#avatar-rigging

1 messages · Page 195 of 1

languid ermine
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right, the scaling for the socks are proportionate to whatever the parent is.

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but do the armature bones in the awwter and the ones in the socks' armature match?

fading verge
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those are both armatures

fading verge
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idk where this wierd ass bone came from any ideas?

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also would it interupt with the rig of the avatar in any major capacity

fading verge
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characters stuck tposing but the armor moves perfectly fine

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wtf

fading verge
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why is my character still tposing not a blender thing

knotty hinge
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see it's selecting the added bits

fading verge
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If its not the animator or the config causing the tpose what is it

crisp tendon
knotty hinge
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the guide was telling me to ;v;' that's why I got muddled

crisp tendon
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Have you tried merging your mesh into the other one ?

knotty hinge
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thank you I just tried that the control j thingy yayay :D

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will that make the armature weight stuff mad if I have the added stuff and the old model?

crisp tendon
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I think that's fine, you can always fix the head weight paint if it turns out to be an issue

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and remember to delete the armatures that you don't need !

knotty hinge
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do you know why there are armatures like inside of the head? should I keep those

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these thingies

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some are on the outside others on the inside. I get why the outside ones were there because there was fluff but not why the inside ones are there is it to do with the eyes?

crisp tendon
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What are the bone names ?

knotty hinge
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ah why are there so many bones?

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is this because there were multiple meshes?

crisp tendon
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Yep

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Just keep the armature that has the main mesh under it

knotty hinge
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forgive me if this is a dumb question but what's the difference between bones and armature? ;v;' I feel dumb not knowing this and aaa I wish I understood more

crisp tendon
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bone is individual piece of the armature

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armature is skeleton

knotty hinge
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oooh thank you

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when I click the armatures nothing seems to glow except for the last armature listed which says armature.0003

crisp tendon
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In that case delete armature 002 and 003

knotty hinge
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thank you for the help you've been a lifesaver

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huh why are there shape keys for vowels (it's all in japanese)

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there is literally a shape key called shiitake what the beep does this mean

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I asked my girlfriend about the ones that deepL and google won't translate she says they are romanji?

crisp tendon
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Romanji should be non English words, in our alphabet but as japanese vocabulary

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It's up to you to keep those shapekeys or not, you don't have to

knotty hinge
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shapekeys are like animations, right?

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I managed to translate everything but those phew

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so I have to make new weight vertex group thingies for the new crest and tail?

knotty hinge
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hmm so things have the right name now like all the bones but when I move stuff in pose mode it still doesn't move the model?

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I'm super sedated from my medication I'm going to bed now but thank you for the help again today Ruuubick I'm learning so much from you ^O^)/ I hope I'm not causing trouble thank you for your help

tired viper
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I finally got to a point to where I exported my model to unity. But I looked and the armature isn't showing up. I act like I'm gonna upload it to vrc to see what's wrong but it says I didn't import as a humanoid or something like that

quaint beacon
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Does anyone know how to fix the issue where your view point will sink into your chest/neck and your vision will be blocked when you sit down in fullbody?

crisp tendon
subtle cove
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hi! not sure if this is the right channel to ask but im vaguely new to avatar creation and have a problem with setting up eye tracking using CATS
whenever I set up eye tracking the pupils move back and forth instead of up and down, they move left and right just fine though

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any way I can fix this?

knotty hinge
crisp tendon
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Does it move in unity ?

crisp tendon
subtle cove
crisp tendon
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What do they look like before eye tracking generation ?

subtle cove
crisp tendon
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Try doing Alt + R in edit mode and then try again

subtle cove
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just tried it, didnt fix the eyes :(

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ah wait

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theres eye bones way near the feet i didn't see before, ill see if thats the problem

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fixed it, thank you anyways!

knotty hinge
crisp tendon
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They do, they just have odd names

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If you lat click the tiny triangle next to that bone it'll expand the list

knotty hinge
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ohh is it because the model is opaque

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the grey stuff looks way smoother than the yellow too

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should I make it kinda jagged as well? I want to be able to use this in quest

crisp tendon
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You may need to apply shade smooth in blender

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But if you move the bones in unity and it's fine, then i'm not too sure what the issue could be

knotty hinge
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when I move the bones in unity it doesn't do anything

knotty hinge
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quest likes that more, right? having less vertices?

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is it possible to do it the other way where I make the yellow stuff smoother instead of the pink stuff harsher?

crisp tendon
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That changes nothing for the polygon count, it's just a shading method

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I would suggest turning it all to shade smooth though, as that's how the model was meant to be seen

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It's called shade smooth

knotty hinge
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I did object shade smooth and it's still all square

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nevermind it works now :D

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thank you you're so smart at this aaa when my model is done I wanna draw your avatar

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it's a lil lumpy but when I try to fix it in sculpt mode with smooth or flatten it doesn't really do anything?

crisp tendon
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Up to you, if you think you can fix it without messing with the geometry too much, give it a try !

river berry
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okay when adding new clothes.. do they HAVE TO have an armature? ive see youtube tutorials where they didnt use/need them but those are outdated.. also i somehow misaligned my armature for my dress. YET there doesnt seem to be any armature/ bones??? i uploaded the dress by itself separately to check and theres nothing visible... how screwed am i ?

crisp tendon
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you can clear parent and keep transports with alt + P

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and then delete the empty that you're left with

river berry
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also why cant i SEE any armature?

crisp tendon
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the bones are in the mesh, you'd need to select your armature/bones and enable the "In Front" display option

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Select your three outfit pieces, do this

crisp tendon
river berry
# crisp tendon

Welp it would seem that this dress isn't rigged and i didnt notice til now.. how could i make it move with the avatar properly? Someone said to "try to join the mesh with the avatars bones with automatic weights" but they dont know much about it..

crisp tendon
river berry
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Hey @crisp tendon i believe i have followed as you said above, but this avatar never had legs from the thigh down.. and this outfit has stockings and shoes i refitted.. but as i said none of this outfit is rigged.. how can i attach the "new legs" to the body armature? i cant seem to get it to work.. ive been at this for 3 full nights now x.x also im thinking that the outfit needs to be assigned it parts of the body instead of the ENTIRE body to avoid the weird stretching im getting.. how can i do this?

crisp tendon
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You'd want to remove that weight paint specifically, but if you look at more weight paint tutorials you'll get the hang out of it quickly

river berry
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OH! also i managed to separate the dress into sections.. i figure that would be easier to do. like the bottom of the dress follows legs, top of dress follows torso etc.
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okay thank ya

knotty hinge
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ruuuu is it too late to ask for help about why my bones aren't working and for help with the next step it's totally fine if it is

knotty hinge
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why's the texture painting looking so much worse this time around

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is it the smooth thingy?

teal mantle
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Hey. Got a question. I have a vroid. I did all of the changes I need to do for the armature but still getting the peepee stance when I’m kneeling. I don’t have fbt yet so was wondering if it would change when I get it or what else am I missing guys?

wintry thicket
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it tends to do things like that

crisp tendon
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Blender is fine for texturing

tight musk
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soooo animation in blender tracks hips, animations transferred to unity don't?

brittle hill
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might be a rookie question but i want to connect 1 and 2 to 3 and still have the weight that 1 and 2 have in them, is that possible? if so how?, i have tried to parent them, joined them and such but it loses it weights which im trying to avoid.

glass pelican
brittle hill
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for that to be active, i would need to join all of them correct? since otherwise it is greyed out

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since right now the tail bone, head bones and body bones are seperate

brittle hill
glass pelican
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It merges them and weightpaint

sand jasper
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So, I got an already rigged model from someone, but the bones are twisted so that when I try to straighten the spine...

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I have 0 experience with rigs, so some in-depth help might be needed.

inland badge
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Does anyone know how i would go rigging a sliding avatar with no legs and floating hands??

crisp tendon
cerulean temple
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For the hands, you can just hand the balls as the "wrist" and have invisible arms

bitter sky
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Would anyone be able to tell me the best way I can add new shoes to my avatar? I have used blender before, trying to add skates to my current avatar for the new skating world coming out tmrw and no matter what I do when I try walking with it or testing a animation in unity the shoes just go off the feet

sand jasper
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There's 2 bones in the neck, and I have to get rid of one of them. How do I do that without breaking things? I assume I have to readjust the hierarchy somehow. Don't know how to do that.

sand jasper
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I tried deleting the second neck bone and parenting the head to the neck like a tutorial said to...

