#avatar-rigging

1 messages · Page 198 of 1

marble inlet
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I can now see why nobody explored this app as a means to generate vrchat avatars

elfin meadow
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What is it you've exported from? I can't see any reason it'd have that many bones (maybe for facial muscles? dear god)

marble inlet
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A program called "V-Katsu"

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avoid it unless you wanna deal with this mess

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but, if nothing else, this is the perfect opportunity to learn how to make bones from scratch

elfin meadow
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Yup, certainly an opportunity to learn rigging and weight painting 😂

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I wonder if those are like "spare" bones which aren't used by this avatar, seeing as it's a tool for making them. Maybe it doesn't delete ones it isn't using

vivid carbon
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The weightpaint and rig is fine, you just have extra bones

elfin meadow
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Those rear ones definitely look like they're for a long coat

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Is there a shortcut to delete bones without any corresponding weightpaint?

vivid carbon
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There are probably just a lot of bones for all the extra animating you would do in the original program, you can use the ones on the face to get your blendshapes

vivid carbon
marble inlet
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yeah I'm just using the CATS plugin's "Merge weights to parents" button

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CATS is a godsend

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the hardest part is that there are so many bones that it's impossible to tell which ones actually matter

vivid carbon
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You can uncheck everything in the fix model button settings except clear empty weight box, try that

marble inlet
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I just did that, and also I think I left something about materials checked so now my avatar has its textures

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screw it, I'm not fixing this
time to watch a tutorial on how to start from scratch

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if I change my mind I can just re-import the file

elfin meadow
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I might have a script you can run which deletes all bones without weight paints assigned to them. No idea if it still works

marble inlet
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I already got rid of all of the zero-weight bones
it's just that each bone is assigned to a teeny tiny portion of the model

elfin meadow
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Ah yikes

marble inlet
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and there's a bajillion of them

elfin meadow
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That's so weird

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Yeah starting from scratch sounds like it may be your best bet.

marble inlet
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I don't know why you would want more bones than a person normally has

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are you gonna bend halfway down your forearm?

elfin meadow
marble inlet
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oh my god you're a lifesaver

elfin meadow
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Just a nice humanoid skeleton

marble inlet
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I have no clue how to make an armature

elfin meadow
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😄

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Just need to weightpaint it

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(which is about as difficult as making an armature if you want to do it well)

marble inlet
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I also have no clue how to weightpaint, but I'm sure I can't do it on an empty stomach
I gotta go eat some dinner real quick

icy cedar
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does anyone know what causes the snapping spine right after calibrating? I have a model where I managed to fix the hips but now I'm dealing with a compressed chest area.

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not single out of what felt like 100 attempts of bone adjustments got rid off it. At least not with any of: Hips, spine, chest and upper chest (supported now according to canny)

fierce grail
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Looks like you imported a model into Blender without Automatic bone orientation checked.

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Might help with that model.

junior goblet
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Any way of fixing weight paints with tears on clothes or hoodies?

rustic needle
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anyone know to make the mask move with the helmet?

velvet frigate
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Make sure the mask is weight painted to the same bone as the helmet

flint lake
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does anyone know how to fix texture material in unity? i joined a body with new head and looks fine in blender, but in unity either head or the body textures is ruined (depend which join which in blender)

rustic needle
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its been automatically weighted to the armature already idk how to change it

ornate cairn
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you just need to go into weight painting mode

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and select bones

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delete weight paint from other bones than head bone probably

junior goblet
ornate cairn
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pretty much same thing too many bones are weight painted to this part

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they fight for this part

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creating tearing

rustic needle
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how do i delete the weight paint?

ornate cairn
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in blender there is weight paint mode

rustic needle
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right

ornate cairn
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in this mode you select bones and check if there is unneeded weight paint on some

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the part will glow on yellowish or red color

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if it's weight painted to bone

rustic needle
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so i click on the armature and then go into weight paint mode?

junior goblet
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Click the mesh and armature

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shift click

rustic needle
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what part of the mesh do i click on its in like 30 different peices

ornate cairn
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helmet i think that's what you want to move with head bone right?

rustic needle
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the helmet moves with the head bone i just want the mask to move the same way as the helmet

ornate cairn
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than select mask mesh

rustic needle
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alrighty

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and then the armature with shift click correct?

ornate cairn
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i think that is one of ways

rustic needle
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i clicked the mask then the armature and weight painting mode does not show up

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ok i got it, had to do it the other way around

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its glowing a lightish green and blue now

ornate cairn
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some bone now is selected probably

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so it shows what weight paint it has on that mesh

rustic needle
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the head bone is selected

ornate cairn
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ok paint it fully red

rustic needle
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i did and it still moves seperately

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the nose shouldnt be sticking out

ornate cairn
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so you move head bone and mask won't move at all?

rustic needle
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the mask moves just not in sync with the head

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i want it to move as one whole piece with the helmet

ornate cairn
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ok so you need again go to weight pain mode

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and select other bones

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check if they doesn't have weight paint

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if they do remove it

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it should do the trick

rustic needle
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alright i'll try that

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ok that worked, thank you so much

ornate cairn
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np

marble inlet
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ah, I don't think that option's available for this file type

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though, maybe if I import it, then export it as a fbx, then re-import it?

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well, the arms look better

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but this avatar really just has too many bones for me to try and salvage it

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I'll have to start the armature from scratch if I wanna use it

icy cedar
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asking again today. I'm trying to salvage this armature, make if FBT ready and preserve the weight paint. So this works with non full body perfectly fine. The mapping in unity is 1:1 so hips=hips not hips=pelvis what would be the actual root.

Now for FBT this messed up badly. I could fix the hips by renaming the pelvis to hip, the hip to pelvis and switching the vertex groups. (Hip doesn't have any weight painted to it but pelvis does).
I then moved the hip bone as recommended in the documentation and that worked.

However the upper part is still messed up badly. Namely spine, chest and upperchest somewhere. The area right below the boobs is stuffed together badly after calibration and the belly still has a slight tilt backwards while the hips are in an OK angle.

(The image is from the original starting point.)

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So what would you do to make that work? Preferably without repainting the whole thing and not removing upperchest. I tried a lot of bone length combinations but none really fixes it.

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alternatively I'll pay $50 if someone actually can fix (this particular part only) for me without creating hanging shoulders.

pure dome
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i don't mean to interrupt the previous poster's problem so i'll just leave this here and ask real quick if anyone knows a solution https://twitter.com/makorays/status/1478231187546116096

ANYONE WHO KNOWS RIGGING: is there a solution to this problem where this pendant gets desynced from the collar it's meant to attach to when the neck rotates? the pendant bone is fully following the neck bone but the collar + lower neck aren't painted 100% red since thatd look bad

crisp tendon
pure dome
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no that's not the issue, the problem is that the pendant on the collar rotates more than the collar itself since it's on a bone parented to the neck bone

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see in the picture how the pendant is floating away from where it should be attached?

crisp tendon
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That just means it's weight painted to other bones

pure dome
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no i don't think you understand, the collar is weight painted to the neck bone but the pendant has its own bone which is parented to the neck bone, and when a bone rotates, its child fully follows that rotation, so the pendant is going all the way even though the rest of the polygons on the neck and collar are only moving partially

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the pendant is 100% painted on its own bone

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......wait what if i made it NOT 100% painted to it actually that gave me an idea

crisp tendon
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Then you need the collar itself to be the same bone as the pendant

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but since it rotates from the tail of the parent bone, it'll kinda always be off

pure dome
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thanks for helping me come up with the idea

crisp tendon
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Jank solution but glad that worked !

pure dome
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as long as it works properly when i give it a dynamic bone the ends justify the means

leaden mortar
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Got this model pre rigged from a guy. Labeled super weirdly, and anytime I try to get the bones into Unity, it always tells me “both shoulder and neck need to be children of the chest” is this not being children? (Top is chest, others self explanatory)

pure dome
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i got no idea what spine_fk.003 is for but it's a different bone than the tweak_spine.003 one and the neck and shoulders are parented to each of those separately rather than both to one single chest bone

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you should try to ask him what all those bones are if youre able

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might not be designed for unity even

icy cedar
ripe lance
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What's causing this, is it the bones?

ornate cairn
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could be anything .

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but maybe you assigned bones wrongly

icy cedar
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very likely. Show pic from your armature structure and the bone placement in blender especially around thighs up to neck.

ripe lance
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I'm a noob with this stuff but here you go.

ornate cairn
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check if bones in pose mode move what they should if yes unity problem it is

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probably badly assigned bones

ripe lance
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alright thanks!!

