#avatar-rigging

1 messages · Page 196 of 1

karmic plank
#

Have you followed any tutorial? You also have to adjust the arms length. Is very likely your avatar is not fully proportional to your body´s proportions, you can test this by trying out the X or Y bot avatars from the avatar menu (they are human proportional)

low coral
#

[Update 11/10/2021]

In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.

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

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...

▶ Play video
#

also i dont have the fbt, this is for someone else

#

i shortened the legs like in this tutorial, but the foot trackers are still showing up in the same place in the knees

karmic plank
#

did you use reference pictures like on the video? ( shorten the legs where the balls are on their avatars, and adjust the length of arms to match their controllers grip) Is important to also adjust the length or arms too

low coral
#

i wasnt able to get a picture because im trying to fix this for someone, but i shortened the legs and arms

karmic plank
#

So you are just guessing where their legs and arms would be?

#

you could import a x-bot into blender and use that as reference

low coral
#

where can i find that?

karmic plank
#

hmm Im not sure where to find the original one, but you can try searching for "xbot" or "ybot" on sketchfab

void turret
#

anyone know of any good ways to keep parts of clothing from clipping into other clothing? i have suspenders over a shirt but whenever i turn, it clips through the shirt!

jovial delta
#

my bones are not working with the avatar

still oriole
jovial delta
#

i think so?

#

it looks like this

still oriole
#

I mean in Unity.

jovial delta
robust crescent
#

Weightpainted ?

still oriole
#

Does the SDK actually ignore bones with no weight groups?

robust crescent
#

You can make fake fingers with no weights , had to on old 2.0 if they didnt have any

jovial delta
still oriole
jovial delta
#

yes

still oriole
#

No idea then.

pine sapphire
#

Hey, does anyone have a minute to help me troubleshoot a tail wag idle animation for AV 3.0? Trying everything, I'm probably making a simple mistake, but I'm not sure where I've gone wrong.

#

The fastest way to trouble shoot would probably be to screenshare & walk through the process; but I'll post screenshots here anyways.

pine sapphire
#

The animation works independently, but for some reason, it doesn't work when I run the Avi.

#

This is the animator (Gesture Animation Controller).

#

Nothing suspicious in my console either...

robust crescent
#

Have one that move ear/tails around on another layer in gesture, other have masks, way i do it doesnt need em ( will vary if you use wd off or on) left motion is the one i have it on v

fair plank
hoary thicket
#

how do i chamge colors of an avatar model in unity

pine sapphire
#

Thanks @robust crescent I tried separating my animation; but it still won't run. Any tips?

finite swallow
dark glacier
#

Can anyone rig an avatar for me in blender

#

I made it in unity

#

Or help me make it in general

#

Its just 2 parts on top of an anime base avatar

#

I could really use the help rn

#

Please

pine sapphire
#

Could you be more specific? I'm sure that there are people who could help you, but they'll need more info than that.

dark glacier
#

I'm basically trying to make my oc as simply as possible

#

But I dont have access to blender due to being on an older computer

#

My hope would to have someone make it for me but I cant pay or really exchange stuff in any way other than gift

#

My avatar wouldnt even be that complicated

dark glacier
#

What

crisp tendon
#

Google it and you'll understand thumbsup

dark glacier
#

Does it require opengl

crisp tendon
#

i have no idea

dark glacier
#

I'm about to find out

#

Well

#

Looks like it runs in browser but I dont understand any of this

dark glacier
#

@crisp tendon

#

I figured out how to upload avatars to the site

#

But it doesnt seem to be working

crisp tendon
#

how so ?

dark glacier
#

Always says there was a problem receiving the upload

#

Like I'm trying to upload Black knight from fire emblem but keeps giving me that error

crisp tendon
#

and that model doesn't have an armature ?

dark glacier
#

Oh wait a minute

#

I needed to upload the zip

#

Not the obj by itself like it said

#

And it looks like the model is completely busted

crisp tendon
#

busted how ?

dark glacier
#

Like the character is all wrong in animation

#

Walking on hands

#

I thought for it being t pose it would work fine

#

Well

#

I got dark nut to work

#

How should my key frame reduction be

#

And how should the download settings be @crisp tendon

#

Fbx for unity
With skin
30 ?

#

All I'm puzzled about is what keyframe is

crisp tendon
#

you just want the rig, don't bother with the animations

dark glacier
#

So leave it as none

crisp tendon
#

yep

dark glacier
#

But change FBX to FBX for unity right

#

Btw @crisp tendon

#

In unity I cant see the preview and I fear its gone

#

What do I do

crisp tendon
#

the preview for ?

dark glacier
#

Unity

#

The game preview

#

I need it to see my model

crisp tendon
#

can you show your screen ?

dark glacier
#

black without preview

crisp tendon
#

Would suggest to learn how to take a screenshot for next time as well

#

Do the above to reset your layout and it should show your tabs

dark glacier
#

Ok it worked

#

Thank you

sterile lava
#

does anybody knows how to arm fix in blender ? godzilla stuff

edgy plaza
#

Im trying to rig this but dont know what bones to put

raw jackal
#

Has anyone ever had an issue with a tail going through the head and/or vibrating when they crouch? It seems to be related to Dynamic Bones and I can't figure out how to fix it without just straight up removing the dynamic bones EDIT: I fixed it! The vibrating was due to a gravity setting. If anyone else experiences an issue where a bone vibrates during an animation like crouch or prone, that is what fixed it for me

winter axle
#

Why do my arms explode in game but my avatars fine when T posing in Unity.

normal knoll
# edgy plaza Im trying to rig this but dont know what bones to put

You'll need all the bones required by VR required by Unity, and therefore VRC's sdk in order for it to properly work. (See Ruubick's pinned post in this channel.)
However, when you weight map your bones you don't have include weights for the non-existent arms on the mesh.

normal knoll
#

And now that I've done my part..

winter axle
normal knoll
#

Absolutely painful.

winter axle
normal knoll
#

Is there some clear guide to how to rig the finger bones on a model before you import it to Unity? They always seem to bend awkwardly. Open hands for example have the fingers bend "backwards". The weight mapping is all fine and the bones also seem fine but this is the second time I've experienced this strange behavior when trying to create an avatar from the ground up.

#

Examples of what I'm talking about;

#
  1. With the tracing line being either way off (which I'd assume is just at the end of the index finger's bone).
#

Sideview

#

Ends up with weird results like this when trying to make gestures.

#

My current hand/finger bones are all on the same height plane and are seemingly in the right position;

still oriole
#

Do you have three bones per finger? Have you checked bone mapping in Unity?

olive bobcat
#

cats made my headbone my hair instead, how do i get it to be the head?

still oriole
#

Check your hierarchy and naming.

wheat fox
#

Does anyone think they can help me rigg my avatar? For some reason Blender won't work

normal knoll
still oriole
normal knoll
#

I'll play around with it a little more and update later.

#

Got some stuff to take care of.

spark wedge
#

Does anyone know if, with cat's blender plugin, when using merge armatures it uses the positions of the base armature's bones or if it averages the positions of both armature's bones?

quiet gazelle
#

(Sorry if this is the wrong channel, this seems like the best fit for a general-ish question since #avatar-general seems to be moreso for the Unity side of things)
Are there any good ways to keep really long (waist-length or longer) hair from clipping through the body when looking up or leaning forward with FBT? I changed the hair from this to this as a starting point to solve the 'leaning forward' problem but I dunno how much it's gonna fix the 'clipping when looking up' problem

#

I figured a decent solution would be to use colliders on the spine but colliders have a heavy perf hit... Maybe that could be a decent solution once avatar dynamics comes out?

lament field
#

The best way that I did it was using colliders with dynamic bones

quiet gazelle
#

hm, that's not ideal, but fair enough, I suppose. Maybe I can upload a fallback that doesn't use that

lament field
#

Yeahhh, it’s not fun

quiet gazelle
#

I really hope avatar dynamics has colliders that don't perform like ass, I don't like having to fuck up my rating and performance hit in order to do stuff like this

#

@lament field sorry for the ping, if I go the colliders route should I still go with the second image, or go back to the first?

lament field
#

I imagine it would be easier to apply colliders with the second image

#

And the second hair has good volume, very cooool

quiet gazelle
#

Thanks! Sounds like a plan then

#

I made it with vroid, i haven't changed the defaults that much

#

the default presets are a lot better now than they were during the beta

lament field
#

Ugh vroid -.-

#

And ikr, I love the presets

#

I’m struggling with a broken-legged vroid avatar right now Lmaooo

quiet gazelle
#

Beta vroid looked kinda bleh if you didn't change out most of the textures, they had a look that you could recognize from a mile away

quiet gazelle
lament field
#

Well, this is their leg when they're in a normal stance

#

This is the leg when you bend it :3

#

The top half of the leg just disappears into the void, and I don't know what to dooo ;-;

quiet gazelle
#

seems like it miiiight be a weightpainting issue? not totally sure though

lament field
#

I'll try it, thanks for the input

lament field
#

Okay! So turns out I kept looking in legs for the issue, but instead I was like hmm lets check the hips

#

Man, the entire area was bright red where the issues were lmao

#

Thanks !

quiet gazelle
#

lol yep, no problem

fading verge
#

Anyone here have experience with rigging inanimate objects? Trying to rig a tank right now and have no idea what I'm doing lol

#

Or is this the wrong channel to ask

quiet gazelle
#

I might be able to help a little bit @fading verge

#

I dunno if I could help you out with like, actually doing but but I can give some pointers as to how you should set up your bones I think

#

since something like a tank is usually split into separate parts I think (in theory at least) you should have a pretty easy time rigging and weightpainting it. I'd set up the bone for the turny shooty thing in the middle of it, and intersecting the main body and the turny thing. Have the bone for the turret come from the turny thing, and go to the tip of the barrel.