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And the mesh thing is something I have no clue what's going on there

tired idol
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How do I name bones in blender?

fading verge
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I'm not really at the stage yet but how does rigging work?

sand jasper
fading verge
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Alright

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I watched a video. Think I understand the basics now

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It doesn't seem that difficult

brisk terrace
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My legs get crossed as soon as i crouch a bit....any idea how i can fix

bitter sky
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so if I have my current avatar with a armature and I am trying to add shoes that don't come with a armature what would be the easiest way to do so?

tranquil pilot
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what does bone collider do?

kind mortar
oblique night
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I need help with some blender weightpainting and stuff. dm me please

undone veldt
errant tartan
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I have been editting an avatar, But when I now go into pose mode I cannot select and bones and when I move bones around the mesh doesn't move with it. If I select the vertex group in the right side it will show the weight paint on the mesh like normal?

tired canopy
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Hey any tips on how I should rig this for animation? I was thinking of doing several IKs but I'm not sure if that's a good way to do it anymore.

brave edge
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heyo, I'm having issues with unity rigging. I've gone in and tried to configure, but even after that I still get a notification that "has an invalid Avatar Rig Configuration. Missing or invalid transform:
Found duplicate transform 'LeftEye' for human bone 'Jaw' and 'LeftEye'"

hearty thunder
tired canopy
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I've actually never rigged a tube but the animation part is totally fine and I knew going in to the project.

fading verge
halcyon plank
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help. I tried selected the hip bone and the right left bone and used Ctrl+P to parent it and set it to keep offset but the black dotted line is connected to the wrong circle thing

tired canopy
halcyon plank
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that looks wrong too

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now it's connected to the upper circle thing

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shouldn't it be connected to the bottom circle?

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or is this actually correct?

tired canopy
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No with how the bones are oriented that's how it would connect I think. You should be fine

halcyon plank
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oriented? but this is how they should be orientated, right? idk because this is how they were orientated in a video I was following

tired canopy
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Yeah no worries you're totally fine. The line is mostly just there to represent which bones are parented to who.

halcyon plank
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the legs still doesn't seem to be connected to the bones. hmm

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I check the head and it works there but not for the leg bones

tired canopy
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Have you done your weight paints yet?

halcyon plank
tired canopy
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Click ok your bones, then the mesh, go into weight paint mode and alt click the thigh bone, it probably doesn't have it's weight paints done yet

halcyon plank
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what?

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why click the bones and then click the mesh? why not just click the mesh right away?

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so in object mode I click the mesh

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sorry I don't understand your instructions

tired canopy
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Here's what I mean, sorry if I explained poorly

halcyon plank
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I can't select both the bones and the mesh

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it won't allow me

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also you're painting onto the mesh? that doesn't look like what I want?

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but anyway I can only select either the bones or the body/mesh

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god I wish there was a clear tutorial explaining all of this

tired canopy
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Weight paints is exactly what you want to do! It basically tells which bones controlls what verticies when they move! But that's odd. What mode are you in currently?

halcyon plank
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Object mode

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it's just weird how it works for the head and the main spine and bones and stuff

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it's only the legs and such that don't work

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maybe they aren't connected correctly?

tired canopy
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Did you do you automatic weights already?

halcyon plank
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what?

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um? idk?

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Hoi there, Rain sensei here, this video is a recap of my 3D modelling series Parts 12 to 13, covering rigging your model.

if at any point you feel as if you need a more thorough explaination, seek out the relevant episode and scrub through it to find what you are looking for, I will slowly explain things in those videos, so please check the ori...

▶ Play video
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I've been trying to follow this video which has been a pain so far

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at 4:48 the person does the weight paint stuff

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honestly idk why people compliment the creator of the video so much when it's incredibly hard to follow along and many things aren't explain or downright ignored

tired canopy
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Yeah that is the funkiest way I've ever seen anyone assign weights...

The easier way is to select the mesh, then the bones, press ctrl+p and choose "With Automatic Weights"

halcyon plank
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wait what's vertex groups? I noticed it in the project. weird

halcyon plank
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wait nvm I can select them in the inspector

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bruh

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there

tired canopy
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Oooh okay yeah it does that sometimes it's super funky

halcyon plank
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should I use x mirror?

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saw it in another video

tired canopy
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No, the basic setting should do just fine

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But now go into pose mode and try it out!

halcyon plank
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nice

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it seems to work

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oh god... I still need to rig the tail and the ears

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btw

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I clicked on the weird grey shape on the Body and these vertex groups came up

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is it anything I need to concern myself with?

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cause some of the names seems to be the same as the names I gave the bones but some of them are different

tired canopy
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Don't worry it's not too bad, just create the bones (you have no naming conventions to worry about) and do another automatic weights again!

And no! The vertex groups is just a selection of verts created when you weight paint!

halcyon plank
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well if you say so

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god... trying to do rigging for the first time has been such a pain. but at least it's gotten a little easier as I'm starting to understand it more

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and to think... all this simply because unity was complaining about missing the damn left foot or something

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wait... I named my bone Left Ankle so would I have to rename it to Left Foot instead?

tired canopy
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There are naming conventions to follow for everything that let's unity immediately slot it in the right spot but you can do it manually later

halcyon plank
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I wish I could've just used the original rigging of the model

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question. how many bones does the tail and ears need to have?

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and how should I name them?

tired canopy
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Can you show me the wireframe of the tail and ears?

halcyon plank
tired canopy
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Ah not the mesh the wireframe!

halcyon plank
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uh...

tired canopy
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Just hold down z and go to wireframe!

halcyon plank
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this?

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that's wireframe

tired canopy
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I assume you plan to put dynamic bones there?

halcyon plank
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wait maybe I can import the old model and look at the old rigging and just kinda copy it over

halcyon plank
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I mean I definitely need bones for movement

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cause right now if I rotate the head the ears are still in place

tired canopy
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Got it! I would personally say two for the years and maybe four for the tail?

halcyon plank
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the old rigging is kinda weird lol. but maybe I can try and copy how the ears were done

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hmm I wonder if my bones should be different in size

tired canopy
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And a very important thing! After you've done your automatic weight paint again, make a super tiny bone for both ears and the tail, parent the ears and tail to their tiny bone, then the tiny bone to the head for the ears and the hips for the tail, this helps the dynamic bones

halcyon plank
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I mean looking size to side they're kinda different in some places

tired canopy
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And yeah, try to scale them so they're rougly inside the body and in places the body naturally bends

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Which you have which is good!

halcyon plank
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also I just noticed the old rigging has 4 bones for each arm but mine only has 3. do you think that'll be a problem?

halcyon plank
tired canopy
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Your model doesn't have hands so after you've done you automatic weight just put on an extra one. It won't do anything to the model but it will make unity happy with the rig. They don't have to have a good size really

fierce grail
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Your model doesn't fullfill requirements to work properly with full body looking at those screenshots.

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Should be as close as possible to this

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Finger and toe bones are optional and their absence doesn't break full body, aside from lack of toe bones causing your legs to go off the ground in certain situations where you would normally tip-toe.

halcyon plank
halcyon plank
tired canopy
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Yeah that works!

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It won't do anything so just as long as it exists it should be good

halcyon plank
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I made it worse...

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I also added the hands as suggested. idk what I'm missing

halcyon plank
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okay so I kinda fixed it but it's still looking a bit weird

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so the model itself has the legs bend but I think if I try to match the model too much the legs will bend too much in game (or at least that's what I'm worried about). but should I try and make the bones fit the model more or less?

silver walrus
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does anyone know how to add clothes to parts of avatars with dynamic bones like ears / breasts? The issue I have is that the weights are correct, but the bones jitter wildly when I parent armatures.

unique mason
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would it break the vrc side to use ik controls on your rig? animating fully FK is such a pain lol

fading verge
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Hello, I need a hero who can help me a bit understanding how importing animations from blender to unity work because sometimes it works and sometimes it doesn't :/

halcyon plank
normal field
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hey, no matter how I weight this joint it seems to corrupt (?) when I import it into unity. In blender its fine. Ive cleaned my weights, normalized them. the only thing that seems to get rid of it is ONLY assigning 1 bone per vertex.

crisp tendon
normal field
crisp tendon
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Did you select any of those vertices in edit mode to see which vertex groups they're part of ?

normal field
crisp tendon
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I don't think unity will like that generally

sour timber
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Does anyone know where to get a free rig for a humanoid avatar?

bleak rover
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do you want a humanoid rig for a specific model, or would any humanoid bone armature suffice?

ornate stone
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Bought a new avatar, is this something I should bother fixing?

crisp tendon
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most likely not, only worth fixing if you actually encounter any issue

ornate stone
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Yeah, that's what I thought as well

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Thank you!

robust crescent
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never really had much issue with that error, even in fbt

crisp tendon
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Rigify in Blender or Mixamo in web browser

wind halo
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so when i was gonna add this model as an avatar
i saw that the chest bone is missing and idk how im gonna add one

stuck oxide
runic blaze
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i have this really simple avatar set up (only about 500 tris and 4 bones) but i'm not sure how to properly rig it

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(first avatar btw)

fading verge
hardy pollen
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how do I make this rig work in vrchat? One model had this and it lagged unity a ton

robust crescent
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cats can auto remove all the stuff vrchat dont need, but likely the bone names are all wrong

hardy pollen
hexed breach
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are there ways to animate extra bones on a model that is humanoid. I have imported a model with an animation of the chest bursting open and the preview window shows the animation working as it should but because of the humanoid constraints i cannot have the animation play is there a workaround to this problem?

sleek isle
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Humanoid constraints? Never heard of that one.

near grove
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Can't remove enbeds on mobile lul

runic blaze
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atleast this means i'll be able to use it as a fallback too

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(i think?)

