#avatar-rigging

1 messages · Page 197 of 1

odd tapir
#

I don't think I can fix the right boot man

#

I'm clueless

#

I'll check out the addon

#

I also tried weighting the mesh automatically with Object>Parent>With Automatic Weights but it says "Bone Heat Weighting: failed to find solution for one or more bones"

#

Vertex groups get copied but no weight does

crisp tendon
#

Delete the messed up boot, select the leftover one, press P > Separate selection and add a mirror modifier, apply the modifier, join the boot mesh with the body, try moving the legs again

odd tapir
#

I removed the vertex groups already.

urban musk
#

The proportions have gotten a bit weird at this point, so that explains that.

fading verge
#

is that a man in a horse costume?

urban musk
#

Mechanically, yes.

The man is a phantom who drives the bones of the 4 legged boi

fading verge
#

I love the idea

jovial quartz
#

so a workaround to the mess that is generic rigs?

#

I would be very interested in your results of this experiment

urban musk
#

I am but an inexperienced babe who did not want to make a bunch of custom animations and had hoped I could use the humanoid rig proxy trick to get something that worked ok with fullbody.

If this particular method is in your interests, I am cribbing from this video:
https://www.youtube.com/watch?v=1Pt78aPk0ns

jovial quartz
urban musk
#

It's stuck? I set my view height and it SEEMED correct in game but I never got too deep into it.

I just put it basically as close as I could to my face while making sure I'd be unlikely to have my face move into it and it seemed to work.

jovial quartz
#

yeah it only adjusts vertically for generic avatars

urban musk
#

4 legs, neck and head, yeah. I may re-rig it so that the one pair of legs is the for real bones of the humanoid skeleton, depending on both practicality and laziness.

But the viewpoint issue is just for non-humanoid rigs then?

jovial quartz
#

yeah

urban musk
#

RobloxOof.wav

jovial quartz
#

it sucks cause I got some walking animations to work in vrc but then the viewpoint is just always borked

urban musk
#

Sounds like you too should struggle with a janky rigging workaround!

jovial quartz
#

might try that when I finish my humanoid learning experience

urban musk
#

Good luck. I wish you all the best in sharing my pain.

jovial quartz
#

I have no frickin clue how to rig this coat tbh

night spear
#

Easiest way to rig eyes?

#

It seems putting a bone there and weigh paint to the eyes just doesnt work lol

crisp tendon
#

Doesn't work how ?

serene surge
#

You could use cloth simulation if you haven't thought about that yet

#

:3

#

it looks fairly low poly too, would work nicely without performance loss.

jovial quartz
#

I have not, would that work better than dynamic bones?

#

it is very low poly lol

serene surge
#

It would look better for this kind of thing I feel

ancient trellis
#

Every time I import my avatar from blender the jaw bone is bound to my LeftEye and the chest is unmapped...why?? I even do "fix model" in blender before exporting so I know the hierarchy is correct.

serene surge
#

1 sec I can find some documentation on it for ya @jovial quartz :3

#

brb

jovial quartz
serene surge
#

extra notes:

  • this might not be the right choice for your model if the cloth is stylized in a physically unrealistic way
  • like dynamic bones, this is not a free effect and overuse can potentially kill framerates, for the love of all that is holy please use responsibly
  • multiple cloth layers is possible but quite difficult to get right
  • use ...
▶ Play video
jovial quartz
#

thanks!

serene surge
#

should be really performant and look good too :3

#

🙏

ancient trellis
#

Ingame..my neck/chest skin clips through the clothes

#

but not in blender..no matter how much i contort.

ancient trellis
#

chest is umapped still..

fading verge
#

no reason to have it unless you intend to take your shirt off, in which case you can simply seperate the parts of the body hidden under the clothing for toggling

ancient trellis
#

yeah i deleted everything thats covered by clothes

#

but

#

what about the other issue..?

fading verge
#

you can just map the chest

ancient trellis
#

yeah but doing it every time is annoying

#

it should be auto

fading verge
#

Im not sure what causes it to not recognize it

#

but it might be related to you having your bone parenting incorrect

#

or naming scheme incorrect on bones

ancient trellis
#

Hips > Spine > Chest > Neck > Head

#

All are connected

jovial quartz
#

hmmmm, I'm doing something wrong

#

lol I missed weighting four vertices of the hair

#

so do I need to adjust this mesh so that it is over the arms in tpose or is there some way to autoweight it from a pose I create?

ancient trellis
#

The shoulders arent supposed to be painted to anything are they

crisp tendon
#

either nothing or a very small amount

ancient trellis
#

Any idea why my eyes are closed in unity...?

crisp tendon
#

Are your blinks bones or shapekeys ?

ancient trellis
#

basis

#

blink

crisp tendon
#

mmh, check your blenshapes in unity ?

ancient trellis
#

even if I click "preview" or whatever it doesnt change

#

for the blink

crisp tendon
#

check the skinned mesh blendshapes values

ancient trellis
#

got it

#

reimported the fbx, made a completely new descriptor

#

descriptor was bugged

crisp tendon
odd tapir
#

No matter what I do I cannot see all these tears in blender. No matter how much posing I do. How am I supposed to find and fix these ?

crisp tendon
#

Do you need to keep the mesh below ?

odd tapir
#

Yes

odd tapir
#

vrcCatWat 🔫

#

I'm holding the VRCat hostage

#

Fyi

odd tapir
#

I will just try to make blendshapes where the mesh underneath will get squished using a blendshape when the shoes are on etc

#

Right now it seems like a 1 000 IQ solution but I am kind of dumb so we will see

worn tartan
#

Hay does anyone know how to export a rigged object into unity? I’m having trouble

craggy spire
#

hey could someone help me with my avatars? i bought one from a gumroad creator and for some reason the hair/body etc isnt moving at all, any help?

odd tapir
#

Left is Blender in pose mode, right is Unity. I still have the same issues with weight painting, I don't understand how am I supposed to identify the problem or how to fix it when both software are showing different results

still oriole
#

I'm guessing here but do you use auto-normalize when weight painting?

odd tapir
#

I was trying to weight paint panties now and I noticed different vertex groups were getting painted when I was painting others, so I found out I had auto-normalise on

#

I did turned it off

still oriole
#

If the sum of weights on a vertex is greater than 1 it could result in unexpected behavior. Check the problematic areas.

odd tapir
#

Yeah

#

It painted different vertex groups such as hair, I just found out... Slightly, but it did

#

Thanks

jovial quartz
#

how do I merge these two meshes into a single surface at this seam without messing up all the weights? like combine the vertices or something?

still oriole
jovial quartz
#

well, in the game there's a gap because they're still loose portions of the same mesh

still oriole
#

You need to join the vertices together as well.

jovial quartz
#

yeah I don't know how to properly do that

#

I tried some stuff last night and it just got worse

still oriole
#

There's snapping and merging by distance and then there's manual merging.

jovial quartz
#

I think I tried merge by distance but maybe I did it wrong?

still oriole
#

Maybe the vertices weren't close enough. Either increase the merging radius or just do it manually by selecting both vertices you want to merge, then press M and select one of the options, usually "At center" is a good bet.

craggy spire
#

anyone know the fix to this? i bought an avatar off gumroad and it required basic packages like the dps. dynamic bones, and poiyomi, i uploaded them to unity in the order the creator told me to but my bones still arent working? hy hair, my skirt, everything is completely still but my character is walking and toggles/emotes are working fine, any help?

still oriole
#

Is the avatar a prefab or did you have to set up things like eye movement and humanoid rig?

jovial quartz
#

how do I unide things I hid with h?

still oriole
#

Alt-H.

jovial quartz
#

ah, thanks

jovial quartz
#

how much should be weighted to chest vs spine?

still oriole
#

Enough to deform as desired.

jovial quartz
#

is this reasonable?

#

for chest

velvet kite
#

How do you weight paint through stuff

jovial quartz
#

I made the mistake of solidifying the hair before weighting it

#

so I ended up weighting it by enabling xray and manually selecting vertices and assigning weights on the right

#

idk if I should just weight paint the tunic and then transfer weights to these strips or try to merge it into one mesh somehow

still oriole
still oriole
velvet kite
#

Ah ok, appreciated!

#

How can I export my own material from blender?