#

I'm gonna have a hard time explaining in words how I'd rig the wheels to the base, so I made a shitty diagram. Green are the bones, cyan are the joints, and red are the wheels

#

How I'd do it is have a base of line bones coming from the body, and make a new joint at every wheel, then make a new bone coming from that joint to attach to a wheel

#

I dunno if this is the correct way to do it or anything, but I hope that helps

fading verge
#

Well I'm attempting it with different models (found online) and im not sure if it matters or not if the turret isn't separate from the hull (highlighting brings up both) but like I've never done anything like this before so I'm attempting to figure it out and get started into it@quiet gazelle

quiet gazelle
#

Are the hull and the turret separate materials?

fading verge
#

Think they are the same material on the 1st one I tried

quiet gazelle
#

Ah, hm

fading verge
#

So idk how to separate it

#

1st time using blender too lol

quiet gazelle
#

I'd recommend watching a tutorial or two just so you can get the hang of its UI and know what stuff does and why. I remember when I first started using blender I had no idea about anything lol, but that was back in the 2.79 days

#

If it turns out to be a shit video I'd search "blender 2.8 basics"

fading verge
#

Yeah I downloaded 2.8 since they're no guides on 2.93 lol

#

Or very few

quiet gazelle
#

The fundamentals are pretty much the same between 2.8 and 2.93 I believe

#

It's moreso tutorials that focus on 2.79 or earlier that you won't wanna use

fading verge
#

Ok ill take a look

quiet gazelle
#

Anyway what I would suggest after you get the hang of blender's basics is, on a model that doesn't have separate materials, go into edit mode, go into the Faces selection mode, hold down alt and shift, and select different parts of the hull, ideally it should select in rings on the hull so that you don't have to select every face individually

#

If that doesn't work you can try using the selection box or something

#

What you wanna end up with is to have all the faces on the hull selected

#

Once that's done, press P, and then press "Selection," that should separate the faces you've got selected to a new mesh

vocal sentinel
#

I have a question for the general audience here. if I want to port a character to VRChat, like Freddy Fazbear for example, do I keep the IK rig on and port him there or will he have broken bones everywhere when I port him?

#

well?

#

all I'm saying is are IK ports allowed into VRChat or does the FBX just damage the model of it all together with IK rigs?

fading verge
#

how do i take those 2 lines and connect them to the main centre ball / Armature

fervent hornet
#

The lines represent the parent/child relationship between two bones, if you parent those two bones to the correct one (probably the chest bone) the lines will change to represent that

fading verge
#

ok .. so ive got it working the dynamic bones work for the extra set of ears on the package

#

but the premade animations are also effecting the new bones which arent even attatched to the animation

#

what the hell is going on

#

what on earth is causing this lip it looks fine in unty

#

its only on that bottom left one

fading verge
#

so its me again, looking at different models to use for my project and i came upon this

#

to me it looks like those black lines indicate movement is available without bones, but im not 100% sure

sharp mango
#

i think there controllers for an array modifier or some other modifier

#

just mess with em and find out

fading verge
#

idk how to lol, im trying to figure that out as we speak

#

the black lines are roots though, while everything else isnt

sharp mango
crisp tendon
#

I don't believe so

sharp mango
#

am i able to control the eye animations that are used when setting this thing up

fading verge
#

I'm sort of a beginner when it comes to rigging, but does anyone know if there are ways to rig for example two legs to move along with each other, but only using one bone to move both? as well as keep the separation between them when they get weight painted?

rigid marsh
#

Not sure if it's a good place for that kind of help/question but does anyone know a good way of making a string-like object/erring in this situation with dynamic bones? My problem is that I want it to behave like it is held on both sides, but I can't do it, is there a way to for example hold the last bone in place so it will make the rest kinda hang from both sides?

north crypt
fading verge
#

It should be

#

I could've swore i unassigned it

north crypt
#

vrcAevSlap hmm

fading verge
#

Also even though these are completely new bones they get animated alongside the other ears that are just there with the base

north crypt
#

Doesn’t hurt to check

fading verge
#

Like wtf is causing thst

north crypt
#

Perhaps is a weight painting issue? If you didn’t assign the mesh to the head bone

fading verge
#

I have assigned them to vertex groups

#

Which are assigned to the bones accordingly

#

I cna pose them just fine

#

The dynamics work perfectly in unity

#

It's just... Ingame

north crypt
#

Is that your jaw that’s flying all over the place? Hard to tell with the image

fading verge
#

It's the bottom left ear it has a lip at the very end that just won't go away its folded

#

Bottom right is perfectly fine though

#

Even though they are working on the exact same kind of bones

#

See I don't know if this is a problem with the rig or not now because it works fine in unity

north crypt
#

Looks like a vertice is stuck or isn’t weight to anything tbh

#

Might want to check it in blender

fading verge
#

I though that too... But every vertices is assigned I'll try turning up the weight

#

This is for a friend I should be working on school stuff tbh so if I can't get this done today I'm gonna ditch it

north crypt
#

Use pose mode to drag ur character around and see if any spots are stuck in place. Then just paint it, should be fixed then

north crypt
north crypt
fading verge
#

I managed to use blender as an excuse to make a VrChat world for a school project since I wanna get better at 3d modelling xD

north crypt
#

That’s rad tbh

fading verge
#

Ok I'm gonna check it all when I get home then because I feel like it might not be weighted properly even though it should be if not ima try scrapping all fx layers and animators and see if it fixes anything if I make um from scratch

#

Thanks for all the help man!

rare yew
#

does anyone have any documentation/guides on how to implement basic dynamic bones for ears/tail etc? I've found some, but they refer to the methods as "hacky" and a lot of them are avatar 2.0

#

also whats the trick to having sub 5 finger characters? Do I just leave one finger joint un-skinned and "invisible" or is it ok to delete a couple of digits

iron hill
#

Hello ! Do you know some ressources on how to properly setup twist bones ? I find only something in vrcat forum, which seems to be broken my side

#

@midnight sand , do you know if there is another place that mirrors this tutorial ?

cunning imp
#

I Only have put dynamic bones on the tail, but after converting (and only after converting) It gains some on its hair and chest. How do I remove these ones? I cant figure it out or click on them. Avatar made on VRoid and imported to Unity 2019

#

the things i think i want gone are the white balls on the front

#

tried removing the dynamic bones plugin and readding it. the bones just return

north crypt
#

U should be able to go into the hierarchy and find the hair strands that are being affected in the inspector tab on the right. Just remove the dynamic bone component

north crypt
# cunning imp

vrcTupCry also u probably don’t need all those dynamic bone colliders. They heavily impact performance

north crypt
cunning imp
#

wait

#

nvm

#

it did

#

but only for the hairs

#

not the body

#

wait nvm no it didnt

#

hair is still there

north crypt
cunning imp
#

also i cant find the armature thing

north crypt
#

It might be named something else, but it’s your character’s armature so it should have smth like >hips>spine and so on

#

Arms, head the whole shabang

north crypt
cunning imp
#

ill take a look

north crypt
#

Don’t click on this vrcPerfVeryPoor

#

It’s account grabber or smth

#

<@&397642795457970181> sorry to @ you but we got a skinker in chat

#

Thxx

midnight sand
iron hill
#

So I was asking if you know anoyher place with the same tutorial

north crypt
#

Try shortening your head bone or adjusting your view point, you want the view ball to be right on line with your shoulders(in the center of your head)

sleek cobalt
hardy pollen
#

why arent they both connected? when I export one arm breaks

heavy tinsel
#

<@&397642795457970181> Got a model with visible nudity here.

cunning imp
#

I made collision boxes but the tail still goes through. help plz?

hardy pollen
hardy pollen
#

so just mess around with the settings a bit, I havent done much

#

try changing the radius and amount of collisions

cunning imp
#

ive tried loads buit all to the same effect

hardy pollen
#

hmm

rare yew
#

just so im 100% sure. buying this is still the way to get dynamic bones going?

