#avatar-rigging

1 messages · Page 193 of 1

kind mortar
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They probably clip into the ground because the bones are not set correctly in the feet, maybe they are too high?

sleek radish
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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?

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The clavicle parts pictured at the bottom of this image should be nearly level/flat in this image, but sink significantly below ideal levels.

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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.

pulsar rain
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need some help rigging a character.... well once I've got hair and clothes on it

queen cloud
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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.

fervent hornet
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Youre basically enlarging the circumference of the eye rotation circle

queen cloud
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I did actually consider that haha. Hopefully that won't affect the size of the avatar's bounding box though.

fervent hornet
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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

queen cloud
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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

fervent hornet
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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

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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

queen cloud
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Ah, okay

sleek radish
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You can set shapekeys for look direction, and they'll tween as best they can.

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(IIRC, I may have that mixed up with another feature.)

sage patio
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you can't use shape keys for look direction

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only bones

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for eyelids, you can pick bones or blendshapes

blissful thunder
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tfw texture paint broke

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genuine pain when your texture paint broke so you cant texture your avatar you're making

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or maybe its the thing im trying to paint thats broken

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cause its working with the default cube

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uhh

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i need help

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how do i get my custom avatar things to work

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do i need a custom world to use the avatar

sage patio
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no, you just go to the Avatar tab in your menu

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if you uploaded custom avatars, they will be under "My creations"

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if you uploaded a model but it's not showing up, you used the wrong unity version

craggy cradle
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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?

sage patio
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simple, don't use CATS eye tracking

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not relevant here lol

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just have each eye weighed to their respective bones

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nothing else to it

craggy cradle
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ah ok

craggy cradle
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so now the eyes roll back and rotates when i try to fix the eye tracking in unity

kindred pollen
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make sure the eye bone is facing straight up, not forward o:

blissful thunder
sage patio
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through Unity using the VRChat SDK

blissful thunder
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thx

craggy cradle
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The bones are now in the center of each eye and is upright. But they now become rotated and cross.eyed

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does it have to be named right?

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Heres how it looks

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maybe the eye bones are rotated wrong aswell?

kindred pollen
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make sure that they're facing up in Blender and that their rotations are applied, not in Unity

crisp tendon
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Did you clear your bone rolls ?

kindred pollen
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^ that too o:

crisp tendon
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Alt + R in edit mode

craggy cradle
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ill try rotating the bones. also the bone rolls

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Ok that fixed it. Thank you very much.

fast cipher
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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.

sage patio
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@fast cipher try lowering your User real height in your in game settings

fast cipher
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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.

thin terrace
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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

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Also seems to happen more with A pose avatars than T pose, so you could try changing the base pose

fading verge
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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?

fast cipher
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@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.

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@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.

crisp tendon
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Additional bones is the best solution, but trickier to create, i'd suggest larger gradients on leg and hip bone

fading verge
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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

magic spruce
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Should I level out a shoulder bone that looks like this?

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having issues with the arm rotating in FBT

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would it be better to fix this particular rotation in pose mode? If it needs to be fixed

buoyant badge
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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

buoyant badge
# buoyant badge

i also just found out, i can change my mouth blendshapes but nothing to do with eyes

warm pendant
buoyant badge
warm pendant
buoyant badge
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is there a manual i dont know how to use that lmao

warm pendant
verbal nest
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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

steady patio
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both really

warm pendant
steady patio
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your shoulder is the only one that has control over verts that should share control between shoulder and arm

verbal nest
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Thanks for the help folks, I'll be sure to check out the vid when I'm home

verbal nest
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I got it looking good enough™️ by weight painting the arm to have control of a bit more

thin terrace
sharp grove
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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?

sage patio
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rather than having a smooth falloff

sharp grove
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ok, how do i do that?

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im new to this.

sage patio
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does your model already have bones?

sharp grove
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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.

sage patio
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you should definitely consider joining every mesh later

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the weights will end up being the same if you keep each mesh separate or all joined together.

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having them separate makes the process of weight painting a little easier

sharp grove
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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.

sage patio
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let me guess, you tried to use Automatic weights?

sharp grove
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yeah.

sage patio
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that is really meant for organic models. near joints, there will be a gradient in weights

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where 1 is full influence, and 0 is none

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you literally want every piece to have weight 1

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for the corresponding bone

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and not be weighed to any other bone

sharp grove
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alright then, now for the fingers, the tips and middle segments bind just fine but the third one keeps binding to the middle bone.

sage patio
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the word "bind" has literally no meaning here

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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

sharp grove
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ok, that helps.

