#avatar-rigging

1 messages · Page 194 of 1

cerulean temple
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I got lucky and some dude took a day to teach me the basics

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To answer, it can be a 3 if the model has no issues

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But it very much depends on where the model is from.

thin terrace
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Yes, you need to look up the spider tutorial. You're basically trying to make a 4-legged spider. In the spider setup, your real human body would be standing under the avatar's head, and only connected to the head. the rest of the human armature would have no mesh connected. then that would tow around the body like a trailer, and Final IK would make the legs of the body walk as it got dragged

upbeat finch
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If I have two armatures with the same structure in unity, how can I merge the objects assigned to them?

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I have an avatar and an outfit made for said avatar, which has its own armature for some reason

sage patio
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much cleaner

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Unity is a game engine, not a 3D modeling program. you're supposed to import your usable assets into it

upbeat finch
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Strange, the costume is sold as its own separate prefab

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it comes with the fbx files of course, but it's meant to be imported separately

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Also, importing the fbx files into blender totally fucks up their bones, so that's not really an option

sage patio
upbeat finch
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This is supposed to be a dress

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Imported with the CATS plugin, but it does the same thing when imported normally, except that the bones are models

sage patio
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that's... odd

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did you try importing it with a more recent blender version

upbeat finch
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No, but I can

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Kinda doubt it'll fix it though

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it's very old

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The model I mean

mild stratus
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Also try importing it without the use of CATS

upbeat finch
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Same thing happened

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I figured out that its the "dynamic bones" bones that are doing that. If I delete them it returns to normal size

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except for the wings, hat, and halo

fierce grail
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Dynamic bones is a Unity only script, it has absolutely no influence on anything in Blender, especially since these are applied to prefabs, they don't exist on FBX files that are imported to Blender.

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And yeah, importing a model with CATS that was already exported for use in Unity previously actually breaks it in my experience, just use Blender's native FBX import.

thin terrace
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Unity and Blender don't support the same features 1:1 in armatures, so it's possible that the dynamic bones are scaled and unity is ignoring it but blender is not

chilly roost
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Would anyone know how to fix this? The model worked correctly until I created a new Shape Key, now every time I generate an empty one it breaks.

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In Unity it appears completely broken unless I activate some blendshape.

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It is as if the "Basis" blendshape has been corrupted, but in blender it looks fine.

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Okay, I've already solved it, in case this happens to someone.
Solution: In blender deactivate all shape keys, generate a new one from the mix (black arrow, new shape from mix), select that new shape key, black arrow again and apply that shape as a basis.

fading verge
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why is my rigged leg moving like this? How do I get it to move properly?

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like this

queen cloud
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Looks like it’s being translated (moving the location) rather than rotated

fading verge
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i don't understand

queen cloud
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When you move the limb are you just clicking and dragging it? That would move the whole leg out of place

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Blender doesn’t know that the top leg bone isn’t meant to move

fading verge
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i select the bone and press R to test if it works by doing the kick swing

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it works on the calf

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not the thigh

queen cloud
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Oh, hm, if you press R then it should rotate. Lemme take a closer look at the image

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Odd, the thigh bone should still rotate on the ‘head’ bone rather than move out of place like that.

fading verge
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how is the leg supposed to move then?

queen cloud
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Alright hang on I think I have an idea, did you accidentally set Blender’s transform origin to the 3D cursor?

fading verge
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the what now?

queen cloud
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Click somewhere in the empty space to reposition the cursor (the crosshairs thing in the middle of the project) and see if the rotation changes

fading verge
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it does ?

queen cloud
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That would be it then

fading verge
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but what about the thigh?

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am i supposed to paint it or no?

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where can i find a guide for vrchat's weight paint?

queen cloud
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Nono dont bother with the painting for now, you gotta change the pivot point for how Blender rotates/scales objects

fading verge
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i don't understand anything anymore.

queen cloud
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Unfortunately I can’t show you the icon for it because I am at work

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I will be home in about four hours and then I can explain it better

fading verge
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do you know where the icon is?

queen cloud
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Should be near the bottom of the screen somewhere

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It will probably be called something like transform point/origin?

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Set it to median point/origin if it isn’t already

fading verge
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yeah, nothing like that at the bottom

queen cloud
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Actually it might be at the top

fading verge
queen cloud
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Found this image on google

fading verge
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yeah, i figured

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YES

queen cloud
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Did that fix it?

fading verge
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YES

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i can finally rotate properly

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thank you.

queen cloud
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Nice!!! No worries, glad it worked out!

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Might help to lock the location transforms on the thigh bone and any other disconnected bones that aren’t meant to move out of place

queen cloud
ionic sinew
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I'm having an issue in the new Unity version, where Unity is telling my my vertices aren't weighted - and massively deforming the hair. In Blender, it seems everything is weighted, I move the bones and the hair moves smoothly. I moved the hips and spun the whole model around with no verts staying in place. I haven't encountered this issue before and can't find what to do about it.

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I tried updating the quality settings like google recommended, but it didn't fix it.

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Also played around with this in import options and couldn't get it working (set to 4 bones skin weight, and custom)

crisp tendon
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You shouldn't have to mesh with any import setting at all

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Check again in blender that everything moves with all your bones

cerulean temple
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Is Unity making bones in the hair be eyes or something?

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I usually check Unity's bone assignment cause it sometimes just does whatever it wants

ionic sinew
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Doesnt seem to be stuck on the eyeballs or anything.

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Nothing seems out of place when I spin her around

crisp tendon
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Normalize all your vertex groups and hopefully it'll be fine

ionic sinew
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Still acting up. I'll have to try just repainting the bangs I suppose T_T

wary bridge
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I have the bones mapped correctly but I'm a little worried on what it will ask for the fingers and the head. Any places I can look for tutorials?

fierce grail
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Fingers are not required for SDK3 humanoid avatars. Head is required though.

wary bridge
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Fingers not required? What about curling though? and the quest controls you can do?

crisp tendon
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Check the pinned messages

hexed breach
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what can cause legs to twist inwards in FBT?

fierce grail
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I think non-zero bone rolls

wary bridge
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I've got a question; for visemes and facial expressions, do I make blendshapes first and THEN rig the body, or is there something involving Unity that I'm missing when it comes to rigging.

fervent hornet
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Blendshapes and weight painting aren't really related in an way, you can do it in any order

sage patio
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I would suggest doing blendshapes last

ionic sinew
sage patio
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you might find yourself editing the geometry while rigging

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plus, you can do stuff like adding bones to the face to help in making shape keys for facial expressions

thin terrace
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a jaw is super helpful. maybe a tongue. after that it might be more work to keep rigging the mouth just to make blendshapes but it would be nice insurance

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since you could save all of those poses in a pose library and recreate the blendshapes from them if you ever had to

cerulean temple
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And how do I make sure I set them to 0

crisp tendon
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alt + R in edit mode

crisp tendon
wary bridge
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In Maya, is easy rig a good start or would something some scratch work better? I can't imagine I would need to keep some assets like controllers if I'm importing to unity.

crisp tendon
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Depends on the rig it generates, there mwy be unnecessary bones there

cerulean temple
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I thought Mixamo was bad but I used it on my avatar and after fixing some weight painting on the head it was ready to go

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Your mileage may vary

crisp tendon
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Mixamo is great

wary bridge
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About the Eyes; Why does it show two joints, one at the centre and one at the top? How's it used for later?

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And does it parent with the head joint?

crisp tendon
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Where does it show that ?

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screenshot would help

cerulean temple
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My guess anyway

wary bridge
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@crisp tendon This is the image on the pinned, the eyes are independent to the rest of the body.

crisp tendon
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they're parented to the head bone

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same way legs are parented to hips

wary bridge
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OK but why the top of the eye? wouldn't it be the front?

crisp tendon
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Not sure i understand the question

wary bridge
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I don't understand why the eye bone is pointing directly upwards and not where the pupil is.

crisp tendon
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Because that's how bones rotate for eyes

wary bridge
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Not sure I fully understand but I'll give it a shot anyway.

vocal sentinel
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guys, I need some help with an Ink Bendy Rig, if anybody has any ideas on how to make this work out, please let me know

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I'll explain

vocal sentinel
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oh wait nvm

slender saddle
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Hey everybody, I was wondering if anybody knew if I could somehow expert the bone position of the default "T-Pose" in Unity when rigging the fbx files or "model" to "humanoid?
The problem I am heaving right now is that my hands look messed up whenever I upload the avatar.
Fingers are weirdly twisted are too close to each other or swirl inwards when trying to fix it in Unity.
I have no frame of reference on what the default "size", "position" and rotation are for the finger bones,
which makes it impossible to model them correctly without having the upload and re-upload everytime I make an adjustment.