#

Or how can I get a material from blender and turn it into a texture?

still oriole
#

That's not how materials work. What are you trying to do?

velvet kite
#

I'm trying to get this mesh into a texture png so i can use it in unity

still oriole
#

You need to assign a texture to that material, preferably using Nodes.

velvet kite
#

Tbh I have no knowledge on materials and textures, I just wanna know how to use tthe mesh in unity

still oriole
#

If you assign a texture to the material in Blender it will get used in Unity automatically, as long as you import it along with the model file.

velvet kite
#

ok ill try that

still oriole
#

I recommend looking at some tutorials for Nodes in Blender, in Shader editor.

#

It's fairly simple for simple setups.

velvet kite
#

I used the textures from the export and I get this.

still oriole
#

Yeah the material has no texture assigned.

velvet kite
#

No thats after assigning the textures

still oriole
#

What do you mean by "assigning"?

velvet kite
still oriole
#

I don't see any textures here. If you have to do it in Unity, you'll have to extract materials then assign your texture to the albedo texture in that material.

velvet kite
#

Ah there we go

#

fixed

#

thanks

cinder pendant
#

Anyone have any idea on how to make hand puppet avatars

#

I wanna make one but I'm not sure if I need to rig a whole body skeleton to even allow that or something like that

turbid spear
#

Yeah you need a whole humanoid skeleton and just rig your puppet to your hand

#

But you don't need to weight your skeleton to anything else, just have the bones

cinder pendant
#

Any base skeleton I could download so that I don't have to make it all myself?

#

I'm sure there'd be some by now

turbid spear
#

probably

#

I usually just copy one from an avatar I already have and delete the mesh

#

maybe there's an example avatar in the sdk

#

you can probably just import the fbx of it into blender

cinder pendant
#

nope can't find one

jovial quartz
turbid spear
#

grab this one from the description

low raft
#

anyone know a good way of doing non-spherical eyes? Think like mickey mouse eyes. where they have a definite curve, but the eye shape is oval height wise and has a shallow depth. Pupils I have currently dip below the whites of the eye of the character I'm making when I use bones.

crisp tendon
#

Most anime eyes are done that way, what issue are you having ?

low raft
#

So, the pupil's dip below the whites of the eyes when looking up and down. Keep in mind, in this instance I have a convex shape for the whites of the eyes. Not a concave shape like a lot of anime eye's I've seen.

#

well, up and down. Left and right. Depending on where I place the rotation.

#

I should mention I'm still pretty inexperienced with vrchat. 😛

turbid spear
#

move the bone's origin into a place where it won't clip through

#

or limit the amount of movement

low raft
#

oooo, limits. Didn't know that was a thing. Gonna give that a try

turbid spear
#

in unity you set your eye rotations for every direction

#

in the avatar descriptor

#

so you get to choose how much it moves

low raft
#

👍 sweet, thanks

jovial quartz
#

it's unfortunate it's limited to rotations

hearty thunder
#

v2.2 of the digitigrade leg tutorial. With the entirety of the first section re-done to hopefully make the procedure less prone to issues, namely with less wiggle room for doing it wrong and more emphasis on elements that need to be kept into consideration.

low raft
hearty thunder
#

There's a fairly large number of people modelling characters with digitigrade legs. It's a shame locking the ankle seems to be the default methodology and it wasn't until relatively recent there was any solution for digitigrade legs, as completely jank this may be.

wraith prism
#

So I've been working on a model for awhile and everything on her works well but in game her view point is way above her head, and in vr her hips are wayyyy down. i have set the view point ball in between her eyes and tried a few other things (making the chest bone smaller bc it was pretty bit) i feel like it has to do with the hips but i may be wrong. here's a photo of her chest and hip bones in unity vrcTupCry (if you need more photos i can send em)

urban musk
#

I've made some good progress on my centaur style rig for my horsey boi.

What I'm seeing right now is that my arms at rest go out slightly to my sides into what I'd describe as an A pose.
I'd like the resting arms at side to point more straight down.

Off hand, anyone know an obvious change I could make to the rig to achieve that.

My ability to correctly point at things is otherwise pretty good at the moment (And my levitation issue is now very minor and totally acceptable)

📝 EDIT: Of note is that the amount of '"splay" is reduced if I face my palms forward.

crisp tendon
#

As well as in blender

worn tartan
#

No idea why my rig is so small and missing bones.

wraith prism
#

does this help?

crisp tendon
# wraith prism

Make sure you've applied your transforms with Ctrl + A on everything as well as applying your pose in Cats before exporting

wraith prism
crisp tendon
#

no worries thumbsup

jovial quartz
#

so the arms and shoes are still clipping a bit and I'm not sure the best way to fix it, any suggestions?

jovial quartz
#

in particular I'm not sure how to weight the legs of the tunic to sort of expand without looking awful when walking

#

unless maybe I should be using cloth for them as well?

velvet kite
#

I have no idea on how to make eyes on an avatar that I built from scratch, can anyone give me directions?

#

nor do I know how to make a mouth

jovial quartz
#

is there a good world that is well lit and has 3rd person view options for testing avatars?

inner cedar
#

Just reading the pins. To confirm, has anything much changed since 2018-2019 about the requirements for character rigs?

#

I haven't made much since then and I'm getting back into making characters for a client

wraith prism
#

here her view point in unity

#

and heres where it is in game

crisp tendon
#

and your legs are straight in vrchat ?

#

What does it look like in the humanoid configuration screen in Unity ?

crisp tendon
wraith prism
warm pine
#

I made this char in vroid and wanted to use it in vrc but the hair keeps doing that, it has no weight it gets just stuck in the air, dont know if i have to do something different in vroid, blender or unity
have tried different models and stuff
is that the hair length?

urban musk
#

Does it do it in VRC or just in VSeeFace?

warm pine
#

everywhere

#

i tried to make it with dynamic bones but then it was still pretty stiff with just a wobbeling end

#

also have a version in a dress wich i tried to get moving with dynamic bones and maybe even collide but thats working eh

urban musk
#

I had hoped/thought the hair was overreacting to the wind setting in VSeeFace, but I guess not.

My experience with those jiggle bones is limited but I find the default settings can be pretty intense.

warm pine
#

yeah no wind activated

#

they kinda get stuck in the air behind me and follow me all ghost like

#

with no gravity and nothing

lilac cloak
#

please help what is wrong with my fingers

#

ive tried weightpainting them over and over but this keeps happening

#

it doesnt seem to be a problem with the individual finger bones, just the wrist bones

#

but no matter what this happens

crisp tendon
wraith prism
wraith prism
#

it's just the view point

#

then in full body

#

it does this

#

my hips are here

#

but they are way down

crisp tendon
wraith prism
arctic hatch
#

hey very quick question i assume to anyone who knows what they are doing, so im trying to attach a hoodie to an avatar right? ive gotten to the point that every part works fine besides the arms which aren't attached to the body at all

#

any ideas on what i messed up on?

crisp tendon
#

you need to weight paint those parts to the armature

arctic hatch
crisp tendon
#

if you're in weight paint mode, you can shift click a bone

arctic hatch
#

okay so assuming i know nothing about it here, where and how would i start that?

crisp tendon
#

i'd suggest watching any tutorial on youtube

robust crescent
#

Can try auto paint, but its likely gonna be 🤷

jovial quartz
#

why is that a square btw?

robust crescent
#

exsample

jovial quartz
#

kinda confusing that it also moves the wiremesh in the background

#

also doesn't illustrate that you need to select the armature in object mode, shift select the mesh you want to weight paint, then go to weight paint mode and shift select the bone you want to paint to

arctic hatch
jovial quartz
#

yeah I had problems with that advice as well

#

I found this tutorial series but all they do is manually create vertex groups or autoweight until the third video.
https://www.youtube.com/watch?v=5SLlp3AwShM&list=PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W&index=3&t=360s
It is also very rare that they emphasise that the vertex groups need to be named the same as the bones in the armature for some reason.
Not to be argumentative, but I don't really want to watch multiple videos in multiple video series before finding out something that you seem to believe is common knowledge.
https://www.youtube.com/playlist?list=PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W

⚠️Important updates in Weight Paint in Blender 2.91 and 2.92. I made a new video about that:
https://www.youtube.com/watch?v=xrBxXp3O2yQ
The changes in Weight Paint mode in 2.91 were a bit of a mess, so I recommend avoiding it. In 2.92 things were improved significantly.
I also did a video about "weight painting through the mesh" which many peo...