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thank you this has really got me going the right direction.

sage patio
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👍

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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

sharp grove
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ok it was going great but now im hitting roadblocks. would anyone be willing to help?

clear drift
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what in the world does this mean

sage patio
clear drift
sage patio
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kinda (very) important

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after doing that, click Configure and make sure that every bone was correctly assigned

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Unity tries to do it automatically but it's not always perfect

clear drift
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its ok but some of the bones are placed wrong, is there a way to fix that

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excuse my noob this is my first time doin this ;w;

clear drift
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its also still doesnt recognize it as a humanoid rig

fading verge
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Now there will only be one animator component that ISNT broken

steady cedar
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How do I fix the issue where exporting a model to FBX from Blender actually moves the object somewhere else, in Blender?

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Also how am I supposed to use multiple objects without them appearing in the wrong place in-game?

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Actually it moves even when I save and reload the .blend file

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Oh wait

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I had a keyframe set by accident

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I think that's the issue

late helm
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I have a problem with one of my 3D models. The mesh does not correctly follow the skeleton. Can someone help me?

steady cedar
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I do have a question: is it okay to have an object with multiple armatures for different parts?

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The main humanoid parts are all in a single armature, but there are additional parts I want to animate as well

sage patio
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@steady cedar they can still be part of the same armature

fading verge
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might be related to that

late helm
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already tried with and without them.

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each bone is influencing more than it should.

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that and the head bone.

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and as if the weight or mesh were defective.

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I'm going to try to install another version of blender to see what happens.

sage patio
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what actually matters is the weight painting, aka which vertices are assigned to which vertex groups

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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

late helm
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both in the altomatico and in the manual, the mesh painting is deformed.

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no other model of mine had ever presented this type of problem.

steady cedar
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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?

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So like, always to my left or something

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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)

steady cedar
sage patio
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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

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for example: ears, tail

shrewd fox
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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?

sage patio
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prevents clipping pretty much entirely

shrewd fox
sage patio
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starting out is always like that for everyone 👍

shrewd fox
glacial gale
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can someone help me please

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im trying to Rig but it dont works

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the head dont moves with the rig

tulip root
glacial gale
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can i call u pls?

tulip root
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?

glacial gale
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i will not be bad

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like a direct

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just for showing

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im not gonna speak

tulip root
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Well that was very straight forward XD

glacial gale
tulip root
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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.

glacial gale
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goddamn

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k

glacial gale
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in google

tulip root
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Just show me a picture of how the head aint following.

glacial gale
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damn

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k

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good?

tulip root
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🙂

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Now to show me how the head aint following

glacial gale
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afk

tulip root
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Click "connectado" and add "neck" to the tiny little screen.

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To the "superior" window

glacial gale
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nothin

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@tulip root

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the head dont moves

tulip root
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Look.Picture

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Fix

glacial gale
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i did it

clear drift
fading verge
clear drift
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gasp

fading verge
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what is being circled and pointed to is the ROOT of the avatar

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it is what contains everything the avatar is

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its what has the VRC_AvatarDescriptor script attached to it as a component

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thats also where the Animator would be attached

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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

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If you could do that now and screenshot all the components for me and send them here that would be great

fading verge
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YES its the exact problem I thought it was

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delete the root and redrag the avatar model in from the Project's tab (its where all the folders are in the bottom)

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then show me that exact same thing again

fading verge
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PERFECT

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now just do everything like normal

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add the descriptor

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DONT add another animator

clear drift
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o heck

fading verge
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if you did you better delete the root again

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but yeah now it should register as a humanoid model by the VRCSDK

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as long as you actually set the animation type to humanoid in the exporter settings on the model

clear drift
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this has also simultaneously helped me discover another problem i had on accident
that camera there is messing with stuff in vrc as well

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and i cant delete it

fading verge
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ah yeah so you should delete the default camera and lights in blender prior to importing it to unity

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but whateverrr it doesnt seem like you can so I guess we have to unpack it

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click the root, right click it and unpack prefab completely

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then it will let you delete things

clear drift
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youre a livesaver

fading verge
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Ehhh I am leading you down a path of horrible blender and unity pain so I wouldn't say that exactly

clear drift
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i mean whatever fixes my issues lmao

fading verge
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Magic

rigid jackal
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Hey so is there a good video on how to make custom avatars I’m super new to this

clear drift
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plenty, youtube is real good

vivid carbon
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instead of unpacking prefab and deleting in unity

clear drift
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its still not animating :(

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and its somehow absolutely massive

fading verge
clear drift
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yep

fading verge
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it is recognized as a humanoid rig by the VRCSDK??

clear drift
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at least i think so

fading verge
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wtf its not giving a warning

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hm

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check here for me that its actually humanoid