If anybody knows more about this please let me know. I've been looking for helps for weeks now
and nobody seems to know what I can do about it, except for "trying something and praying it works"

Please DM me or at me if you know anything that could help me.

thin terrace
thin terrace
slender saddle
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That's actually the first useful information I've gotten so far. Thank you.

polar granite
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i need help, the tail keeps going to the floor even tho its not there in blender

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i tried a few things, had other problems and figured those out but this ones smth im having diffuclties figuring out

fading verge
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okay i know this is probably rigging problems so could someone help me

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im like lost

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their is no videos

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on it

thin terrace
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click on your avatar where you imported it (the FBX original, not the one in your scene)

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in the inspector, look under the rig tab. make sure the dropdown is set to "humanoid"

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then hit configure and make sure bones are set up correctly for your model

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BTW I had bent knees in FBT so I followed the mega guide recommendation to shorten the chest bone. That worked on the FBT issue and now the chest bone auto detects in Unity.

fading verge
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like this ben ?>?\

wide urchin
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how does someone fix this problem please this has been bothering me for days

thin terrace
# fading verge

yes, and work through all the tabs body/head/hands on the middle left

thin terrace
wide urchin
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normalizing it?

thin terrace
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does it over-rotate?

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anyway if you just want to try it, in weight paint mode under the "weights" menu you'd "normalize all". obviously save a copy first in case it doesn't do what you want

wide urchin
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okay I fixed the arms but now the hands are fuckin up

wide urchin
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hhggnn

wide urchin
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teach how to fix please

thin terrace
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@wide urchin you need to use your words

wide urchin
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Okay I fixed it so I should be fine for now

cold cliff
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I'm working on an avatar that's mostly working, but the character's arms won't stretch all the way, like the shoulders can only turn a few degrees?

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the t-pose in the avatar selection menu looks bizarre too

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I have a feeling my arm bones must be not positioned/rotated right somehow, but I'm not sure what 'right' would be

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which axis is supposed to point in which direction

cold cliff
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actually, I just noticed: if I switch "Pose" between "Reset" and "Enforce T-Pose", the character turns around 180 degrees to face the other direction. Could that be related?

cold cliff
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on another note: if a character has only four fingers, does it make sense to map the fourth finger to 'ring' or 'little'

fierce grail
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ring imo

cold cliff
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btw, I think I see the solution to my original problem: my rig had no shoulder bone, only an upper-arm bone that was labeled 'shoulder'

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I'm adding a separate shoulder bone now

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yep, that was it. my bones were all shifted up by one.

night spear
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Does certain body parts that are currently in separate files/meshes have to be separate in order for them to be used as dynamic bones or is it ok to combine them too?

crisp tendon
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As long as they're weight painted to the bones that are dynamic, everything should be joined together

remote jackal
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Hey I’m trying to rig a sword as a emote can anyone help by chance ?

crisp tendon
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Weight paint it to a bone in your hand, and your emote scales the bone up/down

kind mortar
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@remote jackal what do you mean sword as emote, like the facial expressions?

signal stump
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hey can anyone make me a movie acurate carnage avatar

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the 2021 carnage

fading verge
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You got money?

signal stump
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no

kind mortar
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You'll need a few hundred

signal stump
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ok srry

kind mortar
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Maybe you can try making it yourself, learning blender isn't that bad, youtube is the greatest 😄

fading verge
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Someone probably already made one of those venom carnage things

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seems really popular

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actually I saw one in vrchat today but it was like the red only one

signal stump
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i tried learning from youtube but ts too confusing to me

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can someone maybe teach me?

fading verge
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Its going to take months to be able to learn how to create something like that especially if you want detail

signal stump
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ok

fading verge
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and if you want someone to teach you I hope your best friends with a moddeler or else its gonna cost to get taught

signal stump
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ok

kind mortar
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https://www.youtube.com/watch?v=E5HnnGcGvmc&t=393s is a great series, I learned so much that I can make avatar bodys from scratch now, this is just a beginner course though

fading verge
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^ It may not be the style your going for but its better to know something

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also dont give yourself too high expectations to the point where you quit the project

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I feel it is usually best to at least get something done even if it isnt as good as youd hope then a half done project

kind mortar
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Yes, there will be lots and lots of times you will wanna quit, save your project and go relax. It's going to be a long process but in the end, you'll be so proud of yourself!

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It will be rewarding in the end! Promise!

fading verge
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very

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its always great to learn a way to manifest your creativity into something tangible

kind mortar
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Also you'll understand after your first lesson why custom avatars cost hundreds 😅

fading verge
# signal stump no

Johnny sins doesn’t have money?! Aren’t you an Astronaut and plumber also a doctor?

wary bridge
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I've finished my rigging (I think) and I'm ready to upload it to Unity, but I don't know which version of Unity supports SDK3. I know it's not the latest one, could anyone please tell me?

languid adder
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uh sdk3 is on 2019

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well its what im using and other peoples who taught me how to says yes

wary bridge
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Cool, I'll download that then

languid adder
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okaye

cerulean temple
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That's it

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They were a different version for a bit but they had to do small update to fix a memory leak issue

compact torrent
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i'm kind of going a bit crazy here. the vrchat sdk tells me that the spine hierarchy is missing the Chest element, but it's clearly there and in the right spot

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does anyone know what could cause this issue?

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and before anyone asks: renaming the other "Chest [..]" bones to something else does not fix the problem unfortunately

cerulean temple
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Drag the chest bone into the slot

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It always does this lol

compact torrent
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which slot?

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okay found it

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i had never seen this rigging menu before, lol

cerulean temple
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Make sure to check all the bones it assigns.

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It sometimes picks weird ones.

cerulean temple
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Porting this boyo from GMod

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His rig kinda weird but I got it mostly working

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Currently having the issue where his head is still visible

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I think I know what's wrong tho

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I might look into replacing his sitting animation cause it makes his legs go up lmao

thin terrace
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fyi I accidentally discovered that auto chest assign got better when I made the chest shorter (which is also a fix for some FBT issues)

fervent hornet
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The cause of the FBT issues (where your viewpoint moves but your head doesnt) is caused because the combo of spine+chest cannot bend appropriately compared to how we bend IRL. Changes in a rig in multitude of ways can lessen or increase the problem

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It also depends on your proportions IRL, most people fall around an average for human proportions but everyone is a least a little different

thin terrace
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I found FBT much more compelling once I completely reproportioned my model

fervent hornet
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Yeah matching the general proportions of your model with something good like a ybot makes FBT much more immersive

cerulean temple
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VRChat SDK complained about pelvic angle stuff but I had someone with FBT try the avatar and it worked fine

cerulean temple
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I mean, I didnt do a good job with proportions so his arms were kinda long but it worked

heady scarab
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Silly question. Is there an easy way to make sure the eyes are 100% weight painted to the eye joints in Maya?

carmine brook
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Anyone got any idea how to straighten out the thumb when doing the thumbs up

thin terrace
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curious about that too. I assume you could animate a gesture layer for the "thumbs up" animation but it might not be very smooth

stone sail
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So ive run into a bit of an issue with my hips in vrchat. upon calibrating my fbt my hip rotates to my left quiet a bit from its normal origin

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would any one know why this happens and how to fix it?

delicate canyon
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Idk

stone sail
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from what i can find online it seems to be an issue with VRChats ik itself as my hips are straight while in t pose

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i also went back in blender to double check and they are indeed straight

sleek isle
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Lift the base of the hip a little to be closer to the spine

fair pewter
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Ever wanted to get your avatar proportions 'exact', or quickly fix an avatar so it 'fits right' in vrchat? I got super frustrated with how far off many were so I wrote a blender plugin to fix them up with a single click. No more fiddling around with limb length to try to get your avatar to fit right, you just hit the button. It's more one-size-fits-all than you'd ever think.

https://github.com/triazo/immersive_scaler

GitHub

blender avatar resizing for vrchat, to be used in conjunction with the blender CATS plugin - GitHub - triazo/immersive_scaler: blender avatar resizing for vrchat, to be used in conjunction with the...

crisp tendon
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In the first video it looks like your user height is way way off as well ?

fair pewter
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nope!

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they were taken seconds after each other

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user height is set to my actual height in both

crisp tendon
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HEYMOONA Were the proportions really that bad ?

fair pewter
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Yeah. That's pretty common in mmd based models.

