view in VR
@cerulean temple If you go to edit mode in vertex select mode, and pick a vertex, you can see what vertex groups it in the Item tab of the properties sidebar.
Do you have an undecimated version of the model? That's only going to hurt you a lot while rigging this.
Yes but it's got alot more issues
I can seperate the meshes again
What kind of issues? That those will likely be easier to fix than trying to work with the decimated one.
Never decimate anything you plan on using bones to rig.
Decimate will ruin things, it tends to make it much much harder to fix issues like this. https://www.youtube.com/watch?v=cS_03N-e1h4
3D Topology is an essential skill for all 3d modelers to learn.
In this brief intro to Topology I define topology for new 3D artists.
Good topology can make or break your model... but is it always necessary? Can you get away with bad topology in 3d? I answer these questions and more in this video.
Music License:
Ross Bugden - https://www.yout...
No, this is part of the learning process, you might be able to get away with decimated topology this time, but you probably won't again. Also, if you do all this stuff over again, you'll get more practice doing it.
im going to bed
if it ends up causing you too many problems
your model doesn't look like it would be difficult to do retopology on
if youve never done it before this would be a good learning experience
i hurt my hand hitting my desk lmao so im typing one handed
just so that way you dont have to live with uh
gonna go to bed
cool low poly triangle backgrounds for windows 10 1920x1080 desktop
tomorrow, after you sleep
Try this in the morning:
Weight Paint the head properly and then go to the menu bar, Weights > Normalize All and choose Deforms Only and Lock Active:
And here's a link to this message so you can get to it later: #avatar-rigging message
It doesn't actually do anything on this character because I have the weird automated weight painting thing going on, but it's mostly doing the same thing in the node tree, except it's been a while since I wrote it and I don't complete understand it anymore.
I fixed it by selecting something
I don't remember rn
I'm kinda stupid and I think I hit like a bad spot in my wrist cause my hand still hurts
gn
Does this wrist rigging look right? My Avatar's arms in-game are the perfect length when putting my hands out to my sides, but are too short when reaching up and too long when reaching down. It's like my shoulders are in the wrong place
so in hindsight i don't really see why it would be the wrist lol
but any leads would be dope. Booting up any random model, my arm length is perfect
so it makes me think there is some design rule/formula to follow to make things line up, but idk what it is
still no fix, heres a better photo of the damage
everything below the neck and arms seems to be tugging upwards
Did you check the weight paint of the other bones ?
I do not know where to do this
I think it's there but I don't know if it'll help
Well, after that, the red inscriptions with errors disappeared, but the pose did not change)
Apply your pose and then apply all transforms before exporting
Yes, I'll try
Is that set as the rest pose?
Oh, I fixed everything, but I still didn't understand how)
Nice
Unity may have just been being stupid
Every program likes to break for no reason sometimes :)
Oh, yes, unity and I haven't been getting along well for several years now)
ok figured i'd try moving this here bc i'm getting zero feedback in the general help channel and this seems more fitting, but has anyone else had the problem of visemes only not working client side, but working for everyone else?
like, i've even tested this with a friend, even when we're both using the same avatar, we can see each other's mouths moving, but not our own
i've been trying to figure this out for like 4 days and it's driving me absolutely insane
Having issues with my Halo Reach avatar not being humanoid.
but i dont know how to rig ;(
If it's rigged and stuff you should be able to just make it humanoid
its rigged and i have the blend file, but its directly from Reach
Did you fix model with CATS?
It might not be autoconfiguring correctly because of the way the armature bones are named
Click on your model in the projects tab, and in the inspector menu go to rig, are there any errors there?
make sure the animation type IS set to humanoid, not generic or none or legacy
Thanks! really helped! @fading verge
Oh nice you didn't have to go through configuration hell
no problem I love the thumbs up picture
Would be interesting in knowing how you got the model tbh
Halo Reach has alot of nostalgia for me
hey, I was wondering if it's possible to rig and use a unity3d file? and if it is possible does anyone knows of anyone who would be willing to do such a thing for me or if there are any good tutorials for newbs?
how do i fix this cursed jaw
unmap the jaw in the humanoid configuration menu, the one where you t-pose the character in Unity
ok thank you
what exactly is it youre trying to do? @frail sentinel
Guys I don't know why but my lip sync doesn't work anymore even thought it's in my avatar sdk
help?
I have a toggle to change my avatar skin but not to disable it
Yo guys,
Is there a way to have a bone constraint or something similar that allows a bone to rotate along one axis to follow the direction of another?
I've had this working in Blender for a while, but I'm brand new to Unity and don't know the limits of Unity for VRChat yet. So does anyone know how this would be done in unity for VRChat?
hm, interesting problem
I could see this being solved with IK
having having 2 bone chains; one that is unweighed and used in the rig mapping (the one that will move)
and the other one that has the weights, and is driven by an IK solver like a CCDIK
it would essentially follow a target which would be placed at the end of the last thumb bone
then to make it stay in a 2D plane, you would add Hinge Rotation Limits
a similar thing could maybe be done using constraints aswell
How do you apply constraints to a bone? If they're anything like in blender that should be roughly what I'm looking for?
you won't be able to add constraints to bones which are already being used in the rig config
Unity constraints are used to copy transforms from one object to another. this can be done either through Rotation contraints, Position contraints, Parent constraints, Scale constraints, or Aim constraints
I don't need to have the connector bone in the same chain. Both the base thumb bone and the connector can be parented to the wrist, with only the thumb base, mid and end bones being used by the humanoid hands thing. If i understand it correctly, that should work?