#

i have no problem paying for it, just wanna make sure im not using anything out-dated 🙂

north crypt
sleek cobalt
still oriole
hardy pollen
#

im gonna mess around with it more and see where I can go

fading verge
#

so i think i got my rigging correct, is there a way to test to see if it works at all in unity? or do i have to bring it to vrchat to make sure it works

crisp tendon
#

Depends on what you're testing

fading verge
#

movement mainly, of turret, tracks and wheels @crisp tendon

crisp tendon
#

Then you'd probably be better off testing in vrc directly

fading verge
#

ok i will, thanks

autumn socket
#

Anyone know a tutorial/can help with how to get 3 fingered hands to bend correctly?
I've been at this for a few hours and I just can't get the stretching to work correctly...
I know there's a handful of 3fingered avatars out there too...
Only idea I've run across is making fake bones for the hand, then have the real weighted ones for animating, but if I do that then wanna use premade animations like maximo ones later, the hand wouldn't move with those since the animation would read the fake weighted bones instead of the weighted ones...

devout lantern
#

So I've seen a few avatars with usable seats or anchor points for other players to use in vrchat (one of the Titan avatars can seemingly grab on to people)

#

Is there a way to similarly have grabbable props on an avatar? Like a gun or bat that another player could pick up from then?

broken flame
#

so that when the fingers bend it only bends in one place

supple hamlet
#

Anyone wanna show a plebian how to get a skeleton to move the model in a normal looking way?
Most of the tutorials I have scene use Parent with Automatic Weight. But the scaling on what gets paired to what is too great. This happens.

prisma verge
#

I'm trying to think of what might cause that

#

Is the topology of the model good?

valid relic
#

having trouble paring a hat to the rest of my character

#

the hat is rotating faster than the bone it's assigned to

#

looked at so many tutorials and i just don't get what i'm doing wrong

glass whale
#

hi, I have a question, does dynamic bone cant use in Vrchat desktop mode?

iron hill
still oriole
void turret
#

asked yesterday but i havent gotten a response x__x

fierce grail
#

I think Unity Cloth might be a better solution for this if you don't mind instant very poor rating (cloth stats really need an update...)

void turret
fierce grail
#

having a single dynamic bone transform on your avatar instantly puts you at good rating

void turret
#

i am aware but a good rating is much better than poor

jade whale
#

Dynamic bones will work for it but be aware that to get a good looking effect might require enough bones and collides that it puts you in poor anyways. I'm not sure exactly what the math is in how many you can get away with before it puts you into poor

fierce grail
jade whale
#

Okay so probably can do it and stay in medium

quasi igloo
#

I know it's not as special to other experienced peeps here, but it's just nice to find this instead of the hollow eye socket technique

rare yew
quasi igloo
#

Basically I did a flat eye mesh like this

#

Weights that connect to the head bone

#

Weights connecting to the eye bones

rare yew
#

so its just squashing the whites but you cant see it cause texture?

quasi igloo
#

Yea, sorta, doesn't ruin the look for me

rare yew
#

oh yeah no complaints! seems to work well!

quasi igloo
#

Yeah, no matter how far it goes, it doesn't seem to act weird

#

Which is great, I can copy these over to my other characters, kinda simple

rare yew
#

i had an idea in my head, can you move the eye joints really far back so the "arc" of the pupils becomes flatter as well?

#

that was kinda gonna be my attempt at it

quasi igloo
#

I added Limit Location to the eye tracker bone so the eyes only look as far as I want it

rare yew
#

il look into that 🙂

crisp tendon
#

That's what the SDK does for you though RuuuThunk

#

Also that won't really transfer over to Unity afaik

quasi igloo
#

As you can see, I never imported in VRC before, so I will be talking here more once I get to that point

crisp tendon
#

In that case i'd definitely suggest looking into it asap, otherwise you'll be doing a lot of work that will end up being useless at the end

#

useless because it's either done automatically or because Unity doesn't have similar functions

quasi igloo
#

I see, I'll be in this server more prominently once I hit into some dead ends

white oak
#

hey there! I hope this is the right place to ask! Im interested in flattening an avi's chest that I have, is the only way to do that in blender? or is there a mesh editor in unity i could use?

vivid carbon
white oak
#

word! not gonna lie i did try that for a split second lol. I thought i was just onto something with this mapping submenu i found but im not deff not able to do what i want there

#

well thanks for quick response!

rare yew
#

is there any difference in terms of performance between having props as separate fbx files and just attaching them in unity vs having them be part of the rigged fbx?

crisp tendon
#

Yes, additional meshes have a cost

#

If you want to use props, weight paint them to a bone and scale that bone up and down

#

it's infinitely better than shapekeys or enabling/disabling the object

rare yew
#

neat tip for props. would that be an extra join on say the hands then? so I dont scale the hand for example

#

and I suppose that would be less useful for clothing that uses several joints like a shirt

crisp tendon
#

Yeah for entire outfits that's not as easy to do sadly

#

And yes it'd just be a bone in the hand or wherever the prop needs to be

hearty thunder
# quasi igloo Found a nice way of rigging the anime style eyes

Did something similar myself, except it was built around a "imaginary" giant sphere (where it was a real sphere, but most of it gets deleted leaving a small area at the pole of the sphere for the eye) with the centre of the eye bone at the centre of that imaginary sphere and then weight pained much like how you did there.
Doing it that way, there's zero chance for any weird warping of the eye white area as it moves around as it's geometrically still going across a sphere. It does limit you to either painted on irises/pupils or or strictly circular ones though.

rare yew
#

I see pretty much every facial gesture tutorial associate a facial expression with a hand gesture. I understand this is a nice way to smoothly dip in-and-out of them, and I imagine this "pupeteer" method becomes natural with some practice, but is there anything stopping me from assigning the facial expressions to hard toggles in a menu system?

vivid carbon
#

Shouldn't really be, you just drive them with buttons instead of hands, both are driven by parameters

red cedar
#

If I scale a small avatar up in unity, to be larger would that help with full body tracking alignment? What about avatar descriptor view point (ensuring it's between characters eyes).

vivid carbon
red cedar
#

Thank you

vivid carbon
sleek isle
#

For that eye tracking, you can have an empty object assign in the descriptor. then use rotation constraint to copy the rotation of it to the weighted one.

#

But if it's just rotation it should work as normal eye tracking.. No constraint needed

valid relic
#

can i get some help with a rest pose issue?

#

i think this is pretty self explanitory, part of the body has shape keys, and i can't seem to apply the armature because of them

crisp tendon
#

You're not supposed to apply those modifiers, what is your goal ?

rare yew
#

any difference rigging A or T pose? other than the usual pros/cons of either one

hearty thunder
#

"What are the differences between A/T pose, except for the differences between A/T pose."
That's not very answerable.

rare yew
#

Fair enough. I suppose is there anything limiting me from doing A pose? the clothing I want to make would be better "neutral" in an A pose. I guess im just asking if VR chat is for some reason not ok with A pose neutral or not

#

also uhm I have two "FX" rows now. how did this happen and can I just delete once since theyre both referencing the same file

hearty thunder
#

The dual FX's are a known bug. Disable/enable the playable layers or delete the avatar descriptor / put a new one in and it should be fine.
The difference between A/T pose really comes down to how the character's gonna be moving their arms. T pose makes more sense if they're going to be reaching over the head a lot, plus it's easier to edit, but A pose makes more sense if we're more grounded for most of the time and the arms don't usually reach over 90 degrees from straight up/down, as the less you distort a thing, the better it looks.

amber dune
#

Hi, I am currently having issues with unity recognizing whether or not my character is in t-pose

#

I have attempted to solve this by enforcing t-pose, but that curls my fingers up strangely

#

any help would be appreciated!

heavy tinsel
#

It doesn't HAVE to be a perfect T-pose to work.

#

That model is so simple you probably wouldn't be able to notice the difference.

near grove
amber spruce
robust crescent
#

Constraints, Rotations i think, used it for abit but you have to really tell people you are using them to notice difference

amber spruce
#

I already use rotation constraints

#

sometimes the IK can make the elbows flip the wrong way and I want to prevent that

iron hill
#

ty so much !!!!