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anyways yeah you've been a huge help thank u

near grove
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Make sure you follow the higharchy correctly or else vr chat will moan at you

near grove
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And have you kept to 1 mesh 1 mat

runic blaze
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it's 1 mesh 1 mat, around 400 tris (i optimized it since last time)

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not even any transparent shaders :D

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(or alphaclipping anyways)

near grove
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Yeh that's Def fine for a fallback
Just use mobile snaderd or toon then

runic blaze
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ye

near grove
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Btw quest doesn't even support cutout

runic blaze
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oh lol

near grove
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So may want to cut those out with a knife

runic blaze
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do i need shoulders? the control panel is saying i need shoulders

near grove
runic blaze
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right ok

hardy pollen
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Is there a tutorial on how to extrude bones to create shoulder and hip bones? Mainly Fnaf models are missing those

knotty hinge
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since my avatar's uvs were a complete mess because of merging stuff I'm going to have to start the uv part from scratch

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trouble is the edited model doesn't really smoothly join with the neck and also because it's got these funky lil square things which aren't as regular as the body and original mesh the uvs are always really weird and jagged?

hearty thunder
near grove
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if on pc i would have linked

storm sundial
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How to
Edit weigh paint?

languid ermine
# storm sundial How to Edit weigh paint?

Weight painting avatars in blender for VRChat can be super time consuming and very tricky, but in this video I show you how to do it very fast and easy! It only takes a few clicks and you're done, so don't worry about weight painting ever again! You can do it!

Thank you for watching!

Website downloads: https://www.ask-amber.com/downloads

Join...

▶ Play video
storm sundial
stable yoke
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I have been having a problem with my FBT avatar. Whenever I am in VRChat in FBT my avatars chest rotates almost 90 degrees to the right side of the avatar. The avatar doesn't do this when I am not in full body tracking though so I am stumped as to what is wrong. I have a screenshot of what happens what it is supposed to look like (T-posed) and a few screenshots of my rigging in blender. If anyone knows how to fix this please let me know! Thank you

shadow fern
stable yoke
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Thanks

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Sadly that didn't fix it

stable yoke
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I fixed it somehow! What I did was I turned off Inherit rotation in blender and that worked. Idk why but it id

knotty hinge
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why does the cockatiel model look like this when imported

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ornate stone
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So I have this new hair piece, how do I merge the bones from that one into my already existing armature?

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I know it's from CATS right?

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New hair

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My existing Armature

fading verge
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Hey is anyone willing to explain to me like im 5 the process of taking an avatar from unity, importing it to blender to fix the full body tracking, then taking that and putting it back into unity to upload? I feel like im missing something major and I cant seem to figure it out. (first day trying all this so please be patient with me) I have the FBX converter file thing but when I put it into blender its just a white blank model no textures or shaders anything like that and i figure its alright so I re arrange my bones and whatnot and try to put it back into unity but cant find a way to re apply all the coloring and stuff

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I got 2 avatars from commissions and just trying to fine adjust the fbt

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If you are willing to chat with me through it send me a DM please

fading verge
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good morning sirs i have come to you with yet another terrible news i am afraid to tell you that i have ran into huge troubles with my avatar showing gaps in the arm pits and as well as in the back of the neck i have no idea what i did wrong and i must add that i would be eternaly grateful if any of you lovely saussages help through this

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here is what it looks like in game the vest is all messed

fading verge
signal pagoda
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mixamo is so cool

fallen bronze
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Will vrchat complain if the leg bones are spread out wider? Or if the arms are very big?

fading verge
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I believe errors regarding angles are displayed in the builder tab

fallow mango
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does anyone know how to fix a model whose rig is entirely backwards when ported to unity? tried google but the only suggestion i found was to flip it 180 in blender and that didnt seem to help

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a screenshot with the default swim test pose

crisp tendon
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You also need to apply those rotations with Ctrl + A > All transforms

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In object mode

mild stratus
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You should also make sure the rig is in a (applied) t-pose on export, as that can sometimes solve the issue.

fallow mango
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ive followed your steps and seems to still be broken...

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its as if the mesh and rig are offset somehow so that they flip

crisp tendon
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Did you apply transforms on both ?

fallow mango
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yes

crisp tendon
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Make sure the bones of the armature have the correct name on each side

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make sure it's facing the correct way in blender in the first place

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Or use cats to apply your rest pose if you're sure of the above

fallow mango
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to check, what is the correct direction?

crisp tendon
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Press 1 on numpad

fallow mango
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ah it's good on that front then

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i think the issue may possibly be the hip bones, in the unity bone view they seem to be real out of wack

fallow mango
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earlier i must have thought they were broken, swapped them, and by doing so broken them again

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many thanks for the help, i think i need to un-ruin a couple bones but other than that thanks very much

crisp tendon
amber scroll
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That's the current issue

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This is how it should be

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It happened when I added ears to my avatar in blender and imported it to unity, added mesh, added bones yadda yadda.

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The only difference I see in Unity between the two models that bothers me is that if I have the same Radius values in the Dynamic bones, the old one is fine, but the new one's abnormally large

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This one showing normal radius size

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This one showing a large size, despite having the same radius value (And no, decreasing the radius size on the new one Does not band-aid nor fix the problem)

remote narwhal
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That’s also an issue that happens when some of your scripts are broken

hardy pollen
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how do I fix this from happening when in edit mode?

vocal sentinel
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Which avatar is that?

flint yarrow
#

genuinely dunno whats causing this, i think it might be a rigging issue but i cant pinpoint it. i know my bone roll is at 0 for all my bones, and that my armature is symmetrical

#

my arms are supposed to be straight out in this image

#

this is what my rig looks like

sleek isle
#

Have it in t-pose by default maybe

still oriole
blazing urchin
#

Where's a great place to get avis? I want one recolored but the package is broken

civic elm
#

Could someone help me please? I'm trying to make a fallback avatar with a sign. But I got to take the sign texture and join it with the atles of the model, so it has 1 material and will work as a fallback. Does anyone know how to do this in blender & cats plugin?

vivid carbon
# civic elm

Do you have Cats Blender Plugin? You can use it's custom model tool to parent the 2d plane to the hip bone

vivid carbon
civic elm
#

I legit just clicked and dragged a png into the blender project.

vivid carbon
#

that is probably part of the problem

civic elm
#

How do I insure a png correctly?

#

And make it a sign?

vivid carbon
#

You should make a 2d plane and attach the image that way, but I'm not one to help with that

civic elm
civic elm
#

It's joined with the hips

minor shore
#

i have a model with a hood who's hair was sticking through so i kinda lowered them but now whenever she blinks or smth that part keeps moving up and down. I even did the shape propagate thing on blender but it's still doing it even though when i move the shape keys in blender its not doing that.. how do i fix this?

minor shore
crisp tendon
#

You would need to edit the basis shapekey and shape propagate those changes

sleek radish
#

You can apply the vetex data from.any shape key, additively or directly, using that tool. Definitely worth it.

minor shore
#

i got it. it wasnt the hair it was the forehead sticking through. all good now... iris

amber scroll
sturdy belfry
#

whenever i go in game / test the rotation states on my eyes in the avatar descriptor, my eyes completely disappear. anyone know how to fix?

summer hawk
#

are the bones pointing upward

sturdy belfry
#

Yes

summer hawk
#

makesure the boneroll is 0 also

humble lake
amber scroll
#

I'll see if something is somehow scaled largely or if something is far away. But i can guarantee the general model is the same size as my older version.

humble lake
amber scroll
humble lake
#

Mhm no worries~

frail skiff
#

hey guys what if my model doesnt use the standard IK rig is that still cool?

tough robin
frail skiff
#

Ah thx

remote narwhal
remote narwhal
robust crescent
#

4000 collision checks / fine vrcStoic

fervent hornet
#

Radius of the dynamic bones is relative to the armature scale, default export of fbx from blender results in an armature scale of 100

remote narwhal
#

Idk I’m probably wrong but that’s what I’ve learned

#

I’m no unity expert lol

fervent hornet
#

It being horribly optimized should not break the scripts like they already stated, it only makes it more difficult to figure out what is actually wrong

humble lake
amber scroll
#

I've seen octopus avatars with twice as many db scripts that works just fine.