idk this right place but there no vrchatSDK
You're using an outdated version of Unity
wich one i need
The newest I suppose
wait the newest or not the new wich year and version
Interested into why the 2019.4 specifically
that's the one that VRChat says on the website, and it works ¯_(ツ)_/¯
there a recmented one for 2020
I just assumed that was the newest version I’ve been using that
if you go too far forward or backward you'll probably have compatability issues? idk, i picked it up for the first time today lol
vr chat told me this 2019.4.29 will that matter
use that one,
Then yeah go with that
I’m sure they know the compatibility issues with their game the best lol
can confirm it works, ¯_(ツ)_/¯
what this? i rest it
looks like a "just ignore" issue to me
ok now there bunch of ticks for things wich are the main things i need
I just have android, and that seems to work fine? I think that's what you need for quest compatability
How do the bones look like in Blender
look straight
Do you have Eye Tracking enabled in the Avatar Descriptor?
im still new to making characther
Check the 4 preview states and make sure the states are normal and not like doing thaattt
oh so do you know where the avatar descriptor is?
Checking what?
Ive seen that before not sure if its good practice or not
An image is worth a thousand words
I need to know if you even have Eye Look, so select the root of the avatar in the hierarchy (left panel), then look at the right panel and find the Avatar Descriptor and then look for the catagory "eye look" and screenshot that for me
If it is on you can either:
1.) Disable it
or
2.) Make sure the correct bones are selected, and check that the 5 (not 4 my bad) preview states work by just clicking the preview button and looking at the model
If Eye Look is not on and this is happening then you are probably messing something up in blender
thankfully it was that simple
thx man for the help
tell Q/A god to leak the database of fixes
I rigged this avatar with mixamo and the right (left in first person) shoulder ends up like this... anyone know how to fix it?
only happens when i use full body
did you mess with the "muscles" tab of the avatar import?
no i didnt
in that case I'd inspect the model in blender and make sure everything that's similar (e.g. shoulders in this case) is symmetrical
k
everything looks good but i'm still having issues, any other suggestions?
someone else already pointed you at the main video. double check everything here https://docs.vrchat.com/docs/rig-requirements (starting at the top, not at full-body). after that it's just trial and error unfortunately
It could be that the model is in a T Pose when you inspect it, so the arm is further up in blender. I would let others try the model and see if they have the same problem
it seems to only be a full body thing, because all of my friends on quest and stuff tried it and it works great
Full body uses a considerably different setup so it's not uncommon to have bugs specific to that. could also be your arms are way longer than the model's arms (proportionally) and it's struggling to get your hand that low
that could be it, i'll be sure to try adjusting the height and stuff
Is there any way to get Unity to ~not~ ignore bones that are between humanoid transforms? My character has a long, flexible neck that requires at least two bones to move decently but Unity really said sorry girls one neck bone only uwu
As far as i'm aware, you'd need a non-skinned single bone for the avatar to use, and have an IK constraint to have your skinned neck (with multiple bones) follow the single bone
So, 2 seperate bone chains
^^
Interesting, I sort of get what you're saying, but I am having difficulty visualising it in my head. If I used this system, would I be able to also have an IK constraint that keeps the head in place while the rest of the body moves (like the 'steadycam' head that most birds have)?
If it makes any difference, the avatar looks like this so the physiology is a little unconventional as far as avatars go
I've never seen an avatar in VRChat like that tbh
So that seems very difficult
I've had issues with avatars who's head is a bit too forward (Evangelion Unit-00) so I would imagine that would also be an issue with this avatar
But I guess it also depends on how big it's gonna be
She's only about 1.5 metres high, and I am working on replacing all the default animations with custom ones, but even that is tricky because the front feet wanna be hands and animate weirdly. Also, when she is idle, the front feet clip through the ground and the back feet are positioned far forward. Huh.
If you guys had to rate how hard it is to learn and make a nice looking avatar 1 out of 10 with ten being it is absolute hell
Depends on your previous knowledge of 3D modelling/rigging.
I'd rate it about a 5 as someone who already knew how to model and rig in Blender but knew nothing about Unity.
Thank you for ur knowledge
I was thinking something like this. The yellow bone (and the 2 behind it) track to the end of the one outlined in blue, forming an IK chain. the one in blue would be the one in the "humanoid avatar" in unity and the ones in the IK chain would be the ones actually skinned to the mesh
Ah got it, thanks! I'll try it and see how it goes.
I have no idea if it'll work so lemme know, I'm a blender artist and i've dealt with UE4 a lot, but unity is new to me too
So I actually managed to get it done a little differently. The little yellow bone sticking out from the base of the neck is the true 'rig' neck that I have added for unity purposes. When the head was parented to it however, I couldn't move the neck in and out without the head awkwardly staying in place. My solution was to add a 'copy location' modifier to the head, targeted at the neck IK controller (The highlighted bone) and that has pretty much got the rig working perfectly. The constraints probably don't translate to Unity but that's okay because the animations are baked. I've checked and it's working a charm in Unity.
I recommend finding an already rigged model from a game
That's how I learnt to do more and more things
I'm still a beginner but I'm trying to learn how to fix weight painting and stuff
Only issue is some models need just some quick fixes, and others need alot