▶ Play video
arctic hatch
#

AH i found my issue, apply button for the data transfer section was moved, i just assumed it was automatic

wraith prism
inner cedar
#

Is it best for VRChat avatars to have their root bone around the hips or on the ground?

fading verge
#

@crisp tendon having an issue I have the avatar descrip on it and it was showing but once I made the model into humanoid this happen

crisp tendon
#

Now that's just optimization

jovial quartz
#

you should probably merge all the meshes before exporting, not sure what you can do about the materials, and polygons you might be able to dissolve some vertices where its nearly a triangle or something

#

or just remove some that are covered by other meshes that you never see in game

lilac cloak
#

i cant figure out why its doing this

idle fable
lilac cloak
#

well i know that, but no matter what i do that happens

lilac cloak
#

my wrist weights look like this but idk why its effecting the fingers too. individual finger weights are fine, its.. just the wrists

#

oh gosh thank you so much, i thought i had done this earlier but of course i had weights in a really obtuse place (in my spine group for some reason??)

molten shore
#

Not sure if this the right place to ask
But does anyone know how to setup a ragdoll properly?
I tried to create one with Ragdoll Wizard and it works well inside Unity, but joints got jittered in the game...

#

in game vs in unity

serene raft
#

Hey so uh

#

I bought a HeroForge model

Ripped it

Kinda rigged it

#

When I go to pose mode to check it out and I rotate the head

The eyes just stay put

Then again I probably shouldn't rotate the head I should only rotate the neck

#

The jacket moves weirdly though when I move an arm

olive bobcat
#

i do not understand inverse kinematics at all lmao

olive bobcat
serene raft
#

oop

#

I have used blender for all of like 3 hours haha

#

I'll show you tomorrow

vestal wyvern
#

Does anyone know how to make my model fit the default VRC animations better? Doesn't look like they are made for the tutorial robot either. Also the idle animation seems to ignore the position of the head and shoulder bones specifically. Is there a full list of this kind of information somewhere?

leaden smelt
#

So in Unity, I assume the animations labeled EMOTE1, EMOTE2 etc are the default emotes like dance, backflip, death etc. Does anyone have a list of which Emote in Unity corresponds to which Expressions default emote?

timid hawk
#

hey, so i was trying to put bones with mixamo on a avatar and this happen

timid hawk
rough axle
#

Hello, everyone! I have a model that I've made, but it's a newer version. I'm very new to Blender, but I was wondering if anyone knows how I can merge the mesh with the armatures. I have a picture of a previous version so you can get an idea of what I mean. I think it has something to do with vertex groups, but I'm not exactly sure. Any help would be greatly appreciated!

still oriole
#

You can parent a mesh to an armature, not merge with it.

rough axle
#

That's kinda what I was trying to ask lol

#

But, I'll try it out. Thank you!

still oriole
#

Select the mesh, then the armature, ctrl-P.

#

You want armature deform.

rough axle
#

It works! Thank you! 😃

winter matrix
#

I'm trying to get FinalIK to drive a spider after following a Youtube tutorial, but I've only gotten the vertical movement working. If I try to move it around horizontally the legs stand still in the idle position. Have I got something wrong with the hierarchy placement on the components?

fervent hornet
#

Hierarchy order doesn't matter too much, but roughly looking at yours its fine, make sure that the VRIK Targets and FABRIK Roots are parent constrained to your hips though

winter matrix
#

They are indeed constrained properly. I've actually just popped into your discord and grabbed the prefab to compare with mine. Only warning I have is that VRIK can't guess the hand orientations because they have no fingers. I wouldn't think that would cause VRIK to fail to initialize though?

fervent hornet
#

It actually does! If you do not have any values set (anything but 0) in the Wrist To Palm Axis or Palm To Thumb Axis then VRIK will not function at all

#

Unfortunately, there are a lot of hidden problems like this that I cannot explain in a video due to just droning on about what everything needs to be

winter matrix
#

Ahh that did the trick! I know because my model just scuffed to hell on play, lol! But at least now that I have it working I can get it working properly.

fervent hornet
#

Yep, being fucked up is better than not working at all

small flint
#

So, is it a problem if the foot bone's root is not at ground level? Because a real ankle joint sure isn't. Will the IK/avatar proportions get messed up if bones look like this?

fervent hornet
#

No, that is the correct way to do the foot bone, the toe bones should be touching the ground (also probably dont need a bone for each toe unless your gonna do some wack stuff)

harsh quail
#

Does anyone know where I can get an example VRChat avatar? Last time I made one for someone there was an example Avatar in the SDK that really helped. (It was a blue man)

vestal wyvern
# harsh quail Does anyone know where I can get an example VRChat avatar? Last time I made one ...

The new VRChat Learning Channel on youtube has an example avatar for its tutorial in the video's description. https://www.youtube.com/watch?v=xjS8rreIMos

Part 2: https://www.youtube.com/watch?v=rRAnDMUbWt8

0:00 - Intro
0:23 - What You'll Need
1:26 - Installing Software
2:26 - Get the VRChat SDK
2:53 - Make a Unity 3D Project
3:26 - Import the SDK

Link [1]: (Example Avatar Files) https://assets.vrchat.com/misc/Tutorial_Avatar_Robot_v1.zip

Link [2]: (How to merge Steam / Oculus / Viveport accoun...

▶ Play video
velvet kite
#

How can I fix this, I'm unable to find these 2 vertices

velvet kite
#

Ah appreciated

crisp tendon
#

Can you show your armature in blender ?

#

Ah, that root bone should be removed, and your legs should be straight on the Z axis

#

Could easily be

velvet kite
#

Can I have advice on how to fix this

still oriole
#

I think some description is necessary.

velvet kite
#

Weird lanky thumb

still oriole
#

You could check if the thumb bones are mapped correctly in Unity.

velvet kite
#

Okie

#

Ah found it, incorrect bone positioning

flint python
#

ayeee

#

first time rigging a model i need some help o.o

still oriole
#

Say what you need and maybe someone will have an answer.

flint python
#

well im not exactly sure where to start i have the avatar i just finished in vroid i just dont know where to go from there lol

still oriole
#

It doesn't come with an armature?

flint python
#

im not sure lol

still oriole
#

Let's see the Blender window then.

flint python
#

wait wait XD im sorry would you by chance be able to vc so i could screenshare

still oriole
#

Eh just show the outliner then. The hierarchy of objects on the right.

flint python
#

i havent put it in blender just yet rn its just in the vroid program im not sure what to do or go from here

#

or unity my bad

still oriole
#

Oh right, I assumed you were in Blender already. Well, export, load it in Blender.

#

But I don't have the time to show you what to do, you'll find lots of video tutorials on Blender rigging or exporting to Unity. Homework time.

flint python
#

ah ok

potent acorn
#

What's the current rundown on viewball sinking to absurd degrees when you lie down?

It's hips > head distance not matching up because vrc doesn't like to bend the spine, right?

Friend is having a really bad time with viewball drifting into the chest to a degree I've never seen on his model, trying to at least somewhat correct it.

supple hamlet
#

Does anyone know why an avatar will do this? I've scene it before, but I don't know where to start the troubleshooting.

fading verge
#

How can I rig the bird?

#

I wanted to insert the humanoid to make my life easier, but I don't know if it will be okay

final terrace
#

Trying to fix this player model rig avatar, I tried every way I could think of but they don't work sadly.

#

How do i fix this problem? Its got to do with the neck, shoulders and the chest

still oriole
#

The hierarchy seems fine. You could set Upper Chest bone as well. What is the problem here (apart from the obvious hands)?

final terrace
#

Well I dont really know the problem

#

It just doesn't wanna work

#

I could be thinking its the model

still oriole
#

Oh yeah the error in the control panel.

final terrace
#

Is this fixable?

still oriole
#

Yeah set that Upper Chest and see if it goes away.

final terrace
#

Still the same problem

still oriole
#

Wait no, L Arm and R Arm need to be children of Spine3, which they aren't.