#

@amber spruce

devout lantern
#

So a quick problem I've been having

#

My avatars arms are too short compared to my real arms, which leads to my avatars torso getting yanked around when i extend my arms

#

Whats the best way to resolve this? Do i just need to make my arms longer?

supple hamlet
#

Anyone know why an avatar will end up clipping into the floor for crouch and crawl animations and not do the standard animations?

small flint
#

My avatar's hands look fine in Unity, but in VRChat they get shrunken (specifically the finger region looks shrunken so the hand is lopsided). There's no scaling of bones in Blender or Unity.

crisp tendon
#

mind showing the difference ?

kindred solstice
#

Hello I have a question regarding to my VRoid avatar. In unity it seems to have good rigging and in VRChat looks nice too. But after I calibrate, it becomes curvy immediately ( even though I stand still) . Does anyone know what could cause this curvature of the pose after calibration?

small flint
# crisp tendon mind showing the difference ?

turns out I had to redo the import, instead of just replacing the FBX file, because bone lengths had changed. Sucks because transferring over all the VRCAvatarDescriptor components and bone colliders was a huge pain. Is there a better way to do this? Like force reset the humanoid rig in the import settings?

crisp tendon
#

Pumkin's avatar tool might allow you to do that more easily

still oriole
glass ore
#

Is there a way to test FBT in a game without actually having to use FBT like for say if you were making an avatar? I do commission work for avatars and my avatars always end up broken when it comes to FBT. I own the gear to do full body tracking but having to wear it while I'm just in unity is a total pain. Are there any alternative methods to just "faking" fbt on an avatar to know if the hips will cave in or twist, or have any other problems come up?

still oriole
glass ore
#

Oh, good idea!

red stump
#

Hey - does someone know if its possible to make an anatomy like this Full Body Ready? Best would be a tutorial (i dont have that much experience) i heard about final KI and maybe parent constraints - can i make it possible with one of these or something else? Or is it impossible for Fullbody?

maiden sail
#

I want to rig this model so that I can make animations, the problem is that I don't know how to make the walking animations, it will only be used on pc without a vr, can anyone help? (also, I don't know how to import this to VRChat)

still oriole
maiden sail
still oriole
maiden sail
#

got it, I'll make them and find a tutorial to how to port into unity (since apparently that'll be needed), wish me luck

wary mesa
crisp tendon
still oriole
crisp tendon
#

I've never heard of anyone constraining an entire armature, but it's always worth a try yes !

still oriole
#

I have a character model that looks similar to the rat so I may be trying that out myself at some point.

steady patio
devout lantern
#

never too late 😛

#

let me show a screenshot

steady patio
#

if your avatar is mostly humanoid and somewhat realistic in terms of proportions (as most anime/stylized/actual realistically stylized humanoid/furry avatars with somewhat humanoid proportions do) then you can use pose mode in blender to scale the requisite bones to your desired length

#

it will mess with your proportions somewhat but you can mess with every part of your avatar to get the look that you want while also keeping things ideal for full body. in my experience, sacrifice leg proportions for arm proportions unless you really need accuracy in full body, in which case you should be custom designing your avatars to be like that

#

but

devout lantern
steady patio
#

if your avatar is really stylized

#

which it isnt

devout lantern
#

it may be best to squish the legs in some more

steady patio
#

there wouldnt be much you could do

#

im talking stuff like mario, sonic, really fucking toon avatars

#

but of course that isnt relevant right now

devout lantern
#

no problem, thanks for the info!

steady patio
#

so yeah

#

make your arms longer

#

i would say

#

your arm length iirc depends on the distance between the perpendicular of your arms+head and your head bone itself @devout lantern

#

in this case since your avatar has a long neck proportionally the arms are going to feel "shorter"

#

compare that to most avatars on this game with really really short necks and just as short arms to compensate

devout lantern
#

would it be better to have a "phantom" rig and then have this body IK to it?

steady patio
#

this can easily be resolved with your existing rig through pose mode, scaling the appropriate bones, and applying your changes as a new pose

#

i would start by obviously lengthening your arms a bit

#

then afterwards, if your model looks off because your feel like you got some sort of ARMS for the switch thing going on:

#

the next thing i would reccommend is lengthening your legs a little to compensate

#

and if that crosses too far into jack skellington territory, you can also try changing the size of your torso as well to be a bit bigger, but only if lengthening the legs causes problems first

sleek isle
#

Depending of the avatar this image is a generic example

burnt obsidian
#

Not sure if right spot, but i have been trying to import an FBX file (Avatar) from unity to blender. It will act like it is loading for a sec, and then nothing appears in blender. other meshes work so i know my blender is good. Anyone know what i could do to troubleshoot or fix it?

still oriole
burnt obsidian
still oriole
# burnt obsidian

I think you may be importing the wrong version of FBX. Try using Autodesk FBX Converter to convert it to binary FBX.

jovial delta
#

im trying to rig this character using the auto rigger but it keeps giving me these errors even tho every marker is on the character

#

does it have to be in a tpose?

cold cliff
#

what should I do if my avatar's arm is still bent when my arm is fully extended in real life? (and other avatars don't have this same problem?)

#

the arm of an avatar that I'm developing, I mean

#

also, is there any fix for "looking down makes you stand on your toes", beside pushing the View Position all the way back to the character's spine

#

(which fixes it, but then it feels weird to be aware of where your face supposedly is in the mirror...)

leaden sierra
#

Why is it that my tongue moves when I try to evoke [Applying Selected as Rest Pose] on the Tongue Bones?

crisp tendon
leaden sierra
hearty thunder
# devout lantern

If you really want to dial things in to match your proportions,
Go grab a camera, either with a friend or with a remote shutter on a tripod, stand as far away from the camera as possible and zoom in. T-pose and take a picture. That should get you something that is pretty flat to be able to compare your IRL proportions to.
Take that image and align it to the model centred to your body, with the tops of the shoulders at the same height on both. Move the head up/down to match your IRL head, lengthen/shorten the arms to match yours (Error on the side of slightly longer so you don't hit the end-stop with your arms), and lengthen/shorten the legs and torso so they match up. That should get you something close enough to your IRL proportions that you should have fewer problems.

#

Looking at the screenshot again, VRChat really can't handle long necks. It's frustrating, but that's the limitation we get trying to translate the human frame to something explicitly non-human.

burnt obsidian
vocal sentinel
#

guys, I have an issue with IK rigs, can somebody please help me?

#

I'm planning on making his rig like a generic rig instead of an IK controlled rig

#

if anybody has any ideas, let me know please

vocal sentinel
#

here's the thing alright?

#

I port these FNAF characters with SFM stuff included

#

because I know if I were to port these models with the rigs it has

#

this is by my friend Fanis

#

so I need help please

crisp tendon
#

just remove the bone shapes and constraints ?

vocal sentinel
#

that simple?

#

alright

vocal sentinel
vestal dirge
# cold cliff also, is there any fix for "looking down makes you stand on your toes", beside p...

What you need to do is get your real-life neck rotation to coincide with your avatars neck rotation. With an avatar that has a long neck (or large head) it might mean that you actually have to move the view position -down- maybe near the avatars mouth. You'll be looking out of the avatars mouth, but you'll find that your head motions work better. You might be able to do this with a ghost-rig and constraints, but either way your viewpoint won't match your avatar. It basically can't move the same way unless you scale your real neck and head to fit (not recommended, heh).

fervent hornet
#

Time to get the gold rings out and suffer for a couple years

cold cliff
#

is there an issue to vote for this on the bug tracker anywhere?

vocal sentinel
vestal dirge
cold cliff
#

Honestly, I would settle for "my avatar's head moves slightly weird" rather than "the entire rest of my avatar's body moves slightly weird".... but admittedly, I haven't completely visualised the problem for myself, so I can accept that I might just be missing what's actually going on. Thanks anyway!

vestal dirge
#

Ah okay, the way I like to visualise it, is to pretend I’m wearing the avatar like a mascot costume. To fit my dimensions into, (if it’s got non human dimensions) you kind of have to wear the costume in a certain way. Like looking through the mouth.

cold cliff
#

right, but I don't see why that has to lead to my avatar's feet lifting off the ground?

#

I guess something to do with working backwards to move the rest of the skeleton so that the head can stay where my viewpoint is moving to, even though the avatar's neck can't necessarily bend in the right way to accommodate it

#

but I would've expected that the compromise would be "the head drifts out of sync with your eyes temporarily the further you turn your head from neutral", which doesn't sound great but would be better than offsetting it permanently instead

stiff cave
#

anybody have an idea of how to rig this

unborn moth
devout lantern
#

Thanks everyone for all the great advice from here so far by the way

#

I was wondering if anyone had any experience with "driven keys"?

#

Using the rotation of a joint to power a blendshape

crisp tendon
#

Only works in blender

devout lantern
#

There's no equivalent?