crisp tendon
#

"works just fine" isn't an optimization benchmark lulw

still oriole
#

Oh so these are the avatars that make my headset lose tracking every five seconds.

amber scroll
#

Okay, I didn't say that "works just fine" is an optimization benchmark, it's still Functional. In this case, the avatar isn't functional as expected. And this other guy wants to say it's "unoptimized" which makes it magically not-functional, even though. There's other avatars that has more intense unoptimization, but still remain functional. If you can't understand that, or didn't read the context, then I don't know what to say for you.

tired canopy
#

Can an avatar that has a generic rig still have full body tracking? I remember reading it somewhere it can't but now that I think back on it I can't remember where I read it

fervent hornet
#

For an avatar to follow VR, it needs to be humanoid. However, you can have a humanoid armature for VRC to use for your VR, then using constraints you can have a sort of puppet system with a generic armature

tired canopy
#

Wait, so if I do two rigs, the generic rig with animations on the generic parts and another humanoid rig that works? I'm trying to make a naga model so I have to animate the tail for all of the walk animations, but that seriously works?

crisp tendon
#

That wouldn't work with full body sadly

tired canopy
#

Okay, is there any way to add the non humanoid parts of an animation to it then? I tried making an idle animation but it just ignored the non humanoid parts and tutorials haven't gotten me anywhere realky

#

Because that's really the last hurdle that I haven't been able to solve, how to get unity to notice the parts that aren't humanoid

robust crescent
#

You can detect velocity and do things to other parts , how i wobble the car i made ages ago

crisp tendon
tired canopy
#

Okay, so seperate them like so in blender before exporting?

#

I'm sorry if I'm not understanding it correctly, I'm not the best at this phase yet, but the model is already weight painted properly within blender

fervent hornet
#

I had a Naga model where the snake part slithered when I moved but the whole thing was an overengineered nightmare because I wanted it grounded

#

In blender it's still all one rig, the Naga part is basically just a tail like you would do a dog tail or the like

#

Animate the tail with a blend tree so it does the right movements based on velocity, toss some dynamic bones on it and you should be good to go

tired canopy
#

Yeah I've already planned out the dynamic bones part what I can't figure out how to do is to animate the blend tree.

#

The tail can be manually posed but it will not animate. All it will let me do is keyframes transforms, which VRChat won't pick up on for me

fervent hornet
#

What layer are you animating on?

tired canopy
#

I think straigth on the bones? There are no muscle groups for the tail

fervent hornet
#

No, the playable layer, locomotion, additive, gesture, ect

tired canopy
#

Oh the locomotion, for now inside the standing blend tree

fervent hornet
#

Did you see up a correctly defined avatar mask?

tired canopy
#

I actually can't find the avatar mask, it's supposed to be under animation right?

fervent hornet
tired canopy
#

Oh right, yeah sorry forgot, but there's none for the avatar no

fervent hornet
#

Well it wont work without one so maybe do that first

tired canopy
#

Okay there done. I should have one there now

#

What's next? Sorry that I'm not good at this. I wanted to do a sort of trial by fire situation to see how far I could push myself with this model and I've kind of run dry on how to do things

fervent hornet
#

Have you not animated the snake part? Its tedious but not too bad

tired canopy
#

I was planning on trying to figure out how it works in unity before doing the animations so I know what limitations unity puts on me. I do have an idle pose prepared atleast

fervent hornet
#

Here's the overengineered mess I was talking about, its actually doing all the slithering in the FX layer

#

The part that is actually being animated are the white boxes, the actual snake tail is a mix of the white, green, red, and yellow

#

I just copied the vrc_standinglocomotion for the blend tree and replaced the respective humanoid animations with the slithering counterparts

tired canopy
#

Oh wow okay. Was that the only way you figured out how? Because the plan I had was to put dynamic bones on most of the tail, create the animations in blender, put it in unity then afterwards animate the parts of the tail that do not have dynamic bones on them to cut down on time and allow it to turn naturally

#

Which as said, stumbled when I couldn't figure out how to animate the tail parts that don't have dynamic bones

fervent hornet
#

Dynamic bones by themselves will not give you any sort of slithering effect, youll just drag the tail behind you

tired canopy
#

Which is why I want to animate some of the tail, that way it can act as a driver and allow the rest of the tail to follow through. The tail isn't super long so I thought it might work then

fervent hornet
#

Yeah can probably just animate on the FX even though you arnt supposed to if the avatar mask is still giving you trouble 🤷‍♂️

#

The slithering wasnt a main point for my snake so I honestly havent tried many methods

#

I've put a pause on most lamia as dynamic bones is fucking trash so I'm gonna get back into it when physics bones comes out 👍

tired canopy
#

Got it but I just need to know if it's something I'm supposed to be able to do and I'm just messing up somewhere, can I animate using these or do I need to rig something for it to work?

fervent hornet
#

Since these are not humanoid bones, the transform component is all you can really use, you should be taking advantage of the recording feature though

tired canopy
#

Oh yeah of course, but I will experiment some more and see if putting on the mask solved it. Either way thank you so much so far

fervent hornet
#

Good luck!

tired canopy
#

Okay no that didn't solve it, my idle animation is for some reason looks a lot better now though so thanks for that atleast? Oh well I'm gonna get back to it and figure it out later. Thank you anyway!

wary nest
crisp tendon
#

If your lower body is a snake, yeah, that won't work with full body

wary nest
#

Gotcha. Thanks! 😁

bleak rover
#

I mean, you can make the constraints move the snake bones based on your leg movements, but it obviously won't be analogous to legs

crude bone
#

hi i started to have fun creating the avatar but i got a issue , for fit this dress to the model correct (head) the hands will stay upside

#

have any idea what i have to do for fit it correct?

wheat night
#

Not sure if this is the right discord channel for this kind of question but, can anyone tell me how to have in my radial menu, the option to switch materials on the fly? I got a Michael Myers model I've been working on as a Halloween project of sorts and had a bunch of weapons for him. I have two of each textures. A clean and a bloody for each weapon. Was just wondering if anyone knew how to switch the materials in the radial menu quick? Thanks!

unreal apex
#

Without making any changes, I import my .fbx to blender, then export the .fbx without making changes, and it completely breaks the model.

What am I doing wrong when either importing or exporting? There must be another step but I don't see one mentioned in any of the tutorials.

fading verge
#

does the entire model turn into sticks or look like it gets scrabled

#

i think that would have to do with the export settings being off, in the scale part so make sure thats normal

unreal apex
#

The model disappears and I have to redo everything in Unity

#

Like I would have to reimport the fbx, re-add all the dynamic bones, redo all the mats

#

because the model isn't "hooked up" to what I have done in unity despite the file being exactly the same

#

Before

#

model just goes poof, none of the settings are different, the file is identical as far as I can tell. I'm baffled

tired canopy
#

What do you export settings look like in blender?

unreal apex
#

Now it's giving me these errors in Unity

#

To clarify, I can click and drag the fbx into the scene in unity and it shows up, the issue is that the model in the existing scene with all the effects/dynamic bones/hours of work is non-functional

mild stratus
#

Did you make a separate prefab to add the effects onto the model, or just add them straight onto the model?

unreal apex
#

I made a seperate prefab

mild stratus
#

Hmmm

#

Blender might be changing some stuff when you export it

unreal apex
#

Taking the .fbx from the backup that I made is now also breaking it

#

so it looks like some issue with Unity

mild stratus
#

Probably is

#

Check the model sizes and see if they are the same

unreal apex
#

comparing the backup with the broken one, it looks like the descriptor is jacked up; any idea how to hook it back up corectly?

mild stratus
#

According to the error, I think the blendshapes might have corrupted.

#

The animator is missing too

unreal apex
#

The animator got un-hooked but it's blank anyway. I tried hooking it up just now and it didn't fix anything 😦

#

im not sure how to fix the blendshapes

mild stratus
#

Is there anything on the dropdown menus to select them?