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make sure that you are changing the right model, you might be setting the wrong one to humanoid and not realise it

clear drift
fading verge
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go into configure

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right near the humanoid button thingy stuff

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show me whats there

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should open a menu with a bunch of green circles

clear drift
fading verge
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go to the head section

clear drift
fading verge
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wtff

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ok do this for me and show me it all

clear drift
fading verge
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bruh

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ok last few things

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click the root of your avatar and show me if at the bottom of the vrc_avatardescriptor script it says humanoid or non-humanoid

clear drift
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i dont see that anywhere, unless im lookin in the wrong place

fading verge
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well thats not good

vivid carbon
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That looks like SDK2

fading verge
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wait does the error of it being over 5m tall does that stop it from using vrchats animating system

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or is that just a suggestio

clear drift
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uhhh

fading verge
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well time to see

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so spawn in a default unity cube

clear drift
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wha

fading verge
vivid carbon
# clear drift

First go back to this and click on Model instead of Rig, what does the scale show

clear drift
vivid carbon
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Good, now do what X3417 is getting you to do

rigid jackal
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I know this may sound weird but where should I start if I want to make an avatar or a mii?

fading verge
clear drift
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i cant find the thing that makes the cube

fading verge
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this is assuming your scale is all 1,1,1 too

clear drift
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i am: blind

fading verge
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oh so right click where the menu generated

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in the first ss

clear drift
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oh!

vivid carbon
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scene hierarchy

clear drift
fading verge
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.

clear drift
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is

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is there a way to scale it down LMAO

fading verge
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click on the root of your avatar, "r" key to scale

vivid carbon
fading verge
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so its proportional

vivid carbon
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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

fading verge
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yeah thats the more formal way to do things

clear drift
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crying he feels so small now

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but that should be. average.

vivid carbon
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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

clear drift
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oh yeah i learned that the hard way in my first test

vivid carbon
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now that you have scaled it down, check the SDK panel for the size warning

clear drift
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its gone!

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im not worried about the fbt error

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yeah its still stuck. but at least its not massive?

vivid carbon
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Is there a reason you are using SDK2 over SDK3

clear drift
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thats just what i was told to get

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should i try sdk3?

fading verge
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ur friends telling you that are dum

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yes

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sdk2 is old and not being updated

vivid carbon
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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

fading verge
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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

clear drift
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whatever helps with my issues lmao

vivid carbon
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that day can't come soon enough

clear drift
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do i just remove sdk2 from assets and bring in 3? or is there a process

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also i appreciate yall helpin, i wouldve gave up ages ago

vivid carbon
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if you are on mobile discord, that link might not actually take you to where I want

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and make sure to remove the avatar descriptor from your avatar because it won't be valid anymore

clear drift
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this is all correct yes?

fading verge
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OH WAIT

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in the animator component, there is a controller in there, just set that to none

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keep the avatar in there tho

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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

clear drift
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ye i found the none

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i

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its

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its still not

fading verge
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your avatar is cursed my guy

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or gal

clear drift
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guy

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like i notice it shimmies and "adjusts" when i move my mouse but its just. t-posed

fading verge
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it might be because it just doesnt really work with vrchats default animation system because of how the avatar is

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or might be realted to that hip bone error

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do you have VR?

clear drift
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yeah

fading verge
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try it in vr

rigid jackal
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For quest what makes an avatar be able to be enabled by default instead of hidden?

clear drift
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still tposed

mild stratus
rigid jackal
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What does medium, poor and better mean? The file size? Sorry I don’t understand : /

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I’m guessing it means the detail or poly count overall

clear drift
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yep

mild stratus
# rigid jackal What does medium, poor and better mean? The file size? Sorry I don’t understand ...

Read this: https://docs.vrchat.com/docs/avatar-performance-ranking-system
Quick side note: on Quest, max 10mb upload size for avatar

rigid jackal
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Ok

mild stratus
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Bigger sizes will let you upload, but no one will see it at all

rigid jackal
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So if I want to make an avatar I should aim to get better so it will appear on quest 2 correct?

fading verge
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YES always in everyway you can

clear drift
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im gonna make a less complicated model and see if its just blueberry it hates

fading verge
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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

rigid jackal
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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

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Also I’m bad with fingers : /

mild stratus
clear drift
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yeah ^

mild stratus
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And it looks good!

rigid jackal
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I have no idea where to start but I guess I’ll look up a blender tutorial for now

mild stratus
rigid jackal
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Ok tnx

clear drift
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i just the spore creature creator cause im not that smart with modeling

steady cedar
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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.