#

You need to fix that in Blender.

final terrace
#

Oh

#

So do i export it to blender?

still oriole
#

You just got the model and imported it to Unity? Never opened it in a 3D program?

turbid spear
final terrace
#

Yea

fading verge
turbid spear
#

then rig the head to the head bone

#

rescale the armature so the head is where the bird head is

#

you can squash some bones

still oriole
final terrace
#

It is a .SMD File

#

Then i exported it to .FBX for unity

still oriole
#

Yeah load up that FBX in Blender.

final terrace
#

Ok i loaded it

#

but uh

#

it looks weird

still oriole
#

How so?

final terrace
#

the bones are like

#

out of the body

crisp tendon
#

Check automatic orientation for armature on fbx import

final terrace
#

Where do I find that?

still oriole
#

When you choose file to import it's on the right side.

final terrace
#

Ah

#

found it

final terrace
#

What do i do now?

still oriole
#

Check automatic bone orientation and load it.

final terrace
#

Done

still oriole
#

The bones should look good now.

final terrace
#

So how do i fix the rig

#

Do i need a addon to do this?

still oriole
#

No. Click on the mesh, press H. You should be left with the armature.

final terrace
still oriole
#

Select it, Tab into edit mode. Select both shoulders THEN the last chest bone. Ctrl-P and Keep Offset.

final terrace
#

Right

#

I did it

#

So now i need to add the bones

still oriole
#

This is still not parented right.

#

The third bone to select should be the one before the last, Spine2 I believe.

final terrace
#

So i extend that second bone then

still oriole
#

No. You know what? Look up some videos on character rigging so you have a general idea of what you're doing.

final terrace
#

Aight

#

Thanks for the help tho

#

I Appreciate it

still oriole
#

If you need something later feel free to ask, but I don't think this is the place for step-by-steps.

final terrace
#

At this point i will just find a new model of this but with correct rigging (I hope)

#

because the one i got was from a old game

#

so maybe thats why it wasn't working well

fair plank
#

Hey, how do I make certain bones of an avatar or model have automatic weights but not the entire armature?
most of the model already has proper weight painting I just want to add a small bit more

#

and I don't want to manually weight paint it

rocky aurora
#

is it possible to add a model onto a rig, instead of the other way around?

#

(i'm trying to rig a quadripedal model and don't wanna have to figure out how to do it myself lol)

supple hamlet
#

Is it a rigging problem if the avatar does this clipping through the ground thing when trying to crouch or crawl?

still oriole
harsh quail
#

Does anyone know why my hand looks fine in Unity, but is all splayed out in VRChat?

harsh quail
harsh quail
#

It is the same

near grove
#

Hmm

near grove
#

Becase if you let go of the controller the finger spreads out

harsh quail
#

Yeah it kind of curls up when I do, I just think it looks weird, especially the way the pinky finger is angled out like that

near grove
harsh quail
near grove
#

That looks kinda ok

still oriole
#

I wonder, does it matter if the last finger is mapped as a ring finger or as a pinky?

harsh quail
#

Its mapped as a pinky, should it be ring?

near grove
harsh quail
#

That worked, thanks!

near grove
#

Np

hardy aurora
#

Hello, I'm new to VRChat and created my own avatar in blender. However I dot the problem now that my avatar is positioned too high in game. I suspect I did something wrong with the rigging.

#

I'm running VRChat on PC, with Steam and Windows mixed reality

#

The documentation says I should not assign upper chest, but when I remove the assignment the builder will complain

still oriole
#

Upper Chest should be fine with current SDK. However, a screenshot of your rig setup in Unity could be useful.

hardy aurora
#

is it the maybe even the spine? I used the default rig from blender and removed extra stuff

still oriole
#

And the problem is that you're too tall in game?

hardy aurora
#

my feet of the character are hovering above the ground

#

the model is my height

still oriole
#

Does setting your real height higher fix it?

hardy aurora
#

I would need to set it to max in game but then my viewpoint waaay too high and my arm length does not match anymore

still oriole
#

I've had problems with height when my VRC descriptor was set to my height rather than my eye level. Moving the descriptor and scaling the model helped me.

hardy aurora
#

the discriptor is right between the eyes

#

Is there any information what bone or metric the game uses to place the character? maybe there is just a spine pone placed wrong or something else out of proportion?

still oriole
#

I believe the toe bone should line up with the world origin.

hardy aurora
#

I tested again. it isn't the toes. the viewing position pulls it the whole avatar up. I'll try to change the windows mixed reality settings

#

Ok it was the windows mixed reality setting. I calibrated it now by placing one controller on the floor and changing the position until the rendered controller touched the ground.

#

the rig seems ok except for the arms. for some reason the real left arm it tracked shorter 🤣

viscid glade
#

im trying to keep the ear and spiky bit attached to the head, but every time i do and press 'fix model' it unattaches itself vrcCrying

inner cedar
#

Should you bake the keyframes of your animation if you want a tail to be consistently swaying as you do your own thing in VRChat? Like I don't care about it switching directions, it just swaying back and forth in one direction is fine IMO.

#

I've already got the animation keyframed as an action and I have a one frame animation called Idle which has the tail in its default pose.

turbid spear
#

What do you mean by bake

#

You'll probably want to setup a layer in your FX controller that plays the swaying animation on loop

inner cedar
turbid spear
#

I see. Well whatever works. Curves if probably cheaper tho

coral bone
#

I'm having trouble getting straightened fingers, when they curl lightly during avatar idle or especially while making a fist. The Blender fingers are fairly straight, so I'm not sure where the weird tilt is coming from. I used AutoRigPro to rig, though I've tweaked the reference bones quite a lot since then, so I might have introduced an error.

Does anyone have tips for straighter fingers? Thanks.

small flint
#

is the only way to make hideable clothing to use another skinned mesh renderer for each piece of clothing you want to toggle? I know for rigid things like accessories you can use a bone and shrink it to 0, but if it has to deform with the body, that seems impossible. Maybe you could make it the same mesh, and have a duplicate set of bones that are all children of a different root bone, that you can shrink to 0, and also use constraints to make those bones mimic the corresponding body bones?

turbid spear
#

You could also have them all be one mesh but different materials and toggle them by repacing the material with an empty shader

small flint
#

So you can switch materials at runtime in VRC? Good to know

turbid spear
#

Or the same mesh but changing the alpha mask if using a shader yhat supports it

#

Yeah you can with animations

small flint
#

Are there any parameters that can't be animated, like they get compiled into constants when uploaded? Like puyomi's shaders?

turbid spear
#

But be careful because there's a unity bug that replaces slot 2 when you try to replace slot 4

#

You can't change the mesh on the skinned mesh render at runtime for example

#

But most things should be changeable

small flint
#

So for animated textures, do people animate a texture offset in a large texture containing all the frames? Or do they animate the texture reference itself?

#

wait this isn't really a rigging question sorry

turbid spear
#

But you can also, depending on the shader, use a sprite sheet or texture array

wicked marsh
#

@turbid spear pumking

turbid spear
sleek isle
coral bone
fading verge
small flint
crisp tendon
#

That's also bad, active blendshapes have a cost, submeshes should generally be shrunk down with bones instead

small flint
#

also it doesn't seem that VRC takes into account number of blendshapes when computing the performance cost

#

though it's true that they must have a cost since it's like another set of vertex positions

turbid spear
crisp tendon
small flint
#

Does Unity/VRC automatically get rid of blendshapes that aren't used by any animations when uploading?

#

I have a TON of unused shape keys

crisp tendon
#

it doesn't you should remove them from your mesh

#

it also bloats your mesh filesize

turbid spear
#

that would be nice actually

#

an optimization pass like shader lock in

#

totally doable with the pre compile callbacks but I'm wondering if that would break animations

inner cedar
#

I'm still trying to figure out tails for an avatar. I'm a newbie, so I'm still at a loss for layers in the animator. I've already got an animation, but I'm trying to apply that animation to the tail and only to the tail so the rest of the character's body is unaffected.

#

I need support on it as well, as everything I've seen is for context-sensitive input which I'm not looking for.