#

Because importing a new model may have removed the blendshapes during import, messing up the SDK

unreal apex
#

ahhh ok I think I figured it out, all of the "Skinned Mesh Renderer" Meshes are un-hooked

mild stratus
#

ah

#

That would make sense why the model disappeared

unreal apex
#

ok so then the issue isn't with the .fbx not importing/exporting from blender correctly, it's just the Unity unhooks all the meshes when I do that. Thanks for helping me work that out!

mild stratus
#

No problem! Unity can mess things up a lot

unreal apex
#

When weight painting in blender I'm getting these splotchy grey areas, is that normal? This is my first time using the weight painting tool

mild stratus
#

Blender's not my main point of expertise, but that looks a little like z-fighting

#

Make sure you aren't zoomed in a lot, and have other overlapping meshes disabled

unreal apex
#

ohhhh I see this fbx has 2 models that overlap, it was z-fighting

unreal apex
#

When you do Weight Painting how does it know which bone the painting is for? o_O

#

The guide I'm looking at shows the guy clicking the bone and it outlines it in blue but I'm using the newer version of Blender and it won't let me do it

mild stratus
#

I think you have to ctrl + click

unreal apex
#

It's not working D:

#

it's frustrating because I specifically uninstalled my old version of blender because this other guide said I had to install the new version

#

and now this guys using the old version and what he's doing doesn't work in the new version

unreal apex
#

Ok so I found out that the weight painting is saved in these "Vertex Groups" so I made a new one for what I wanted, but now I can't figure out how to hook it up to the new bones : /

unreal apex
#

after re-importing the fbx, the armature is in the right place but the model is at a 90 degree angle : / what the heck

cedar ice
#

Im trying to have my model use Viseme Blend Shape for the lipsync but its all in Japanese and idk which one is which

#

This is happening for two models

#

And this is from the second one

unreal apex
#

I really have no idea wtf Blender is doing to this poor model

#

I'm at a loss for words, I've learned tons and tons of software as per my career but Blender is by far the most ass backwards program I've ever had the displeasure of dealing with

#

I import the model into Blender, then immediately export it, so NOTHING SHOULD BE DIFFERENT

#

and the whole thing is busted, again

#

and then putting in the backup I made fixes it, so clearly Blender did something to the model it wasn't supposed to that no one can tell me what it is

#

And Unity has no indication of what's being changed that's causing the 1 of 5 different mistakes it randomly picks to screw up the whole model

#

Can anyone walk me through how I can import and FBX into Blender, Export it out without making any changes, and have it still work in the Unity project I took it from, since I literally cannot figure it out.

#

I will literally pay someone $20 to help me figure this out

fading verge
#

okay so i ALWAYS have this problem with mixamo rigging, the head is always broken

#

like when the IK enables ingame it deforms the mouth

#

area like this, anyone know how to fix it?

#

its the one thing preventing me from uploading my avatars i make

cedar ice
hexed sparrow
#

do you know how?

#

you just select it in edit mode and on the right side window select the head vertex group and click assign

hexed sparrow
#

it could also be possible your body mesh was renamed which broke things in Unity

#

you also have to make sure you aren't changing the scale

#

or anything of the sort

#

also materials made in unity tend to be a bit funky in blender

#

so if you're getting weird faces, ignore that and remake the material in blender

#

also if you're using ASCII .FBX files that can be another issue

#

Just be careful

#

I noticed you seem new to blender so that could be another reason you're having issues lol, it's probably something very simple you're missing

hexed sparrow
hexed sparrow
crude bone
#

you mean scale it ?

#

is a purchased model

#

i mean the sleeves

near star
#

Does anyone know how to make an avatar grip the forward part of a gun as well as the pistol grip?

#

On a rifle, for example?

still oriole
iron hill
#

Hello ! Is there a way to emulate how vrchat rotates the shoulder bone when raising the arm , in blender ? Like some contraints or a ik chain ? I'm working on shoulders weight painting and I have to guess what the rotations of the arm and shoulder are, so it is not optimal and I think I'l wasting a lot of time with trial and error

still oriole
#

You can set up an IK chain in Blender but I have no idea if it works the same as in VRC (I would guess not). Last time I did that it was through an extra IK bone at the wrist and an IK constraint.

still oriole
#

Check your weights in Weight Paint mode.

fading verge
still oriole
#

Look up some tutorials then. The basic thing is, select the armature, shift-select the mesh, switch from Object mode to Weight paint. Ctrl-click a bone and you should see the mesh change color depending on the bone's weights. Solid or wireframe mode is best for that.

#

If you only have one bone for the head the whole head should be red.

still oriole
#

If it isn't, there's your problem.

fluid flame
#

Hi, I'm new to weight painting and I was wondering why the foot scrunches up when I move the bone back?

hexed sparrow
#

it might be assigned to the foot incorrectly

fluid flame
#

is this correct, sorry for all the questions I've never done this before

hexed sparrow
hexed sparrow
#

smooth that thing out

#

it shouldnt be full red

#

use Mixamo

#

🤦‍♂️

#

Google is free

#

Just search mixamo

#

It rigs models for you for free

#

everyone uses it

iron hill
fluid flame
chilly dock
#

I have a rigged avatar, how would I import it to VRChat?

fluid flame
#

In blender, under file go file>export>.fbx

#

then in unity import fbx

chilly dock
#

Anything else I need to do before I go on with your steps? @fluid flame

#

May I ask if there is a triangle limit?

#

For vrcaht

#

Chat

fluid flame
#

I recommend finding a YouTube tutorial if this is your first time as I am not the best at explaining things.

#

also PC is somewhere like 70K tris, and quest is 7K i believe

chilly dock
#

Alright

#

uh

#

shit

#

uh..

#

haha..

fluid flame
#

79 objects?

chilly dock
#

mhm

#

its extremely high poly

#

literally

crisp tendon
#

depending on what the model is, it doesn't need to be

fluid flame
#

why did you make it high poly, to hide sharp edges or something else?

crisp tendon
#

I doubt they did anything lol

chilly dock
proven forge
fading verge
#

i got it

#

thanks

hardy pollen
#

what is a good way to add shoulder bones to models? Im having a hard time getting it to work

crisp tendon
#

add or weight paint ? If it's just adding, extruding from the arm bone

pearl hound
#

Turns out I'm not ready to export to Unity quite yet.
I'm about as new as possible to this (first ever character model)...
Um... The blue armature is the hair armature and the orange one is the main body armature. (the main body armature is properly named for CATS' formatting but I don't see any easy "merge armature" compatible formatting for hair, unless I'm missing how the plugin works, and I'll ask in the plugin's server too in that case)

Anyway, there's a little neck bone in the orange armature too right where the blue neck bone is, and clearly there's a blue and an orange head bone too (the smaller blue one inside of the orange one)
How would I go about merging the neck and head bones along with keeping the weights of each bone from the hair armature into the body armature? (again, CATS' merge armatures doesn't seem work for this since it's a hair armature)

crisp tendon
#

If the meshes have the vertex groups then ctrl + J should do fine

pearl hound
crisp tendon
#

You're trying to combine two hair mesh pieces that share the same vertex group names ?

pearl hound
#

No, the hair armature and the body armature.

#

They just... they share the neck and head bone.

#

Those specifically are like the ones I'm trying to merge into the main armature so that when the neck and head move on the main armature it deforms all the hair bones connected to the head along with it.

crisp tendon
#

In that case i'm unsure why the hair mesh would have issues when merged. Are you sure there aren't already vertex groups that have the same names ?

#

You can clear out unused vertex groups from both meshes first

pearl hound
#

Yeah, those specific bones for the neck and head in the hair have the same name as those same neck and head bones from the main armature. Do I need to change those?

crisp tendon
#

Not the bones names, just the vertex groups that are unused for the meshes that will be joined

pearl hound
#

Using that changed nothing for either mesh. :T

crisp tendon
#

Did you apply your transforms before merging ?

pearl hound
#

Yup.

crisp tendon
#

Can you show how the hair is messed up after joining the meshes and armatures ?

pearl hound
#

😶 I... I have no idea what you saying it that way got it to change, but now I just did it the way I've otherwise been trying to do it and it works.

I guess it just took like "the fifth time" for it to finally stick.

#

Okay yeah that works. :T I just hit "apply transforms" on the meshes after joining them into one mesh and the same on the armatures after joining them and... Now it just works the way I needed.

#

Damn, thanku.

crisp tendon
pearl hound
#

Okay, cool. Think I'm ready for Exporting to Unity now. Thanks so much. I'mma do that tomorrow morning. ^.^

pearl hound
# crisp tendon Can you show how the hair is messed up after joining the meshes and armatures ?

Ohh, so, also um... Didn't show on the screenshot I sent (idk why they went wire-y instead of full octahedrals) but the head and neck bones of that hair armature (they're joined properly it looks like) were copy transforms constrained to the main armature head and neck bones. Now they still are, and the hair armature head and neck bones still exist and copy transforms properly of the main mesh, but they're just named "neck.001 and head.001" where the main armature has the normal neck and head namings. As long as those hair armature bones are copy transform constrained, that should still work right? I'm guessing there's a way to have that constraint apply in Unity..?

crisp tendon
#

They don't need to be constrained if they're children of the respective bones

#

But if you don't want to set that up normally then yeah you can use constraints for these bones

#

shouldn't be necessary though

lofty wraith
#

I think this is right place, my knees criss cross and the documentation is super iffy and doesn't explain it in an easy way.

sleek isle
#

The IK bend the leg in the direction they point. So by having them exactly strait from the front, you will have them bend forward.