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If it is a unity problem, what could cause it?

ornate cairn
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if you set your avatar as humanoid there is tab that allows you to assign bones

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to good parts

wise cargo
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Can somebody help out fellow blender user.
Is it possible to edit mesh scale and rig at the same time without breaking them with Armature Modifier?
Armature just allows me to have more precise control over body proportion but I'm new to this, is there better methods?
Or am I forced each time to remake rig?

still oriole
still oriole
wise cargo
still oriole
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Well, you can apply the pose as rest pose, adjust bones if needed.

wise cargo
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Yeah, which I did but upon import into unity rig breaks for some reason even though it is humanoid

still oriole
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Breaks how?

wise cargo
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I.e. wrists not in correct positions, weird stretching and etc.
Only happens in vrc, not visible in unity
I assume it has to do with scaling, because upon import of FBX it preserves the scaling of the armature in Unity itself which breaks the armature ingame.

still oriole
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Unapplied transforms perhaps?

wise cargo
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Applied pretty much everything I could, I only see that in edit mode for some odd reason they retain their original scaling despite me applying multiple times transforms.
So I'm kinda confused as to what exactly going on

still oriole
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Sounds to me like the pose isn't applied as rest pose if the old one shows up in edit mode.

wise cargo
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Which is weird because I did that as well and yet in edit it refuses to change

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Seems like found a fix, unlinking rig for some reason helped

still oriole
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Weird.

icy cedar
stark marten
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This is me in full body tracking using a kinect (Yes Ive asked for help on driver4vr) This is only apparent when im using full body with the kinect. And its ONLY apparent on this avatar. Ive done everything from freezing the armature to changing bones to rotating the bones all the way to completely getting rid of the armature and adding a working one i know for sure works with this config and to no success

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Works fine in halfbody

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Also to let you know i have good knowledge in avatar making but this avatar is truly making me rip my hair out. My other avatars that ive made doesnt have these issues.

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If anyone has some help for me, please ping me

rare yew
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so I've been rigging a model I made in the A pose. and her fingers flare up a bit and rotate because im an artist first and dont think about these things 😂 Ingame her finger rotations are slightly off when moving between hand poses and I assume this is why. Whats the best spot to resolve this in?

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Would it be best to just move her into a more traditional T-pose before I bring her into unity, and what is the default "hand pose" in that case? especially for the thumb

drowsy wharf
stark marten
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I'll get a pic rn

drowsy wharf
drowsy wharf
barren whale
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anyone know a way to set up a simple avatar that just has a moving head? I'm not experienced with making avatars, and for this one I just need its head to move but tutorials online havent been much help. if it isnt too much I'd really appreciate the help

drowsy wharf
barren whale
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yeah exactly

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the avatar itself is practically just a flying head with a cloth hanging from it

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(my pfp lmao)

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would a screenshot help?

drowsy wharf
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yes

barren whale
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yeah i pretty much just need the head to move

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everything else can stay static

drowsy wharf
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so you don't want the body to animate or bend, just rotate the head around?

barren whale
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exactly

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i already have cloth physics set up for the actual body part of it, so it's just the head that needs to turn

drowsy wharf
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are you planning to use it in vr?

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or just a desktop one?

barren whale
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for the time being, just desktop

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i already have unity and all set up, im just scatter brained and cant for the life of me figure out how to get the head to animate lmao

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the head is a seperate mesh, if that helps

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sorry if im not being the best with giving info, like i said im fairly new to this

drowsy wharf
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If you want to do it a very simple way, full weight paint on the head bone, and a dummy humanoid rig without anything bound to it would be easiest.

You could also have a skeleton separate and have a rotation constraint just have the head mimicing the head bone.

barren whale
drowsy wharf
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I'm...not up to date on generic rigging and how to link the camera to it, but that would be another option technically

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Not one I know of, I'm sure there is. Give me a sec

barren whale
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camera is handled by the game iirc, so if i can get the head to move the rest should be fine

drowsy wharf
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yeah I'm just not sure if thing sbecame easier with 3.0 setups for it

barren whale
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ah

drowsy wharf
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a dummy skeleton would mean you could use it in vr at some point as well since it'd just be the head and a fake body

barren whale
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oh that'd be good

drowsy wharf
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future proofing and all

barren whale
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i would just make the dummy humanoid rig myself, but like i said i have literally 0 clue what im doing so theres a very unlikely chance it'd work lmao

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what requirements would i need to meet?

drowsy wharf
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check the pinned messages, there's a basic rig in there

barren whale
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oh really?

drowsy wharf
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toes not needed, thumb and 2 fingers required

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no download for one, but yeah

barren whale
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it's still gonna help a ton

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do i need to name the bones?

barren whale
drowsy wharf
barren whale
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hmm

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ok so i have a very stupid looking rig set up

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how would i actually connect the head to the head bone?

drowsy wharf
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this is the doc for requirements, it's...somewhat sparse on them though

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drowsy wharf
# barren whale how would i actually connect the head to the head bone?

assign it as humanoid in unity when you import, and assign all of those bones as the bones in the "configure" section

If your dummy rig ends at neck and the real head is attached as a child, set the head as head.

if you have a bone for your actual head and a dummy rig with a head:
assign the dummy rig as the head, place a rotation constraint on the model head, and target the dummy rig for the source, set to 1 weight on both and hit activate when the model and dummy head are in the same spot.

barren whale
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so i should set the real head bone as a child of the head?

drowsy wharf
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the one with the model would work better that way, yes
If you want to be able to see the head/body and not have it invisible for you keep them separate, but use a parent constraint targeting the dummy head bone

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or rotation if you don't need it to move with the normal body

barren whale
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would i do that in unity or blender?

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sorry im a bit lost

drowsy wharf
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everything except deciding which way you want the parenting set up is unity

barren whale
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got it

barren whale
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yeah i cant figure it out, i'll just sleep on it to see if that helps

stark marten
sullen scaffold
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if u need to see the avatar u can find it on the workshop of garrys mod like "tv head player model"

rancid magnet
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Question! Im trying to rig my character and i have this dotted line from right and left leg to the top of hip bone, its correct?

ornate cairn
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it says that top part of bone is parent to bones on legs

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should be fine

rancid magnet
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Alright, it scared me a little

barren whale
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if you try and upload a vrchat avatar with missing limbs, does that completely break the avatar or invalidate the limbs? i know i asked about this yesterday but im still not 100% sure on the specifics

ornate cairn
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it's best to have symmetry on that kind of bones

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maybe it's work in progress

drowsy wharf
barren whale
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i might have it figured out

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lemme test rq

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yeah head movement is working now, i just gotta do some tweaking

ornate cairn
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you can make fake bones that do nothing

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just to assign them

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it's possibility too

barren whale
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yeah thats what i ended up doing

night compass
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what did i do wrong please

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im in physical pain

hollow zenith
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So my model is super low poly and only barely has modelled thumbs. If what you guys are saying is correct I should put fake fingers in the model?

ornate cairn
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you can put fake bones

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so the unity will shut and let you have humanoid rig

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but i think it was problem with sdk 2

mild stratus
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You don't need fake fingers on SDK3 for tracking afaik, and I don't actually know about SDK3, but you need thumb, index, and middle fingers for tracking on SDK2

drowsy wharf
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Thank you...I wasn't sure if that changed with 3 or not...curse you lacking documentation

mild stratus
ionic sinew
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Anyone have some tips for the knee area? My models calves clip through into her thighs and it's wacky.

crisp tendon
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Better weight paint

ionic sinew
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Alright thanks, Ive been messing with the weights there for literal days and can't get something that works well enough to be happy with it. xD
I can fix it going through the thighs, but then I get the worlds weirdest calves.
I suppose it's just a topology/weight paint and lack of knowledge on how to get it looking proper.
Rigging vids online show an extra bone between the thighs and the calves but I'm pretty sure that's a no go for this type of rig, right?

crisp tendon
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You tried auto weight paint ?

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You'd kinda want to end up with two gradients that merge around the knew for upper and lower leg

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Make sure no other bones are affecting the leg mesh too !