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In this case I think it makes it easier to show the problem I'm trying to fix 😅

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but even then it doesn't really show just how disorienting it can be

crisp tendon
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Just testing it atm, sucks for the eye bone requirement but i get why it exists

fair pewter
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I was thinking I could add an option for a special bone. You need something to tell where the viewpoint is.

sick cobalt
fair pewter
crisp tendon
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Is the thigh percentage value inverted ?

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or is thigh what you can the upper leg

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If so upper leg/lower leg might make it less confusing

fair pewter
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I can see that, it's more clear what the two things you're controlling with that are

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I need to fix the labels too, they should be percentages but they're just factors now.

crisp tendon
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Want me to write up an issue in the repo ?

fair pewter
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I already have both of those changed locally, doing all the fancy git stuff r.n. 🙂

crisp tendon
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For the finger spreading, do you use the term "spare" as in ignore ?

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Also 99.999% of users would have to google "idempotent" lulw

fair pewter
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yep. 👀

crisp tendon
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Alright, ignore might be easier to understand then

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Will test the results later today !

fair pewter
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All good suggestions. I get too used to what these things do on my own so it's really good to have feedback on the ui stuff.

crisp tendon
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I only had to adjust thigh percentage a bit, but generally if you think your defaults are good enough for the majority, it might be good to put those under a "customization" sub menu, otherwise it's sometimes confusing for people and they might think they have to adjust those

fair pewter
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That and the 'debug' options.

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which, I put them in there for debugging but it turns out some people find them useful so they're still there.

crisp tendon
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Are they visible in the latest version ?

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Small typo in the text for shrink hip bone (humanoid)

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Also if the hip bone is shrunk, does the armature require another rescale to adjust to that change ? iirc it shouldn't but you probably know more than me on that topic

fair pewter
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nope, hip bone placement doesn't affect scaling.

The hip bone thing is what cats did in their fix model a while back. They've made a couple changes then and it's never worked quite as well for full body since then so I've been using this instead. Definitely a hack somewhat but getting good hip rotation in game is still somewhat of a dark magic for me, and this works reliably for my own stuff.

crisp tendon
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Would an option to adjust finger spread amount be useful, or is the default you think helps all index users ?

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Also, if you had a way to auto detect the height of the highest vertex on the model that would help a lot of users, i didn't know mine tbh, and i just created an empty and moved it up to that point, but not sure how many average blender users would figure an easy way to do that on their own

fair pewter
fair pewter
crisp tendon
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Cats has context buttons inside functions, i wonder if that'd be nice for that specifically

fair pewter
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yep that's what I was thinking

thin terrace
crisp tendon
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@fair pewter Does it also fix the issue with bent arms when straight down ?

fair pewter
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I don't know if you can both fix that and line up the floor at the same time. A couple people have asked

thin terrace
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@fair pewter neat plugin

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I actually just did this manually and it wasn't too bad, although I had to use CATS which I don't usually do.

fair pewter
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I tried doing it once manually and it took so many attempts to get right so I just said never again and went off the deep end into code

thin terrace
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I just took a photo of myself in T pose (from fairly far away to avoid parallax errors) then imported that as a plane, scaled so my eyes and feet lined up, and then made the avatar match by scaling bones

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in my case I actually wanted to eliminate any "errors" that might be stylistic choices like finger lengths

fair pewter
crisp tendon
fair pewter
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nope turns out I just wasn't incrementing that bit. Keep forgetting it's there.

crisp tendon
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thank god, i was about to be really disappointed at Blender lulw

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UI layout is much better now thumbsup

daring lotus
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Hello. In blender this model rig is perfectly fine but as soon as I import it into Unity it does this with the legs. I checked all the bones and they're in the right place so I have no idea why it's messing up.

crisp tendon
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Make sure the bone names are correct, and that all bones bolls are cleared

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Alt + R in edit mode

daring lotus
wild bobcat
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So I'm kind of thorn for a loop on this one, I am body proportioning an avatar for someone using FBT Calipur world which has helped me in the past - but I'm at the odd place where the person can touch the bottom of their foot, but they can't put their hands on their knees

wild bobcat
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ah.. new blender

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we meet again

crisp tendon
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What's holding you back ?

wild bobcat
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I learned the backwards way of doing things that 2.79b did and just am stubborn

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xD ...

crisp tendon
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Yeah better make the switch, you're missing out !

wild bobcat
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but.. uh... this scalar is nice and all

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but like, I have already done like most of the work, I just don't quite get how they can touch their feet, but not their knees

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everything else is perfect

crisp tendon
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Did you try it yourself ?

wild bobcat
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yes, same problem

crisp tendon
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Ah, what does the armature look like ?

wild bobcat
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I was wondering if it had to do with the torso length

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or if I need to adjust the shin/thigh ratio

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which is what I was going to do, I just figured I'd ask before starting in case someone may have had that issue before

crisp tendon
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That's a very long torso

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Are the legs straight from the front ?

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Can raise the hip bone up too

wild bobcat
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you mean the roll? yeah

crisp tendon
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Not the roll, the actual rotation

wild bobcat
crisp tendon
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From the screenshot they don't seem straight

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On the X axis

wild bobcat
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oh yeah they bend inward slightly

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oh x axis, slightly

crisp tendon
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Probably should fix that

wild bobcat
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Alright.. well let me just ask this then, how... exactly are the positions of the knees calculated? Like if I want an avatar to be able to touch its knees - it bases the position of where the avatar's knee in game are based on... the... position of the feet relative to its arms to height ratio? Is that correct?

crisp tendon
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It uses the existing bones, that's where the head of the lowerleg bone is

wild bobcat
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....hmmm, thats kind of odd behavior then...... then again it appears the head of the lower level is like... under where the knee actually is so maybe simply moving the head up will fix this little issue of mine maybe - as that won't affect the arm-height ratio and keep the feet where they need to go

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I see thank you

crisp tendon
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Remember to check out blender 2.92 smart

fresh cave
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I just tried the scalar on a model to shrink her down from 2m to 1.4m. seemed to go fine and the hip tracking seems better than using unity to scale the model down

bold jacinth
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im trying to make an avatar that could be used with full body tracking but when its enabled the whole thing crumples. anyone had this problem?

sage patio
bold jacinth
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@sage patio i assume theres plenty of rigging sins

sage patio
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many

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the biggest one I can see is the hip bone

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it's way too big

bold jacinth
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gotcha

sage patio
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not just that

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it's also the fact that it's below the upper leg bones

bold jacinth
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ok

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i did see that on a guide

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will fix

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anything else?

sage patio
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should be the only thing that's breaking FBT. other than that it's just minor things, like the extra bones at the end of the toes and fingers

bold jacinth
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alrighty

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thanks 👍

bold jacinth
#

well i fixed that and it still doesnt seem to be working

#

does the naming of the bones mess it up at all

sage patio
#

click on your FBX, go to the inspector, go to the Rig tab, and click Configure

bold jacinth
#

or maybe its too low

sage patio
#

make sure that every bone is correctly mapped

bold jacinth
#

ok

#

i used a mixamo set up if that changes anything

#

heres how it looks in unity

#

oh

#

the hip bone wasnt actually assigned

#

thats probablt it right

#

i removed the upper chest and toes tho, kinda standard when using a mixamo rig. would this have any effect on the full body tracking?

#

also if its missing a finger? (pinky)

sage patio
bold jacinth
#

alright

crisp tendon
#

Probably got a root bone

bold jacinth
sage patio
#

Spine1 isn't mapped to anything

#

map Spine as "Spine", Chest as "Spine1", and UpperChest as "Spine2"

bold jacinth
#

ok

#

im used to deleting upper chest cuz tutorials told me to for some reason

#

and deleting the toes too

#

anything else?