#

If not, they go in other direction.

lofty wraith
#

have them point STRAIGHT down?

#

(heres the first model)

#

they are a little weird in the front view

#

i see a slight inward-outward bend

chilly dock
#

Does bump maps work with vrchat avatars?

#

Without doing the complicated process of making it a part of the actual geometry

crisp tendon
#

you can use height map and normal maps yeah

#

height maps will look ugly though

chilly dock
#

Hm

#

I’ll go for height maps first

#

Because the normal maps always has a stroke

crisp tendon
#

What do your normal maps look like ?

lofty wraith
#

you might have already known where it was, but yes

chilly dock
#

May I also ask, does the size in blender matter before I import it to unity?

#

For the avatar size

#

Or is it something I can adjust in that cat tool thing

mild stratus
chilly dock
#

I meant scale

crisp tendon
#

You can adjust scale in unity, but it's better to do it in blender and apply it before exporting

chilly dock
#

Is there a fbx model that I can import to blender to compare for scale?

crisp tendon
#

You can make a cube of the size you want

#

or use the ruler tool

#

or grab a vertex at the top of the mesh and see it's Z coordinate

fleet heath
#

Hey, I'm trying to import an avatar into vrchat but, when I imported the avatar into unity from blender the rigging got messed up and I don't know why, also this is my first avatar.

still oriole
#

Maybe you don't have transforms applied to the mesh object.

pearl hound
#

Is this a weight painting issue? The shoes completely deformed entirely. vrcWOAH

crisp tendon
#

That means the feet are weight painted to something else

pearl hound
#

I've been playing around with the weight painting for the past hour with this now and it's still doing this. I'm so damn confused. :T
Like...

#

I went ahead and did the right leg exactly the same way I did the left leg to try to fix it, and somehow ended up with two different results, both still janky. I'm so confused. .-.

#

And like, I actually selected every vertex in the vertex group straight from edit mode too and fully weighted every one of those and it's just... that. :T

#

I might be approaching this the wrong way.

crisp tendon
#

Did you scroll down the list of vertex groups to make sure nothing else was affecting it ?

#

You can use the arrow keys to go faster

pearl hound
#

I think it might be the leg... I think I'll have to manually somehow re-weight paint all these... Just... my god this is hard to do after having already merged all my meshes.

bitter iron
#

When I walk sideways in FBT-mode and my arms are hanging down in rest position, some of my avatars bends the chest slightly forward (looks like a walking ape). When I raise my hands a little bit, my avatars walks upright again. I have set the user height a little bit lower than my real size, so the arm length fits better when they are streched in T-pose. When I set it to my real height, the problem gets much worser.
Does anyone know, what could be wrong?

crisp tendon
#

Probably should post a picture f your armature

bitter iron
#

I have the issue on many avatars. But on this one it's extreme.

robust crescent
#

spine all wacked

#

arms could do with a bone merge and adjusted so they touch

bitter iron
#

Ok, so I have to remove this twist bones for arms and this one between hips and spine and also align the spine/chest bones?

#

Also, in your example, the chest bone looks longer 🤔

#

So thanks - will try to fix this.

pulsar rain
#

I need some major rigging help, may even pay someone to do it for me

fierce grail
#

Twist bones are okay if they are properly setup.

pulsar rain
jovial delta
#

for some reason my characters rig wont apply to the mesh. any fixes?

gloomy ether
#

Anyone know how to export textures from zbrush?

still oriole
pulsar rain
gloomy ether
pulsar rain
#

This is specifically for rigging for animation

gloomy ether
#

ty

pulsar rain
#

Quick question, does VRchat support control bones?

steel halo
#

I have never rigged from scratch before, how do you assign a bone to a vertex group?

fading verge
#

you can assign bones to vertex groups?

steel halo
#

Well I mean the other way around

#

I made vertex groups for the head and eyes thus far, but when I move the bones in pose mode the model does not move at all

fervent hornet
#

If the vertex group matches the name of the bone, and the mesh is connected to the armature via the modifier, it should work

steel halo
#

Oh I have no armature modifier that would explain it

#

Wait yes I do

fervent hornet
#

I usually just parent the mesh to the armature so that its the child and the modifier is created automatically

steel halo
#

Yeah I did that

#

Oh now it magically works for no reason

fervent hornet
#

You're welcome /s

#

I usually just weight paint though. Really only use vertex groups when the weighting for something is binary

steel halo
#

I'm very bad at weight painting and feel I have more control when vertex grouping

#

Also I've never rigged eyes before and they seem to act weird here, would you mind helping me with that?

fervent hornet
#

Well how you have your eyes set up atm is wrong, the bones should be pointed upwards with no rolls for VRC to use them effectively

#

Otherwise was there something specific about how they acted that you did not like?

steel halo
#

They seem to bend and rotate weirdly

fervent hornet
#

You sure that the eyes are only weighted to the eyes? Make sure they arnt weighted to the head or something

steel halo
#

Ohh if the eyes are weighted to the head it causes issues?

#

Got it thank you

#

I'm very new to rigging from scratch

#

In fact this is my first fully original model

fervent hornet
#

Well just think about it, if the eyes are weighted to the eye bone and the head with a weight of 1, then if the eye bone moves the eye mesh will try to be at the middle point of the head and eye

#

another way of wording it is that the eye mesh will do 50% of the movement since the head bone did not move

steel halo
#

That makes sense

#

There is still much I just fundamentally do not understand about parenting and weighting faces to various groups

still oriole
#

I would recommend using weight painting because it also has the auto normalize function which makes sure all weights of a vertex add up to 1. Larger values may result in unexpected behavior.

steel halo
#

See but I can't hide parts of the mesh while weight painting

still oriole
#

Yes you can.

steel halo
#

:O

#

How

fervent hornet
#

Does pressing "m" still go into the edit mode for weight painting in the newer blender versions?

still oriole
#

It does. Didn't know that.

steel halo
#

WHAAAAT

#

Brooo this is amazing

#

I had no idea edit mode could be accessed from... well... another mode!

fervent hornet
#

Also with weight painting you should be able to hold Alt and drag to do a gradient

#

So like if I'm painting an arm, I paint red really far up the arm, then gradient 0 backwards to give it a smooth transition

steel halo
#

I can't seem to draw while things are hidden though

fervent hornet
#

If you are in that edit mode, you can only paint on selected faces

#

If you've already hidden something, you can just press A to select everything else

crisp tendon
#

also tab thumbsup

pearl hound
#

Speaking of weight painting... I'm very new to this. To make a long story short I backtracked to my most stable backup from not quite understanding how to weight paint and then join meshes with the weights applied as much a bit ago...

And my base model pretty much looks to have all other weights applied correctly just by looking at it, except with the upper and forearms there are zTwist bones and... well...... does this look right? :T (these are just what the automatic weighting did)

steel halo
#

How do you deselect in the edit mode of weight paint mode?

crisp tendon
#

Shift

#

Same thing as in edit mode

steel halo
#

Didn't work

crisp tendon
#

probably because you're trying to left click

pearl hound
#

shift-click for me, usually. If you're deselecting from a group vertex selection gotta do ctrl + shift + click

steel halo
#

Nvm I'm dumb

#

Also left clicking is how you select on 2.9

pearl hound
#

Wait, it's not just always been like that? O.o Selecting with right click sounds like pain.

still oriole
#

I think pre-2.8 used right click.

fervent hornet
#

Right click select is how 2.79 works yeah

#

Left click is move 3d cursor

pearl hound
#

Sounds like more pain than it is to control Unity.

steel halo
#

Yep my friend who uses 2.79 was laughing at me when I tried 2.79

fervent hornet
#

2.79 gang 😔 ✊

fervent hornet
pearl hound
#

That's what I was thinking... Why did it do that one like that automatically though? Is it 'cause of the zTwist bone? Like that doesn't make sense 'cause the forearm has a zTwist too but it looks...... normal... as far as someone who's not actually ever finished her first 3D character model yet can tell.

fervent hornet
#

Was there a seam at all at that point? Two different meshes?

pearl hound
#

Unless the original modeler for this base mesh made the arms as a separate mesh and then just shoved 'em onto the model... not that I know of. But could be the case.