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No extra bones are needed for this, two are enough

ionic sinew
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Yeah, I started the model off with Auto Paint. It was quite awhile ago at this point, and I don't remember what it looked like, but I clearly didn't like it Hahah.
I got it going a little bit better - removed a little of the extra topology and tried so other weight paints. Still not perfect but much better - so thank you 😊 A direction to go in is always nice!

crisp tendon
void surge
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i suppose that fingers in unity moves on local Z in blender so roll for bones dont need to be on zero am I right is somebody know?

void surge
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also how to prevent shoulder rotation?

flat field
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I don’t know where to start to get blinking rigged up properly

fading verge
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can somebody rid a model for me to work for vrchat quest?

plush nymph
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Hello, I’m having a issue in blender where I can’t merge a item of clothing with my skeleton

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Any one able to help

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I have tired merging them with my skeleton by highlighting and using CRT + j but that doesn’t seem to do anything

vernal aspen
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I'm trying to rig a blocky avatar with no deformation, and this is my first time, so How do I pair a group of blocks to an specific bone?

stark marten
stark marten
stark marten
# plush nymph Any one able to help

Press on mesh, hold shift, press skeleton, release shift. Right click and go down to parenting and choose either auto weight paint or empty groups depending on what you're intending to do.

stark marten
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If you wanna eliminate the drop all together you make the bone so small nothing really moves. I did this to combat shoulder drop on an avatar i didn't want it on

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Np

sudden drum
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are there bones that vrchat expects you to have in a model?

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i.e. does it particularly care whether or not you have two bones for the torso instead of one

vernal aspen
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How do I make the armature visible on top of the mesh?

sudden drum
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in blender?

vernal aspen
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Yes. Also how do I rig so that my block avatar doesn't deform from the armature?

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My avatar is made up of a lot of cubes, and I want to keep them cubes.

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when I do auto-weights, it works but it deforms the cubes.

rare yew
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wait. can several joints in blender have 100% influence on a vertex? When i paint skinning in maya they can only share a weight up to 1.0 (and adding more to one detracts from the others) but I see several of my joints affecting the same vertexes with red color intensity

muted fjord
muted fjord
vernal aspen
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I want to know if there's a method to perserve the cubes' shape.

muted fjord
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Yeah, just paint the entirety of each cube's mesh region with a weight of 1 for each associated bone.

vernal aspen
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clipping is fine

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Can you explain the process a little more? I am very new to manual rigging.

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I currently am using a metarig from rigify

muted fjord
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Two options: in the Brush Settings of the Tool menu when manually weight painting, you can set the Strength and Weight sliders to 1, then isolate each cube mesh at a time, select the bone you want to control it, and just flat paint it - Alternatively, just create a vertex group for each rigid cube group and assign them to a matching bone name.

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Ah, sorry, thought you were using blender.

plush nymph
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whats the proper way of moving the model to see if my meshes ar corectly murged

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pose mode then what exatly (Thanky you, @ me when you respond)

vernal aspen
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I am using blender, keep continuing, thank you 🙂

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How do I select the specific bone in weight paint?

muted fjord
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Ah, so you imported it after letting rigify handle it? I see what you're saying. Well... I'm not sure that much of rigify's work is going to useful, since I think it assumes distributed deformation - most of this use case is manual assignment - but luckily it's also simple because you don't need to worry about transition regions.

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ctrl-click the bone

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Oh - rigify the add-on, lol, my bad - yeah I haven't used it, sorry. Perhaps there's options in there for this, but I wouldn't know.

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For some reason I was thinking you meant Mixamo's auto-rigger, brain fart.

vernal aspen
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Working on it rn, my next question is, how do I rig my lower jaw to just move up and down when talking?

muted fjord
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I don't know if this deviates from the rigify workflow, so I'm not sure if it's useful advice - but I usually just select the head bone in edit mode, extrude a new bone along the y-axis to rename "Jaw", remove "Connected" in the Bone Properties tab, offset it on the y-z plane to where the head (as opposed to tail) is at the desired point of rotation, then switch over and weight paint the mesh section that I want to move - in this case it looks like it's just the teeth and lower box? Once again, a solid, uniform weight paint of 1 should work for robotic movement, or just assign those faces to their own vertex group called "Jaw". Then just assign that bone to the humanoid rig in Unity and plug it into the VRC Avatar Descriptor field under LipSync's "Jaw Flap Bone" Mode.

muted fjord
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You can right click when done checking to reset it to the original position.

muted fjord
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By the way, does anyone happen to know if there's a Unity equivalent for vertex parenting? Or is this just a non-transferrable, blender-specific feature with no appropriate analogue?

vernal aspen
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@muted fjord Third question. If I wanted my avatar's ears to be posable dynamic, what do I do?

muted fjord
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Similar to the jaw, just make two child bones offset from the head bone, aligned with the lower ear boxes, and extrude from each of those another child bone for the tip boxes, and paint/group those regions. It may actually look better with a small intermediate bone to separate them, but that just takes iteration and examination. By posable dynamic, do you mean you ultimately want dynamic bones, or just gesture/expression controls, or both?

plush nymph
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my skeleton seems to not be boud to my mesh, like at all, not even my player model

vernal aspen
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I just want the ears to move when I move, but also are posable by grabbing them with my hands.

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ty, is the armature the parent or the child? armature only can control mesh if it's the parent.

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Gizmo, how do I make textures partly transparent?

muted fjord
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Right, the armature object is the parent of the mesh object - when I refer to child bones I mean a child of the head bone within the armature itself.

vernal aspen
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In Unity.

muted fjord
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That's an aspect of the shader you're using - but it's not really a rigging topic.

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Just a heads up if you're developing for quest, partial transparency isn't supported on any of the mobile shaders for avatars.

vernal aspen
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Okay, when I meant partly transparent, I meant one part of the texture is fully transparent, and the other parts are opaque. Sorry for not clarifying, I can see how partly-transparent can be confused with transculent.

muted fjord
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Right, even for binary transparency regions, it's the same - but yeah like I said, probably want to address that in either the shaders or general avatars-3-help channels rather than this one.

vernal aspen
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Okay, thank you.

muted fjord
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As for alternating between dynamic bones movement and grabbable posing - that's an interesting feature that I've never really tried. If there's an easy way of doing it, I'm unaware. hopefully someone else who has can share their method.

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I will say though, I think the new physics bones update that is being teased should actually have that as a built-in feature, if I'm not wrong.

muted fjord
plush nymph
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im having ANother issue

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where fixing avatar seems to wipe my texures

plush nymph
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i fixed it

plush nymph
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is anyone willing to watch me screen share and tell me what im doing wrong, my amature wont apear

rare yew
unborn marten
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I have a model ready for VRChat but it needs to be rigged for VRChat to be ready. I'm new to blender so any help is appreciated.

toxic fulcrum
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Hey there! I have a very specific question that may be relatively simple but I have not been able to find anything searchable that fixes my particular case.
I am trying to update a model I previously uploaded after fixing some of it's janky weight painting, however the model has a lot really particularly calibrated dynamic bones and bone scaling that I don't want to have to re-do every time I need to iterate on its weight painting. I have tried replacing the FBX with a new updated FBX with the same name, but this has not updated the weight painting and I'm unsure why.
What I would like to know is if anyone here knows why the weights are not updating or alternatively another way to replace weights without redoing the entire upload

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I mostly ask this because the more of this I do the longer the process becomes and weights are so hard to get right in the first place that I really want to set up a workflow where I can update them without redoing work I've already done

mortal oriole
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could someone help me, i need some help with bones

mortal oriole
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figured it out

hushed agate
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trying to get this model to work, and I already did all of the weightpainting and other stuff for blender, but when importing it into unity, the animator fails to find the avatar, and thus causing the rig to fail

ornate cairn
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check if you set rig as humanoid

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if you don't it usually looks like you posted

hushed agate
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yeah checked and i did

ornate cairn
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you checked if animations work in unity?

hushed agate
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i'm not sure how to check, still new to this very sorry

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when checking my source for the rig though, it doesn't even show my avatar to use the rig for

ornate cairn
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did in blender rig works properly?

hushed agate
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yes

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i may have fixed it will update you

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nevermind it's not using my rig

ornate cairn
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it seems like the armature isn't parented properly to avatar

hushed agate
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its weird because its all mapped out on mine

vivid carbon
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restart Unity

ornate cairn
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there is button to force t pose

fading verge
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Work out the soultion was weight painting error

wheat hamlet
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can someone help me get eye tracking working?

ornate cairn
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Look at channel name....