#

Surely there must be some way of getting the rotation of a joint

fierce grail
wintry kelp
#

so how can i rig this model as eficient as posible?

subtle wharf
#

kk

#

can we talk the wierd nick ava codo skins

wintry kelp
#

whats nick ava codo?

crisp tendon
wintry kelp
#

but i need to aply it as a humanoid with 15 bones in unity right?

crisp tendon
#

What for ?

wintry kelp
#

an avatar

crisp tendon
#

It can also remain generic

#

So you don't have to add an armature

wintry kelp
#

oh

#

wow

#

i didnt knew that

#

tysm

#

so i dont need to rig it at all?

crisp tendon
#

correct

wintry kelp
#

thats epic

#

cuz im very bad at riggin :)

tender drum
#

Anybody know what the camera is called you can rig to an avatar for streaming?

north crypt
north crypt
north crypt
tender drum
#

@north crypt sure some, but most good ones use a better one. I found it. It’s called VRCLens

north crypt
rose wadi
#

Say, is it hard to rig a skeleton for full body tracking for a really small character? i've got a normal working skeleton right now so a 'kind of like' human model, but i plan on getting slimevr and i wonder what i need to change in blender to make the jump

#

this is the current skeleton

#

(No finger bones cause the model don't have any fingers)

manic marsh
#

I think you need at least 3 finger bones for the model to be humanoid

#

Thumb index and middle if I recall correctly

#

And yeah, I don't think that will work as expected in fbt, you want to match your irl proportions as close as possible when using fbt

robust crescent
#

3.0 dont need any fingers

#

they will still be humanoid

#

2.0 is the only one wich must have min 3

serene surge
#

Hey so I followed Kung's VRChat tutorial for fixing various full body issues, and I did the shoulder sag fix he mentioned by going into pose mode and editing the shoulder pose. But its not fixing my shoulder sag in full body? Is there something else I should do? Or maybe should I put the model into a Y pose instead of a T pose? https://www.youtube.com/watch?v=2sfTEBAl8sA

[Update 11/10/2021]

In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.

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

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...

▶ Play video
unborn moth
# serene surge Hey so I followed Kung's VRChat tutorial for fixing various full body issues, an...

Shoulder sag can also occur if your arms are too short. When you put them down, it'll pull on your shoulders and make them sag. Two ways to fix this:
The hacky way: Unassign your shoulder weight painting and assign it to your chest so that your shoulder bones can't move anything. Although this is a destructive thing to do so I only recommend this if you don't care to have shoulder movement.
The right way: You need to scale your rig to proper VRC proportions so that your arms are proper length. There's a tool for blender that does this automatically here: https://github.com/triazo/immersive_scaler

GitHub

VRChat correct proportions, made easy in blender. Contribute to triazo/immersive_scaler development by creating an account on GitHub.

serene surge
pulsar trellis
#

can sombody help me make an avatar

potent ermine
#

it's not terribly complicated

#

and it's a paid model so folks can't exactly just be handing the files around for doing those edits

hushed oar
#

I'm not entirely sure this is the chat for this but since it's related to bones.... Here goes 😋 I'm trying to make it so the new clothes I put on my avatar moves around with the bones but it doesn't seem to be working.

Whenever I go in Pose Mode and move bones around they just clip through (as opposed to the original clothes which will move/bend the clothes).

My new clothes do have an armature modifier with the same armature as the old piece of clothing. In fact, they both share the same exact configuration and yet... it doesn't work and I'm super confused.

#

I'm doing this for the first time so... Perhaps I missed something or misunderstood something. It seems simple and yet... 😅

potent ermine
#

yes

turbid spear
#

armature modifier alone is not enough, you also need the same bone names and to parent the mesh to the armature (i think)

#

cats does all those things

#

i think it's under custom model creation

serene surge
#

Check #community-servers-old, this is a commission. You can find servers that will do that for you in there. This channel is more of a DIY channel for people doing stuff themselves.

#

Hopefully it helps you find someone to help. Also happy thanksgiving. :3

hushed oar
turbid spear
hushed oar
#

Am I supposed to add bones to the clothes where it should move, name them like the bones that originally move and then press a merge thing on Cats and 🙏 ?

#

Like I said, I'm doing this for the first time so I may ask very stupid questions and I'm sorry 😅

limpid bridge
#

hey guys, does adding a dynamic bone collider to a bone who has a child bone, affect the child? if i didn't say that well enough, what i mean is; if you have two bones (one bone is parented to another) and you add a dynamic bone collider to the parent bone, will that make the child bone react to dynamic bone colliders too? or is it just the parent bone?

vivid carbon
limpid bridge
vivid carbon
#

The ball is the way, if the ball covers the child, yes

limpid bridge
#

that means yes, okay thanks!

fading verge
#

how do you import a rig as humanoid i keep importing it and changing the rig to humanoid but it still says non humanoid what do i do?

fading verge
#

I need help with avatar rigging we are trying all the videos and people suggestions

#

someone dm me

#

@crisp tendon Could you help

crisp tendon
#

Am i supposed to guess your issue ? RuuuThunk

copper rover
#

When we rig should we give separate consideration to PC, half-body, and full-body? Also, anyone know any any toe, ankle rigging guides that animates exceptionally well in-game? I've noticed that I struggle with toe a lot for PC and half-body unless I remove them as per the recommendations.

flat field
#

Anyone here available to help?

low coral
#

how do i fix this? clearing the bone roll did nothing

velvet kite
#

I'm very new to blender, how do i fix this?

low coral
velvet kite
#

Ah, i just did the parent to mesh with automated weights i guess i'll have to do that arm manually i suppose

low coral
velvet kite
#

btw should i be fully rigging and weight painting before i add clothings or do all at once?

low coral
#

before. so you can transfer weights later

velvet kite
#

ah okie

fading verge
#

Just a general question: Is rigging easy? i just wanna know before i dive head first into trying to rig a Saber Santa avatar for quest.

velvet kite
#

Nvm i got it

#

I still had the mirror property on the model

velvet kite
#

can a bone that has a weird roll angle be a problem?

still oriole
fading verge
still oriole
low coral
fading verge
#

ok because i already have the unitypackage but i dont know if it has been rigged yet

agile dawn
#

hey, i'm having a few concerns about an avatar i'm making for vrchat
never uploaded stuff on the platform yet and most tutorials i could find are just confusing me more
my character is hand made and has no rig yet, planning on making one soon by hand

-i'm guessing for vrchat to process it this rig needs a specific bone hierarchy right? if yes then where can i find it? so i can rename my bones right when i make it

  • is there a base humanoid rig somewhere that i can use and just ajust proportions then skin/weight paint on top to save time? i heard about mixamo and auto riggers but that brings back to the first problem with hierarchy.

-do i need to make walk/run/crouch animations myself or does vrchat provide generic ones that will go on the rig? the model has generic human proportions so i guess some automation should be possible for that

sorry if these questions sound really dumb, if you have good tutorials for this too feel free to send me the link, so far i'm struggling finding anything good between outdated stuff or tutorials skipping the steps i need.

crisp tendon
#
agile dawn
#

thx, i read that but it doesnt answer all my questions :/ mainly listing potential error messages and how to fix them

crisp tendon
#

does it answer any of your questions ?

agile dawn
#

it does helps with the examples for bone hierarchy + shows stuff to avoid but i wish there were examples of full rigs i could look at to understand it better, even if i'm not gona use them on the model. for instace, should i add a root bone in a specific location? what should it be named? do these two question even matter and unity doesnt mind? x)

#

big one still is; do i need to make and import animations or are there default walking/crouch ones applied in game no matter the model? (not really a rig question but still giving me headaches for the import process)

crisp tendon
#

No root bone

#

if your model is humanoid, no animation required

agile dawn
#

thanks! one less thing to worry about x) sorry for bothering, i'll start doing tests in unity and see how it goes

velvet kite
#

Do you have to name every Individual bone if you're rigging a model?

novel aurora
edgy plaza
#

How do i assign my head thing to a bone on the metarig

velvet kite
low coral
crisp tendon
#

Make sure your bone names are correct in blender

shrewd depot
#

Is there a fix for when your avatar's arms t-rex? afaik the arms are disproportionate (tho i did make sure to model them proportionally so im not sure why theyre t-rexing so badly in VR) i looked at the documentation and only found this about something I can compare my avatar to but it looks like this file doesnt even exist anymore since I can't find it in the SDK:

#

the "arm pull" is what Im experiencing i believe

#

i just get this issue consistently so I'm looking for something to compare my avatars to I suppose. it would be helpful to have a "perfect" rig I could inspect

jovial quartz
#

is there a particularly good guide or anything I could start out with for manual weighting in blender?

copper rover
#

One of the vids I watched for weight painting: https://youtu.be/GnMmp5yl-8E

Weight Painting can be an absolute pain, trust me i've been there but hopefully this tutorial will help you out a bit on your vrchat avatar creation journey.

#VRChat #Blender #Tutorial #WeightPaint

If you found this helpful and entertaining, please consider coming a Patron.
https://www.patreon.com/Aggrotard

Find more of me:
Twitter: https://t...