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What's going on here?

sage patio
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it's not a perfect system

steady cedar
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I checked the assignments though

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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

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Hold on, let me compare the assignments side by side

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Wait, never mind; I see the issue

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Turned out the thing I mentioned wasn't the case in both versions of the model

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I thought I checked both but I guess I was mistaken

sage patio
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kek

clear drift
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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?

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this is how its suppost to move (from the game the model came from)

mild stratus
clear drift
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would that work with vrc/translate to unity?

mild stratus
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Yes, it's the recommended way to do lipsync in VRChat

clear drift
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oh! thank you

paper stump
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Hello, how do I rig a chest?

fading verge
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With a pc

tulip root
# paper stump Hello, how do I rig a chest?

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.

paper stump
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Like, I'm signed up, but what now?

tulip root
paper stump
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I know, but which animation?

tulip root
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if youve done that step then just click download and youre done

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Do not add an animation

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if you did then re-do the steps

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Youre there to download the rig, not the animation.

paper stump
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So I simply upload my Avatar a nd then download it?

tulip root
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the instructions on the website are rather clear

paper stump
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Well, where do I find the instructions? I only see animations & avatars

tulip root
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upload your model in there. then you rig it and after that you click download

paper stump
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Yes, but how do I rig it after uploading it?

tulip root
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Did you delete your previous rig?

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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.

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Click next and then it gives you a tutorial

paper stump
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Nice thanks, so I have to delete my rig on the model?

tulip root
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yes

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mixamo makes a new one

paper stump
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Well, how do I delete a Model rig?

tulip root
paper stump
tulip root
paper stump
paper stump
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I deleted these yellow whatever things

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Then this happened

tulip root
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Normal but im more shook that Mixamo gave you leaf bones or whatever they were called.

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Before anything you need to unlink the pose or animation

paper stump
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Oh they didn't give me that, I deleted that and then that happened

paper stump
steady cedar
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How exactly does the Dynamic Bone support work on a technical level? Where does the game load the Dynamic Bone script from?

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Same with the other whitelisted assets

fervent hornet
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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

steady cedar
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That's what I was going to ask.

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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.

fervent hornet
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Using a filler script would work, but would make it difficult to get the parameters correct

steady cedar
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You mean cause you couldn't test it in the Unity editor?

fervent hornet
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Correct

steady cedar
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Are those filler scripts included in the SDK?

fervent hornet
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No

steady cedar
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I guess they might conflict with the actual script if the avatar creator is using that

fervent hornet
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You would have to make your own, as well as make it support the correct parameters to be changed in game

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Are you aware of the physics bone update coming soonTM?

steady cedar
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No

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But aren't there filler scripts I can download from somewhere? I imagine someone would have made them.

fervent hornet
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Dynamic bones will be replaced in less than a month with vrchats own free system (if they hit their release date)

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I wouldnt know where to find any sort of filler script, I just know its possible to use them

steady cedar
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Could still be useful for other whitelisted assets, or for Dynamic Bone if someone wants to avoid waiting or buying it

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Thanks for explaining.

fervent hornet
#

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

steady cedar
#

Has the Final IK placeholder script been uploaded anywhere? If your friend is okay with it, you or they ought to share it here.

fervent hornet
#

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

thin terrace
fervent hornet
thin terrace
#

256 or 256x256?

tulip root
thin terrace
#

btw nice work on that cape w/o constraints, looked good

fervent hornet
#

I think 256x256 because otherwise its 16x16 and that would be less than a minecraft skin

thin terrace
#

oh is this #256fes ?

fervent hornet
#

There are a bunch of examples on twitter with that hashtag yeah

tulip root
# thin terrace btw nice work on that cape w/o constraints, looked good

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.

tulip root
steady cedar
thin terrace
fervent hornet
tulip root
# thin terrace it was in scrollback somewhere, I thought it was here

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)

fervent hornet
#

Yeah without constraints youre control is very limited

tulip root
# fervent hornet 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.

fervent hornet
#

I still can't believe quest doesnt have constraints lmao

tulip root
#

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.

clear drift
#

uh, am i not able to use two bones for the same thing? couldve sworn i could. everything brokey

fierce grail
#

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.

clear drift
#

oh. is that why my original model refused to animate as well

fading verge
#

can sum1 help me rig an avatar

#

idk how

queen cloud
#

What’s your avatar?

fading verge
#

like a chibi/funko pop looking one

queen cloud
#

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!

cosmic cliff
#

can u help rig for me

queen cloud
#

Yeah, send me the model

vapid rune
fading verge
#

I can only understand by seeing movement of individual bones being rotated so

queen cloud
#

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.

orchid echo
#

@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.

fast cipher
#

@orchid echo Thanks for the input. I just tried greatly lowering the angle, but this did not seem to make a difference.

buoyant badge
#

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?