#

I'm using VRCSDK3

small flint
glass panther
#

Is there anything i can do to remedy thumbs that splay too far? Or is this a vrc thing? I figured it could be something else but i am not sure.

crisp tendon
#

I know it's worse on index ! Most people at this point go with a thumbs-up animation instead of relying on controller tracking, that way it still functions the same, but looks exactly like you want

turbid spear
#

what about changing the muscle ranges in the humanoid rig config

#

it's a tab top left with sliders that i never tried

still oriole
turbid spear
#

Yeah I don't know if vrc even uses that

turbid spear
#

but i'd assume so because it's a unity humanoid thing and they're using muscles

unborn moth
#

VRC does take into account the muscle settings

thick cove
#

This is not how a rigged hand should look like right? I'm seeing a lot of Dummy_handtwist shadow_bone and a whole lot of unneccesary bones, is there a reference I can look at somewhere? also how do I mirror the bones I'm rigging properly to mirror the left side of the model so I can save time?

ornate stone
#

Can I freely rename the bones that belong to a mesh? Or do the bones need to be called what they are?

thick cove
#

^

ornate stone
#

I want to add three hairstyles onto my mesh, but the bones are literally all the same naming standard, so it's very difficult to know which goes for which hairstyle

#

Anyone might know this?

still oriole
#

You can name bones anything you like, the worst thing that could happen is that if you rename the base humanoid ones Unity might not recognize them during rig setup and you'll have to add them manually.

thick cove
#

did I rig this right?

crisp tendon
#

the first hand bone, the palm, shouldn't have individual bones, only the three finger phalanxes

void tiger
#

I have an issue where the legs would go cross off when crouching. Especially in VR mode when trying to use playspace to slightly crouch
Been trying to fix it in blender.

#

I actually bought this in Booth.

thick cove
crisp tendon
#

All these bones shouldn't exist

#

your entire palm should be a single bone

fading verge
#

unity keeps saying avatar was not imported as a humanoid rig and will not animate how do i fix this i imported fbx

crisp tendon
small flint
#

Is it not possible to scale the "main" bones of the humanoid rig in animations, like ankles?

sweet rain
#

hey does anyone here know like
the TECH to making shoulders work in fullbody

#

you know how you touch the top of your head and it pinches a bunch if you're in FBT, has anyone figured out a decent way to weight that without it looking so messed up?

#

for example, my topolgy isn't perfect but this is faily normal right, like how shoulders uaually move

#

also fairly normal

#

but then you go to touch your face and it

crisp tendon
#

your shoulder bones should be flat to begin with

#

They won't move in 3point tracking, they will move slightly while in FBT

crisp tendon
#

Add bones in edit mode by pressing E

rough axle
candid heron
#

Does anyone know of any services that offer a modelling and rigging to be created from a character design? I use blender alot for other things but i suck so much at modelling! :p

river ledge
#

Two problems/questions:
A: I made a new VRChat account because of reasons relating to steam vs VRChat account. I don't know how many hours (Or probably minutes, ranging in the 30 minute mark my best guess) I have on my new acount. I obviously dont have enough hours beable to upload my own model, does anyone know how many hours it is? --As a result of this, I cannot test out my new model in-game, and I am unsure if I have set anything up correctly....guess ill have to wait on that.

B: (the rigging question) -- So I just ordered my first VR headset (which we went full out on, the Vive Pro Eye) and was wondering how do I set up the eye tracking in the headset to work with my VRoid-created and converted character. (No additional trackers (yet), its just the headset and two Vive Pro controllers.) if its even possible.

Please help me out, and thanks in advance!

mild stratus
# river ledge Two problems/questions: A: I made a new VRChat account because of reasons relat...

A. Nobody knows how long the time is, it can range from like 5 hours to 40. No one knows. Just play the game and you'll get a notification when you can upload avatars.

B. VRoid avatars create eye bones and blinking shapekeys automatically so you can set that up via the SDK fairly easily. (Info: https://docs.vrchat.com/docs/avatars-30#simulated-eye-movement) However, I cannot find any information that VRChat natively supports eye-tracking, and any mods (regardless of intent) will get you banned.

rocky aurora
#

is it possible to have a mesh at each joint, as opposed to a mesh that connects each joint?

#

this is my model btw

crisp tendon
#

I don't understand your question sweat

rocky aurora
#

like normally a rig would be a single mesh

#

but instead, i want a mesh at each joint (i have the meshes and joints btw)

#

basically what im trying to say is

#

is it possible to parent a mesh to a joint instead of a bone?

mild stratus
#

And then weight painting it correctly

river ledge
mild stratus
river ledge
#

ohwait it says 'vrchat mod' on the link of it

river ledge
#

🤷‍♀️

mild stratus
river ledge
#

plus they prob have a deleted chat log

mild stratus
#

Don't use any mods

mild stratus
sleek radish
sleek radish
rocky aurora
#

yeah

sleek radish
# rocky aurora yeah

Don't. Rig manually first, until you understand how the rigging process works, or you'll end up hosed.

sweet rain
sweet rain
#

sadly its more about the weight painting than anything, ive tried every bone position known to man. usually the straight bones only seem to work with characters that don't have super broad shoulders

sleek radish
#

There are ways ot fix this, using what are called FixBones

rocky aurora
#

it was supposed to be s simple test syffskgfkagdjs

sweet rain
#

oh dang you can use those kinda on shoulders and have them work ok in vrc?

sleek radish
#

Especially mechnical stuff

sweet rain
#

I usually use them for hips etc

sleek radish
#

ye, moment

#

hm. discord is being an ass and now showing me being live.

#

*not

#

Use my name here, on twitch, I'll show both @rocky aurora and @sweet rain

#

It'll take just a second

rocky aurora
sleek radish
#

mk

sleek radish
rocky aurora
#

i just got out

sleek radish
#

noice, ok bed nao

fading verge
#

Yall I need info on this

#

Does it need to have a skeletal rig when I import it to unity from blender

turbid spear
#

yes

#

check pins for what you need

fading verge
#

Huh

turbid spear
#

pinned messages in this channel

fading verge
#

Oh

#

Wait I have to scroll all the way back to the top?

#

Yall pls help

turbid spear
#

just click pinned messages, wdym

#

top right

#

if you want to go to that message mouse over it there will be a jump button

fading verge
#

Ok thanks I just had a brain fart for a sec

small flint
#

Why does my character stay permanently moved down after completing an animation? I blend to a state that animates the hip bone back to the starting location after the falling down state completes.

vivid carbon
#

you need to bake the position for the animation

vivid carbon
small flint
#

how do I edit the animations that come imported with an FBX file?

#

all those fields are grayed out, and I also can't duplicate the animation

vivid carbon
#

you would need to extract the animation, that is up to you to figure out, I haven't worked with fbx animations

small flint
#

what do you mean by the bake positions in the animation file?

vivid carbon
#

you click on an anim file, and you should get options like in my image, some of them include the words bake

small flint
#

Okay so that is what you meant, thought you meant something on the blender side

#

I tried enabling bake into pose for all properties of both the falling and standing animations, no luck

#

Also changing the vertical position to "center of mass" didn't help

vivid carbon
#

did you try it on the animation you blend into?

small flint
#

yes, both

#

It looks like the bone just doesn't move back up, and it also move further right than it started

vivid carbon
#

is your avatar humanoid or generic

small flint
#

humanoid

vivid carbon
#

my image wasn't supposed to be how you set yours, if you based it completely on that, I just grabbed a screenshot from a random animation that was set by someone else. Have you checked how each animation plays when in their own little preview and looping? If they don't loop correctly there, it might not blend correctly either. Why do you need a second animation that moves the hip bone back up

#

also maybe should look at asking in #animation instead of here since it might not be rig related, just animation, if that. I completely forget that channel exists because I have it muted and hidden.

small flint
#

yes, they play correctly there

#

I don't know what these red spheres are, but they don't look like they're in the right positions?

small flint
vivid carbon
#

you could just skip that and go directly to the standing, it wouldn't be smooth but I'm unable to help really

small flint
vivid carbon
#

that is the best kind of learning, where you don't learn anything because you don't know what actually did it. Hopefully you can reproduce if the time comes again. At least it is working now then?

covert ether
#

Dose anyone have a idea how I could fixed pyomi shaders in blender i can’t fix and the hole avatar is pink is anyone can reach out thanks

vivid carbon
#

poiyomi isn't a blender shader

crisp tendon
covert ether
crisp tendon
#

No, just import your textures in blender and you'll be fine

covert ether
crisp tendon
#

Can you show your blender material on the avatar ?

covert ether
crisp tendon
#

Oh in Unity too, alright, can you screenshot the unity window ?

covert ether
sleek radish
fading verge
#

Ok I would of but unfortunately the person making me the model literally just canceled the order after 2 and a half weeks of progress

#

He was trying to get me to communicate with him outside of fiverr

#

I told him I would after the order was finsihed

#

For future orders

sleek radish
#

Oof

#

Rip the homie.

fading verge
#

Next thing I know he cancels the order and I have a warning about external communication

#

Even though he asked

sleek radish
#

Protip, don't use Fiverr. Use VRCTraders.

fading verge
#

What's that

sleek radish
fading verge
#

Ok thanka

sleek radish
#

VRCTraders is a community server with tons of artists who take commissions, and has a verification system to reduce risk of scams and bs.

fading verge
#

Yeah well it wasn't a scam

sleek radish
#

Dude who runs it is an annoyingly good 3D artist.

fading verge
#

Yeah

#

Well I'm at least glad I got refunded the 150 I paid for it

#

Ok lemme go check the server out

#

It's not in English

#

I can't read that

sleek radish
#

What?