▶ Play video
#

There might be better weight painting guides with smoother techniques. Manually painting feels pretty scuffed. I tried mixamo on a well structured mesh and that worked way better than my own work. It might screw up hair and clothes however.

velvet kite
#

Everytime I fix model a piece of clothing it ruins the clothings weight paint

uncut moat
#

Just gotta get a feel for it

#

or look guides like the one uptop

#

Looks at other people models weight paint or how people does them on stream on the areas you have a hard time.

sweet rain
#

You wanna do auto normalize when weighting!

#

It's a checkbox

#

Without auto normalizing it causes shit not to shrink and deform if weights are doubled up

modern wraith
#

Don't leave auto-normalize on too much though, if you're being precise about weights it'll catch you and ruin stuff.

long garden
#

anyone willing to make an avatar for me? i needs help

vivid carbon
cold cliff
#

what does it mean when a rig doesn't extend its arm fully when my arm is extended in real life (but most rigs do)

#

the arm is also moving slightly weird in general, but that's the only specific part I can put into words

vivid carbon
cold cliff
#

I thought VRChat always resized the world so that your arms were the correct length in any avatar

vivid carbon
#

That is why I said make sure your height in game and height with SteamVR are correct, at least that's for PC. Quest has its own system I assume.

cold cliff
#

right, but then why would other avatars work normally

vivid carbon
#

Their proportions are probably correct and not off with longer body, longer arms, or longer legs.

cold cliff
#

but longer arms shouldn't matter because that's what everything is scaling to, and I'm not looking at my legs or body

vivid carbon
#

Look in the pins for this channel, there is an image for what you rig should be like

cold cliff
#

ahh, thank you!

low coral
#

why does unity hate me so?

low coral
#

the thigh moves with the bone in blender but not in unity. Anyone know why?

somber linden
#

can someone help me get a avatar to work on quest?

#

i want a liliya hobkai avatar but all of them are for pc none are for quest

upbeat salmon
#

Hello! I am having a hard time with the scaling being consistent when it comes to FBX -> Blender -> FBX -> Unity.

I have a purchased avatar where the prefab has the Avatar's parent object with a scale of 1, and all of the children one level in is "100".

I am simply adding a new mesh to the avatar and a bone without affecting existing mesh/weight paint data, and I have tried various settings for scaling when exporting back into Unity, only to have the Dynamic Bones and other measurements thrown off drastically because all of the objects are a scale of 1. Any ideas?

I already tried to lock the scaling at 100 while I modified the dimensions of the armature itself and it would still modify scaling. Not sure if I am applying it correctly?

still oriole
upbeat salmon
#

Of course, we're setting the scale value to 1, which Unity will accept the scale to be 1, but then all the dynamic bones and any other scripts configured for the original scale value of 100 will be thrown off.

alpine spruce
#

Is it possible for anyone that is good with fbt can join a call with me and tell me whata wrong with my avatar and what I gotta do to make it more fb compatible, cause I'm not really good with it

#

when i stretch my arms out iunfront of me theyre bent instead of straight, and i float off the ground without touching it, and when i have my arms close to my chest they seem to bug out and do something like this

crisp tendon
#

@alpine spruce

jovial quartz
#

how do I assign a bone to a vertex group?

#

or is that not what vertex groups are for?

crisp tendon
#

by name

jovial quartz
#

the vertex group should be named the same as the bone in the armature?

crisp tendon
#

or vice versa

jovial quartz
#

ah, thank you!

severe vapor
#

bot

fading verge
#

<@&397642795457970181>

jovial quartz
#

if this mesh I'm working with only has segments of the body for what is visible when it has the clothing will it cause problems if I don't like, add some connecting mesh between them?

still oriole
jovial quartz
#

I shouldn't have to set any vertex groups for the bones that aren't near them right?

#

I've been kinda wondering if there's an easy way to just like select all the bones for the arms/hands/shoulders and then just increase the distance between them without having to scale them

#

like moving these points equal distances outwards and the rest goes with it

still oriole
#

Just select all the bones you want to move and just move them? Preferably with the X-mirror enabled.

jovial quartz
#

wait there's x mirror for bones?

still oriole
#

Yes. Bone edit mode -> N-menu -> Tool -> X-Axis Mirror.

jovial quartz
#

oh! okay thanks, idk why I assumed there wasn't lol

jovial quartz
#

so is there a way to basically apply all the weightings in this hand to the other hand without a lot of effort? or should I have combined the hand meshes and done the weight painting in some mirrored mode?

still oriole
jovial quartz
#

ooh, okay that works I think

#

hmm, so if I want to make the bones of all the fingertips slightly shorter at once, is there a way I can do that with mirrored? because scaling seems to also move them while scaling

#

oh, well apparently mirror is smarter than I am and doesn't need both sides selected even

#

but it still moves them from their joint

#

oh, maybe I just move the end dots of those bones

#

yeah that worked

#

is there a simple way to temporarily move the transformation gimbal to be centered here?

#

oh, if I select it last I can switch to this it seems

jovial quartz
#

how can I add another cylinder of triangles to the wrist here? sort of like using the Edge Slide tool but it duplicates it instead of moving it

drifting dawn
#

ok so need help.. (been asking around on other sever cus i have yet to find help...) so I've been trying to add bones to my avatar ears so they flop but I am complete lost... the bone isnt connected to mesh and i have cats plugin installed if that helps.. T-T but ive been staring at this project for 2 days now and I am lost as heck..

crisp tendon
#

You haven't looked at a weight paint tutorial in 2 days ?

drifting dawn
#

i have

#

the left ear was weight painted then when i tested it the bone wouldnt move with the ear T-T

#

im not very skilled in blender and I do not know where i screwed up

crisp tendon
#

Can you show your weight painting ?

drifting dawn
#

oh sure sorry

jovial quartz
#

so if I have a duplicate face with reversed normal for one of my meshes how much of a pain is weight painting going to be? should I just get rid of the normal flipped mesh I have now and duplicate it again at the end when all the rigging is done?

drifting dawn
#

hold on.. for some reaosn I can open weight paint

jovial quartz
drifting dawn
#

if only i could get into vc and screen share to show u guys..

jovial quartz
#

are the vertex groups named the same as the bone you want it connected to?

drifting dawn
#

...

#

that was it!!!!

#

ahh im so stupid

jovial quartz
#

lol if you are then I am too, I couldn't figure that out either until I asked yesterday

crisp tendon
#

And that doesn't move in pose mode ?

jovial quartz
#

doesn't make any sense to me that it would just be linked by name aside from maybe file size optimization

crisp tendon
#

I'm still confused as to how people end up with vertex groups that don't match bone names sweat

jovial quartz
#

I create them

crisp tendon
#

But i'm glad that was the fix

#

Why create them manually ?

jovial quartz
#

I tried to use auto weights and then importing to Unity it just bound everything to the root bone

drifting dawn
#

ok so bone works but other 2 dont

jovial quartz
#

just didn't work with my model

#

anyway this is a good learning experience

drifting dawn
drifting dawn
crisp tendon
#

Creating the bones is normal, but the vertex groups are automatically created when you start weight painting tohrushrug

jovial quartz
#

hmmm

drifting dawn
#

ah

jovial quartz
#

yes, I would like my ear to be connected to my Left wrist

#

ah okay, so it bases it on the last bone selected in the armature on the right panel

drifting dawn
#

oh the joys of 3d modeling

jovial quartz
#

uhh, how do I add another one though, it just wants to paint to the same one more

crisp tendon
#

add another ?

#

It's one for each bone

jovial quartz
#

I add it and it's named Group

crisp tendon
#

Is the bone selected called group ?

#

stop adding vertex groups manually lol

jovial quartz
#

how the frick else do you add them?