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delete it better

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it always has been like that just accept it

still oriole
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Common VRC like, being too scared to join a place because of crippling anxiety even though you came here to fight it in the first place.

zenith herald
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I have possibly the weirdest bug I've ever seen. I just made all my visimes and stuff, exported my avatar via the CATS plugin for Blender, and suddenly upon importing the fbx into Unity, the fingers on both hands are broken horribly! I've never had this happen in the last 8 avatars I've made, all the same way. Does anyone know what's going on here?

rose hinge
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I'm getting this bug where the legs and hips slowly begin to shoot out in front of or to the side of the avatar when walking, and snapping back to place when I stop. This only happens in VR and not Desktop.

crisp tendon
zenith herald
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Just double checked, all the fingers do have a roll of 0d

crisp tendon
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Pose applied as rest pose and bones name are correct ?

rose hinge
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bone roll be acting up for people lately

crisp tendon
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Unity is still the same so unless you're all using blender 3.0, i'm not sure what the cause could be

rose hinge
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I am using Blender 3.0

crisp tendon
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@zenith herald What about you ?

zenith herald
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The default pose is applied yes, and the naming convention for the bones go as Finger_Index_1_L, Finger_Middle_1_L, etc. (same convention as previous avatars I've made)

crisp tendon
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And are you using blender 3.0 ?

zenith herald
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No, I'm using 2.9. Same version I've used for the previous avatars too

rose hinge
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says 0 degree roll but the bone is still rotated

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same goes for all the others

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at least on the arms

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I still have no idea what's up with the legs. I had the same issue on another avatar before and only fixed it by completely replacing the skeleton with a virtually identical duplicate. I don't have a duplicate for this avatar

zenith herald
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Ok so small update. I just fixed it, though I still have no idea why it happened in the first place. I was able to correct the fingers issue by clicking 'Start Pose Mode' and then 'Apply as Rest Pose'. The strange thing is though I have never once had to use that button for the last 8 avatars I've made. I'm sure I followed all my usual steps in building this avatar so I'm not sure why this case was different.

rose hinge
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I tried using that a couple times already

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hasn't fixed my issues

mortal oriole
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im having trouble getting some bones to stick to a mesh, i need some assistance

rose hinge
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Alright the problem I had with the legs just kind of fixed itself but the arms are still broken

dusty breach
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does anyone know how to map/rig something else on the model so it corresponds to the model's face smiling as well i.e. like this model (the cat on the bag smiles, eyes open, etc with the models face)? 🥺

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VRChat向けアバターの「ラウラ」の紹介動画です
様々な表情や動き、機能をご覧ください

出演協力:ティンバー( https://twitter.com/timberforester
撮影協力:ことのし( https://twitter.com/color_kotonoshi

▶ Play video

・VRChat向けオリジナル3Dモデル「ラウラ」(Rawra/らうら) ・VRChatのAvatar3.0向け設定済み(Unity2018、Unity2019対応確認済み) ・DynamicBone設定済み (持ってない方はMissingのコンポーネントを外してください) ・Psdファイル付属 ・ユニティちゃんトゥーンシェーダー2.0使用 ( https://unity-chan.com/download/releaseNote.php?id=UTS2_0) ・Quest非対応 ・VRChatアバター試着ワールド (

odd tapir
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What do I do so the coat does not clip through the legs ? I have colliders set up, dynamic bones have the colliders setup in them too,

ornate cairn
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the most optimal thing would be to weight paint coat but your problem could be that you haven't connected colliders to bones

odd tapir
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I have connected colliders to bones

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Also the coat is weight painted emoji

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Not the legs though, it's weight painted to it's own bones

rare yew
rare yew
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all the tutorials I can find on attaching expressions to hand gestures involve duplicating the existing FX controller for the hand gestures and replacing them with the face animations. But Ive already made a custom FX controller for switching outfits/toggle items. Is there no simple way to add the expression stuff onto my current FX controller or should I migrate those few extra things onto a copy of the hand_gestures stuff?

analog aurora
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does this look correct? Or do I need to move the shoulders up more?

ornate cairn
analog aurora
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Well yeah. I meant are the shoulder high enough?

ornate cairn
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A-pose is fine

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A and T poses are standard

analog aurora
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Cool. Also, how far should I bring the hand bone in the hand if i want to add fingers?

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Is where the length they are now fine?

ornate cairn
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the bone which will connect all finger bones should be placed before hand mesh starts

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just look at other rigs

analog aurora
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ok

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I am so glad that the mirroring feature exists

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I would hate to have to rig both hands individually. My OCD would drive me crazy even if there was a miniscule mistake, lol

ornate cairn
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it is very good feature when avatar is symmetrical

analog aurora
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i added a new bone and it didnt mirror on the other side. How come?

fading verge
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so i have set everything on the robotic arm using vertex groups it works fine in blender and revolves around the point i want it to and it does in unity too i think ill double check this in a minute BUT ingame the arm does not revolve around the joint the bones connected too as if its being pulled away how do i fix this (new to rigging never done it for arms)

fading verge
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can somebody rig me a model, I have no idea how to model and I dont have any money to pay somebody

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dm me if you can help

sturdy belfry
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why do my eyebrows move when i talk in game? does anyone have a fix, by chance?

ornate cairn
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What type of lip sync you use?

sturdy belfry
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Viseme

ornate cairn
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you checked if in blender they move eyebrows?

sturdy belfry
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No, however I was curious how i'd go about fixing that if they do?

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I imagine they probably do, so I just kinda wanna know how to fix it.

ornate cairn
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if they do you just delete blendshape and re do it

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or just copy eyebrows from normal blendshape

wanton dove
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would this cause the feet to sink below the floor when wearing the avatar? or is this fine

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also, do i need to flip the hip bone here? or is it fine.

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oh, and one more thing. the model does not have shoulders (and shouldnt. it's a robot). will that cause problems for fbt?

vivid carbon
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You need the bones, but they do not need to have any vertices attached to them

drowsy wharf
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Hip bone should point up, legs should point down.
Your feet should be fine in VRC as is
You can make the shoulders an ity bitty bone at the head of the upper arm bone

wanton dove
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ah ok

drowsy wharf
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the smaller it is the less it will move, so it won't actually shift around if tiny

wanton dove
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then this is more of a blender question: how do i do that in blender? adding a bone in the middle of a hierarchy

drowsy wharf
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select point to extrude from, Press E, drag and click (or press x y or z to lock to an axis first), move to where you need it and resize
Select upper arm bone, set parent as new shoulder bone

wanton dove
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and just move the head and tail of the new bone to the head of the arm in question?

drowsy wharf
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yes, I'd give it a small difference just so unity doesn't act up with it though

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shoulder tail and arm bone head can be in the same spot, just shift the shoulder head over towards the chest a little

wanton dove
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about how much of a difference?

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this is enough to keep unity from freaking out, right?

drowsy wharf
wanton dove
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thanks

thorny valley
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I just want to hold an object but the finders just go back to curled

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I moved his fingers so they did not do this but after I published it to test and got that error they went back

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Here is the

muted fjord
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It looks like you're trying to animate the transforms of the fingers directly - you need to use the associated Animator parameters from the humanoid rig (should be just below the Transform root in the properties list). Check the proxy_hands animations in the VRCSDK examples folder for a reference.

thorny valley
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Sorry for asking but where is it?

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well I found it in the sdk example assets but they are not on my model anywhere. (Fist time doing this)

muted fjord
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Did you set up the model with a humanoid rig in the import settings?

thorny valley
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mmm

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ok found that thanks

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c

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I can only spin them on an axis like a pinweel. How do I postion them so that I can move them around

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like move left and right

muted fjord
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There should be a property called "spread"

thorny valley
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in the animator section?

muted fjord
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The spread? It's in the list under each segments stretch property. Sorry, maybe I'm misunderstanding what you're looking for? If you need wrist control, I don't think that one is included by default in the examples, but you can duplicate the animation, rename it, and add the property to mess around with. I think it's called Hand something.

thorny valley
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The first one I moved the fingers around and got the error. The 2nd one is what happens when I try to run the model. I can't use the baic transform on the hand parts to do this for reasions that the sdk does not like. How do I get photo 1 to do it without using the trans tool on the main parts

muted fjord
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You're probably better off repositioning that prop to a more natural angle for the fingers to grasp it.

mild stratus
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for reasions that the sdk does not like
That's more a Unity issue than a VRChat SDK issue

thorny valley
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ahh

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still its a pain

mild stratus
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yep

thorny valley
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Ima just make a new hand model and overlap it with the old one then make the other one invisible

signal tapir
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Friendly reminder; never put a descriptor on a non humanoid to humanoid avatar

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This will make your FX layer go crazy and multiply on the descriptor after uploading

fading verge
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my legs are not the same

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well they are the same

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but the hip and spine bones are smaller

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is it a big deal

ornate cairn
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make a hip bone a little more above leg bones and should be fine

fading verge
ornate cairn
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now it's good

fading verge
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i have alot of objects on the avatar