#

missing pinky ok?

sage patio
#

should be fine

bold jacinth
#

alright

#

i'll give it another try

#

thanks a lot :>

bold jacinth
#

it works!! thanks so much

sleek isle
#

Upper chest is fine

cerulean temple
#

Was always told to never use upper chest

#

Idk

robust crescent
#

Old info, you can keep the upper now if you want , havnt really seen much of a difference myself having it in fbt

fierce grail
#

Upper chest is fine as long as you are using SDK3. I think SDK2 avatars have a lot of issues with it present and mapped in rig config.

cerulean temple
fervent hornet
#

The reason you wernt supposed to use the upper chest is it would break eye tracking, since SDK3 redid the eye tracking its fine now

cerulean temple
#

oh ok

crisp tendon
#

@fair pewter How difficult would adding other naming conventions would it be ? Friend want to use your tool but not Cats, and uses UpperArm.R -> LowerArm.R

fair pewter
#

ok so I have a list of valid bone names, I don't think I have those exactly yet.

crisp tendon
#

Sweet, want me to write up an issue ?

fair pewter
#

if you want. Like for example are the legs UpperLeg.R/LowerLeg.R? I'm adding those in now anyway.

crisp tendon
#

Awesome, thank you !

abstract mural
#

is it just the naming conventions for the bones that is required of CATs fix?

fair pewter
#

It might actually be, but there may be other things that break. I honestly haven't tested it too much. It still depends on cats being installed to take care of shape keys for the time being.

upbeat finch
#

I need some blender help. I'm converting a costume for an avatar from its own skeleton to use the one on the main model. I renamed all the vertex groups and applied the old skeleton deform modifier. But when I parent it to the new skeleton (with empty groups) this happens

#

Eh, nevermind. I just scaled it down

hard spruce
#

so i might ber stepping into rigginf for this issue here. my avatar has a bunch of toggles in the assets, but none of them are active in the avatar when in vrchat. when i open one of those toggles, i see this.

sage patio
#

at the bottom

hard spruce
#

i have no diea what that means

#

also, the bones in the tail are not connected so it doesnt sway. but im not sure wht bone s that would connect too?

sage patio
#

if you used the FBX file directly, then there will not be any custom scripts on it.

fickle vessel
#

hello everyone, I found some models that have quite a few extra bones to fix some mesh errors, but the bone hierarchy of these models doesn't seem to be humanoid standard, some of the bindings doesn't work after being imported into unity, Although they are working properly in MMD
I don't know much about rigging, but I still want to know if there is any way to fix these mesh errors in unity?

thin terrace
#

I don't know anything about MMD to know if there's a way to find out what the constraints should be, but you can also set up constraints (that won't copy over) in blender to experiment with what works

#

for something like that it's probably copying some fraction of the rotation

#

you could also figure it out by manually posing both in blender (say to 90 degrees) and see what looks good on the helper bone

cosmic spindle
#

how do i fix this posture? arms are a bit forward and i'm standing on my toes, also if I move left/right my feet overlap when taking steps

fickle vessel
thin terrace
cosmic spindle
#

i just guessed proportions from vroid vrcBotThink how do i best go about matching my proportions to the model's

thin terrace
#

should check out Kung's long video

fair pewter
thin terrace
#

OR pager's fancy tool I forgot about

cosmic spindle
#

this community never ceases to amaze me haha

potent ermine
#

folks are constantly making cool tools to help automate stuff

cosmic spindle
#

yeah 3 days ago i was thinking 'oh boy i'm gonna have to model and rig and all that' but 5 plugins later i have a semi functional avatar

potent ermine
#

cool

fair pewter
#

what are the others you're using?

#

Just curious.

cosmic spindle
#

just CATS, vroid and a vroid importer i think

fair pewter
#

gotcha gotcha. I'm always curious to learn about new tools and blender has endless depth.

cosmic spindle
#

that's why I love blender

#
  • unity
twin storm
#

Do anybody know how to create avatar in our own in blender

runic juniper
#

mixamo has decided to not show my .obj when I try to rig it. anyone got any thoughts on why? I uploaded one earlier with a higher polly count early so I doubt it's that

#

Okay, fun fact... applying a different texture to it made it appear. no clue why but that's a thing apparently

thin lagoon
#

also in future you can just use auto dresser on booth

fading verge
#

why do i not see control panel on the vrc sdk3

sleek isle
#

Error in console might you get

fading verge
#

ok

thin terrace
#

that armature is thicc

#

the only bones that VRC cares about are the ones you map to the humanoid skeleton on import. the others count against your perf and can be used for other things, but VRC basically ignores them

#

if those have IK constraints connecting them to other bones it won't matter because none of that will import to Unity

#

if those are weighted to the mesh you will have to make them move in unity by adding constraints

#

like if the big back bones are to make the butt move better

#

I see 3 spine bones, neck, head?

#

the hips look low so they might cause FBT issues

#

oh there is an extra shoulder bone

#

but it is backwards and might be one of your "IK" bones?

#

there's room for 4 spine bones (hips, spine, chest, upperchest) in humanoid rig, but it will work without upperchest

#

you do need "neck" though so if that's a spine you are missing a neck

#

neck bends from about where you feel the dimple in your collar bone in the center front. head bends at the base of the skull (around chin height)

fresh ferry
#

Hey y'all! I'm having this issue in Unity where when I drag the Body to Visemes Blend Shape, there are no options available. Everything has only -none- available :\

Is that an issue with VRoid Studio or maybe its when I import the avatar with the "VRM Converter for VRChat" in Unity? I'm at a bind here x~x

vivid carbon
fresh ferry
vivid carbon
#

With there being FACE, that is probably where the blendshapes are because viseme/blendshapes are attached to the mesh, and face is where the mouth is

fresh ferry
fresh ferry
vivid carbon
#

Face has the visemes, they aren't named how the SDK expects for automatic configuration, you will need to figure out which correspond to the correct shape.

fresh ferry
#

Idk if there's an easier way of doing this

vivid carbon
#

I have never watched any of the tutorials on using the vroid stuff inside of unity, the one time I used a VRoid avatar I put it through blender and made changes and exported as FBX, done same way as any other avatar I have worked with, so I don't know of how to make what you are doing easier if what you have watched doesn't work out for you, other than Blender

fresh ferry
vivid carbon
# fresh ferry Well that's what this VRC Converter thing is for. You say Blender is a better wa...

My knowledge was more old stuff from 2017 and general stuff working in blender for other avatars before VRoid. I scanned through this video and it seems like it should be fine, but I don't have any video I have used to get what you want. https://www.youtube.com/watch?v=Qbwl9XIONuQ

My beginner VRoid to VRChat videos using the VRM converter in Unity 2018 were exceptionally popular, so I have decided to make an in-depth tutorial for those who are looking to make a PERFECT VRoid model :D Using minimal blender skills and Unity 2019, this is an up-to-date tutorial on how to fix your model to perfect. This video includes fixes f...

▶ Play video
fresh ferry
#

See, I was following Phia's Beginner guide at first, but then I was getting issues, so then I followed another dude's tutorial and had to get 2019.4.29f1, but the version of the VRChat SDK needed 4.30, so I just got that (while still using the VRC Converter) and now here I am in this mess.

vivid carbon
#

the video you watched from whoever that needed 4.30 was probably very old video, very very old. That video I linked is current and does not use the unity addons for the VRM Conversion. It also goes through using Blender

fresh ferry
digital dagger
#

Is it supposed to be that short?

fresh ferry
vivid carbon
#

did you click the little refresh circle arrow at the bottom to manually refresh the list?

fresh ferry
#

Yep

#

Nothing.

vivid carbon
#

Do you use the Unity Hub to open your projects?

fresh ferry
#

But in the vieo, Phia has the Dynamic Bones folder straight on the Assets which baffles me

#

Cause the site is only allowing me to "Open in Unity"

vivid carbon
#

Could be that you aren't using Hub so the Unity Editor isn't signed in to your account, won't display your assets if it isn't connected

fresh ferry
#

Hmm.

vivid carbon
#

What happens if you open the Asset Store in Unity. CTRL+9

fresh ferry
vivid carbon
#

Good to know that that video helped you get this far

pure perch
#

Does anyone know if it's possible to use Blender FaceIt plugin for the face rig in VRChat?

pure perch
fresh ferry
#

@vivid carbon Okay, so I clicked "Build & Test" and it successfully uploaded, but now Unity keeps popping up with "Test Avatar Built" so many times and it won't go away

#

Nvm

#

I made it go away LMFAO

#

So I made my own gestures and even have "Write Defaults" checked so the animations won't get stuck, but they still do :o

#

I'm testing it out rn

#

I gotta keep resetting my avatar

vivid carbon
#

This isn't the channel for your problems anymore, should move to #avatar-help maybe. Go over there and share what your animator looks like, @ me

sleek isle
#

am dying

mild swallow
#

If anyone could find me some guide to stop this inverted shoulder thing from happening when I move the arm of my character I would super appreciate it

kind mortar
mild swallow
#

That's what I thought at first but it didn't seem like any weight painting I did fixed the issue

crisp tendon
#

How does the weight paint in this area look like ?

mild swallow
#

Here it is for the shoulder

#

And here's for the upper arm

#

I've tried painting the upper arm to cover further up, but it just makes the neck sag down instead

#

I've got to get to bed for now, but if someone knows I'll check here in the morn

crisp tendon
#

so the clothing is the actual part having the issue ?

red stump
#

sorry for the horrible doodle but i have a question - when i'm in Fullbody and lead forward, my legs (which are straight in rl) do this kink. Anyone knows whats causing this?

bleak rover
#

this is probably caused by an offset between the model's hip bone and the point your real hip rotates around when leaning forwards.
even when your model's rig's proportions exactly match your body's proportions, such an offset can still easily occur due to how hard it is to make your real hip's position match your model's during calibration (specifically the depth is hard to line up, and having it misaligned during calibration will cause this)

sleek isle
#

Don't try to cover, you know shoulder are a mess in general.

unreal ermine
#

Anyone know how to fix weird parenting issues? Did some sculpting beforehand to fix clipping and I used the Mirror X a couple of times but I would imagine it wouldn't change anything, would it?