#

I selected a different bone on the right and it still weight paints to the same layer

#

before:

crisp tendon
#

You don't add them, they're created when you paint

#

also you select another vertex group to change

#

or shift select another bone in the viewport

#

i'd recommend watching any quick tutorial on it, the steps are simple

jovial quartz
crisp tendon
#

yeah, you shouldn't

#

you select a bone in viewport and paint, that's all that is required

#

not in hierarchy

jovial quartz
#

how do you select it in viewport while on weight painting?

crisp tendon
#

shift select

jovial quartz
#

I hold shift, I left click on the bone and nothing happens

crisp tendon
#

Did you select your armature and then shift select your mesh before going in weight paint mode ?

jovial quartz
#

no

#

how was I supposed to know that I needed to select the thing that I couldn't go into weight paint mode while selected, then shift select the mesh I actually want to weight paint, THEN go in to weight paint, and THEN shift lmb the bone I want to make a vertex group for?

crisp tendon
#

By watching a tutorial teehee

jovial quartz
#

I asked and only got one video and it had nothing about manual weight painting to assign vertex groups

crisp tendon
#

I don't think you need to ask, there's plenty to find on youtube

jovial quartz
#

cause their auto-assign just worked and they did touchup

#

there's too much to find on youtube

crisp tendon
#

yeah, pick any of them

jovial quartz
#

I need to take a bit to calm down, blender is just absurd

crisp tendon
#

Yeah, even more reasons to not try and figure it out by yourself, it's not that intuitive, always look up video tutorials for things you want to learn about, you'll save time and a headache

jovial quartz
#

I need to look up videos for things I don't even know I need to search for, I could psend hours watching tutorials on the same thing I already understand looking for the one thing I don't

#

that's why I asked if there's any good guides for it here, I was hoping that someone knew a channel that had good in depth tutorials or something

viscid plaza
#

did i do this right its my first time rigging

olive bobcat
#

there's no dislike button so I can't tell if the rigging tutorial I'm watching is completely wrong or not. this is insanity

mild stratus
olive bobcat
#

i just gave up and went to old videos i had saved

olive bobcat
#

I'm trying to make a flip phone, mesh is parented, but the mesh gets deformed upon rotation, how do I make it rotate without changing it's shape? the weights are at 1.

#

nevermind i just removed the extra vertex groups from the meshes and it seems to work

crisp tendon
sleek olive
#

how exactly do i rig an avatar?

#

i've got an .dea avatar and i don't know how to rig this mario avatar

fallen whale
#

Hello all. I have mesh whose vertices I assigned to a bone. Now that mesh is scaling when I move the bone instead of just moving. Why would it do that? This is how it looks normally:

#

And when the knee bends:

still oriole
fallen whale
jovial quartz
#

so is there a full list somewhere of what names the sdk expects for all humanoid bones?

#

does it prefer <side><descriptor><bodypart> like this?

#

and would <descriptor> be broken down into <subpart><subnumber>?

#

like, would this be LeftProximalThumb?

#

or LeftThumbProximalFinger?

still oriole
#

I use Blender-like names like Arm.L or Index1.R

#

Unity normally recognizes which bone goes where from their hierarchy.

jovial quartz
#

for some reason it gets the left side just fine but can't figure out the right side with these names

jovial quartz
still oriole
#

Yes.

jovial quartz
#

alright I'll just try that then

still oriole
#

I have one model where it doesn't recognize Chest bone for some obscure reason but I can always set it manually.

jovial quartz
#

that's less annoying than setting a whole arm and leg manually at least

still oriole
#

Check your hierarchy too, it's possible you have wrong parenting somehere.

jovial quartz
#

this should be fine right?

still oriole
#

Seems fine here.

jovial quartz
#

I actually yoinked this humanoid armature from one of those character generator site models figuring it would import properly and then it didn't import properly

#

lol

still oriole
#

Any errors in the rig setup in Unity?

jovial quartz
still oriole
#

Try renaming just the legs and see if it helps.

jovial quartz
#

I've only rigged a few things so far so I'm just gonna rename everything and correct the vertex groups now before I go farther

still oriole
#

I wouldn't go that far before confirming it is a naming issue.

jovial quartz
#

huh, renaming the bone updates the vertex groups automatically lol

#

but that's a good point, so just rename the upper leg to Leg.R?

#

or do you use LegUpper.R?

still oriole
#

And the left one to Leg.L.

#

I use Leg or Thigh and Shin.

jovial quartz
#

now it found them and has this, I didn't change what the rest of the leg was, just the first bone

#

so is that a naming issue or something else?

#

oh wait

#

nvm I'm dumb

#

it's the same error again

#

so not a naming issue I guess?

fast needle
#

Hey so my friend been having problems with their viewpoint going into their chest laying down is there a fix for it? Thx allot in advance

still oriole
#

Do those bones have any weights associated with them?

still oriole
#

You could try to weight paint some for each bone and see if that helps.

jovial quartz
#

alright, I duplicated my boot mesh over and the leg doesn't have an error, instead it has one for the arm

#

so if I duplicate my hand it should fix that I guess

#

although I do wonder if there's a way to have it autoflip the armatures by name when I mirror the duplicated mesh

#

cause I need to go in to vertex groups and rename them all the way I figured out how to do it

still oriole
#

There's the Armature -> Symmetrize function.

jovial quartz
#

Select Mesh
Shift + D -> LCtrl + LMB
Object -> Mirror -> X Global

#

oh, would this do what I want?

still oriole
#

Possibly, never used it. Only one way to find out.

jovial quartz
#

where is the Armature -> Symmetrize located? is that in ArmatureEdit mode?

still oriole
#

Yes.

jovial quartz
#

huh, well that didn't do what I wanted, but this Auto-Name Left/Right one saves some effort renaming, I can just name these without the side and add it now lol

still oriole
#

Looks good to me.

jovial quartz
#

so at some point it mentioned something like the hip bone not being at 90 or 180 or something to the legs, how should that look ideally?

#

is that saying it should be something like this?

still oriole
#

It means it wants the angle between hip bone and each leg bone to be very close to 180 (parallel). It's mostly for full body tracking, if you don't use that you'll be fine as long as the angle isn't too small.

jovial quartz
#

I don't understand where the angle is being measured

#

oh, is it like this from the side?

still oriole
#

It's from the front.

jovial quartz
#

also that looks mildly problematic?

still oriole
#

It shouldn't make a difference as long as they are parented to each other, but I'd still connect them.

jovial quartz
#

should I just tell it to connect the one above it?

still oriole
#

Sure.

jovial quartz
#

okay so apparently a lot of these aren't actually connected

still oriole
#

If you see a slashed line between the bones they're parented and it's fine.

jovial quartz
#

oh, kinda unrelated question, should I care about the extra bones at the end blender asks if I want to import/export for like the length of the final bone or whatever?

still oriole
#

I have no clue what you mean by that.

jovial quartz
still oriole
#

Some Armatures are just like that. CATS likes to disconnect bones.

jovial quartz
#

ah, might have been that then

still oriole
#

Not a problem if the hierarchy is correct it just makes editing the armature a hassle.

jovial quartz
#

so is it a problem that the toe bone looks rotated funny?

still oriole
#

You could set the bone roll to zero.

jovial quartz
#

I couldn't find a way to actually rotate them on their axis

#

huh

#

well it changed something for the foot

#

maybe it's just the inherit rotation thing

still oriole
#

Bone roll is edited in armature edit mode.

#

Transform inheritance works in pose mode AFAIK.

jovial quartz
#

I set it to 0 and it's still looking rotated

still oriole
#

If it's zero then don't worry about it.

#

Keep in mind that zeroing roll is useful for troubleshooting. And roll is very important for fingers because it influences how they are going to bend.

jovial quartz
#

yeah I'm not going to zero the hand rolls until I know something is bending wrong lol

still oriole
#

To be fair it's better to just make your own armatures because importing one could bring in hidden issues.

jovial quartz
#

I am relatively happy with how my hand is working currently

still oriole
#

Seems fine in Blender but wait until you see it in VRC. It will be different.

jovial quartz
#

🤷‍♂️

#

I got it in vrc yesterday but I only had the index finger rigged so it was doing neat things

#

yeah looks like I need to just manually change all the L to R on the mirrored hand's vertex groups

#

aaaand now it's not finding the foot

#

why does it not find the upper leg and then think the toes are the lower leg?

jovial quartz
#

okay I'm blind it's actually doing a lot more wrong

hallow parcel
#

Is it a good idea to clear the bone roll on the entire armature?

jovial quartz
#

okay so I took an old mesh of the right hand and weight painted onto it for all the bones that had no weights and now it's kinda better import?

#

missing the one shoulder bone and the neck bone but otherwise it seems okay

velvet kite
#

When I fix model with CATS plugin my bones for my hand just disapears?

jovial quartz
#

okay why the frick are my mirrored meshes having inverted normal when I import to unity

velvet kite
#

Please help

still oriole
#

I would not recommend using the Fix Model feature of CATS unless you know what you're doing (and what it's doing) because it kind of does its own thing.

#

Ensure correct armature hierarchy, export, try in Unity. Learn texture atlasing and merge meshes later if needed.

velvet kite
#

Ok so i found out that the hand had no weights on them so i manual did it

#

and now fix model dont messany thing up now

#

appreciate the help

jovial quartz
#

quality content creation right here lol

wheat drum
#

how do i take the ears off of the red fox girl and add it to the avatar on the right? (blender)

rancid zodiac
#

Edit the mesh, you can use "L" while hovering over geometry to select a lone mesh, and "P" to seperate it, then you can manipulate it there

#

I've been met with a problem where the floor in vrchat is Knee level. The origin is the same as rex avatars, the viewpoint is between the eyes, and the guardian in my vr is perfectly setup

jovial quartz
#

so I found a video from 2019 that said you should remove the Toe bones from the humanoid rig in Unity for it to work correctly in VRC, is that an old bug that has since been fixed?

rancid zodiac
#

Doesn't seem like it

robust crescent
#

Toe bones are fine, but you can end up tippy toing abit

jovial quartz
#

I'm trying to weight paint both sides of these sleeves using mirrored vertex groups but it doesn't seem to be working how I expect

#

it only changes the side I have currently selected

jovial quartz
#

well, this side is finally looking decent

jovial quartz
#

hmm, what would cause it to bend like this, too much vertex group overlap maybe?