fading verge
#

or is it MMDShaderDev

#

either way it looks like you have extra coloring ontop of your texture if that makes sense

upbeat ore
#

anyone worked with final IK before?
my FABRIK works in unity , but not ingame?

buoyant badge
fading verge
#

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

sturdy musk
#

can anyone helpo with blender everytime i use cats this happens when i try and join armatures

crisp tendon
#

Apply poses and transforms before you merge

sturdy musk
#

ah yes that was the issue thankyou

nocturne spoke
#

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)

fading verge
#

Pretty sure the "Subtract" brush exists for

#

yknow

#

what you want to do here

nocturne spoke
#

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

crisp tendon
#

Make sure you don't have double vertices

nocturne spoke
#

I already did that (if this is what you are referring to), same behavior

crisp tendon
#

Same behavior with a gradient ?

nocturne spoke
#

No, it actually modifies the problem area

#

Not a lot of control with it though

crisp tendon
#

Given the amount of geometry you're working with, you might get away with assigning weight manually to vertices directly

nocturne spoke
#

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

paper osprey
#

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

sage patio
#

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

paper osprey
#

I was thinking about that but won't it have some weird stretching on the back side

sage patio
#

you can always manually tweak stuff afterwards

paper osprey
#

Alright, I'll give it a try, I wish Maya had an cats plug-in. I could never learn blender

sage patio
#

should definitely try learning blender, not that hard

paper osprey
#

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

buoyant badge
#

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

gloomy rapids
#

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?

crisp tendon
buoyant badge
#

My vertexes?

crisp tendon
crisp tendon
buoyant badge
#

ill show you

buoyant badge
crisp tendon
#

your cloth is already colliding with your mesh

#

look at the hands

buoyant badge
#

oh

gloomy rapids
#

and the roll is already 0

crisp tendon
#

That's what i was referring to, feel free to show your armature if you're unsure

gloomy rapids
#

here it is from the front and side

crisp tendon
#

Ah, they would also need to be straight from top to bottom

#

in this case yours bend inward

gloomy rapids
#

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?

crisp tendon
#

sorry, from the front

upper yoke
#

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?

thin terrace
fading verge
#

Does it like subtract more easily than the standard subtract tool or is it just an equal alternative

thin terrace
crude bone
#

somesone can rig/fix a avatar?

#

is Steve from eight under house

#

here there is the original model, but is make with maya (downlod available)

#

on unity:

#

the eyes are messed and bone/rig too i think

#

i would be glad if somesone will fix/optimize it

queen cloud
#

Yeah I can do that. I’ll start it when I get home

ivory oyster
#

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

crude bone
ivory oyster
crude bone
crude bone
queen cloud
crude bone
#

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

ivory oyster
cunning hatch
#

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

cunning hatch
#

oo, its Unity

upper yoke
#

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.

tawdry dragon
#

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.

sturdy musk
#

pretty new to blender any help for this?

crisp tendon
#

Select the body bones in weight paint mode and > automatic weight paint

sturdy musk
#

how dop yiu select?

sturdy musk
crisp tendon
#

In object mode you'd have to select the armature then shift select the body mesh and then ctrl + tab

crisp tendon
#

Yep, now you can select multiple bones

sturdy musk
crisp tendon
#

yep

sturdy musk
crisp tendon
#

Did it actually succeed or did you get a warning ?

sturdy musk
#

it succeeded i think

#

let me undo and try again

sturdy musk
crisp tendon
#

You'd need to be on the vertex group page

sturdy musk
#

the other one isnt

crisp tendon
#

Are you sure your bones are named correctly ?

sturdy musk
#

how do i check?

crisp tendon
#

Select the armature and go in edit mode

sturdy musk
crisp tendon
#

Check the leg bone names

sturdy musk
#

they seem nromal

#

accept for one in the chest called tshirt

crisp tendon
#

Alright, so it's just a specific bone that fucks it up, and it's probably the tshirt bone

sturdy musk
#

its this one here

crisp tendon
#

Yeah, can you check that one in weight paint mode

crisp tendon
#

yes, that would be the issue

sturdy musk
#

how do i fix?

crisp tendon
#

Delete it, since you won't need it

sturdy musk
#

the whole bone?

crisp tendon
#

yep

sturdy musk
crisp tendon
#

That's ok, there's an upside down > button you can click which has Remove Unused Vertex Groups function

sturdy musk
#

do ido that for every item?

sturdy musk
crisp tendon
#

If you're not seeing this then it might already be removed

#

Make sure your bones in the torso aren't called tshirt

sturdy musk
#

deffo not called tshirtbut its still ther ein the vertex groups

crisp tendon
#

Hopefully shouldn't matter since the bone doesn't exist

sturdy musk
#

a lot of things called tshirt

crisp tendon
#

What are those from ?