#

VRCTraders is in English, last I checked.

sleek radish
fading verge
#

is VRCTraders like private? because I can't enter

final sandal
#

i need help whid texure for my own made avatar help

mossy ginkgo
#

How do i access the weight paint tool? Its not showing up for me

turbid spear
#

then it should

mossy ginkgo
#

Ye figured it out. Tutorial im using is a tiny bit old so finding some things is difficult

#

hes using weirdly complex solutions to things but 3.0 has streamlined alot it seems

ocean burrow
#

does this part in the middle of the arm look good for rigging? i had to add this in myself since the model's arms and legs were originally split up into 3 sections.

#

the arm itself is a rectangular prism

mossy ginkgo
#

Anyone able to give me a hand? I have my model rigged into unity but im getting this error. Cant seem to fix.

crisp tendon
#

You're not seeing it in the humanoid configuration ?

mossy ginkgo
#

Im new to rigging so idk what you mean

#

where will i find that?

crisp tendon
#

You click on configure

#

above the apply button

#

then assign you neck bone

mossy ginkgo
#

oh ye its in that

#

i already done that but its still not working

#

This is my heirarchy

crisp tendon
#

Did you assign the Neck manually ?

mossy ginkgo
#

I think so yeah

#

Yeah i put it in in blender

crisp tendon
#

Yeah not what i'm asking lulw
When you click on configure in the screenshot i posted above, you are in another window, that's where you need to set the bone manually

mossy ginkgo
#

ohhh

#

right right

#

yes

#

mb

crisp tendon
#

lmk if you still can't find it and i'll post a screenshot

mossy ginkgo
#

im the getting these errors now, even tho i have specified both.

crisp tendon
#

Try saving your scene and restarting Unity, sometimes it's a bit odd that way

mossy ginkgo
#

Nope, still same

crisp tendon
#

Alright, in that case try removing it from the scene and re-adding it

mossy ginkgo
#

Alrighty

#

still no 😭

crisp tendon
#

Try reimporting the model by right clicking ?

mossy ginkgo
#

nope

#

Gonna head to bed. Will try again tomorrow.

mossy ginkgo
#

never mind i fixed it

#

fucked up the heirarchy that was being imported from blender. Unity decided to autofix it while also not fixing it

still oriole
fading verge
#

help

turbid spear
#

probably missing dynamic bones

hearty thunder
#

Forgot to post the 2.3 version here, but in the grand scheme of things was really minor. 2.4 however brings a straight up bugfix, so here's v2.4 of the Digitigrade Leg Tutorial.
Now with significantly less (As in, should be none) ankle flipping.

unkempt tangle
#

So I'm curious. When rigging a model I'm familiar with bending the elbows and knees, but I wanna know the why.

final shuttle
#

can anyone help me with making avatar its the height and bounding box

vivid carbon
#

looks like your avatar is over 13 meters tall based on the eye settings, you should scale it down like, a lot, by at least 10 meters

final shuttle
#

thanks but how do i do that

stiff hornet
#

Hi so uh...I need to figure out how to attach shorts and such to an avatar in blender. How do I do that?

wind gyro
#

anyone here knows how i can equip my idle armature animation to my avatar?

rocky aurora
#

so i made an absolutely stupid avatar, the whole thing is that if you stand still with your arms to your sides you look like a cylinder, but i'm having trouble rigging it to do that

proven granite
#

can someone send me a rig that I can import into blender

#

please help

#

can someone send me a rig that I can import into blender

uneven dust
#

I would also like to know that

proven granite
#

we have demand now
WHERE IS THE SUPLY

turbid spear
# proven granite we have demand now WHERE IS THE SUPLY

Get the example avatar from here https://youtu.be/xjS8rreIMos

Part 2: https://www.youtube.com/watch?v=rRAnDMUbWt8

0:00 - Intro
0:23 - What You'll Need
1:26 - Installing Software
2:26 - Get the VRChat SDK
2:53 - Make a Unity 3D Project
3:26 - Import the SDK

Link [1]: (Example Avatar Files) https://assets.vrchat.com/misc/Tutorial_Avatar_Robot_v1.zip

Link [2]: (How to merge Steam / Oculus / Viveport accoun...

▶ Play video
final shuttle
#

how do i make a avatar cross platform

turbid spear
#

upload once for pc and upload once for android

#

look up a tutorial@final shuttle

fading verge
#

when adjusting an avatar's armature to better fit a user's physical height, is it only the arm bone length that's considered for determining "arm length" or do the finger and palm bones count as well? In other words, does the game calculate the absolute longest length as finger + palm + arm length or is it only arm length?

shrewd slate
fading verge
marble vale
#

not sure if this is the right place to ask, but whenever i align myself with my avatar in FBT, the avatar seems to lean forward

#

in this pic im standing straight up with no leaning, but it still looks like this ingame

#

i tried playing with the bones a bit, any ideas?

#

its probs something simple but my first time messing with stuff like this

#

this is the bone structure also

unborn moth
marble vale
#

alright i'll try that, ty

serene raft
#

am i allowed to ask if anyone does rigging commissions-- i've got the bones lined up it's just a matter of weight--
rigging took a while because the avatar is not perfectly symmetrical

small flint
#

What's the right way to rig/pose the hand so that it isn't messed up in the game? Especially the thumb, which is all bent out of shape ingame. Here is what my rig looks like

serene raft
#

okay donno what I'm doing here

fading verge
small flint
fading verge
#

oh okay

#

it sounds like maybe it's not weight painted

#

if it doesn't move at all that is

#

does it?

serene raft
#

OKAY i fixed everything except now it's saying "ur not a humanoid rig, errors importing animation"

serene raft
#

I'm missing a finger bone-

small flint
#

everything is weight painted

small flint
#

it's not the worst, but it's unnatural and not what it looks like in blender

unborn moth
small flint
sleek radish
#

It's because of the rig.

#

Specifically the humanoid default tpose

#

humanoid default Tpose is screwball, always ALWAYS reset the pose when assigning bones in the humanoid editor.

#

Do this any time you change anything in your rig in blender, or the effect will beunreliable.

#

(Yes it is pain, but it's because humanoid=butts)

sly canyon
#

When a bone has a child, does it matter how long it is when rigging? One of my bone chains looks like this, and Im not sure if its supposed to be like that...

fading verge
#

how do you connect bones into one group?

small flint
# sly canyon When a bone has a child, does it matter how long it is when rigging? One of my b...

no, the bone tails are purely a blender thing used for manipulating things. Unity doesn't even see those, it just looks at the chain of root bones, and if it needs to guess the orientation/length of the bone, such as for dynamicbones, it just looks at the distance between roots. Because an armature is just a transform hierarchy when imported into Unity, where each bone is one transform.

serene raft
#

so how do i

#

see that lil dotted line

#

how do i make it go to the lil ball on the bottom of the hips and not the top

fierce grail
#

Change the parent

serene raft
#

see it's going to the top ball of Hips

#

that's the bone hips

#

i donno what I'd change the parent to because legs need to be under hip

fierce grail
#

Tail of hips and head of spine are at the same coordinates.