steel halo
#

Can't wait to figure out UV mapping from scratch

pearl hound
#

Maybe...? There's no actual "seam" seam as far as the software's mesh edits are concerned, but visually like, this is what the arms look like if you get super close

crisp tendon
fervent hornet
pearl hound
#

Still pain

fervent hornet
#

Auto weight paint struggles with non watertight models

pearl hound
#

😳 Holy crud, no, they're not. The heck? I swear I merged all duped vertices. :T

#

Thanks for catching that

#

Same with the hands O.o

#

Er, um... wrists, rather

fervent hornet
#

I've been working on darkest dungeon 2 models and nothing is connected lmao

crisp tendon
#

Seems to be the AAA way

fervent hornet
#

Yeah is there a specific reason for this kind of modeling? I feel like every game asset I use has seams everywhere

pearl hound
#

ohhh crud, that's right. I didn't actually end up going with the fixed one with the anti-duped vertexes 'cause the last time I fixed those, they ended up screwing up my shape keys completely.

fervent hornet
#

And all my models are smooth

crisp tendon
#

I'm still unsure myself, there might be a pipeline reason, maybe individual normal baking for each meshes with cages or texturing reasons

jovial delta
steel halo
#

Finished my first model's rig!

fading verge
#

How do I properly mirror the weight paints so that it copys the weights to the bone on the opposite side as the one I have selected?
it also adds like an inverse of the weight to the opposite side with the mirror the way im doing it
so whehn I remove weight to the left bone, it shows weight added on the left bone when I select the right bone

#

It will also add weight to the opposite side when I remove one side's weight

crisp tendon
#

Mirror Modifier

fading verge
#

Mirror modifier made it more fucky

crisp tendon
#

Well you kinda have to delete one side first

#

all this is assuming that your bones names are correct btw

fading verge
#

Theres a way to do it without the mirror modifier its just acting strange

#

Theres a mirror option in the brush settings in weight paint mode but as I said its creating weird inverses and weights on the same spot when I select the opposite side bone

crisp tendon
#

mirror doesn't mean it mirrors on the opposite side bone afaik

#

but yeah you should use the mirror modifier for stuff like this

fading verge
#

Ive mainly been going off of the beginning part of this tutorial

#

how to attatch an armature to a mesh/model this is so it'll move with the bones properly, don't be lazy and try to get blender to automatically assign weight paint. cus you'll have to go over each part and fix it anyway, trust me i learned this the hard way.

Red means go blue means no

Download Cat's Blender plugin please:
https://youtu.be/UNS...

▶ Play video
hardy pollen
#

how can I make a avatar without legs work in vrchat and still be able to move the arms

rain kindle
#

include leg bones but no mesh

hardy pollen
#

what if I need the bottom mesh 😦

rain kindle
#

whats the model?

hardy pollen
rain kindle
#

weight paint it to the root

#

so that everything still moves but doesnt deform with the avatar

hardy pollen
#

dang idk how so I will prob just not add it :/

#

but thanks for the help tho 🙂

rain kindle
#

Still try! If you go object mode and click on that mesh then you can switch to weightpaint. im pretty sure you can also just unassign leg bones in vrchat. just as long as the bottom is controlled by the root it will work

hardy pollen
#

i hope so :/

void surge
#

Is it matter that the bones be rotated to a certain position locally? Or should the roll of all bones be zero? If not, what axis does the bone rotate around so that you can control where the thumb will move in the humanoid rig in unity

pearl hound
# fading verge

Don't know if this is still an issue for you or not, but if so I had this same struggle just last night. This video might help: https://youtu.be/oI_TX5qblSQ

Blender offers a way to paint weights for just one side of a symmetrical mesh. The other side will be painted automatically if you use the correct settings. However, this symmetry setting has been moved around the interface in the last couple of Blender versions. The naming has been changing as well.

Here is an overview of the naming.
2.83 LTS ...

▶ Play video
sleek radish
#

Does anyone know the logic or reaosning behind the humanoid animator? for thumbs, hands, etc. I have some understanding of the wrist and how it does stuff (badly), and some ways to work around it, but hands are just always -wrong-

#

And I cannot find any kind of logic behind how it's interpolating the given armature, or any real documentation beyond "hey! make sure your bones are neamed correcly! or it'll mistake bones! orz!"

fervent hornet
#

Are you asking specifically about the automatic filling of the humanoid configuration?

sleek radish
#

The actual poses and muscle animators, their extent, and their logic.
They do a lot of stuff I'm not expecting, splaying hands that shouldn't be splayed, having bend limits that are not consistent across similar armatures, adding weird twists to finger bends, etc.

#

It's doing stuff in the background, and I am trying to suss out what it is and how much of it I can forcibly disable.

#

Since there isn't a tracking option for non-humanoid models. Otherwise I'd make my own and suffer thru that, lmao.

fervent hornet
#

Have you noticed issues specifically only in the editor? In game the unpredictability may be a result of humanoid+FBBIK

#

You could "easily" make your own IK by just having a base humanoid for VRC and using the tracking points for your own FBBIK with your own settings

sleek radish
#

Yeah, but bone count limits

#

I'm already going to be touching those as it is

#

Not to mention, I seem to have some really unusual lag with some constraints, for whatever reason.

#

I suspect that's due to hierarchy lag, but I'll break those bones when I get to them.

fervent hornet
#

🤷‍♂️ I dont mess with humanoid issues because if I come across them I just replace the limb

#

Unless you have a ton of accessory bones I dont see how youd go over 256 with an extra +50-60 for a humanoid dummy

uneven dust
#

does anyone know why when in VRchat the fingers go sideways even though I have them in the correct direction?? It was working earlier but I had to fix something else and messed it up

proven forge
# hardy pollen

i juste create leg bones with no weight then add them in unity

uncut loom
#

Wondering about bone rotation constraints. I'd like to lock the leg rotation to the x axis, is there any pointers anyone could give me/is this possible within vrchat?

hearty thunder
#

Assuming we want this to be tracked by VR hardware,

  • Have a humanoid skeleton that has the humanoid stuff set up to, and has the VRC descriptor on.
  • Have the actual robot avatar completely separate as far as skeleton and mesh goes, the robot needs to be in the same hierarchy as the humanoid skeleton.
  • Rotation and parent constrain basically every axis of movement you want to be translated from the humanoid skeleton to the robot.
  • Set up your rotation constraints such they only effect single axis of movement as applicable.
still oriole
#

How would you suggest rigging a character that is very hunched? Rigging it the exact way makes unity complain about the model not being in T pose. Setting the descriptor where the eyes are results in arms being always put forward, putting it back inside the head makes the head mesh to show in my view. Would the solution be to create a second armature and constraining the movement from the real one to the deform one? Or is there a better way?

crisp tendon
#

is it humanoid ?

crisp tendon
#

What does it look like ?

#

Well that's still pretty humanoid, but extremely short legs

#

you can still try to rig it like a humanoid, plenty of rigging tutorials on youtube for beginners'

potent ermine
#

wow that's a very cute bird

inland badge
#

Not really sure on how i'd like to go about this rigging phase as this is my first rig ever, i would like the head to move around and originally I would want the body to slide when moving but i want to add a walking animation to it, any tips??

crisp tendon
#

It won't be humanoid, but avatar 3.0 allows you to control bones with the puppet radial menu, so you will be able to rotate the head that way

#

As for walking animations, there are tutorials for beginners on youtube, but if you have specific questions on the workflow feel free to ask in #animation

inland badge
fierce grail
#

Just saying, but moving the head bone won't move your viewpoint in-game.

crisp tendon
keen oar
#

how do i move (l_thigh and r_thight) to joint2

still oriole
keen oar
still oriole
# keen oar and how do i do that

Select the one you want to parent, then the one you want to parent TO, ctrl-P and select one of the parenting options. Connected physically connects it, Keep Offset keeps it in place but moves it under the parent bone in the hierarchy.

still oriole
#

Oh yeah and you have to do it in the armature edit mode.

keen oar
still oriole
#

Select the armature in object mode then Tab into edit mode.

still oriole
keen oar
#

ok

#

this is what i see when i do ctrl-p

still oriole
#

Okay I have to ask, do you have a reason why you want to parent those bones to joint2?

keen oar
#

yes, vrchat sdk is saying i need it in joint2

still oriole
#

Which bone is "cog"?

keen oar
#

yellow is cog

still oriole
#

Yes, this is looks correctly parented already as I thought.

keen oar
keen oar
still oriole
#

That's because this rig is more complex than what Unity expects. "joint2" isn't a parent of thighs, "cog" is. You need to understand which bone does what so you can set up the rig in Unity correctly. If you aren't sure what you're doing you may have to go and learn some things about rigging before you dive into this one.

still oriole
#

I don't know why Unity makes a fuss but I think it's the complex rig.

still oriole
#

Anybody has an idea why my thumbs look like this? This sort of weird pose like it never got out of Unity T pose? I'm pretty sure I tried adjusting bone roll but it did nothing.

still oriole
#

I suspect it's something to do with the Index that I use? A friend tried another avatar that does this for me on WMR and it's fine. Some avatars have it worse than others.

rapid arrow
# keen oar

Try switching to generic and the back to humanoid yo reset the import settings.

keen oar
#

i got it working

rapid arrow
#

You bones are not named right. That causes issues for unity

frail blaze
#

i want to create a spider-like creature, using as few bones as possible, and i need a walk cycle for it.
is there a way in blender to bind a bone's inverse movement to a vertex collection?