sturdy musk
#

i literally dunno

sturdy musk
#

i have used a lot of data transfer

#

is that the issue?

crisp tendon
#

That could be, i'm not entirely sure

#

But with the remaining armature and mesh, you should be good now

crude bone
#

any idea how to fix this?

fervent hornet
#

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

robust crescent
#

Have a script for it, never remember where it is, you can sort bones in unity with 1 click, does not break prefab

crude bone
robust crescent
#

Just vrchat / unity? wants bones to be in a certain order, or wierdness can happen , most of the time it wont

crude bone
#

yeah just vrchat

#

i gonna test

#

the problems is the wrist that become weird when you rotate it

#

amazing

#

it fixed it

robust crescent
#

oh yeh if it folds in on itself, you want the order correct

crude bone
#

ity was a imported dbd model and was a little weird about riging

#

like all blended fingers

#

now is perfect

upper yoke
thin terrace
#

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

tawdry dragon
#

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

sleek radish
# tawdry dragon The front shouldnt move. I will check every Vertix Group and maybe repaint them....

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.

Support CGDive
https://www.patreon.com/cgdive
https://gumroad.com/toshicg (get 20% OFF with coupon "cgdive")

LINKS
Presents Addon:
http...

▶ Play video
#

I suggest you make this part of your presets, it works wonders.

upper yoke
#

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.

sleek radish
#

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.

cerulean temple
#

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)

upper yoke
upper yoke
#

Is there a way to mirror the pose in the humanoid avatar editor?

cerulean temple
sleek radish
#

Sadly

#

Just get them as close as the same as you can.

upper yoke
upper yoke
cerulean temple
sleek radish
#

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.

cerulean temple
sleek radish
#

yep

cerulean temple
#

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

sleek radish
#

Also, make a custom gradient for weight paint. It's a lifesaver.

cerulean temple
sleek radish
#

It's my number 1 reccomendation for people doing any kind of rigging.

cerulean temple
#

I'm in class rn

sleek radish
#

Yeye

cerulean temple
#

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

steady patio
#

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

cerulean temple
#

The dude said the model went through alot of revisions

#

The fingers also had weight painting issues

tawdry dragon
#

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

thin terrace
tawdry dragon
#

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.

brisk terrace
#

I have a model that seems to tilt backward or bend their knees a lot , how do i resolve this ?

cerulean temple
#

Where's your viewpoint?

#

I'd check that first cause I've had it do similar behavior if not moved to a good spot.

brisk terrace
#

its at the same spot i normally put it in, on the bridge of the nose

cerulean temple
#

Maybe see what happens if you put it in further. I've had to do that for some avatars for some reason.

brisk terrace
#

further in, up , forward?

cerulean temple
#

Further in

brisk terrace
#

ok, ill try but i think its the actual bone placement... not sure

sour seal
#

does anyone know what this is

#

i have no idea how to fix this

fading verge
#

were you just recording animations and forgot to tick off preview in the top left of the animator tab?

sour seal
#

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

inner granite
#

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.

tulip root
#

Even if you are you still shouldnt

inner granite
#

Ah, apologies. Still new to the avatar thing. What about adding that animation to my own creation then?

tulip root
#

But please. Never ever ever rip avatars.

last prism
#

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?

glass pelican
#

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

crisp tendon
#

Adjusted how ?

glass pelican
#

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

crisp tendon
#

yes pls

glass pelican
#

chest

#

the chest didnt have avertex group when i started

crisp tendon
#

You don't want the belt to share any weight with the spine

#

check your shoulders/neck

glass pelican
#

neck is fine shoulders need adjusting tho

crisp tendon
#

You can use the levels for weigth paint and reduce its reach and intensity

glass pelican
#

ahh-?

#

i usually just use subtract and add, is that what you mean?

crisp tendon
#

There's a weight menu, top left, Levels is a feature

glass pelican
#

clicking it does nothing

crisp tendon
#

You have to adjust the levels in the window that pops up bottom left

glass pelican
#

got it, only problem is when switching to another weight group and using the slider it puts e back on the other one

crisp tendon
glass pelican
#

😂

#

running a test upload, lets hope for a fix

crisp tendon
#

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

velvet frigate
#

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

glass pelican
#

i dont see anything out of the ordinary in rig

crisp tendon
#

good point, i didn't notice the collar also going in

glass pelican
velvet frigate
#

They seem to be parented correctly then

glass pelican
#

im so confused on what could be causing the issue

velvet frigate
#

Have you checked the rig in Unity?