#

Select your leg bones and change parent of them on the right.

serene raft
#

it says right here

#

on the bottom right

#

this leg

#

leg's parent is the hip

#

this is what i have

#

he's ready

#

:D

#

oh wait

#

heck i forgot to attach the mesh to the bones 😩

#

hey I can't seem to get the body and the metarig to parent for pose mode?

#

like the bones won't stick to the body

sly canyon
#

How do I find vertices in blender that are not weighted? aka Zero-Weight Vertices?
Unity yells at me that some of my vertices have no weight and no bone assigned.

serene raft
#

I'm assuming that the solution to this problem is weight painting and vertex groups?

still oriole
#

Your bones are affecting more vertices than intended. Clean up your vertex groups and weight painting.

serene raft
#

the one thing I don't know how to do 😆

still oriole
#

You will have to learn it if you want to make avatars. Pretty sure there are plenty of videos to learn from.

serene raft
#

LOL I got the eyebrow to stay :D

#

i think the weight painting is disrupted because the file i downloaded had a body underneath

hallow laurel
#

tried auto rigging a MGS3 model and it keeps screwing up can someone help me out?

serene raft
proven granite
#

how do I rig the wings and tails

#

on my model

#

idk how

crisp tendon
serene raft
#

i'm trying to oof

#

the eyes are supposed to be weighted to the head right

#

cause they aren't weighted to the neck

crisp tendon
#

You can select a vertex of the eyes in edit mode and see which vertex groups they are assigned to in the N menu "Item"

serene raft
#

so far it only says head

#

there's so many vertices blocked by other vertices so I mean there shouldn't be anything of the eyes not on the head

#

automatic weights + manually assigning vertex + painting

#

as you can tell, I'm just winging it 😆

#

OH i've been testing the wrong model this entire time

#

good job language

#

okay scrap all of those problems: these are the problems i'm having that I'd like to tweak:

my view isn't centered and like- how do i fix the arms being that close to the body? I kind of don't want it to rest that close to the hip accessories

vague bramble
#

hey uhh

#

so I have this model

#

can someone rig it for

#

me

#

please

#

?

#

I dont have money

#

or at least a paypal or venmo

#

😳

twin jay
#

Is it possible to have two sets of bones for arms. Like one set for a human arm and another for a robot arm?

crisp tendon
#

Sure, you'll have to rely on rotation constraints

ember stag
#

how do i make a non-humanoid (snek) avatar? i already have the model in blender, and i know how to animate it, but how do i put the animations seperately into vrchat?

#

i've looked through several tutorials and i'm not sure what different things i should apply to my process

serene raft
#

I got it in but I donno why the pose looks so.. zombie?

Like basically I tried to T-Pose him better in Blender and I think that's what messed him up but it's still an oof

How do I T-pose a character without them looking wonk in the game? All I did was line up bones to try and be symmetrical

#

Can I just go into blender and delete the pose in the menu? Would that default it back to its original pose?

rose mountain
#

Does VRChat support shape key drivers? To be more specific this… https://youtu.be/CaHomz6gPWY

SOOO, I know it's been a while. but I've been preparing this series for a while! Everything from this point on is the icing on the rigging cake. Here is everything you need to start using shape keys to smooth out your bends!!!
Hope it helps :)

Exponential Driver Equation: (var/.03)*var**2

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

▶ Play video
#

I kinda want to redo my entire body. Formulating a plan on how I would like to model a new one from scratch. Knowing if vrc supports shape key drivers would be useful.

#

Plz ping me

robust crescent
#

no

rose mountain
#

I’d like to ping @fringe citrus to get their opinion. I have a feeling that they might have something more to add.

fringe citrus
#

@rose mountain VRC doesn't support shape key drivers. Currently to do better than simple skinning/weight painting you'd need to add extra bones use constraints, figuring out how to drive their motion in order to fix up whatever deformations you're targeting. A lot can be done with that method and asking around the discord for help with using constraints with info on what part of your rig you're trying to adjust might get you some useful pointers.

#

Some people have come up with some very interesting setups that operate like little contraptions to get the humanoid rig's bone motions to move extra bones in certain ways as to correct deformations.

#

Also, it's not my place to announce anything new here right now, but already we've mentioned proximity triggers being able to control animators in the upcoming Avatar Dynamics system.

#

So that could be pretty useful for that use case (having a parameter based on proximity between two bones doing stuff in the animator, for example controlling a shape key)

#

But as for trying to export blender shape key drivers directly in any useable way to VRChat... I don't think that's likely to happen.

serene raft
#

say i have model right, and he's got clothes, but he's got a meshed shrunken body under those clothes...

Can i delete those vertices and faces? i think it's been messing with the weight painting of my model, and I think it's been upping my polygon count too

crisp tendon
serene raft
#

coolio

serene raft
#

wow that really helped with the weight of the clothing

proven granite
#

how do i fix this

#

it wont let me add the humanoid rig

#

can someone walk me through in a vc

#

for some reson i am encountering errors that I dont understand

#

like how I cant have a riged amature and a avtar discriptor

junior goblet
#

How do I fix this weight paint ripping issue?

still oriole
junior goblet
#

The mesh is connected I just dont know why its ripping?

#

Anyone Know how to fix this kind of thing

still oriole
#

Show the wireframe.

junior goblet
still oriole
#

Of the problematic area, obviously. Deformed.

junior goblet
#

So if I use Boolean it would mess it up including ripping?

shut folio
robust crescent
#

try going into pose mode, if it goes up save that as rest pose (or rotate mesh 90)

shut folio
#

I´ve got this avatar a long time ago from a friend, i just wanted to decrease the polygons but i cant cause the bones. Im not really familliar with blender tbh

odd tapir
#

Is there a video about rigging complex parts such as crotches and areas around shoulder, leg joints etc, that actually teaches any CONCRETE information how to do it ?

fading verge
#

Good Day All!

#

I have to rig my little bird, but how can I do it?

crisp tendon
#

It's generic, doesn't need a rig

boreal cobalt
#

is there a way to copy the vertex groups from one avatar to another

#

so that i dont need to paint the weights as i need to paint the hoodie strings otherwise unless i can just copy them

#

as it looks wack when i paint them

floral sluice
#

The data transfer modifier would mess with the weights, but it does copy the vertex groups over from one mesh to another, after you generate the data sets and apply them.

tight raptor
#

can I use mechanim muscle settings to limit shoulder rotation range?

vestal wyvern
#

Hello, so I want to attach an arm to a body. I snap the arm's vertices to the body's one by one and now I need to make them have the same weight paint. Is this the best/only way to do it?

  1. Select the same bone's vertex group in both objects;
  2. Object mode -> click on body -> weight paint mode;
  3. Ctrl + right click on the body's first vertex to get its weight;
  4. Object mode -> click on arm -> weight paint mode;
  5. Paint the matching vertex of the arm;
  6. Repeat steps 2-5 for all vertices with matching locations;
  7. Repeat steps 1-6 for all bones that affect the area where the body is joined with the arm.
near sapphire
#

how do i make an generic avatar

leaden urchin
#

Is there a way to get fullbody tracking working with models with weird proportions? (short legs, long arms, wide hips, etc)

#

Shouldn't be a problem I make my avatars from scratch. I just started using FBT though and most my models don't support it, expect for the generic humanoid ones. Is there a good place to see the rigging rules I can and cannot break when working with FBT

#

like I get the basics of 'T' posing, libs slightly bent, and hip bone slightly above the leg bones, but will things break if my legs are half the length of my arms, or if the hips are twice as far apart as expected?

keen tiger
#

It’s a help channel not a phone call fam, you can talk over other people. Just use the reply discord function like this so people won’t get confused.
Select any Target_# and change the value to 1.000

orchid echo
#

This governs how big you “feel” pretty directly.

#

Compared to that, hips and legs are more amenable to weird changes. But arm length’s effect on IPD is ironclad, you really want the viewpoint to match the user’s eyes and their handspan to match the avatar’s.

leaden urchin
fair pewter
leaden urchin
fair pewter
#

What do you mean by floating legs? Like your trackers are in your knees or shins, not the feet?

leaden urchin
#

yeah like if the tracking has my legs above or bellow the ground will that cause the legs to try to match it or does the calibration take care of that?