#

since i want diagonal legs to move at the same time, while only moving one bone in unity

#

or is this a unity joint constraint i need to use

solid tusk
#

Hey, I'm modeling a model for VRChat in Blender and was wondering what are the required bones and what they need to be named for VRChat to properly recognize them?

crisp tendon
#
fierce grail
# crisp tendon https://docs.vrchat.com/docs/rig-requirements

That guide should be updated, since finger bones aren't required for humanoid SDK3 avatars to work properly with full body tracking. What is described in there is correct in its entirety for SDK2 avatars though. Also another less mentioned fact is that Hips bone is optional, you can have Armature (not a bone) > Chest > Spine > Neck > Head chain work just fine with full body as well. Good example of that are older Vket-chan avatars.

devout lantern
#

Hi all, I'm having trouble with volume retention on my model, especially with the arms I'm finding they collapse in on themselved bentong at the elbow kr twisting at the wrist, whats the best method to retain volume with VRchat?

warm pendant
# devout lantern Hi all, I'm having trouble with volume retention on my model, especially with th...

twist bones! here's a good guide on how to add them to your model: https://vrcat.club/threads/tutorial-guide-twist-bones-what-are-they-and-how-do-you-use-them.3622/

equally important and often overlooked is having proper joint topology for animation
wrists are pretty simple as far as joints go; joints like knees and elbows have specific ways they should be modeled for optimal deformation

supple copper
#

so my avatar im in the process of creating, has a head thats basically a projection, how can i go about adding a projection shader in blender?

mortal oak
#

What is usually the error when fbt feet- and hand trackers get automatically mixed up when calibrating? I made a not too humanoid avatar (Fumo) and calibrating always makes my hip my feet and vice versa, while keeping the offset. Changing into a human avatar fixes it. Any clues?

night spear
#

Hair/cape rigging is Extremely tedious lol

night spear
#

Major problem. In edit mode, the character isn’t in the middle, how do i fix that?
The bones I set up for the hair, aren’t attached to the characters as well

#

This is in object mode

crisp tendon
#

are the hair bones separated ?

night spear
#

they're connected

#

but i dont see a way to connect them to the head if they're disconnected, i pressed E to extrude a bone from the head into the hair

#

and the only option currently when i press ctrl P is to "disconnect parent" not add one

crisp tendon
#

Delete the bones you made, apply your transform to everything in your scene with Ctrl + A then make new bones from extrusion in edit mode

night spear
#

rip lol took all day to add them to the correct spots

crisp tendon
#

i mean, if you want to keep them you can do alt + P

night spear
#

also, the body bones were rigged via mixamo, is there a way to combine these so that theres only One spine?

crisp tendon
#

X dissolve the middle spine bone

#

or second

#

can't remember if it uses parent or child for merge

night spear
#

dissolve worked

#

it uses child for merge apparently, because i accidently almost dissolved neck but it didnt do anything

night spear
#

For some reason

#

When I removed spine one

#

And go back into pose mode/object mode, the character turns out like this

#

I probably will have to just rerig everything

lethal anvil
#

just gotta repaint the area being stretched, and make sure it's all painted to the correct bones

#

that right there is bone-itis

night spear
#

control p to pick automatic weights isnt an option ?

lethal anvil
#

if you're having a problem with stretching, going to the vertex group the parts of the model should be attached to and making sure they're properly weighted is the only option

#

basically it looks like all that'd be your chest bone, and the auto weighting missed the bits sticking out under the arms, which is why they're floating out there

night spear
#

Yeah that’s another problem, vortex mode isn’t showing up either

lethal anvil
#

you gotta do a thing, what which i'll tell you how to do once i remember how to do it.

#

edit, uncheck 'lock object modes'

#

and you should be able to swap between pose and weight with a bone selected

night spear
#

i hate to ask but where is lock object modes option lol

#

ui is not user friendly. if it was the same as the 2018 video it would be easier

lethal anvil
#

under the edit menu, up top

night spear
#

Stuff like this gets me angry. Does anyone know why the flipping hell the mesh isn’t registering to the rig when i specifically rigged all these bones INSIDE of the mesh the entire time?

#

Since 8 other characters have the same body type, I will need to somehow save this bone pattern to save time

#

After I figure out how to setup blendshapes that is

crisp tendon
#

None of them are parented

#

You have a lot of individual meshes

#

but you didn't weight paint any of it ?

night spear
#

Couldn't figure out how so I just reimported the entire fbx as a new model

#

and rerigged it

crisp tendon
#

What do you mean by "rigged it"

#

creating bones isn't rigging

#

Weight painting is rigging

#

And for that you need to parent the mesh

#

mesh + armature > ctrl + P

night spear
#

I can go back and combine the meshes but I kept parts separated because I wasn't sure if parts needed to be separated or not, such as the eyes

crisp tendon
#

I'd suggest watching any basic tutorial for that on youtube, and you'll get it working fast

#

Nothing needs to be separated

night spear
#

I did watch a tutorial for rigging, that's the only thing he didnt show

crisp tendon
#

Probably should watch a different one sweat

night spear
#

I got it to work, hopefully it goes as it should

#

but of course every video is outdated so im not surprised

night spear
#

the eyes are a completely different mesh, and the bones are connected to the eye. when i move the bone within eye test for some reason the entire head moves too, why is that?

#

I wouldnt care since theres meme avatars in vrchat and this prolly wouldnt matter but i want to at least make it look decent lol

#

the eyes itself is red in weigh paint and the face is blue, so i dont get it even more

#

i would expect this to happen to an avatar that has eyes that is PART of the entire body and not a separate mesh, such as my demoncon avatar

still oriole
void turret
#

if i add bone constraints to a bone in blender, will it transport over to unity, and work in vrchat?

fervent hornet
night spear
#

this odd mesh is inside of the mouth, how do i weigh paint it because when i constantly click on it, it wont paint at all

still oriole
void turret
lethal knoll
fervent hornet
fervent hornet
lethal knoll
#

Good

lethal knoll
night spear
#

avatar has been perfectly weight painted and such, however when i export, the sleeve edges does this lol

olive bobcat
#

i did armature deform auto weights but my mesh still isn't connect heh

#

my bone heat weighting failed to find solution for bones...

crisp tendon
#

merge vertices by distance

#

or scale your armature/mesh up a lot and try again

olive bobcat
#

cats can't find my head lol

#

scaling it up does make the armature and mesh have no errors when weighting, but it shrinks the mesh smaller than the arm

#

now I get Loop in parents after merging vertices

#

ok so I fixed the loop by removing parenting and now no errors appear when weighting, but mesh still doesn't move in pose mode

#

ah, instead of doing it myself i removed parenting again and used cats, so its all fixed, thanks anyways~~

junior condor
#

I am very new to this stuff, but I made a VRoid model and there are a handful of bits that have the bones going in the opposite direction than they should. Is it possible to make those go in the other direction in Blender or Unity?

junior condor
#

Like his tail's bones are kinda goofy

crisp tendon
#

what software is that in ?

junior condor
#

The image there's just from VRoid to see if there was a means to do it in the program now that it updated, but I couldn't find one

crisp tendon
#

isn't that auto generated ?

junior condor
#

It was, yeah. I don't know where things went wrong, but his tail and a few chunks of hair act like the tips are where they connect to the body instead, though. I figured it was just something funky that happened with VRoid and wondered if it could be corrected anywhere else.

#

I just want to move that axis point to the base of the tail rather than the end of it

crisp tendon
#

You'll have to weight paint it again yourself though sweat

#

Might be easier to rotate all those bones on their local X axis by 180 degrees

#

and then switch their parent bone

junior condor
#

Oh goodness... I don't know the first step to doing all that but at least there's a game plan, then!! Thank you!

crisp tendon
junior condor
#

Only a little

crisp tendon
#

Assuming you know how to assign bone parents

#

If not it's in this tab in edit mode

#

and then you'll have to weight paint it

junior condor
#

Oh gosh, thank you for all this!!

junior condor
#

Blargh, I don't think I can stick this VRM in Blender after everything I did to it. I can still import it in Unity, but I'm having a hard time finding the equivalents of this

low coral
#

does anyone know why the fbt orbs would be showing up in the knees?

karmic plank
low coral
#

the foot tracking is in the avatars knees. and I already shrunk the legs before