#

It'll do this for others too, merging Butt_R into Butt_L even tho I just wanted to merge Butt_L and Butt_L.merge for instance

sage patio
#

@unreal ermine having X mirror enabled when merging bones causes issues

unreal ermine
#

I disabled X mirror afterwards and it still seems to be causing the issue

cerulean temple
#

How do I make an avatar that's just an item

#

I have a 3D scan of a plush I thought would be funny to do it to

#

Would I just rig it to the hips?

crisp tendon
#

No need for a rig !

cerulean temple
#

Doesn't the sdk need a rig though?

crisp tendon
#

For generics i'm pretty sure it doesn't matter

cerulean temple
#

oh

ornate stone
#

What's the problem here?

#

Did I miss something in Blender, or Unity?

#

It has it's own Armature

crisp tendon
#

Why would it need its own armature

ornate stone
#

I don't really know what I'm asking, if I'm truly honest. It's a stand alone asset

cerulean temple
#

It should be on the same armature as the rest of them

ornate stone
#

And I've managed to it attached to the mesh, but not fully, I'm not really sure what I'm asking.

#

How do I make it using the same armature?

#

Do I just Shift+Left Click drag it into the Collection? I've done this already

vivid carbon
#

Using Cats Blender Plugin you can combine armatures

cerulean temple
#

Uhhh im not qualified cause I usually just add dumb props not whole new arms

cerulean temple
ornate stone
#

Uhm... how though?

#

Do I select both meshes? Body and the Arm?

#

And then?

vivid carbon
#

You don't need Join Meshes on, but you should enable Merge All Bones

ornate stone
#

Yeah, I noticed now they are all in the same Mesh hahaha

vivid carbon
#

Join mesh is an option, it does keep your avatar to a single skinned mesh renderer, but I personally merge meshes at the end when I know I don't need to do any other work with individual parts, or I am fine with them being a single mesh

ornate stone
#

So this is after, it's done now right?

vivid carbon
#

use the Pose test thing for Cats and move the bone that the new arm is part of, that will tell you if it worked

ornate stone
#

Honestly, I haven't touched CATS at all this year.

#

This means it worked?

vivid carbon
#

I was thinking more moving just the shoulder bone, but yes, that means it should be working correctly

ornate stone
#

Seems like it!

#

Wow, I didn't know I could do this!

#

Thanks!

vivid carbon
#

Yeah, Cats is a very nice tool when things go right and you know how to use it

ornate stone
#

So it's more of a part "Check it in Blender instead of moving it to Unity" sort of deal?

vivid carbon
#

Well you want to make sure everything is working in Blender before moving to Unity, the armature being correct is one thing, since you don't make these changes in Unity. It is possible to do what you wanted without combining them meshes in Blender, but I believe that requires you have all of the bones for the arm on the avatar and the replacement arm, and then use constraints to move the replacement arm with the "real" bones on the avatar

ornate stone
#

Really useful piece of information to know, I started with Unity at the start of this year, and started with Blender in August

vivid carbon
#

Most of my knowledge is from this year and just seeing everyone elses fixes for things. But I have learned a lot by just trying to figure something out and then being very good at searching youtube and google for what I want. You'll learn as you go, that is how things work

ornate stone
#

Yeah, kind of sucks though

#

I often find myself left on the sidelines, since I know no one can help me, haha!

vivid carbon
#

You are in the discord for the game though, ask your questions in the correct channel if you need help, usually people help unless it is middle of the night in the US for some reason even though it is a global game.

ornate stone
#

Still the same...

#

:/

#

Oh no!

#

There was a delay

vivid carbon
# ornate stone Still the same...

did you unpack the prefab in the scene? If you did that is why, you will need to put the model into the scene again and set it up again

ornate stone
#

My hands don't move now though, when I do gestures

#

Will this impact FBT?

ornate stone
vivid carbon
#

Generally you should never unpack a prefab, it breaks the connection to the file on your disk, the model that you edited in Blender and saved, so any time you update that, it won't update the one in your scene anymore

ornate stone
#

Ok, so then I would have to export a fbx file with only the parts that I have selected in Blender?

#

atm I am always uploading it to have all the meshes

vivid carbon
#

You should export the complete model from Blender as a FBX and use that as the new model in the scene. If you hadn't unpacked the prefab, you could have saved over the old one with the fixed arm one, and it would have updated in the Unity scene

ornate stone
#

So I need to unpack it then?

vivid carbon
#

If you do not want all of those objects on your avatar then you should just remove them in blender, that way you don't need to unpack the prefab

ornate stone
#

Not just have these selected and export to fbx?

#

Selected Objects?

vivid carbon
#

That might work, I just remove the meshes completely from the model if I don't ever plan on using them

ornate stone
#

I'll try this, otherwise I'll just remove the meshes and make another save-file

kind mortar
#

Dear god that's a whole lotta meshes, good luck people's FPS

vivid carbon
ornate stone
#

Yea... that didn't work out so well hahaha I'll just delete the stuff I don't need xDDD

vivid carbon
#

You must not have selected the armature

ornate stone
#

I missed it... heh

ornate stone
#

I don't wear all of these things

ornate stone
vivid carbon
#

Yeah again, I don't know how the exporting of selected stuff only works

ornate stone
#

Yeah, no idea how to fix this

#

The hands aren't moving at all to the gestures

#

I probably missed something when I removed the arm in Unity or something, oh well, this is another problem for another time

snow dust
#

Trying to add a lightsaber to my new model, but the center point of the model isn't the center of the hilt like I want it. How can I fix this? (I think this dot at the bottom may be causing it, but I can't figure out how to get rid of it.)

#

I removed the armature also.

vivid carbon
#

if you just want to have it be in the middle of the model, you would just set it's origin to center of mass

snow dust
#

How do people go about posing their avatars for their avatar picture? Been meaning to do that for a while now.

sage patio
#

or do you mean in VRC

snow dust
#

The picture that is displayed when selecting the avatar, and what others see when they select your name.

sage patio
#

you can either just pose the model in the scene using an animation and a controller, or you could just use a picture, put it on a material, and put that on a plane

#

and align the VRC camera to the plane

#

alternatively, use Pumkin's avatar tools to do that for you

#

in the Avatar tools section, it's called "Use camera overlay"

#

in my case, I made a blender render and used the camera overlay feature in pumkin's

thin terrace
#

you upload in play mode, so you can just reposition your avatar and the camera however during the upload, and it will revert when you're done

red stump
agile juniper
#

Hello everyone, sorry if it's the wrong place. I have some problem with dynamic bones in unity. Is that the right place to ask for help ?

cerulean temple
#

So I just want to make an avatar that basically is just a model that slides along the floor. Do I rig it to the hips or do I just not even rig it?

#

Something similar to those small avatars but it's not small

little forge
#

does the chest bone always stay upright?

cerulean temple
#

No idea

#

Someone said to not even rig it

#

So I'll look into things I guess

agile juniper
arctic ember
#

Sooo, quite untested, but I've added something to Cats (dev version) that automatically generates twist bones for any bones selected in Edit mode. I can't really guarentee the quality, but it's a good starting point. Anyone willing to give it a shot/provide feedback? (I can't test it ingame at the moment, unfortunately)

steady patio
mild swallow
#

Hoo boy is it satisfying when you figure out how to fix an issue with the rig

#

Also I'm never using Blender's rigify again like damn I'll make it myself.

fading verge
cerulean temple
#

I use Mixamo sometimes and it either works ok with some simple issues I can fix or it's a mess

mild swallow
#

Weight painting away my spiky ass, woo

chilly junco
#

Can someone help me? My characters start breaking their spines and I dunno how to fix it

crisp tendon
#

We can't really guess without any info

chilly junco
#

Well my characters are smaller then 1.0
When I look at them in unity everything is fine and it works
But when I'm in vrc the backside slowly bends to the left or bends to behind
But reloading doesn't work
I tried reuploading, recreating in different versions but they all broke

#

On this pic I'm standing straight but my character bends like this

#

The character is smaller then 0.4

#

The avatars from the 2018 version has no issues

sleek hatch
#

how and why

crisp tendon
#

why what ?