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do they each need a bone

ornate cairn
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no they doesn't need bones

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if they are weightpainted to the bones already existing

vivid carbon
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They need a bone if you want to show or hide them with an animation

fading verge
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what if i want to remove them from the body

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ok thats what i needed to know

vivid carbon
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make sure the bone is parented to whatever body bone they move with, like that axe should probably be parented to Chest

fading verge
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will do

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also

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do my clothes need to be solid

vivid carbon
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what do you mean solid

ornate cairn
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you can't add to them psychics if you want use them in vrchat that won't apply

fading verge
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solid like this

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i guess you could call it two face

vivid carbon
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Yes/no, it depends

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If it is in an area that you will see both sides, you should have a back with normals flipped from the outside, but the whole mesh shouldn't be, that adds a lot of extra polygons

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only have vertices for the side you are going to see

fading verge
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if you look into the collar of the shirt you will see inside though

crisp tendon
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Disable backface culling thumbsup

fading verge
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that was the plan

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thats why i added pipe to the clothes

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so i could imitate it being solid

vivid carbon
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You can disable backface culling for PC, but not for quest, so the mesh would be needed if you plan on using on quest

fading verge
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i dont use quest so i guess its fine

vivid carbon
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You should think about uploading a lower quality version to the Quest unless you want to use a public fallback avatar

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or plan to create your own fallbacks

fading verge
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i dont play with people on quest its fine

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can i use curves in unity

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or does it need to be a mesh

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the pipe

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also how would you suggest i do weighting if the topo is bad

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do i need to re topo

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i would rather not

fading verge
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does the deform look good

amber moth
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Hey guys, im looking for a simple but helpful tutorial on adding dynamic bones to meshes or more specifically converting some bones that are already on my armature into dynamic bones

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Id like to setup my avatar model so its ready to be converted into avatar dynamics as I'm a quest user so I can't use them just yet

sleek isle
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You can only wait. Only thing you need is bone.

amber moth
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I have bones setup already in my model its just they're not dynamic but if all I need to do rn is wait then I can do so

wet linden
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For dynamic bones, you literally just add the dynamic bone component to an existing bone in unity.

woven dagger
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could someone so kindly provide me with a youtube video on how to make mouth and eye tracking? i cant seem to find a good video

sleek radish
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-yikes- that topo

shut tundra
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Can someone explain to me how in this video at 3:44 he's able to rotate the bone and edit the weight paint. I know how to rotate bones. But if i leave the bone in a different position it stays like that and doesn't go back to normal. https://youtu.be/4fICQmBEt4Y?t=224

I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! 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 ca...

▶ Play video
shut tundra
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I want to be able to do this

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i'm in blender 2.93

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nevermind i just figured it out. ALT R to reset all rotations,
ALT G to reset all translations,
ALT S to reset all scales.

sleek isle
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ALT F4

bright grail
ornate cairn
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but it seem like rig is broken

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completly

bright grail
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It doesnt, It just makes the materials have the incorrectly assigned textures. And everything is still weight painted correctly to where its supposed to be

ornate cairn
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ok when you are in 2.83 in pose mode everything is fine?

bright grail
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Yea, in 2.83, I go into pose mode, everything works as intended, I can close 2.83 and reopen the project, and its just fine

ornate cairn
bright grail
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Alright did that, nothing seems to have happened.

ornate cairn
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so you tried after that opening it in different blender?

bright grail
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I havent tried opening it in my other blender, I wasnt sure if there were other steps, one second.

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Its still broken in 2.73

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It seems to have something to do with the export process, because whether I use cats, or blenders exporter, I get the same result, and if I open an exported version in 2.83, I get the jagged broken mesh

ornate cairn
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when you export can you in apply scalling select fbx all?

bright grail
ornate cairn
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yes

bright grail
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Yea thats been on every time ive exported it would seem

ornate cairn
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Well i have no clue now what it could be, it's seems like data mesh aren't proper but don't know why

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you downloaded this model from somewhere or made it yourself?

bright grail
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Made it myself

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And up to this point everything was working fine

ornate cairn
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can you try ctr+ a and all transforms

bright grail
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Still the same result

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I think its basis thats corrupted, I just went in to 2.79, and tabbed into one of my shape keys and the mesh was fine

bright grail
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Is that for 2.8 or 2.7?

ornate cairn
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you need to go to edit mode

vivid carbon
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that link specifically goes to current docs, so 3.0, but the page shows for 2.83 as well

bright grail
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Ahh ok. I followed it, but it unfortunately got rid of all my shape keys data entirely, and I just spent 3 hours doing advanced mouth tracking visemes, but I luckily have some empty visemes that I can use to make a new basis which works just as well, but I do appreciate your help alot

vivid carbon
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This had been suggested multiple times from other people, I have never done it myself so I didn't think it would do something like that. Sorry about that, you can always undo of course and hope someone else has a fix, or at least save a copy of before doing that

bright grail
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Ya no its all good. Making a new basis from one of the unused shape keys worked thankefully

rugged stone
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need help

fading verge
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any idea if this awful hand setup will work

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ok im just gon go with it

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does anyone have the bone naming conventions?

fading verge
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click on your armature

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then shift-click your mesh

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use the little drop down menu to go into weight paint mode

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then you can shift or control click bones to select them and rotate like normal

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while also weight painting

drowsy wharf
# fading verge does anyone have the bone naming conventions?

actual bone names do not matter, though generally you want something mentioning L/R for either side

You also don't NEED to have a mesh for every bone if you don't want to, like if you don't want hands, you can have the bones for them and no mesh

fading verge
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wait how is unity gonna know what is what then?

drowsy wharf
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unity only moves the bones, the model itself decides where the mesh parts move based on those bones

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unity doesn't care if you have a mesh for a bone
It treats bones the same as any other object, like unity cube is the same as other objects

fading verge
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oh i thought that it was gonna like work with premade animations or something

drowsy wharf
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technically it does, but the animations move the bones not the mesh

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the only mesh moving in unity is either pre-made blend shapes, or shaders

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(or unity cloth...)

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I've set up a full humanoid skeleton with no weight at all and something else that has a mesh and bone on it

fading verge
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umm sorry but which one of these is the chest, upperchest, spine, and hips?

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theres only 3?

slow forum
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Hope I can get some help with this as I am so close to getting my first avatar into vr. The issue I am having is that everything works yet when I use the avatar it is sitting halfway in the ground with his hands up over his head. The hands move when I move mine but when I look around the avatar swings like its parented to where my view is set. I am rigging in Maya and using the send to unity with fbx

slow forum
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Fixed, Armature had wrong up direction. Now to fix scaling issues

viscid narwhal
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Hello, I've been having this issue since I started trying to make avatars back in August of 2021.

I try to add a new hair mesh to the avatar of choice, but everything I've tried, Automatic weights to the original armature,
Bone relativity, and even just going into Unity after going into blender and making the head/neck the parent. The hair will never
move with the avatar. What can I do?

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Even joining the hair mesh to the original body mesh hasn't worked.

ornate stone
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How would I best make these match? Should I make planes underneath, and how would I do that?

shut tundra
ornate stone
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Yea, I want to connect them somehow, hopefully like this....

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I actually want it wrapped all around the neck part, because it looks off now:

shut tundra
shut tundra
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I thought so too

viscid narwhal
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:/

wispy coral
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hey does anyone know how to fix this

ornate cairn
wispy coral
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ok when i click on the bones how do i make the bones parents

ornate cairn
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watch some tutorials on youtube it will help more

wispy coral
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ok

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but the thing is the model looks like this

ornate cairn
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oh god that is indeed mess

wispy coral
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yes

ornate cairn
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try mixamo auto rigger

wispy coral
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oh wait i dont have that were is that

ornate cairn
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site

wispy coral
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ok

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thanks

wispy coral
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it work thank you

jade verge
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Anyone here got experience with auto rig pro (the blender addon)?
I have it installed and partially working, but got some questions on how it works and how to get it into vrc

fierce grail
undone basin
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So i have a model thats alredy rigged but it doesnt have finger bones. I added them try to parent them to the object dint work. What im I doing wrong? (In blender)

fast bane
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Doing something for a friend
How do I make this R6 roblox model (it has only 4 limbs + head/torso, hence the name) bend rigidly

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I do not want elbows to be taken into the equation when I basically just want the model to care about where the hand is so the arm just points that way

drowsy wharf
# fast bane I do not want elbows to be taken into the equation when I basically just want th...

as long as it isn't for full body, it just needs to have the correct humanoid bones to work out of the box for vrc
even if those bones are so small they do nothing, but are still in the right order.