#

Make sure the bones are correctly mapped

velvet frigate
glass pelican
#

looks fin

#

fine*

last prism
#

thats okay then.. good to know it isnt just me haha

glass pelican
#

usually i just grab both sides where i can to sort of mirror

#

and then eyeball the rest 😂

velvet frigate
#

I gave up trying to mirror. I eyeball everything

#

I'm pretty baffled on your issue still Zipper

glass pelican
#

so am IIiii

#

could it be an issue with unity 2018?

#

i just had that thought

velvet frigate
#

Oh, could be

glass pelican
#

Ive never had any issuesbefore so my whole group was like "2018 until we cant" since its never caused probs

velvet frigate
#

It's worth a shot to try 2019

glass pelican
#

guess ive gotta download and learn 2019 😂

#

shouldnt be too different

velvet frigate
#

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

glass pelican
#

Am i able to put my old project in? sorta swap em out?

#

or do i have to start fresh?

velvet frigate
#

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

glass pelican
#

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?

velvet frigate
crisp tendon
#

It's not a unity version issue though

glass pelican
#

no?

#

I imported the new sdk into old unity as directed and now my sdk options are gone, is this correct?

acoustic bison
#

am i able to add another list of parameters to a singular avatar

cerulean temple
#

I used my avatars playspace mover to show the head when it's supposed to be invisible VS when it's not

robust crescent
#

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

cerulean temple
#

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

cerulean temple
#

Like it clips into my view in VR

upper yoke
#

@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.

cerulean temple
#

I see

upper yoke
#

Do you have an undecimated version of the model? That's only going to hurt you a lot while rigging this.

cerulean temple
#

I can seperate the meshes again

upper yoke
#

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.

cerulean temple
#

It's already rigged

#

It was rigged before I decimated

upper yoke
#

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...

▶ Play video
cerulean temple
#

I did alot of work on this version

#

I hate myself aaaa

upper yoke
#

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.

cerulean temple
#

im going to bed

steady patio
#

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

cerulean temple
#

i hurt my hand hitting my desk lmao so im typing one handed

steady patio
#

just so that way you dont have to live with uh

cerulean temple
#

gonna go to bed

steady patio
#

cool low poly triangle backgrounds for windows 10 1920x1080 desktop

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tomorrow, after you sleep

cerulean temple
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The head is doing the squash and stretch when moving head again

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fuck

upper yoke
# cerulean temple The head is doing the squash and stretch when moving head again

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.

cerulean temple
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I fixed it by selecting something

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I don't remember rn

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I'm kinda stupid and I think I hit like a bad spot in my wrist cause my hand still hurts

upper yoke
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Ah, I remember doing that a lot when I was starting out

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Put ice on it maybe?

cerulean temple
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Probably

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goodnight

upper yoke
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gn

paper pawn
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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

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so in hindsight i don't really see why it would be the wrist lol

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but any leads would be dope. Booting up any random model, my arm length is perfect

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so it makes me think there is some design rule/formula to follow to make things line up, but idk what it is

glass pelican
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still no fix, heres a better photo of the damage

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everything below the neck and arms seems to be tugging upwards

crisp tendon
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Did you check the weight paint of the other bones ?

sleek isle
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Funny thing I ever seen about rigging beside slender men stretching

fading verge
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can someone help me upload something

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well my pc doesn’t have space

cerulean temple
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Weird

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Does doing enforce t-pose help?

buoyant elm
cerulean temple
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I think it's there but I don't know if it'll help

buoyant elm
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Well, after that, the red inscriptions with errors disappeared, but the pose did not change)

cerulean temple
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ah ok

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That's why I said I didn't if it would help

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In Blender it looks fine?

crisp tendon
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Apply your pose and then apply all transforms before exporting

cerulean temple
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Is that set as the rest pose?

buoyant elm
cerulean temple
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Nice

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Unity may have just been being stupid

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Every program likes to break for no reason sometimes :)

buoyant elm
hasty quarry
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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?

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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

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i've been trying to figure this out for like 4 days and it's driving me absolutely insane

fading verge
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Having issues with my Halo Reach avatar not being humanoid.

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but i dont know how to rig ;(

cerulean temple
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If it's rigged and stuff you should be able to just make it humanoid

fading verge
cerulean temple
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Did you fix model with CATS?

fading verge
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It might not be autoconfiguring correctly because of the way the armature bones are named

fading verge
# fading verge

Click on your model in the projects tab, and in the inspector menu go to rig, are there any errors there?