upbeat hollow
#

hey so i'm trying to add an armature to my project but for some reason it keeps turning the wrong way when it's added

#

any ideas as to why it's facing the y axis instead of the x axis?

sage patio
#

your model is not

#

-Y should be the forward direction

unreal arrow
#

Ok so im attempting to get the eye tracking to work. However, the bone will only correctly go side to side while upright and will rotate the eye itself when horizontal. I've been attempting to fix this issue for hours. Anyone know whats going on?

fervent hornet
unreal arrow
#

Aight I'll try that and see if it works!

fervent hornet
#

If the eye is perfectly spherical, ie the back isn't cut out, you can select it all and your cursor will be at the perfect midpoint

chilly forge
#

so after much effort I rigged a model from a different game, and everything is working properly, except the fingers are all bent out of shape. They follow my finger movement fine, but the polygons themselves are like, folded over in half

#

does "fingers being completely broken" ring a bell with anyone as something thats easy to find and fix

fervent hornet
chilly forge
#

ill be 100% with you I originally did this a few months ago and then never actually played, so I dont remember anything about how I did it

#

so i dont know

fervent hornet
#

Cant really help you then sorry, if you check it again any time soon just make sure the finger bones are orientated correctly

chilly forge
#

is this a problem that needs to be resolved in blender or unity

#

im beyond clueless about any and all of this, sorry.

fervent hornet
#

Thats in blender, moving the bones in edit mode

chilly forge
#

gotcha. time to redownload blender kekw

#

How do I display the bones in wireframe like that, I cant really see where they are in the hand

fervent hornet
#

Need to enable X-ray, if you are using a version of blender above 2.79 I dont remember what it was renamed to or how to activate it

chilly forge
#

gotcha. is there a way to make the just the bones solid, or is it either all opaque or all wireframe

fervent hornet
#

How I have it wireframe is by being in solid mode, but I set the bones max rendering at wireframe

chilly forge
#

gotcha ty

#

yeah im no expert but that dont look quite right

fervent hornet
#

Yeah thats what I expected, game rips can lose bone rotations

#

What I usually do for that is by selecting a bone tail, shift selecting the head of its child, and snap (Shift+s) selection to active

chilly forge
#

i think this is just beyond me

#

i cant even tell what bones are supposed to be the fingers, it feels like there are far too many in there

chilly forge
#

ok another problem, I tinkered with it and tried to reupload it but now the camera perspective is a mile and a half away from the character in-game

fervent hornet
#

Make sure the humanoid configuration is normal and your view point is positioned correctly

short mirage
#

Ok question for anyone that's willing to help me. I am trying to make a furry avatar. (Please don't hate on me) But the rig for my avatar is stuck as a Non Humanoid, is there something I can add to the avatar to make it a Humanoid so it can use the animations for VRC or?

#

And this is in Unity by the way

steady patio
#

if it already has a unity standard humanoid bone structure that is also VRC-ready, then you should be able to configure it as humanoid without errors in unity

short mirage
#

Hmmm ok

glacial warren
#

Would anyone happen to know why just one of my avatars fingers when curled in stretches very long and deformy? Its just the middle finger on both hands

crisp tendon
#

Make sure they're not weight painted to something else

glacial warren
#

this is the first avatar ive ever tried to upload so im tryna research what that means

sage patio
#

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

Weight painting is just the process of mass assigning vertices into those groups using brushes, with the weights visualized using colors.

glacial warren
#

oh fuck

#

il try to uh check that out

sleek hatch
turbid spear
#

How can I project weights from a bodysuit to the body

#

The bodysuit has a few twist bones that make it deform a bit differently from the body itself

#

All the info online I can find it show to project body to clothes not the other way around

#

I can't get it to work at all

#

I tried flipping the normals on the suit so it projects inwards and it does something but is mostly a bad result

#

Okay, literally got it working right after I posted this..

#

The source and destination settings are really confusing

crude bone
#

i need a help here, i just imported a model but he have wrong bone initerance for clavis (shoulders) that are attached to neck instead upperchest

#

how i fix it?

queen cloud
#

Have the skeleton in edit mode; Go to Bone Properties; Relations, and change the parent to Bip001_Spine3 (Or whatever the chest or upper chest bone is)

jade verge
#

Hi, does the hip bone need to be connected to the spine bone? Will it cause issues with full body if I leave it like this?

crisp tendon
#

They don't need to be connected directly no

#

but i'd still suggest snapping the bottom of the spine bone to the top of the hip bone

#

Or alternatively click the connected button twice

jade verge
#

connected button twice, worked like a charm. Thank you!

jade verge
#

The bones on this avatar are connected like this (see last bone in each finger).
The weight painting is correct and everything moves properly, is it worth fixing the orientation?

sturdy belfry
#

whenever i separate my model by materials, it closes my eyes and they just don't open back up even if i fix model, rejoin the head / eyes to the body and everything, all of the shape keys are set to zero before and after so i'm not sure what i'm doing wrong

crisp tendon
#

Is basis at the top of the list ?

sturdy belfry
#

yes it is

#

nothing changes at all in the shape keys whenever i separate my material, my eyes just close and don't reopen at any point even when exporting

regal dagger
#

When the rigging and topology is so bad and you don't wanna deal with it, so you just cut lines in it, rig it and call it a day 😆

crisp tendon
#

Highly recommend the QuadRemesher for blender, life saver

regal dagger
crisp tendon
sturdy belfry
#

I fixed it, ty! @crisp tendon

upper urchin
#

rigging in the hand looks really bad ,any idea on how to fix it?

crisp tendon
#

what does it look flat ?

upper urchin
#

that is it flat

#

this how looks in unity all the fingers open

#

they look flat because the hands are bending the wrong when the in a rest position, like the bone is wrong way around

crisp tendon
#

Did you make that in blender ?

#

clearing rolls before export is important

upper urchin
#

Is that when pressing alt+r, in pose mode?

fierce grail
#

Edit mode on Armature, have bones selected

near grove
#

hey may someone help me fix issues with the outfit ripping when moveing arms

near grove
#

Decimstion magic fixed it lmao

steady patio
#

if they are overlapped directly on top of each other you can isolate the shirt, select every vert in the shirt, and combine any overlapping verts (forgot the exact command, hit M and it should say iirc)

near grove
#

so murge the faces and it should fix scemes causeing animation issues?

steady patio
#

yes because then it would stretch as expected

viscid narwhal
#

Can I use the Blender add-on Faceit for VRchat?

#

If so, I cant figure it out for the life of me. I have been having rigging issues everywhere..

#

Also having difficulty with toggling a mask mesh. I found a tutorial but it keeps expecting that I know what I'm doing..

languid estuary
#

I can't select the Viseme on blender, anyone know whats up?

#

Ok I am an idiots its ok, had wrong Armature selected by accident xD

south siren
#

it will be chaos to rig my fish model

#

got any tips on how to get it done?

fading verge
formal hare
# south siren it will be chaos to rig my fish model

dont know exactly what youre trying to do, is this a puppet or just an animated prop for something (furthermore to what level of quality do you want)?
if this is a higher quality thing i would personally do it kind of like pic rel with ~16 bone structure (each red circle representing a bone); naturally youd decrease this based on how optimized you want it (ex: a faraway/very small fish in a tank might warrant like 2-4 bones but a detailed hand puppet may want like 20 bones)

crisp tendon
#

For ref, this is a shark armature

formal hare
#

^

sleek isle
#

only one at the top will be fine

formal hare
#

most likely, just depends on how you want it to animate and the like

urban zenith
#

how can I extend my arm length, or controller position in unity? my characters arms are too short in the game, and mine are too long IRL

#

is that what arm stretch does?

sage patio
#

@urban zenith you can do that in blender

#

go on YouTube and search for "Full body fixes" by Kung

urban zenith
sage patio
#

@urban zenith why would it mess up the mesh? if you're in Pose mode, it moves the bones and the mesh

urban zenith
#

I don't need to move the bones, I need to offset the VR controller positions, it would be as simple as VRControllers -> GetForwardVector + X

sage patio
#

@urban zenith avatar proportions and scaling is a little bit complex, which is why that video exists.

to answer your previous question about having the VR controllers exposed, well they aren't.