From what I can see:
You already have elbows made (upper/lower arm joint)
You're missing a neck bone (just make it tiny between head/chest)
And you're missing at least thumb/index/middle fingers (I think it was 3 bones per finger required...can't remember)

Bones do not NEED to have weighting, just need them to exist for unity's humanoid rig system

fast bane
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There is a neck, just very very tiny

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So all I need are just the fingers?

drowsy wharf
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that's fine then
just make sure you have the order correct too, you can check the pins for a hierarchy
The top pin is still somewhat important for you as well, make sure the elbow/knees are bent slightly in the correct direction, and otherwise mostly straight

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you mentioned not caring about an elbow, so if you don't want the arms to bend at the elbow/knee you can technically make the upper or lower arm really tiny as well

fast bane
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Like this

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?

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for the knees

drowsy wharf
fast bane
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Ok

fast bane
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Because idk if it will get in the way when rigging it up in unity

drowsy wharf
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make sure they have the "connected" checkbox marked or things will likely get weird
But generally you'd just scale the bigger bone up and the smaller one down
So for the lower arms you'd shrink it down near the wrist and have the upper arm cover the rest of it

You will pretty much not have any elbow bending though, so vr may be weird if you do it and don't hold your elbow straight all the time to do things

fast bane
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Ok

fierce grail
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Finger bones are not needed for humanoid SDK3 avatars to work properly.

rustic depot
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I have an issue with a model im creating where my shoulders turn inside out or flip over when i lift my arms up

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Can someone help me fix this

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it also makes the neck longer and the hoodie gets flipped too

devout lantern
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Hey all, i'm working on an update to my character at the moment and i was wondering

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is there any indication that the avatar dynamics update will allow for driven keys and corrective blendshapes?

fading verge
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Anyone know how to fix that issue where the hands look very weird in game like they close wrong it happens on a lot of avatars

drowsy wharf
fading verge
fading verge
drowsy wharf
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newest blender? hit F3 type roll and you should find it

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make sure you're in bone edit mode with all bones selected

fading verge
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While all the bones are selected in edit mode

drowsy wharf
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which blender version?

fading verge
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uh 2.93.6

drowsy wharf
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try space instead, you should get a search/finder

fading verge
drowsy wharf
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uh... Alt+R I think was the binding for reset rolls

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it should be F3 then if it's playing anims on space

fading verge
drowsy wharf
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yes

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if you're on a laptop you might have to hit the Fn key and F3 to actually press F3...because designers are stupid

fading verge
# drowsy wharf yes

😂that brought up my performance overly idek I’m on a desktop but I do have a fn key so lemme try that

drowsy wharf
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what kind of weird bindings do you have...and fn on a desktop too?

fading verge
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It still did nothing

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It’s a weird keyboard

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Is there a way to access it without a key bind

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Oh wait

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It has these

drowsy wharf
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need to have your cursor in scene

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yes, second option, though normally you'd search for roll

fading verge
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Oh ok

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Ima try that

drowsy wharf
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any time you're affecting something in the scene, have the cursor over the scene

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(including search)

fading verge
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What do I set the roll to

drowsy wharf
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just clear rolls

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alt+R or the second option, hit it and you don't have to adjust anything else

fading verge
drowsy wharf
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leave it

fading verge
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Ok

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Idk if it’s doing it because when I hit alt r my performance overlay comes up

drowsy wharf
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do you have NZXT Cam?

fading verge
drowsy wharf
#

control+o apparently disables that
But as long as the clear roll window came up, it should be good

fading verge
#

Ok cool ima test it in a min but would u also happen to know why in unity after I combined all my models of blender into 1 when I add a material to the models hood it colors the who avatar but for every other body part it color the individual part

drowsy wharf
#

If you atlased everything, you're NOT just applying a material to the hood, you're applying it to the whole model
That's what atlasing is. Making an atlas (like unwrapping a globe into an atlas) of all your textures/materials chosen.
If you want to recolor the hood, make a copy of the texture and edit that, changing only the hood section.

fading verge
#

And if I did Is there a way to un atlas the hood

drowsy wharf
#

are you dragging the material onto the model or into the material slots?

fading verge
drowsy wharf
#

if you only joined meshes into one, that's not atalsing

fading verge
#

Itself

fading verge
drowsy wharf
#

I would not suggest doing that...it's an option but it's really finicky and not suggested other than for single material objects

fading verge
drowsy wharf
#

select the mesh, and swap the material directly in the sinspector

drowsy wharf
fading verge
#

Idk how to make them move as one

drowsy wharf
#

you'd just have to weight paint and parent things properly
like if the glasses are parented to the chest instead of the head bone, they'll move with your chest, not your head

fading verge
#

oh ok is weight painting necessary

drowsy wharf
#

and if they don't move at all, they're either parented to your root, or they're not weight painted at all

#

unless you just have a floating object that doesn't move it's arms separately from it's body...yes

#

weight painting is what makes each vertex actually move the specific amount needed compared to one or more bones

#

generally for glasses for example, you'd fully paint them to one bone, either a glasses bone, or to the head bone

#

did you just merge a bunch of things together that had separate armatures or similar?

fading verge
#

oh alright that kinda stinks So for a hood would I weight paint the hood itself or the part of the body it’s attached too

fading verge
drowsy wharf
#

you would weight paint the hood to the bone it follows
you'll want to look up tutorials for it. It's a bit confusing at the start.

fading verge
drowsy wharf
fading verge
drowsy wharf
#

also...look up CATS plugin if you're not using it, it simplifies a bunch of things for vrc

fading verge
drowsy wharf
drowsy wharf
fading verge
#

Rip ok um ima try to do that watching a Tutorial but I didn’t add to much so if I added two models without armature do I just have to weight paint those

drowsy wharf
#

anything that doesn't have weight painting will not move until it does, yes

fading verge
drowsy wharf
#

if you select the armature first, switch to pose mode, and then...control select the mesh and switch to weight paint, you should be able to position the bones (and more easily select them) while still painting
...helps a lot with checking and adjusting things. I think the hotkey to toggle mesh edits is still M but I'm not sure

shut tundra
#

Is there a way to prevent the hip tilt for full body. When adding a rig to a model from scratch? I rigged a model from scratch and everything was done correctly and i still had to do the hip tilt fix. Every other model i've made has that issue. And majority of the other models already came with a full rig.

tired idol
#

I need help, the mesh is not connected

#

it's not following the bones

pine sapphire
#

Are you in edit or pose mode?

#

If you’re in edit mode, that’s your problem:

tired idol
#

wait i just fixed it-

#

Fudge

pine sapphire
#

Nice

tired idol
#

I just have to parent it with automatic weights-

jagged matrix
#

Trying out Blender Rigify and it's.... it's a lot.

shut tundra
#

Yeah blender rigify is a lot. But it actually works really good for the face. I mainly use it just for the face. The rest i rig myself since vrchat has certain spine requirements that it likes.

jagged matrix
#

Yeah that's the main reason I want it, just for making expressions and visemes

#

If all goes well I'll be able to keep both my Rigify "control" armature and my simplified "game" armature around, export the game one for Unity, and use the control one for making animations and blendshapes

#

🤞

plain prairie
#

I am rigging a model in unity for VRchat/Veeseeme/Animaze and I am just stuck on getting the mouth to work and add physics to some parts of it

young mantle
#

man

#

i found an old model i made in 2017

#

and i was ilke

#

like

#

"imma rig it."

#

and then i realised how SHIT my topology in 2017 was.

fading verge
#

I tried following a YouTube tutorial to do some fast weight painting solution but it didn’t work as I didn’t have an apply button when I set it to groups

fallow moth
#

hold shift + select your mesh + the armature and then strg p

tired idol
# fading verge How do u use automatic weights

click on the mesh first, then next click on the bones, right-click and there are alot of options to parent them, there you will see "Parent with automatic weights", It should do the trick.

junior turret
#

Question. Would rigging for VRchat also work well as rigging for vtubing or would those require different methods?

ornate cairn
#

than using vseeface or something and you can use it as vtuber

junior turret
#

exellent.

hearty thunder
honest prawn
#

what does it mean by not the first child?

#

nvm i found out unity decided to re order my bones on me for no reason

somber pagoda
plain prairie
#

Would anyone would be wlling to help me add blendshapes and minor cloth physics to an Avatar?

livid gulch
#

Anyone good with dynamic bones?
For some reason when I hit play I can't move the camera and nothing wobbles

drowsy wharf
#

and did you assign the root bones for the dynamic script?