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make sure the animation type IS set to humanoid, not generic or none or legacy

fading verge
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Thanks! really helped! @fading verge

fading verge
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no problem I love the thumbs up picture

cerulean temple
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Halo Reach has alot of nostalgia for me

runic juniper
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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?

weak sigil
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how do i fix this cursed jaw

crisp tendon
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unmap the jaw in the humanoid configuration menu, the one where you t-pose the character in Unity

weak sigil
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ok thank you

steady patio
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what exactly is it youre trying to do? @frail sentinel

ivory oyster
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Guys I don't know why but my lip sync doesn't work anymore even thought it's in my avatar sdk

cerulean temple
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does your avatar have a toggle to disable it?

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the system i use has one

glass pelican
ivory oyster
cerulean temple
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intresting

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i have no idea then, I have not done such a thing before

ivory oyster
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well that was that

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I remove the toggles and now my mouth move

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ty man 😄

steady loom
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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?

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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?

sage patio
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hm, interesting problem

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I could see this being solved with IK

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having having 2 bone chains; one that is unweighed and used in the rig mapping (the one that will move)

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and the other one that has the weights, and is driven by an IK solver like a CCDIK

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it would essentially follow a target which would be placed at the end of the last thumb bone

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then to make it stay in a 2D plane, you would add Hinge Rotation Limits

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a similar thing could maybe be done using constraints aswell

steady loom
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How do you apply constraints to a bone? If they're anything like in blender that should be roughly what I'm looking for?

sage patio
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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

steady loom
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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?

limpid apex
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idk this right place but there no vrchatSDK

crisp tendon
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You're using an outdated version of Unity

limpid apex
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wich one i need

summer owl
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The newest I suppose

steady loom
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not the newest

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you want 2019.4.26f1

limpid apex
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wait the newest or not the new wich year and version

summer owl
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Interested into why the 2019.4 specifically

steady loom
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that's the one that VRChat says on the website, and it works ¯_(ツ)_/¯

limpid apex
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there a recmented one for 2020

summer owl
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I just assumed that was the newest version I’ve been using that

steady loom
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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

limpid apex
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vr chat told me this 2019.4.29 will that matter

steady loom
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use that one,

summer owl
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Then yeah go with that

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I’m sure they know the compatibility issues with their game the best lol

steady loom
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can confirm it works, ¯_(ツ)_/¯

limpid apex
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what this? i rest it

steady loom
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looks like a "just ignore" issue to me

limpid apex
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ok now there bunch of ticks for things wich are the main things i need

steady loom
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I just have android, and that seems to work fine? I think that's what you need for quest compatability

river nebula
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how do i fix the eye in blender

crisp tendon
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How do the bones look like in Blender

river nebula
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look straight

fading verge
river nebula
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im still new to making characther

fading verge
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Check the 4 preview states and make sure the states are normal and not like doing thaattt

fading verge
river nebula
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no

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im in blender checkin

fading verge
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Checking what?

river nebula
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the eye

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somebody tell me to make the bones to set it to look up

fading verge
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Ive seen that before not sure if its good practice or not

crisp tendon
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An image is worth a thousand words

fading verge
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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

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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

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If Eye Look is not on and this is happening then you are probably messing something up in blender

river nebula
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yep i missing something in the blender

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the eye was looking up

fading verge
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thankfully it was that simple

river nebula
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thx man for the help

fading verge
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tell Q/A god to leak the database of fixes

fluid surge
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I rigged this avatar with mixamo and the right (left in first person) shoulder ends up like this... anyone know how to fix it?

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only happens when i use full body

thin terrace
fluid surge
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no i didnt

thin terrace
# fluid surge 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

fluid surge
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k

fluid surge
thin terrace
indigo nest
fluid surge
thin terrace
fluid surge
queen cloud
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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

steady loom
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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

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So, 2 seperate bone chains

sleek radish
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^^

frail sentinel
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Oh my godd

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Why is my unity SO FUCKING SLOW

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And its on all projects

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Wtf

queen cloud
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If it makes any difference, the avatar looks like this so the physiology is a little unconventional as far as avatars go

cerulean temple
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I've never seen an avatar in VRChat like that tbh

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So that seems very difficult

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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

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But I guess it also depends on how big it's gonna be

queen cloud
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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.

livid ginkgo
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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

queen cloud
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Depends on your previous knowledge of 3D modelling/rigging.

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I'd rate it about a 5 as someone who already knew how to model and rig in Blender but knew nothing about Unity.

livid ginkgo
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Thank you for ur knowledge

steady loom
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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

queen cloud
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Ah got it, thanks! I'll try it and see how it goes.

steady loom
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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

queen cloud
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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.

cerulean temple
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That's how I learnt to do more and more things

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I'm still a beginner but I'm trying to learn how to fix weight painting and stuff

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Only issue is some models need just some quick fixes, and others need alot