#

the ways to adjust your proportions is to adjust the User real height setting in game, or to lengthen/shorten the arms

#

typically lengthening the arms

urban zenith
#

Thanks. My character does match my proportions (see my post in #user-support-old) it turns out changing the view position fixed it for me

fading verge
#

if i have 2 sets of eyes is it possible to have the eye tracking movement on both sets?

willow idol
#

wrong channel oops

sage patio
#

you could use rotation constraints on the 2nd pair to copy the rotation of the first one

stiff hornet
#

Moving myself over here cause I need help figuring out how to modify some blend shapes

#

Something that would normally be at 300% I wanna set as the 100% point. I...don't know how to do that

crisp tendon
#

You'd want to use the shapekey mix for your 300% to become the new 100% of another

stiff hornet
#

Oh. Can I rename the shapekey after the fact?

crisp tendon
#

yeah you can do anything to it

stiff hornet
#

I mean to the thing it was before. So, delete the old shapekey and replace it with the new one.

crisp tendon
#

yep

stiff hornet
#

Perfect. Doing that tomorrow as I need sleep.

crisp tendon
stiff hornet
#

...after that I need to learn weight painting and actual rigging for another avatar...

fading verge
#

Someone rig a taur anytime? I had a few questions

verbal ice
#

i re-exported my avatar to change something and now my body mesh is under my right wrist

#

cause i mapped something in blender to right wrist, then combined all meshes and exported

#

anyone know what to do here lol

sage patio
#

make sure that the body mesh is 1: parented to the Armature (hold shift and drag in hierarchy to Armature), and 2: mesh has an Armature modifier on it, with "Object" set to your model's armature @verbal ice

verbal ice
#

when i do that it snaps into the floor

sage patio
#

before you do it, select your mesh and do Ctrl + A > All transforms

#

can do the same to the armature too

verbal ice
#

puts it in the floor when i do that too

sage patio
#

hmm

#

call?

verbal ice
#

check dms

arctic ember
#

Automatic twistbone generation seems pretty beneficial! Before ^

#

After ^

hearty thunder
#

v2.0 of the digitigrade leg tutorial. Now with 100% more perfect foot tracking and 100% less FinalIK and having to set up a bunch of proxy empties everywhere.

fervent hornet
#

No FIK 😔

#

Glad you found a free way to do it though!

hearty thunder
#

FinalIK is great for, well, IK, but it really is a massive barrier for people because it really is just way too expensive for what it is/does.
Still see no way to get back wings moving about from arm movement with a pre-made model that didn't have it made with VRChat in mind without actual IK.

fervent hornet
#

Honestly I rely on FIK so much that I stopped thinking about solutions that dont use it

hearty thunder
#

"When you have a hammer, everything becomes nails." Hardly exempt from having done that myself.

fervent hornet
#

Maybe when VRC removes FIK we'll have a free VRC variant that people can use 🙏

still oriole
#

Hello, is there a way of creating eye tracking for eyes that are more to the side, in this case, dinosaur ones? I set up limits for the eyes in muscle settings but when setting up rotation states the SDK doesn't seem to respect the limits at all, same for VRC itself (turning one of them to one side makes the other turn into the head). Am I overlooking something here? Mind you it's my first time making an avatar from scratch.

hearty thunder
#

Best thing to do is have a 2nd unweighted set of eye bones that mimic human eyes on the head, set up the Avatar Descriptor and such to use those empty eye bones, then rotation constrain the empty eye bones with the real eye bones.

still oriole
#

Alright, that sounds like a good idea, thanks.

arctic ember
#

Perhaps some of y'all have encountered this: my hip-constraint twist bones turn backwards when crouching

#

Anyone else have that issue?

fervent hornet
#

I had a hip constraint at one point that flipped, but that was only when I laid on my back and basically started looking behind me in FBT. I fixed it by making it not follow 100% but if you're flipping when just crouching it may be similar

#

I think its when it hits a limit it decides that the best course of action is to go back to the start (IE instead of doing 365 degrees it goes back to 5)

fervent hornet
arctic ember
#

I thought I reset them, but I'll give it a shot

#

hmm, yeah, no rolls currently

fervent hornet
#

I didnt really experiment much with the problem when I had it since it was kinda niche for it to happen

still oriole
#

So does limiting movement in muscle settings actually do anything for the eyes? Or anything for that matter?

hearty thunder
#

In muscle settings not really, have to do that in the Avatar Descriptor.

still oriole
#

I don't think I've ever seen an option for that though?

#

What I have is eyes on the sides. What I want to do is have them function normally looking left/right, but when looking straight forward it would be the equivalent of a crosseyed human. I just don't see how to do this using constraints and rotation states alone.

still oriole
#

OH. You can click the little chain icons. Oh I feel a little dumb now. Thanks a lot!

tranquil pilot
#

anyone has good advice for heels rigging? Idk how to call this... anyway, was wondering if i should correct the bones once i put heels on my character

bold shadow
#

If anyone could help i'd really appreciate it: I'm currently porting a character from unity into vrc or attempting to 😅 and from all the tutorials say to use the vrc avatar descriptor but even though i have the sdk downloaded it doesnt pop up

#

I do have the sdk imported as well and i see the descriptor in the file but its not in the area to add as a component

vivid carbon
bold shadow
#

that could be it when i downloaded it it says 2018

high nebula
#

I have a blendshape that works perfectly fine in Unity, but when ported into Vseeface it goes all wack on me. Everything else works completely fine except for this. Any idea what's wrong with it? (bottom left is the way it's supposed to look)

crisp tendon
#

a blendshape for fingers ?

high nebula
# crisp tendon a blendshape for fingers ?

I posed the model first in Blender then used the "Save as Shape Key" option under the armature modifier, which let me get the result in the bottom left when I set the shapekey in Unity

i'm leaning towards the chance that not all of the finger bones were exactly set to a t-pose before the first export (they weren't green like the rest when configuring), but before the second export it seemed to be working just fine when I moved the slider till it got to Vseeface

crisp tendon
#

That seems likely, as the shapekey looks broken, but there is some symmetry and rotations issues visible, so with a proper t-pose it might be fine

full crypt
#

Hi everyone, sorry about the image quality but basically I'm having trouble uploading my avatar... I'm pretty sure its rigged correctly but im getting three errors: humanoid avatar must have head, hands and feet bones mapped. Your avatar is humanoid, but its feet aren't specified! and Your avatar is humanoid, but its upper arms aren't specified! How can I get this thing working in vrchat? Thanks in advance

full crypt
#

sorry im having a tough time taking screenshots

#

im using a mac though

#

so i dont have a windows key

#

how do i do that... i brought this .fbx in rigged

mild stratus
#

Also, make sure your avatar descriptor is on the root of the avatar.

full crypt
#

uh oh i accidentally saved the scene as something else and now when i click the avatar in the hierarchy the inspector just shows the object title with "configure avatar" button and im unable to add a component

#

anyone know where/how to properly configure the animator component?

#

no idea. starting over

#

okay so i just brought in the avatar with proper humanoid rig settings, configured the chest bone how you said. i also just added an avatar descriptor component. not sure how to configure that. do i need to add an animator component as well?

#

oh my gosh now its saying that my avatar has exactly 2147483647 polygons... there's no way... it was just under 7500

mild stratus
#

Just press the auto-fix button

full crypt
#

i got it uploaded! thanks all who helped 🙂

surreal meteor
#

when i try to merge both armature i get this error

#

and everything is set to 0 or 1 for the scale

#

idk what to do

dry marsh
#

I'm brand new to rigging and blender in general, was wondering if I did this right?

fading verge
# dry marsh

looks like it, its not the best advice coming from me but looks like your set

crisp tendon
fading verge
#

Are you the kitty I met in game? Do you remember my name?

rugged goblet
#

the chest pushes in and I have no idea why

glass ridge
#

hello why is my mans hands broken

fading verge
#

I wear the pink Kon avater!

#

HeyWolfy is my name in game

glass ridge
#

can anyone help me with the robot

glass ridge
#

Okay

glass ridge
#

I’ll do that tommorow

floral willow
#

Avatar's hip does a 180 with full body anyone knows how to fix that?

crisp tendon
#

Don't use a flipped hip bone

floral willow
#

doesn't look like flipped tho

knotty hinge
#

Hi I'm trying to rig for the first time and bones come with this model and I had to get rid of a few as I edited it (so making the tail bones disappear and the spike bones) but when I try to open it in unity the armature stuff doesn't seem to transfer over...? And how can I pose the model to be in a T pose so it matches the default unity ones

crisp tendon
#

How does it look in blender ?

knotty hinge
crisp tendon
#

Where's the mesh in the hierarchy ?

knotty hinge
#

here

crisp tendon
#

Ah, so it's not parented to it correctly

knotty hinge
#

would you be so kind as to help me ;v;

crisp tendon
#

Your mesh need to be parented to the armature

#

select your armature and do Alt + P

#

Clear Parent

knotty hinge
#

is this better?

crisp tendon
#

Much

knotty hinge
#

yay ^O^)/ thank you for helping me btw

#

I got super duper muddled and stressed and panicked trying all sorts of stuff I found online and I think I made it worse

crisp tendon
#

Now select your mesh, then hold Shift and select the armature, do Ctrl + P > Armature deform

knotty hinge
#

when I shift to select the armature it selects everything above it too so everything, is that okay?