#

yeah I'm gonna guess it's something to do with the shoulder overlap lol

#

that's waaaay too much weights for the shoulder

#

hmm, is there like some fast way to just make a simple animation in blender that moves between static poses I can use to test different poses for weirdness?

#

oh hey google was good for pose creation at least
https://www.youtube.com/watch?v=MTbbWQRbBps

I present to you THE easiest and most effective way to store all your most important poses in Blender 2.82!!! Hope it helps :)

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI

If you enjoyed this video, please don't forget to like and subscribe!
You can find my entire Blender 2.8 Rigging Series here:
https://www.youtube.co...

▶ Play video
#

I guess having saved poses to switch between is enough for now maybe, gonna need to learn animations eventually though

#

is Preserve Volume okay to use in blender for VRC?

shrewd depot
jovial quartz
#

left arm is looking a bit better now

#

the armpit region is giving me some trouble lol

jovial quartz
#

so I have these plane mesh arm band things I'd like to fit to the surface of the sleeves but I'm not sure the best way to do that, should I make them 3d somehow and rest part of it below the surface of the sleeve then merge the meshes?

#

and would that break the rigging or is there a way to handle that

#

(I forgot about them when I started working on the sleeves, I know I probably should have done this before rigging the sleeves)

#

so I think this will do for the wrapping part, but when I merge the meshes these have no weights, how can I merge the weights of that area of the sleeve so they move together?

crisp tendon
#

data transfer for weight paint

jovial quartz
#

something like this?

#

it doesn't seem to be transferring the forearm bone weights

#

it's doing the upper arm ones fine

#

yeah it's only getting like 1 or 2 vertices

#

lower arm should be like this in that area

robust crescent
#

🔨 🐇 lazy add to bone, it does work with multiple's too

#

(weightpaint mode, click bone you want to use, auto)

jovial quartz
#

that's closer but there's still some clipping, though I think it might be enough that I can adjust for maybe

#

maybe just have to mess with the weights on the sleeve a bit more

robust crescent
#

could try the other bone, its very likely to clip if is lowish poly

jovial quartz
#

so actually, turns out the best solution is probably removing that entire area from the lower arm and just autoweight to the upper arm

#

I still don't know how to help that frickin shoulder joint

#

huh, actually just messing with the bone positions helped a lot

jovial quartz
#

actually working surprisingly well

jovial quartz
#

okay, I have tried looking things up on how to do this and none of them are working, I assume because my mesh isn't perfectly symmetrical
how can I mirror the weight painting on one arm to the other arm of the sleeve?

robust crescent
#

your hips is too low

#

'ish'

jovial quartz
#

hmm, what about the thing it complains about with 180 degrees between the leg and hips?

robust crescent
#

Depends how close to 180 it is , can be ignored unless its way off

jovial quartz
#

I still don't understand where it is measuring the angle and would really appreciate a diagram of said angle if possible

robust crescent
#

hips vs legs 🤷

jovial quartz
#

like as vectors?

#

or what?

#

like this?

#

@robust crescent

robust crescent
#

Think so, most of my av's are 180 or close so i never really tested it

jovial quartz
#

it was telling me mine was at 90 degrees iirc

#

aside from that mess, how's this look though?

#

and should tpose be what you have set on Pose Position when exporting?

robust crescent
#

Your origin is bit off, right now you will sink into ground

#

Done A and T pose dont really matter that much

jovial quartz
#

that's the overlay of the reference you sent

#

scaled it a bit smaller

robust crescent
#

sure🤷 go test it

jovial quartz
#

hmm, so if I Symmetrize the mesh I end up with only weights on the one side of bones for both arms

rancid zodiac
jovial quartz
#

that's unfortunate

#

I guess I could just delete the side I don't want and make a mirrored mesh of it like I did for the hand and foot

ancient trellis
#

Why do I have to map the chest every time I import my fbx?

crisp tendon
#

Is the bone weight painted ?

#

usually unity ignores the mapping if the bone has no weight paint on the vertex group

ancient trellis
ancient trellis
crisp tendon
#

In that case i'm unsure

ancient trellis
#

I even hit log out, closed the game then reopened and logged back in

#

anddd..they reappeared in my content manager 🤔

crisp tendon
#

Ah, in that case it could be a bigger issue, i'd suggest reaching it to the #vrchat-support to make sure there isn't something else going on

jovial quartz
#

if a mesh is a child of another mesh is it still a separate mesh renderer in unity?

crisp tendon
#

yes

ancient trellis
#

I have a shirt under my jacket and it keeps clipping through ingame

#

what should I do?

night compass
ancient trellis
#

?

ancient trellis
#

cry

#

bet u wont

night compass
ancient trellis
#

uh

#

ok...? is there a clown in the background im not seeing?

night compass
#

🧍‍♀️ man you have a bad sense of humor mate

worn tartan
#

hay is anyone fimilar with ik rigging and parent child order that could help me?

crisp tendon
urban musk
#

Fiddling with quadruped rig.
Currently a humanoid dummy skeleton drives limbs.
Limbs intentionally have no joints and are driven by upper legs/arms.

I'd like to drive the front legs with my upper arms to gesture and point at stuff, but that's come out pretty janky.
I tried increasing the range of motion in muscles settings to be better at pointing both down and around me, but that hasn't really worked out so far.

Plus, when I look down in game, my test boi lifts off the ground.

That's not the full extent of my jank, especially if I try to use full body, or if I get low to the ground.

Anyone have some PRO TIPS for this unconventional setup?

fading verge
#

Did you make your rig and model with your true proportions?

median fiber
#

can't find a fix for this problem. already checked weight paint mode and there was no problems there

still oriole
#

You can also check their vertex groups in edit mode.

median fiber
odd tapir
#

How do I weight clothes properly so I eliminate clipping of the skin when moving ?
I have spent few hours watching videos and trying out stuff and I am still clueless. I cannot identify what the problem is and how to fix it at all

#

Also, if mulitple bones is affecting one area, how do I know which one is causing the clipping issue ?

#

The body mesh and the clothes mesh are seperate

still oriole
still oriole
odd tapir
#

So it needs to be as exactly the same as possible ?

still oriole
#

OR you could probably have the underlying mesh toggleable as well and hide it while the clothes are showing. The model would have more meshes and impact your performance rating.

still oriole
odd tapir
still oriole
odd tapir
still oriole
#

What problem though?

odd tapir
#

I don't know what exactly do to fix a hole. I just randomly grab a tool and try to randomly paint or smear

#

I don't see any logic behind the process currently

#

Also the mesh looks fine when posing in blender, but when I look at it in Unity the weight painting is scuffed

#

Basically this

still oriole
#

You seem to have some unpainted or incorrectly painted vertices there.

odd tapir
#

Why am I not seeing the same thing in both unity and blender ?

still oriole
#

They are different systems so they may react differently to things.

crisp tendon
#

different pose

odd tapir
#

No matter how I pose the legs in Blender, it never scuffs the mesh on the right (from our POV) leg as in Unity

#

How am I supposed to know if it's weighted well ? Do I just constantly export to Unity ? That does not make sense

crisp tendon
#

Are you sure you exported correctly to unity in the first place ?

odd tapir
#

I use the Export Model function in CATS

crisp tendon
#

Overwriting on the existing model or making a new one ?

odd tapir
#

Overwriting

crisp tendon
#

Try making a new one just in case

odd tapir
#

Did not help and now it's scuffed even more when I tried to smoothen some weight

crisp tendon
#

Since the other side isn't fucked up, you might just get away with it by using a mirror modifier on the left boot

odd tapir
#

I'd like to understand what is happening though. It literally does not show anything in Blender

#

Nevermind, I moved the legs apart from each other in Blender and now I see it

#

The whole process seems so weird to me. It's like you mess up a thing and you can start over

crisp tendon
#

Use gradients and it'll be easier

#

I'd suggest weight paint tool, paid addon for blender but the projet weight feature is a godsent

#
Gumroad

Addon for Blender 2.83 and 2.9 containing tools for simplifying workflow in blender weight paint mode. Useful for riggers, animators and character artist but not only.easy menu for applying weights to vertices - with properly working symmetry and auto normalizationcustom weights mirroring for all tools, works even if topology is not symmetrical....