#

I probably should just boot the game up try a bunch of different avatars and see what happens 😅

fair pewter
#

The calibration doesn't change the length of the in-game legs. When you calibrate it saves the offset to the nearest bone.

fair pewter
plush raven
#

Hello, I am currently fixing my avatar for fullbody tracking, however my avatar's hip tilts sideway no matter how I recalibrate

fair pewter
#

Try moving the ase of the hip bone higher. So it's right below the spine bone and the hip bone as a whole is tiny.

It's a hack but it's one that I do for all my personal Avatars to get them to work. Ymmv

rare yew
#

wait am I going crazy. is eyebrows only controlled with blend shapes?

robust crescent
#

Thats up to av, have some that has bones on them so i could move em around , most are blendshapes tho

rare yew
#

fair enough. just trying to get the essentials in for my first proper avatar after the prototype attempts 🙂

#

Ive been working in Maya since its what Im used to. For the cats tool in blender can I just import the mesh? It seemed very nice for making the mouth blend shapes

fair pewter
#

Cats is pretty great. You should be able to more or less go top to bottom from import and fix, decide if it's something you want, and export at the end.

rare yew
#

for 3 fingered characters leaving the ring finger out is fine right?

crisp tendon
#

Well in this case you have four so it doesn't matter

fierce grail
#

It might look better to leave the small finger out, otherwise there will be a weird separation between 3rd and 4th finger on avatar.

#

On gesture like open hand.

analog notch
#

i cant seem to get the staff to be linked to the hand i set it to and when i do animation test it stays put im following yt tutorial and he dosent have problem at this part

graceful sigil
#

Odd riggering question. Is it not possible anymore to use Final IK CCD scripts for VRchat anymore? Or am I just setting up my IK execution order wrong

fading verge
fading verge
analog notch
#

In the video he duplicates the character

fading verge
#

ik

#

i used to watch videos that do that

#

just do everything the same but that

analog notch
#

So i only need to remove controller from it?

fading verge
#

i dont know if its related to your gameobject not moving from your wrist but it might somehow

fading verge
#

just so i know you remove the right thing

#

show full screen and annotate an arrow or something

analog notch
#

ok give me a moment

fading verge
#

full screen with arrows and circlss is better than a really small narrow screenshot, since narrow screenshots dont let me gather context

analog notch
#

this controller?

#

hmm snipping tool went wonky with this picture for some reason

robust crescent
#

Your armature is a mess, spine is above your hands?

analog notch
#

i mean it work fine i havent seen problems and i paid for this avatar so i guess the creator messed it

#

how would i change it?

robust crescent
#

Blender

analog notch
#

does it matter at the end tho?

#

or should i fix it

robust crescent
#

Yes it definatly matter,whoever made this messed it up

#

your ankles/knees are in the same place in hiarchy

analog notch
#

would you mind fixing it? if i were to send the file to you? i really wouldnt want to be downloading more software

#

and learning it

#

@robust crescent how do i transfer the unity file to blender

analog notch
fading verge
analog notch
#

ah ok

fading verge
#

when i make animations I make them while seleecting that

#

not when selecting the prop

analog notch
#

right my bad

fading verge
#

the thing is there are times you dont need to do that but your animator count will increase

analog notch
#

how do i find that?

fading verge
#

so like if you just had an object and you wanted to animate it to spin infintely, you could just record the animation directly on that prop

fading verge
analog notch
#

the root of the avatars animator

fading verge
#

hierarchy

#

its named RalsiRig last time i saw your screenshot

analog notch
fading verge
#

yea

analog notch
#

ok what do i change it to?

fading verge
#

whenever you make an animation while selecting that object in the hierarchy it fills the Controller slot

#

rn its None

#

when you make an animation with it then it will fill with a Controller

#

you want to remove it before you upload the avatar

analog notch
#

@fading verge sorry for ping but what do i do now?

fading verge
#

you need to fix the bone issue Thulen was talking about earlier first

#

really seems like why your model is not cooperating

analog notch
#

how do i add my unity file to blender then

fading verge
#

youtube and google is your friend

#

pro tip

#

right click an item in project tab and open in explorer

analog notch
#

i give up im not going to start messing with other software again il just pay someone to get this shit fixed for me i guess

#

and try the staff later or hire somebody later to add it

fading verge
#

anyone know how to fix this?

#

wow i found out how to fix it all by my self

runic sparrow
#

So is there a way too fix the issue?

fading verge
# runic sparrow

in the menu that you set your model to Humanoid Animation Type, go to tha. on that page there is a CONFIG button that will open this whole new thing. and you need to make sure that those things the errors are crying about are specified n that Config

runic sparrow
#

hmm

#

I am at rig setting so just leave it or change it too something else

#

ok I am at the config bar

leaden mortar
#

Tried to fix this multiple times and nothings worked. Only solution I find is “change the spines” but this model weirdly has a ton of different spines. Rig works everywhere else But here

rare yew
#

is there a way to test the "fist" motion of the arm in unity easily?

#

or any of the other arm shapes

muted fjord
#

You mean the standard gestures? Just drag the example animations (e.g. proxy_hands_fist) onto the avatar's default animator controller (make one if it's empty), select the avatar object in the hierarchy, go to the animation window, select the anim from the dropdown, and hit preview.

#

You can create a copy and rename it if you want try adjusting the animator values.

foggy steeple
still oriole
foggy steeple
#

Yep, that seems to have been the issue. Thank you

arctic hatch
#

hey quick little question! NKD protogen base, trying to give em 4 ears right? however every time i merge the second set of ears it either A makes the main body stop moving with the armature, or B messes up the second set of ears

arctic hatch
#

when i join the armatures itll just make the new ears stop moving with the armature

south slate
#

@opal grail is that a dbd profile picture?

south slate
#

That's awesome man I'm a dbd player myself

#

I'm an artist but can't begin to make dbd perk icons lol

#

People who do are another breed

still oriole
golden coral
# arctic hatch

Hello! Will this particular avatar be customizable? Just curious.

meager turtle
#

Trying to weight paint the hair on a model I'm working on, but when I try to use the automatic weight paint option, it says that it failed to find a solution for one or more bones. Do note I used curves with bevel shapes to create the hair, so I suspect that's what's causing it :/

crisp tendon
#

They need to be converted to mesh before being weight painted afaik

meager turtle
#

I did convert it to a mesh, and it's still giving me that issue... best I can think of is that the very ends of the hair shapes are not merged to a single point, so it's like a distorted cylinder with no end caps on either side

meager turtle
#

Seems like the issue stemmed from parts of the hair where it's one-sided. Odd

toxic moat
#

i see everyone saying to use blender to rig models, but i find blender really frustrating, are there any alternatives?

hearty thunder
#

Free? No. Less than three figures, likely four and/or some s####y subscription required? Absolutely not.
Less frustrating? Maybe from a UI standpoint, but nothing that will take the frustrating out of weight painting.
3D is getting easier all of the time, but at the end of the day it's still actual work to put things together.

stable fern
#

How do I rig a model properly? More specific, how do I rig a non-humanoid model? I’m trying to rig a pit droid from Star Wars and I don’t know how…

kind mortar
#

I have an odd but general question. I have a model with no arms and no legs, and since the head is pretty much attached to the body with no neck... How would I bone this where it'll be acceptable for Unity? It's pretty much a "robot" cube.

ashen seal
#

What I've done in the past for a character without arms is just create the bones that unity expects for a rig and then just didn't have any part of the mesh attached to them

#

Still proportioned normally, but basically an invisible skeleton wearing your robot like a cardboard box

kind mortar
#

Thank yoouu

#

I would Alt p the bone and reparent

still oriole
#

Maybe a sculpt mask is what you're trying to simulate here?

still oriole
stable fern
still oriole
stable fern
fading verge
#

i have a model that doesnt have a rig at all and i was wondering if anyone could rig it? dm me for m,ore info on it.

stable fern
#

Okay I fixed it. But now there are some polys that are connected to the chest when it should be connected to the neck. How do I reassign these?

still oriole
#

Weight paint them or assign them to the correct vertex group.

marble inlet
#

@elfin meadow what is this nightmare I've given myself

elfin meadow
#

It looks like they're meant to have a cape?

#

That is almost to the extent I'd nuke the bones and start again 😂

marble inlet
#

all she's wearing is a pair of overalls and a shirt

#

there are so many bones you can't even see the face