#

like this

crisp tendon
#

Make sure to do that in the Scene view, not in the hierarchy

knotty hinge
#

Ohhh

#

thank you

#

so like this?

crisp tendon
#

Yup

knotty hinge
#

thank you for being kind even when I get all confused with the little things ;v; sorry if I sound dumb agh you've been so patient

crisp tendon
knotty hinge
#

ah when I click control p it talks about setting the parent do I set it to object

crisp tendon
#

Armature deform

knotty hinge
#

nono I mean it's just saying this

crisp tendon
#

You selected the object and then shift selected the armature right ?

knotty hinge
#

yup

#

ohoh I found it with a right click :D

#

this thingy?

crisp tendon
#

Oh, are you on blender 2.93 or 3.x ?

#

But yes that's correct

knotty hinge
#

I'm not sure what version

crisp tendon
#

You can see it in the bottom right corner but no worries, just slight difference in UI between your version and mine

#

Hopefully you should now have the armature and see the body below in the hierarchy

knotty hinge
#

mine's not in that order

crisp tendon
knotty hinge
#

I don't see an apply button for the make parent stuff

#

should it just work on its own?

crisp tendon
#

Oh, the armature is still parented to the mesh

#

Need to select the armature in scene view and do Alt + P to clear the parenting first

knotty hinge
#

ooh now it looks like yours

#

thank you :D

#

like this?

crisp tendon
#

Now you gotta redo the steps above to parent the mesh to the armature

#

select the mesh first then shift select the armature, Ctrl + P > Armature Deform

knotty hinge
#

is this right now?

crisp tendon
#

Yep, perfect !

knotty hinge
#

omgomg yayay thank you so much ^O^)/

crisp tendon
#

Now as a quick check, select the armature and switch it to pose mode, move the bones around to make sure it's all moving fine

knotty hinge
#

hmm when I move the bones it seems to move the bones themselves not the model?

crisp tendon
#

In that case make sure that the mesh does have an armature modifier

knotty hinge
#

is this right

crisp tendon
#

That looks correct

#

Sure you were in pose mode and not edit mode on the armature right ?

knotty hinge
#

this happens

#

am I trying the right thing

crisp tendon
#

Yep, and if you look in the top left corner, you can see that the bone is called Hips, for some reason

knotty hinge
#

w-wha that's not a hip

crisp tendon
#

First thing to now check will be that when switching your mesh into weight paint mode, and clicking in the vertex group list, that the correct parts light up

knotty hinge
#

uuuu is there a way I can stream this to you because I am getting super mega lost now

#

everything I click on in vertex and shape nothing seems to change?

crisp tendon
#

No color on any of them ?

knotty hinge
#

no

#

unless the blue means something

crisp tendon
#

Blue means no weight paint

#

Did you use any tool on the model in blender ?

#

I assume this came from Booth

knotty hinge
#

yup and I had to change the tail and the head with sculpting

crisp tendon
#

If you still have the original files, I'd suggest saving what you have and opening the other files in a new scene to check the weight paint there

knotty hinge
#

yeah this one shows stuff

#

is it possible to like copy some of them over?

crisp tendon
#

You'd have to either bring the whole mesh to your other project or to move your edits over to that scene

#

I'm guessing something you did during your sculpting process may have got rid of the weight paint data for the mesh

knotty hinge
#

why does it keep being rude and not letting me have two blenders open at once

crisp tendon
#

Are you right clicking the blender in your taskbar ?

knotty hinge
#

ooh thank you that did the trick right clicking and then clicking blender :D

#

I got them together now

crisp tendon
#

Now you just need to separate the edits from the base you had and get rid of what you didn't change

#

Also make sure to click this once you've separated your edit into its own mesh

knotty hinge
#

I'm having some trouble for some reason when I copy stuff it's copying the old model as well? Like the unedited model when I paste it

crisp tendon
#

copying and pasting how ?

#

You should just have to hide the correct mesh and armatures while you work on your edit, and delete the vertices of the mesh that aren't part of your edit

knotty hinge
#

I figured out that cut pasting was making it act weird now I did the separate thingy and now it's acting nicer yayay

#

I don't see the removed unused vertex group where is that?

crisp tendon
#

On your selected mesh edit object

knotty hinge
#

that one isn't showing up for me?

crisp tendon
#

Won't in edit mode

knotty hinge
#

I think I got them to sit ontop of eachother?

#

so do I just join them together now?

crisp tendon
#

Did you remove the unused vertex groups ?

knotty hinge
#

I still haven't been able to find that option

knotty hinge
#

I'm super duper tired and have a migraine would you be so kind as to help me tomorrow with this ;v; it's totally okay if you can't I understand and appreciate all the help so far

rose wadi
#

Hello! would anyone happen to know why this happens? (Problem is : I can't see my arms in front of me/my hands in game don't reflect right the position of my hands irl) [also don't mind the music at the end]

#

oh and in a normal A pose, my arms just go inside my chest

#

I think my arms model wise may be too short? but yeah wanted to ask you guys

crisp tendon
#

Your arms are too short for you to see then

crisp tendon
#

I've only used metarig, what does the rigify one look like ?

#

Or is that what rigify generates ?

#

Yes the required rig for vrchat works perfectly for animation, the rigify rig has additional hip bones that aren't used however

rose wadi
crisp tendon
#

Possibly, they're very disproportionate, you'd need a custom idle pose

rose wadi
#

Ohh i'll look into that then

#

supposedly the rig supports FBT, but i can't try it yet

knotty hinge
crisp tendon
#

Nope, that is part of blender's default afaik

#

Does the mesh edit object not have any vertex groups ?

knotty hinge
#

it seems that they do

crisp tendon
#

Did you enable wireframe for the display ?

#

Also make sure you're doing edits on your Basis shapekey

knotty hinge
#

is this better with the display?

crisp tendon
# knotty hinge what does that mean ;v;

Basis is the shapekey you should always have at the top of the shapekey list, it's the default look of your model, any other shapekey is an edit of your mesh

crisp tendon
knotty hinge
#

ah which stuff I have so many armatures ;v;'

#

and when you are talking about my mesh do you mean the added bits or the bits which I kept the same

#

is this right

crisp tendon
#

Yeah, just keep the armature that has the non edited mesh as a child object

fading verge
#

Does there need to be specific bone names ?

crisp tendon
#

What for ?

fading verge
#

for rigging avatars

crisp tendon
#

If you want things to go well yeah it's good to follow naming conventions

#

You can enable the rigify addon in blender, generate a basic human rig and look there

knotty hinge
#

I'm super sorry Ruuubrick for being all clueless T_T would you be so kind as to help me with the next step? I totally understand if not and I wish you a lovely day

crisp tendon
#

Am about to go to bed but ping me tomorrow and i'll try to help you out

turbid spear
#

I thought it might have been added by cats, but it doesn't seem to be the case so just assuming it was added in 2.92 or 2.93

tired viper
#

Sooooo Somehow my mesh and my armature aren't like connected together and I haven't figured out how to do it. If anyone's got a suggestion lmk please

crisp tendon
crisp tendon
#

The closer it is, the better it'll deform

languid ermine
#

looking for a good way to make a quadrupedal avatar for fullbody. Anyone know a good ay?

fading verge
#

can I have some help with my avatar

#

I dont know where to attach these I tried amataure ect

languid ermine
fading verge
#

im trying to put that and resize it down to match the awtters arms

languid ermine
# fading verge the stockings

got it. if they're different objects per limb, then you can parent the individual article to the corresponding limb.
If it's an entire mesh, you'll need to parent the model to the armature already being used for the awwter. (and also make sure it has correct weight paints to your awwter, so that it moves when they do).
To proportion them properly, match the scaling with the awwter, and keep transformations to 0. Adjust if need be.
The easiest way to apply the mesh to the armature for the awwter in blender is to parent it into the Armature hierarchy, and export it as a separate mesh. It works the same for toggles, and (if the weight paints are paired properly) can be deformed with the armature.

fading verge
#

oof

#

i have no clue how to do blender stuff

languid ermine
#

ok, do the bones in the socks match the bone names in the awwter base?

fading verge
#

only had body.001 is for socks and armature for the other

#

it dosent automatically scale it at all

#

like some things have