#

(should also probably be in #avatar-help for this instead, rigging is more bone setup and weight painting than anything else)

tired idol
tired idol
#

Why is it transparent-

drowsy wharf
tired idol
#

what's the hot key, Everytime i press Ctrl+n It opens up a new file.

#

nvm tnks

manic junco
#

in unity, my dynamic bones point outward, while my bones in blender point forward. the bones pointing outward means i don't get the same dynamic bone effect that i want

#

and then in blender:

#

how can i fix this?

#

looks like this is related to the issue

fading verge
ornate stone
#

Is there an easy way to only select the inside Face of this mesh?

stray wind
#

okay guys so basically

#

I have a rigging issue

#

with dynamic bones

#

can anybody help me out with that?

crisp tendon
# manic junco

That's just how unity displays bones iirc, a bone's origin will point to the parent, unless I'm wrong

somber pagoda
crisp tendon
clever viper
clever viper
stray wind
dreamy hull
#

Stupid question: Should I adjust the feet so that they're flat on the ground for the t-pose? The model came out posed like this when I imported it.

crisp tendon
#

Usually better yes

civic sable
#

how would i go about fixing for fullbody? 🤔 i keep getting this msg in unity but not sure what exactlly to change/fix

crisp tendon
jagged matrix
#

So here's a tricky Blender rigging problem, maybe someone can point me in the right direction... 🙏 I have two armatures. The first one is a simple armature meant to be exported to Unity, which controls the body. The other is a fairly complex Rigify armature meant to help me create the blendshapes for visemes and expressions and stuff. This is working great for the eyes! But now I'm starting to work with the jaw, and I realize that the automatic weight painting has caused the rest of the body to get associated with the jaw of the face armature, producing some really horifying results when I open the mouth 😅

Is there a way (hopefully other than manual weight painting... there would be a lot of bones to paint) to get the face armature to only affect the face, and leave the rest of the body alone?

#

Suppose I could also try separating the head into a different mesh, so the face armature only applies to that mesh... 🤔

#

Ok that's actually better, at least there's less to weight paint

#

🤔 even just finding all the groups that are affecting this region is tricky

#

!!!! oh I got it!

#

I had to manually edit the rigify armature though, so I'll have to redo it if I tweak/regenerate rigify...

#

But ok at least I can make some blendshapes with this.

fallow jasper
#

Does anyone know how to fix cat fix model button doing this to the armature

crisp tendon
#

Try applying transforms to the armature before using the button

#

Ctrl + A

clever viper
#

I have a question, although is more into the whole unity side... suppose I have a piece of clothing separate from the body mesh, both of them rigged to the same skeleton, how do I import that one without getting duplicated skeletons?

#

looks like I can't have less bones in my clothing mesh if I want to have it based on the main body armature.

clever viper
#

Everywhere I look for an answer involves code.

#

which means it may not even be applicable to VRC.

jagged matrix
# clever viper I have a question, although is more into the whole unity side... suppose I have ...

Rather than importing the entire top-level model (which would import the skeleton a 2nd time) you could import just the mesh underneath it. (1st Screenshot is my avatar model file, which contains seven different meshes.) Then you can create a new blank GameObject to represent the clothing, add a Skinned Mesh Renderer to it. Drop in your clothing mesh from the project files, and associate your existing root bone from your character.

warped rose
#

uh... im not sure where to put this but i might need someone with experience with simplifying rigs because i bought a model that has 800 bones and it's mostly ik and there are so many bones i dunno which does what

#

ive simplified the mesh

#

to around 40k verticies

#

i can get it simpler if needed

#

but the main help here is it has so many bones

#

there are so many layers aswell and when i try to delete/parent bones using cats it messes up the whole rig

ornate cairn
#

this rig wont work well in vrchat

warped rose
#

so i have to rerig it?

ornate cairn
#

depends, this rig is probably not that bad to totally ditch it but without experience fixing it might be hard

warped rose
#

when i bought it came with a meta rig

#

with face bones

#

and i can use bones that came with the main rig

ornate cairn
#

the rig needs to be humanoid like here

#

it might be fitting it

#

maybe it just looks bad

#

also the skirt bones and hair bones are fine they probably were planned for dynamic bones

jagged matrix
#

fwiw it probably won't be a problem to just delete the ones you don't need, especially the ones where "Deform" is unchecked in Blender

#

1s I'll grab a screenshot

#

Easiest place to start is to delete any bone that has "Deform" unchecked

#

That will get rid of most of the IK stuff

#

Don't forget to check for bones hidden on other layers too

#

I've been working on this too, trying to take complex rigs and break them down into something that'll work well in Unity, and I've found this video/series to be really helpful @warped rose https://www.youtube.com/watch?v=6nCriSbfHjc

This is a new video in my Blender to Game Engines series (aka "Bridging the Gap"). Here is the full playlist:
https://www.youtube.com/playlist?list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3

This video is made possible by the people who support me on Patreon and Gumroad.
Get early access to CGDive content:
🔸Youtube Memberships
https://www.youtube.com/...

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plain prairie
#

I am having issues trying to understand blendshapes so I can make a game ripped model work, its Gabumon from Digimon and the tutorials are not helping me

plain prairie
fair plank
#

Ahh

#

If you can't figure it out still by some time later today I'm sure someone here (or me) wouldn't mind helping you

#

I'm currently busy helping someone else though

warped rose
#

would the pelvis rig work in vrchat

#

like did i set it up right

sleek isle
#

no

#

Only 1 bone for the hip

warped rose
#

thanks

arctic ember
#

Okay my idea worked! Instant rigging of a clothes mesh, based on a projection of the underlying body's rigging.

crisp tendon
#

data transfer goes brrr

#

Definitely something that a ton of people will use catYes

arctic ember
#

Yeah it's literally just data transfer, I have no idea why I didn't think of that before

signal iris
#

I know kinda literally nothing about rigging and I'm trying to rig a model, sooo uhmmm, does your model have to have separate parts, like hands and head being separate, rather than being a single mesh?

#

Wait ofc omg

#

My brain 🤯

#

riiight?

ornate cairn
#

why would you need model with separate things to learn rigging

signal iris
#

Idek I'm confused af

ornate cairn
#

watch some tutorials it's not that complicated

crisp tendon
#

It doesn't need multiple separate parts no

signal iris
#

I'm trying to, it's just that I got a little weary

#

Thank you :']

signal iris
ornate cairn
# signal iris Ok so like, the tutorial I was watching had some of the limbs separated aaa, I'l...

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

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

▶ Play video
signal iris
#

Hhh, does the head have to be separate?

crisp tendon
#

nope

fair plank
arctic ember
fair plank
#

Ahh

#

Is your thing available to download/test/use yet?

arctic ember
#

tbh I had no idea it was a semi-known technique when I thought of it this morning x3

arctic ember
fair plank
fair plank
#

I'll keep that in mind

ornate stone
#

I'm not sure if anyone knows a fix around this, but whenever I am using "heel" bases, and I let my foot rest, it's like my ankle is getting dislocated and gets flipped forward, looks in-humane and un-natural, is there a way around this somehow?
What should I do in Blender?

#

This is how it looks on the "flat" base:

ornate stone
#

It's not due to that, just ignore that one

#

I have a blendshape to hide the feet, the issue is with the heels

crisp tendon
#

If you mean the bones, then that can't be solved with blendshapes

ornate stone
#

It's doing this...

crisp tendon
#

The armature can't be moved independently sweat

ornate stone
#

So there's no workaround to fix this? It mostly happens if I am sitting down of course...

crisp tendon
#

Is it only on this foot ?

arctic ember
ornate stone
#

Yeah, since the ankle is making any slight movement forward with my ankle, makes it look strange

crisp tendon
#

Heel might need to be your default and switch to flat instead tohrushrug

ornate stone
#

I cannot wear heels on the flat 😢

crisp tendon
#

But it's not something that models are expected to do tbh, in terms of rigging

#

You could maybe rely on constraint bones to adjust the weight paint

ornate stone
#

Oh ok

#

At least now I know, thanks !

orchid echo
#

@ornate stone yeah you could easily do this with rotation constraint, if you want to pursue it I can tell you how if you dm me. I’ve never specifically done this for human feet but I’ve done stuff just like it that worked fine.

#

might take me a bit to get back to you but you can do this if you’re willing to adjust ur avatar’s height via playspace to account for the difference btwn flats and heel

#

can’t do anything about only being able to have one stepping height, but if you’re willing to float a lil in the flats, it can easily be done.

ornate stone
orchid echo
#

@ornate stone so what you do is, and I’m assuming you’ll default to high heels btw, in Blender, clone your foot and toe bone. They should still be children of your legs. You can leave the clones named .001. Then in Unity, click on your fbx and reimport it as Humanoid, but this time put those .001 bones in for your feet and toes.

#

NO WAIT… default to flats.

#

Do this from flat feet imo. I think.

#

Anyway that step’s the same either way.

#

So now in Unity your avatar thinks the 001 bones are its feet, so your “real” weight painted feet are just kind of hanging out.

#

Add a Rotation Constraint component to your real feet and toes, one constraint per bone.

#

Now I think you can get away with doing just this, but like

#

so you put your .001 feet in the source boxes. Your real feet will now “rotate like” your 001 feet.

#

When you put your heels on, add a new thing in the heels-on .anim that turns the big Constraint Weight down to 0.5 on your real feet and toes.

#

This might be sufficient to fix your feet since the issue is them getting too extreme, and feet in heels are a little more stiff anyway.

#

So your default is flat feet, while your feet are flat, these constraints are at 1 strength. When you toggle your heels on and do your blendshapes and stuff, set your constraints to 0.5, and then your feet will only rotate half as much as they do now.

#

Your default can be either foot state…

ornate stone
#

I'll check it out tomorrow, too late to do anything now

orchid echo
#

Good luck, I think this should fix it

arctic ember
crisp tendon
#

Ty for your continuous hard work 1bless

somber trail
#

Hey so I made a model but it doesn't have any mouth or eye rigging and I need help making some

somber trail
crisp tendon
#

There's no need for mouth rigging, only blendshapes, for the eyes you need a vertical bone in each eye

rustic forge
#

Hey so I've been having an issue with a client's model, For some reason the skin weighting is cursed and I was wondering if anyone has any tips or tools that can be used to make skin weighting a little bit less of a nightmare.

somber trail
crisp tendon
# rustic forge Hey so I've been having an issue with a client's model, For some reason the skin...
Gumroad

Addon for Blender 2.9 and 3.0 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.s...

rustic forge
flat basalt
#

Figured this was the best place to ask this.

#

VRChat has default rigging yes?

somber trail
flat basalt
#

What if I wanna do a new skeleton instead of using VRChat's, examples of reasons being the bad way the current movements are implemented. How should I proceed?

somber trail
#

ooof $30

crisp tendon
somber trail
#

30 dollars tho xD

crisp tendon
#

18$ for individuals

#

And it's instantly worth the money

#

imo

pine sapphire
#

Looking for advice. Why does unity constantly cause my shoulders to slouch? The rigging in Blender/Unity looks fine but in VRChat, my shoulders droop.

#

Is this a common issue? Playing Quest 2 to Virtual Desktop wt. no full body.

hasty shell
#

Hey guys! I think i have the same issue as SleeponSunday. I searched tutorials to help me on the subject but found nothing that worked. Looks fine in unity, looks fine in blender but looks like that in vrchat... (also, if one of you know how to fix the hip tilt rig hack i need to use, i would be really happy)

#

Note that it is for FBT, i don't know if matters

pine sapphire
#

I did some testing in VRChat...This is standing normally.

#

This is with T-Pose enforced....

#

For anyone who is curious, the world is Avatar Bone Chacker — by kurotori (yes, spelt like that).

signal tapir
#

Chacker lol

hasty shell
#

@pine sapphire i think i found a solution, but it feels more like a rig hack than an actual solution. I modified the weight paint of the chest and the shoulder to limit the movement of the shoulder and it improved enough for me to call it a day.

Modified the weight paint
moved the shoulder bone towards the arm (in T-Pose) to move the rotation point further away
Reduced the size of the shoulder bone

plush badge
#

So, having these 2 issues. Is it with my actual bones?

#

I brought this from Vroid Studio to Blender, then Unity

#

in addition, my feet wont stay planted when i move my head, it moves with the body. these problems dont appear when not using VR

hasty shell
#

don't know much about imports from vroid, but about the hip tracker, it might be a problem with the fbt calibration. If you're sure the calibration is right, then i have no clue about the cause of that.

plush badge
hasty shell
#

oh i see, and you made sure to activate the fbt setting? because the whole body follows the head when you use standard headset-controller

#

3 is ideal plus wrist to make a decent hand. i guess it could work with 2 (from what i've seen in game) but it's not that pretty

#

i think i have an avatar with less bones in the hand, lemme check

#

ik you an have less than 5 fingers, but one bone per finger, i fear you'll have to test it out

#

I like the character designs, but i haven't got the time to watch it yet~~vrcTupCry

plush badge
hasty shell
plush badge
#

yep

#

oh yea, i can see the body moving when i move the neck nod/tilt sliders in the muscle menu

hasty shell
#

then the only thing i see would be the connection between the bone? make sure they are all connected at the right parent in blender

#

there can also be some plugins in blender or unity to make the hair spring around. you might want to check if they are activated for the head

pine sapphire
#

The add-on to make the hair spring around is called “dynamic bones” and you can find it in the unity store. Wiggle bones will not transfer over.

fierce grail
#

It was like that only with SDK2 avatars. With SDK3 you don't need any finger bones to have a fully functional humanoid avatar that can work with full body tracking.

pine sapphire
jagged matrix
# pine sapphire <@257248472183472132> & I are still looking for a better solution. If you know h...

https://youtu.be/2sfTEBAl8sA?t=621 Timestamp links to where they talk about shoulder sag, but honestly the whole video is worth a watch.

[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
pine sapphire
#

I really appreciate it.

#

I'll be sure to check this out after work. Thanks

hasty shell
sleek isle
hasty shell
sleek isle
# plush badge

You could use a different locomotion controller setup if you don't want the head to sink when jumping

#

I made a good one

sleek isle
#

so the shoulder are disbalanced

plush badge
hasty shell
warped rose
#

how exactly would i rig eyes that are...yknow anime like

#

wait i have a idea

hasty shell
#

should probably use another world to demonstrate it huh~

hasty shell
#

Hmmmmm.... gotta love full body rigging...

#

(kneeling on the floor)

sleek isle
#

you miss the part of moving it up a little

hasty shell
weak cave
#

I keep getting an error that says 'spine hierarchy missing element please map neck'

The avatar had a neck before I fixed another spine heirarchy issue though now its not mapped and im not sure how to map it.

hasty shell
#

that's in unity i suppose?

weak cave
#

Yeah its in unity

hasty shell
#

probably this window:

#

make sure to bring the bone at the correct spot

#

in this case, it would be in the "head" tab

weak cave
#

Oh I had no idea you could do that

Thank you I was able to fix it!!

hasty shell
sleek isle
#

not too smallor in 3 pt you character will have a weird rotation in a chair

hasty shell
#

welp it restarts to tilt if i make it bigger~ 😅

lilac quest
#

i hate weight painting

#

if anyone has an easy way to quickly weight paint plz lmk

sleek isle
#

transfer weight from the body to the shirt

lilac quest
#

yesss i did that, someone in a different server told me to do data transfer :D

#

it worked on one side better than the other

hasty shell
hasty shell
pine sapphire
#

Great, let me know.

viral seal
#

question:
is the rigify addon's metarig good to just use for avatar creation without generating a rig?

viscid glade
#

trying to create a rig but when i name one bone it names all of the extrusions the same thing 🤨

#

nvm im stupid 😭

wicked ibex
#

hey all, finished making a new avi in Vroid studio, took it through Blender and then uploaded in Unity. All looks good w/ just headset and hand controllers, but once I put on FBT the following issues happen:

  1. Avatar arms are always bent even when mine are straight
  2. Avatar hips are pushed forward, causing upper body to lean back in a weird way
  3. Avatar knees are always bent even when my legs are straight
#

any ideas are appreciated! 🙂

hasty shell
# pine sapphire Great, let me know.

basically, reshape your shoulders (mesh) so they are higher. be careful because it might make your arms longer, i had to reduce the length of the shoulder after testing. I didn't have to move it up a lot, but you might need a little more since i fiddled with my weight paint before

hasty shell
# wicked ibex hey all, finished making a new avi in Vroid studio, took it through Blender and ...

Arms and legs bent are probably due to proportions. The hip bent forward/backward is only an alignment issue. That video tutorial should be able to cover everything: https://youtu.be/2sfTEBAl8sA?t=621

[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
wicked ibex
#

Thanks I'll take a look! Here are two photos of the issues, front and side.

#

I followed this tutorial - https://youtu.be/Qbwl9XIONuQ

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

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